1. CHARACTER CLASSES

    1. Artisan
    2. Assassin
    3. Barbarian
    4. Borderer
    5. Counselor
    6. Gladiator
    7. Godsworn
    8. Healer
    9. Hunter
    10. Hyborian Ranger
    11. Inquisitor
    12. Knave
    13. Mariner
    14. Merchant
    15. Noble
    16. Nomad
    17. Pirate
    18. Raider
    19. Scholar
    20. Soldier
    21. Spy
    22. Swashbuckler
    23. Temptress
    24. Thief
    25. Wanderer







I. CHARACTER CLASSES

Level
XP
Feats
Single Ability Increases
All Abilities Increases
1
0000
1st
2
1000
3
3000
2nd
4
6000
1st
5
10000
6
15000
3rd
1st
7
21000
8
28000
2nd
9
36000
4th
10
45000
2nd
11
55000
12
66000
5th
3rd
13
78000
14
91000
3rd
15
105000
6th
16
120000
4th
17
136000
18
153000
7th
4th
19
171000
20
190000
5th

Multiclassing

Any character can multiclass without penalty in Conan the Roleplaying Game, so long as he is in a suitable environment to learn the necessary skills and talents of the class, in the Games Master’s opinion.

For some classes this may be quite tricky; a character who does not start out as a barbarian or nomad, for example, will need to live extensively with an appropriate barbarian tribe or nomad clan before he may reasonably take a level in that class.

On the other hand, any character who joins a mercenary band or army could probably be permitted to multiclass into the soldier class if he wishes.

However, characters are encouraged to stick to one class for at least 10 levels so as to gain the maximum number of feats under the Favoured Classes rules (see page 14). This allows some players to create strongly archetypal characters and others to learn a little something from a large number of different character classes, just as Conan himself did.

Note that beyond 11th character level, hit points for multiclass characters work in much the same way as for single-classed characters. The character gains either +1, +2 or +3 as a fixed bonus to hit points for each class level gained between 11th and 20th, with the fixed bonus depending on the Hit Die type of the class in which a level has been gained.


1. Artisan

Hit Die: D6

The artisan’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Knowledge (Architecture) (Int), Knowledge (History) (Int), Knowledge (Legends) (Int), Knowledge (Nobility) (Int), Knowledge (Stewardship) (Int), Perform (Cha), Profession (Any) (Wis), Search (Int), Sense Motive (Wis) and Swim (Str).

Skill Points at Each Level: 8 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+0
+0
+0
+2
+0
+0
Focus
2
+1
+0
+0
+3
+0
+0
Bonus Feat
3
+2
+1
+1
+3
+1
+1
Fame and Infamy +4/-4, Skill Emphasis
4
+3
+1
+1
+4
+1
+1
Established
5
+3
+1
+1
+4
+1
+1
Fame and Infamy +6/-6, Patronage
6
+4
+2
+2
+5
+2
+2
Masterpiece I, Swift Craftsman
7
+5
+2
+2
+5
+2
+2
Fame and Infamy (2 targets), Bonus Feat
8
+6/+1
+2
+2
+6
+3
+3
Lightning Craftsman
9
+6/+1
+3
+3
+6
+3
+3
Fame and Infamy +8/-8, Patronage (2nd patron)
10
+7/+2
+3
+3
+7
+3
+3
Skill Emphasis
11
+8/+3
+3
+3
+7
+4
+4
Fame and Infamy (3 targets)
12
+9/+4
+4
+4
+8
+4
+4
Bonus Feat, Masterpiece II
13
+9/+4
+4
+4
+8
+4
+4
Fame and Infamy +10/-10
14
+10/+5
+4
+4
+9
+5
+5
Patronage
15
+11/+6/+1
+5
+5
+9
+5
+5
Fame and Infamy (4 targets), Pure Skill
16
+12+/+7/+2
+5
+5
+10
+6
+6
Focus, Patron's Gift
17
+12/+7/+2
+5
+5
+10
+6
+6
Fame and Infamy +12/-12, Bonus Feat
18
+13/+8/+3
+6
+6
+11
+6
+6
Patron's Gift
19
+14/+9/+4
+6
+6
+11
+7
+7
Masterpiece III
20
+15/+10/+5
+6
+6
+12
+7
+7
Bonus Feat

CLASSE FEATURES

Weapon and Armour Proficiency: An Artisan is proficient with all simple weapons and light armors.


Focus: At 1st, 8th and 16th Level, the Artisan gains a +4 bonus to one Skill, chosen from the following list: Appraise, Craft (any), Forgery, Knowledge (any), and Perform. The Artisan may not select the same Skill twice.


Bonus Feat: At 2nd, 7th, 12th, 17th, and 20th Level, the Artisan may choose a bonus Feat from the General List.


Skill Emphasis: At 3rd and 10th Level, the Artisan gains the bonus Feat, Skill Focus. This Feat may be applied to any Skills from the following list: Appraise, Craft (any), Forgery, Knowledge (any), Profession (any) and Perform.


Fame and Infamy: Artisans know that one lives and dies by one’s reputation. Similarly, they know that a well-placed word in a noble’s ear, or a song of glorious misdeeds can make life better or worse for a friend or enemy.

At 3rd Level, an Artisan can modify a target’s Reputation by +4/-4 given sufficient time to lay the groundwork for rumors, whispers, and gossip to take effect. A target’s Reputation can be reduced to 0.

In the Artisan’s native territory, the Artisan needs 5 days — Cha Modifier (minimum of 1 day) to affect a target. In a new land or unfamiliar territory, the Artisan needs 20 days — Cha Modifier x2 (minimum of 5 days) to effect a target. The effect is temporary, but continues for as long as the Artisan works at it.

At 7th, 11th, and 15th Level the Artisan can affect 2, 3, or 4 targets’ Reputations simultaneously, keeping various rumors spinning the way a mummer juggles plates.

At 5th Level the Artisan can affect a Reputation by +6/-6, at 9th by +8/-8, at 13th by +10/-10, and at 17th by +12/-12.


Established: At 4th Level, the Artisan has become established as a master of his or her art. The character now gains a +3 bonus to Bluff, Diplomacy, and Knowledge checks related to his specialty. For example, Antonio has just become an established painter and wishes to sell one of his wares. He receives a +3 bonus to the Diplomacy check made to haggle over the price with the interested noble.

In addition, his Base Reputation increases by +4.


Patronage: Established Artisans are able to attract patrons — nobles, merchants, and other wealthy men and women who gladly support them in their work. Nobles often use such patronage in their social maneuvering, as do merchants looking to become well known in higher social circles. It rarely matters to craftsmen, however, who are just happy to have a steady source of income.

At 5th Level, the Artisan acquires a patron and can ask for boons, such as money, favors, hirelings, invitations to social events, etc.

You must address him personally or get word to him of your need for assistance. The Games Master makes an Ally check based on 1d20 + your Charisma modifier + ½ Artisan Level (Round Down).

The DC for the check depends upon the type of assistance requested. If it is a simple request, such as for an invitation to a social function, the loan of a small amount of money or the like, the DC is 10. Asking your patron to introduce you to someone of equal status to him might have a DC of 15. A request for physical assistance, such as asking for soldiers who are loyal to your patron to come to your aid, might be DC 25 or higher.

You may request aid from your patron once per month. However, for each request made in successive months, the DC rises by two.

At 9th and 14th Level the Artisan acquires a second and a third patron.


Swift Craftsman: At 6th level, the Artisan gains the ability to craft items faster then normal. Whenever you spend a day crafting, a successful check result multiplied by the DC gives you progress in sp (instead of cp), likewise a week's crafting is now measured in gp (not sp). In addition, you can craft by the hour. Whenever you spend a hour crafting, a successful check result multiplied by the DC gives you progress in cp.


Masterpiece: At 6th Level, the Artisan must select a specialty (Weapon, Armor, Tailor, Poetry…). His knowledge gives the Artisan a +2 bonus to every skill check related to his specialty.

At 12th level, the Artisan is capable to create a masterpiece of his specialty. For a craftsman, this may mean a beautiful sword or striking armor. Similarly, a singer might write an epic song, while a steward might organize impressive arrangements for a visiting noble.

A masterpiece will often be “stamped” with a maker’s mark, which may be a literal mark upon the item or a particular style that identifies the creator.

To create a masterpiece (meaning object, art, or performance) takes time, skill, and often money. The DC for this check depends on the complexity of the item created, and is normally a Craft or Profession check. For example, a steward creating a reception for a visiting liege lord would need at least a month to properly prepare ... but, a minstrel might come up with a bawdy song in an afternoon.

A masterpiece tool, instrument, or arrangement provides a +3 bonus to a skill, but the time taken to make it is four times longer than indicated in the table. A masterpiece weapon can be forged to provide +2 to attack or +2 to damage or even +1 to both. Such weapons tend to cost a lot more than the normal weapon, and are usually transformed into martial or exotic weapons. Masterpiece armor reduces armor check penalties by 2, and increases the maximum Dex bonus by 1 (or reduces armor check penalties by 1, and increases the maximum Dex bonus by 2).

At 19th Level a masterpiece tool, instrument, or arrangement provides a +4 bonus, but the time taken to make it is nine times longer than indicated in the table. A masterpiece weapon can be forged to provide a bonus of +1 to attack and +2 to damage (or +2 to attack and +1 to damage). Masterpiece armor reduces armor check penalties by 2, and increases the maximum Dex bonus by 2.


Lightning Craftsman: At 8th level, the Artisan has complete control of his craft. He can always take 10 on Craft checks, even if stress and distractions would normally prevent him from doing so. Furthermore, he may voluntarily increase the DC of a Craft check by increments of 1 instead of 10.


Pure Skill: At 15th level, the Artisan grows yet more skilled in their craft, able to expend energy to speed up the crafting process. By spending XP equal to the Craft DC * 10 as part of a crafting an item, all progress made for crafting that item are multiplied by 10 and they get a +4 untyped bonus to all craft checks for that item.


Patron’s Gift: At 16th Level, one of the Artisan’s patron has given the character a powerful gift. The nature of the gift need to be discussed with the GM.

At 18th Level, one of the remaining patron also honors the Artisan with a powerful gift.


2. Assassin

Hit Die: D8

The assassin’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str or Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Jump (Str), Knowledge (Underworld) (Int), Open Lock (Dex), Perception (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Tumble (Dex), Use Rope (Dex).

Skill Points at Each Level: 6 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+0
+0
+2
+0
+0
+0
Poison Use, Sneak Attack +1D6
2
+1
+0
+3
+0
+1
+1
Death Attack, Eyes of the Cat
3
+2
+1
+3
+1
+1
+2
Sneak Attack +2D6, Inconspicuous
4
+3
+1
+4
+1
+2
+3
Ambush Attack +1, Conceal the Evidence
5
+3
+1
+4
+1
+2
+3
Sneak Attack +3D6
6
+4
+2
+5
+2
+3
+4
Uncanny Dodge
7
+5
+2
+5
+2
+3
+5
Sneak Attack +4D6
8
+6/+1
+2
+6
+2
+4
+6
Ambush Attack +2
9
+6/+1
+3
+6
+3
+4
+6
Sneak Attack +5D6
10
+7/+2
+3
+7
+3
+5
+7
Improved Uncanny Dodge
11
+8/+3
+3
+7
+3
+5
+8
Sneak Attack +6D6
12
+9/+4
+4
+8
+4
+6
+9
Ambush Attack +3
13
+9/+4
+4
+8
+4
+6
+9
Sneak Attack +7D6
14
+10/+5
+4
+9
+4
+7
+10
Sniper
15
+11/+6/+1
+5
+9
+5
+7
+11
Sneak Attack +8D6, Crippling Blow
16
+12+/+7/+2
+5
+10
+5
+8
+12
Ambush Attack +4
17
+12/+7/+2
+5
+10
+5
+8
+12
Sneak Attack +9D6
18
+13/+8/+3
+6
+11
+6
+9
+13
19
+14/+9/+4
+6
+11
+6
+9
+14
Sneak Attack +10D6
20
+15/+10/+5
+6
+12
+6
+10
+15
Ambush Attack +5

CLASS FEATURES

Weapon and Armour Proficiency: An assassin is proficient with all simple weapons, all light and one-handed martial weapons and light armour.


Poison Use: At 1st level the assassin gains the Poison Use feat as a bonus feat. He need not meet the usual prerequisites for the feat.


Sneak Attack: Any time at which the assassin’s target is unable to dodge or parry, or when the assassin flanks the target, the assassin’s attack deals extra damage if it damages the target. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter.

Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied. The extra sneak attack damage is only dealt if the assassin either bypasses the foe’s armour or pierces the armour without the benefit of the extra damage. Ranged attacks only count as sneak attacks if the target is within 30 feet. The assassin cannot strike with deadly accuracy from beyond that range.

With a sap or an unarmed strike, the assassin can make a sneak attack that deals subdual damage instead of normal damage. The assassin cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, even with the usual –4 penalty to attack rolls.

A assassin can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The assassin must be able to see the target well enough to pick out a vital spot that he can reach. The assassin cannot sneak attack while striking a creature with concealment or the limbs of a creature whose vitals are beyond reach.


Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy.

If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack.

Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.


Eyes of the Cat: At 2nd level, the assassin gains the Eyes of the Cat feat as a bonus feat. He need not meet the usual prerequisites for the feat. If he already has Eyes of the Cat, he gains Alertness instead.


Inconspicous: At 3th level, once per day, the assassin can take a 20 instead of making a roll when making a skill check for either Bluff, Diplomacy, Disguise or Sense Motive in a social situation or attempting to disguise his identity.


Ambush Attack: Pick one chosen "simple light melee weapon". Any time the assassin's target is unable to dodge or parry, or when the assassin flanks the target, the assassin's critical threat range and critical multiplier for his chosen weapon increased by +1 at 4th level, +2 at 8th level, +3 at 12th level, +4 at 16th level, +5 at 20th level.

This may stack with a Sneak Attack ability and/or another Ambush Attack ability.


Conceal the Evidence: At 4th level if the assassin studies a target for three consecutive days (minimum 8 hours a day), learning the target's patterns and mannerisms, he may discover the best location to strike his target.

The assassin must be able to study the target without being noticed by anyone that might reveal his presence to the target.

After the three days, when the assassin makes his move, if there is no one to witness the assassin's actions before, during or after the kill, the assassin may dispose of the body in such a way that it may not be found.

Additionnaly the assassin, when making the kill, can contain any evidence of the kill (blood spill, dropped items, etc.). To everyone else it will seem as if the target simply disappeared without a trace. Should anyone search the location of the kill, they would need to make a search check (DC equal to 20 plus the character's level in the assassin class) to turn up any evidence.


Uncanny Dodge: From 6th level and above, the assassin can still use Dodge Defence when caught flat-footed or when struck by an invisible attacker.

If the assassin already has uncanny dodge from some other source, such as from being a 4th level pirate already, he instead gains improved uncanny dodge (see below).


Improved Uncanny Dodge: At 10th level, the assassin can no longer be flanked, except by a character with at least four more levels in a Sneak Attack Class than he has in assassin.

If the assassin already has improved uncanny dodge from some other source, he instead gains greater uncanny dodge.


Sniper: At 14th level the assassin gains the ability to make sneak attacks with a ranged weapon when within 3 range increments of their weapon, instead of the standard 30 ft.


Crippling Blow: At 15th level, when the assassin damages an opponent with a sneak attack, the target also takes 1D6-1 points of Strength damage.


3. Barbarian

Hit Die: D10

The barbarian’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str or Dex), Craft (herbalism) (Int), Craft (any mundane) (Int), Handle Animal (Cha), Intimidate (Var), Jump (Str), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis) and Swim (Str).

Skill Points at Each Level: 6 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+1
+2
+2
+0
+0
+0
Fearless, Track, Versatility (-2 Penalty)
2
+2
+3
+3
+0
+1
+1
Bite Sword, Crimson Mist
3
+3
+3
+3
+1
+1
+2
Trap Sense +1, Endurance
4
+4
+4
+4
+1
+2
+3
Uncanny Dodge
5
+5
+4
+4
+1
+2
+3
Mobility
6
+6/+1
+5
+5
+2
+3
+4
Trap Sense +2, Diehard
7
+7/+2
+5
+5
+2
+3
+5
Versatility (No Penalty)
8
+8/+3
+6
+6
+2
+4
+6
Improved Uncanny Dodge
9
+9/+4
+6
+6
+3
+4
+6
Trap Sense +3
10
+10/+5
+7
+7
+3
+5
+7
Improved Mobility, DR 1/-
11
+11/+6/+1
+7
+7
+3
+5
+8
Greater Crimson Mist
12
+12/+7/+2
+8
+8
+4
+6
+9
Trap Sense +4
13
+13/+8/+3
+8
+8
+4
+6
+9
DR 2/-
14
+14/+9/+4
+9
+9
+4
+7
+10
Versatility (double threat range)
15
+15/+10/+5
+9
+9
+5
+7
+11
Greater Mobility, Trap Sense +5
16
+16/+11/+6/+1
+10
+10
+5
+8
+12
Damage Reduction 3/-
17
+17/+12/+7/+2
+10
+10
+5
+8
+12
Unconquerable
18
+18/+13/+8/+3
+11
+11
+6
+9
+13
Trap Sense +6, Wheel of Death
19
+19/+14/+9/+4
+11
+11
+6
+9
+14
Damage Reduction 4/-
20
+20/+15/+10/+5
+12
+12
+6
+10
+15
Versatility (triple threat range)

CLASS FEATURES

Weapon and Armour Proficiency: A barbarian is proficient with all simple and martial weapons, two-weapon combat (barbarians effectively gain the Two-Weapon Combat feat for free), unarmed strike (barbarians gain the Improved Unarmed Strike feat for free) and light and medium armour and shields.


Fearless: Barbarians gain a +2 resistance bonus to all Will saving throws against any type of fear effect, including Terror.


Track: At 1st level the barbarian gains the Track feat for free. If the barbarian already has the Track feat, he instead gains Skill Focus (Survival).


Versatility: Barbarians have little time for the niceties of civilised swordplay but their unorthodox fighting style allows them to pick up and wield almost any weapon with ease or turn an everyday object such as a heavy bench or treasure chest into a deadly improvised weapon.

All barbarians suffer only a –2 penalty when using a weapon with which they are not proficient, including exotic weapons, improvised weapons and melee weapons that cannot usually be thrown. Stack with the Raider ability.

From 7th level onwards, the barbarian suffers no penalty at all when using weapons with which he is not proficient, whether they are exotic weapons, improvised weapons or melee weapons which cannot usually be thrown. In effect, he is proficient with all weapons.

At 14th level, the barbarian doubles the threat range when wielding any melee weapon, including simple, martial, exotic and improvised weapons, as well as unarmed attacks and grapples.

At 20th level this threat range is tripled.


Bite Sword: The barbarian often finds it useful to carry his sword in his teeth, such as when he is suddenly plunged into icy water, clutching at a crumbling cliff-face or leaping over a palisade.

When he finds he has no time to replace his blade in its scabbard he can instead hold it in his strong jaw.

Up to once per round, as a free action, a barbarian of 2nd level or higher can place any light weapon or any one-handed slashing weapon in his mouth and carry it securely there for up to 3 + Strength modifier rounds, or 3 + Strength modifier minutes if it is a light weapon, before taking it back into his hand as a free action once more.

While carrying his weapon in his mouth in this manner, the barbarian can act normally, though he may not attack with the weapon in his mouth and his speech is somewhat muffled.


Crimson Mist: Any time a barbarian of 2nd level or higher succeeds in a Will saving throw against Terror, he flies into a furious anger instead of becoming terrified.

This is treated in all respects as the Fighting-Madness feat, including the restriction that it may only occur once per day.

A character who has the Fighting-Madness feat and is also a barbarian of 2nd level or higher may voluntarily go into a Fighting-Madness once per day and may also enter a crimson mist once per day if he succeeds in a Will saving throw against Terror.

From 11th level onwards, the barbarian’s crimson mist becomes more powerful, with the bonus to Strength and Constitution increasing to +6 and the bonus to Will saving throws increasing to +3. Note that if the barbarian also has the Fighting-Madness feat, this improved crimson mist ability has no effect on his Fighting-Madness.


Trap Sense: At 3rd level, the barbarian gains a +1 bonus to Reflex saving throws made to avoid traps and a +1 dodge bonus to Dodge Defence against traps.

Every three levels thereafter these bonuses increase by +1. Trap sense bonuses gained from different classes stack.


Endurance: At 3rd level, the barbarian gains Endurance as a bonus feat. If he already has Endurance, he instead gains Diehard.


Uncanny Dodge: From 4th level and above, the barbarian can still use Dodge Defence when caught flat-footed or when struck by an invisible attacker.

If the barbarian already has uncanny dodge from some other source, such as from being a 4th level pirate already, he instead gains improved uncanny dodge (see below).


Mobility: From 5th level onwards, the barbarian gets a +4 dodge bonus to Dodge Defence against attacks of opportunity when he moves out of or within a threatened area.

If the barbarian already has mobility from some other source, such as from being a 5th level nomad already, he instead gains improved mobility (see below).

Note that mobility does not apply if the barbarian is mounted.


Diehard: At 6th level the barbarian gains Diehard as a bonus feat. If he already has Diehard, he instead gains Toughness.


Improved Uncanny Dodge: At 8th level, the barbarian can no longer be flanked, except by a character with at least four more levels in knave, thief or pirate than he has in barbarian.

If the barbarian already has improved uncanny dodge from some other source, he instead gains greater uncanny dodge.


Improved Mobility: From 10th level onwards the barbarian never provokes attacks of opportunity so long as he moves at least 10 feet during that combat round.

If the barbarian somehow already has improved mobility, he instead gains greater mobility (see below). Note that improved mobility does not apply if the barbarian is mounted.


Damage Reduction: Starting at 10th level, the barbarian gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract one from the damage the barbarian takes each time he is dealt damage.

At 13th level, this damage reduction rises to two.

At 16th, it rises to three.

At 19th, it rises to four. Damage reduction can reduce damage to a minimum of zero.


Greater Mobility: From 15th level onwards the barbarian may move up to his normal speed as part of a full attack action rather than merely taking a five-foot step.

He may move and attack in any order, so he might for example move five feet, attack once, move ten feet, attack twice more and then move again for the remaining fifteen feet of his movement.

Note that greater mobility does not apply if the barbarian is mounted or wearing heavy armour.


Unconquerable: A barbarian of 17th level or higher who is reduced to less than zero hit points (but is still alive) no longer takes a point of damage for performing a standard action, as he usually would according to the Diehard feat.

Furthermore, he does not die until he is reduced to a number of negative hit points equal to his class level and may continue to perform either a move action or a standard action each round until that point.


Wheel of Death: From 18th level, the barbarian gains a bonus attack at his highest attack bonus on any round in which he has no allies within five feet and at least three opponents within five feet.


4. Borderer

Hit Die: D10

The borderer’s class skills (and the key ability for each skill) are Climb (Str or Dex), Craft (herbalism) (Int), Craft (any mundane) (Int), Gather Information (Cha), Handle Animal (Cha), Jump (Str), Knowledge (geography) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Search (Int), Stealth (Dex), Swim (Str), Survival (Wis) and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+1
+2
+2
+0
+0
+0
Track, Favoured Terrain +1
2
+2
+3
+3
+0
+1
+1
Combat Style
3
+3
+3
+3
+1
+1
+1
Endurance
4
+4
+4
+4
+1
+2
+2
Favoured Terrain +2
5
+5
+4
+4
+1
+2
+2
Improved Combat Style
6
+6/+1
+5
+5
+2
+3
+3
Diehard
7
+7/+2
+5
+5
+2
+3
+3
2nd Favoured Terrain +1, Guid
8
+8/+3
+6
+6
+2
+4
+4
Favoured Terrain +3
9
+9/+4
+6
+6
+3
+4
+4
Swift Tracker
10
+10/+5
+7
+7
+3
+5
+5
Bonus Feat
11
+11/+6/+1
+7
+7
+3
+5
+5
Combat Style Mastery
12
+12/+7/+2
+8
+8
+4
+6
+6
2nd Favoured Terrain +2, Favoured Terrain +4
13
+13/+8/+3
+8
+8
+4
+6
+6
3rd Favoured Terrain +1, Guide (fast movement)
14
+14/+9/+4
+9
+9
+4
+7
+7
Bonus Feat
15
+15/+10/+5
+9
+9
+5
+7
+7
Heroic Sacrifice
16
+16/+11/+6/+1
+10
+10
+5
+8
+8
Favoured Terrain +5
17
+17/+12/+7/+2
+10
+10
+5
+8
+8
2nd Favoured Terrain +3
18
+18/+13/+8/+3
+11
+11
+6
+9
+9
Bonus Feat, Swift Tracker (full speed)
19
+19/+14/+9/+4
+11
+11
+6
+9
+9
3rd Favoured Terrain +24th Favoured Terrain +1
20
+20/+15/+10/+5
+12
+12
+6
+10
+10
Favoured Terrain +6, Guide (mounts)

CLASS FEATURES

Weapon and Armour Proficiency: A borderer is proficient with all simple and martial weapons, two-weapon combat (borderers effectively gain the Two-Weapon Combat feat for free), light armour and shields.


Track: At 1st level the borderer gains the Track feat for free. If he already has the Track feat, he instead gains the Skill Focus (Survival) feat.


Favoured Terrain: At 1st level, the borderer gains a favoured terrain type from among the following: Plains, Swamp, Hills, Forest or Mountains. Alternatively, he may choose a particular region as his favoured terrain, such as a province in Aquilonia or a particular clan’s territory in Cimmeria. At 7th level, 13th level and 19th level he may choose an additional favoured terrain.

Any time a borderer is in one of his favoured terrains and wearing no heavier than light armour, he gains certain benefits as follows:

* +1 circumstance bonus to all Perception, Search, Stealth and Survival checks.

* +1 dodge bonus to Dodge Defence: The borderer is adept at using the natural features of the terrain to his advantage in combat.

If the borderer chose a particular region as his favoured terrain, he may add his favoured terrain bonus to his Reputation while in that region.

At 4th level and every four levels thereafter, the borderer’s favoured terrain bonus for his first favoured terrain increases by +1. His second favoured terrain bonus increases by +1 at 12th and 17th levels and his third favoured terrain bonus increases by +1 at 19th level.

The borderer gains additional benefits as his favoured terrain bonuses increase.

If he has a favoured terrain bonus of at least +2 for the terrain he is in, he gains a +10 feet circumstance bonus to his movement.

If he has a favoured terrain bonus of at least +3 for the terrain he is in, he may use the Stealth skill even if the terrain does not usually grant cover or concealment.

If he has a favoured terrain bonus of at least +4 for the terrain he is in, his movement bonus within that terrain increases to +20 feet, replacing the +10 feet bonus gained at +2.

If he has a favoured terrain bonus of at least +5 for the terrain he is in, he can use the Stealth skill even while being observed.


Combat Style: At 2nd level, the borderer may select a combat style from among the following: archery, trapping or two-weapon combat.

If he selects archery, he is treated as having the Rapid Shot feat, even if he does not meet the prerequisites for that feat.

If he selects two-weapon combat, he is treated as having the Two Weapon Defence feat.

If he selects trapping, he gains the Stealthy feat.

In any case, the borderer only gains the benefits of the feat when wearing no heavier than light armour.


Endurance: At 3rd level, the borderer gains Endurance as a bonus feat. If he already has Endurance, he instead gains Diehard.


Improved Combat Style: At 5th level, the borderer improves his knowledge of the combat style he previously selected at 2nd level.

If he selected archery, he is treated as having the Shot on the Run feat, even if he does not meet the prerequisites for that feat.

If he selected trapping, he may prepare snares, traps and tricks in an area. For every twenty minutes spent preparing a site, the borderer may set up some trick that acts like an aid another action. The character does not have to specify what this trick is in advance – the player may choose in any round to take a free aid another action, as long as he can justify it with some trick the borderer could have set up in advance. A character can have a maximum number of these tricks set up equal to his Wisdom. He also gains the Poison Use feat, even if he does not meet the prerequisites for that feat.

If he selected two-weapon combat, he is treated as having the Improved Two-Weapon Combat feat, even if he does not meet the prerequisites for that feat.

In any case, the borderer only gains the benefits of the feat when wearing light or no armour.


Diehard: At 6th level, the borderer gains Diehard as a bonus feat. If he already has Diehard, he instead gains Toughness.


Guide: At 7th level, the borderer learns to guide others expertly through any of the terrains he has mastered. Whenever he is leading or guiding other characters, to a maximum of one per two borderer levels, through a terrain for which he has the favoured terrain class feature, they all gain +1 circumstance bonuses to Stealth, Survival and Search checks. By assisting the other characters in finding appropriate hiding places, the borderer can also grant them +1 circumstance bonuses to Stealth checks, though he must spend one move action to assist with their attempt to hide.

At 13th level, any characters being guided as above also gain +10 feet circumstance bonuses to their movement, so long as the borderer has favoured terrain +2 or higher for the appropriate terrain.

At 20th level, the bonuses extend to any mounts being ridden by the characters the borderer is guiding.


Swift Tracker: A borderer of at least 9th level may move at his normal speed without penalty while tracking. He may move at up to twice his normal speed while following tracks and take only a –10 penalty, rather than the usual –20.

From 19th level, the borderer may track while moving at his run speed without penalty. His tracking abilities are legendary.


Bonus Feat: At 10th level and every four levels thereafter, the borderer may select a bonus feat from the following list: Toughness, Great Fortitude, Lightning Reflexes, Dodge, Improved Initiative, Self-Sufficient, Stealthy, Quick Draw, Alertness and Run.


Combat Style Mastery: At 11th level, the borderer masters the combat style he previously selected at 2nd level.

If he selected archery, he is treated as having the Improved Precise Shot feat, even if he does not meet the prerequisites for that feat.

If he selected trapping, he gains the Monster Slayer feat, even if he does not meet the prerequisites for that feat.

If he selected two-weapon combat, he is treated as having the Reflexive Parry feat, even if he does not meet the prerequisites for that feat.

In any case, the borderer only gains the benefits of the feat when wearing no heavier than light armour.


Heroic Sacrifice: At 15th level the borderer gains the ability to sacrifice his life for the benefit of his friends, allies or dependents, allowing him to prevail even against overwhelming odds at the cost of his own life.

When he is reduced to –10 hit points, he may elect to either continue fighting or collapse as though Left for Dead

If he chooses to continue fighting, his death is certain. Even after he is reduced to –10 hit points he may continue to take either a standard action or a move action each round, still barely clinging to life, until the end of a combat round during which he is not adjacent to any opponents. At that point he dies. He does not die from hit point damage or massive damage until that point, however much additional damage is inflicted upon him, though he could still potentially die from other means such as poison or sorcery.

Once the borderer reaches –10 hit points he may not be healed or otherwise restored to life by any means. He will definitely die at the end of the encounter, whatever measures may be taken to save him.


5. Counselor

Hit Die : D6

The Counselor’s class skills (and the key Ability for each Skill) are: Appraise (Int), Bluff (Cha), Craft: Alchemy (Int), Craft: Any Mundane (Int), Craft: Blacksmithing (Int), Craft: Carpentry (Int), Craft: Domestic Arts (Int), Craft: Fletcher (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge: Any (Int), Open Lock (Dex), Perception (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Survival (Wis).

Skill Points at 1st Level: (10 + Int modifier) × 4

Skill Points at Each Level: 10 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+0
+2
+0
+2
+0
+0
Literacy, Rookery, Bonus Feat
2
+1
+3
+0
+3
+0
+1
Area of Expertise, Star-Gazing
3
+1
+3
+1
+3
+1
+1
Skill Focus, Research
4
+2
+4
+1
+4
+1
+2
Area of Expertise
5
+2
+4
+1
+4
+1
+2
Logic and Reason +1/+0, Bonus Feat
6
+3
+5
+2
+5
+2
+3
Logic and Reason +2/+1, Area of Expertise
7
+3
+5
+2
+5
+2
+3
Skill Focus, Logic and Reason +3/+1
8
+4
+6
+2
+6
+3
+4
Logic and Reason +4/+2, Area of Expertise
9
+4
+6
+3
+6
+3
+4
Bonus Feat, Logic and Reason +5/+2
10
+5
+7
+3
+7
+3
+5
Logic and Reason +6/+3, Area of Expertise
11
+5
+7
+3
+7
+4
+5
Skill Focus, Logic and Reason +7/+3
12
+6/+1
+8
+4
+8
+4
+6
Logic and Reason +8/+4, Area of Expertise
13
+6/+1
+8
+4
+8
+4
+6
Bonus Feat, Logic and Reason +9/+4
14
+7/+2
+9
+4
+9
+5
+7
Logic and Reason +10/+5, Area of Expertise
15
+7/+2
+9
+5
+9
+5
+7
Skill Focus, Logic and Reason +11/+5
16
+8/+3
+10
+5
+10
+6
+8
Logic and Reason +12/+6, Area of Expertise
17
+8/+3
+10
+5
+10
+6
+8
Bonus Feat, Logic and Reason +13/+6
18
+9/+4
+11
+6
+11
+6
+9
Logic and Reason +14/+7, Area of Expertise
19
+9/+4
+11
+6
+11
+7
+9
Skill Focus, Logic and Reason +15/+7
20
+10/+5
+12
+6
+12
+7
+10
Logic and Reason +16/+8, Area of Expertise

Weapon and Armour Proficiency: Counselors are proficient with all simple weapons.


Literacy: Counselors learn to read and write in order to fulfil their duties as masters of the rookery in their lord’s abode, gaining the Literacy Feat at 1st Level.

If the counselor is already literate, he may choose a new spoken language.


Rookery: A Counselor may send messages by raven or pigeon, allowing him to control the fastest form of communication in the Savage Kingdoms. He must make a Handle Animal check (DC 15) to successfully send a raven.


Bonus Feat: At 1st, 5th, 9th, 13th and 17th Level, the Counselor may choose a bonus Feat that is not a Soldier Feat.


Star-Gazing: A Counselor learns how to study the stars, moon, and sun in order to chart the passage of days, and more importantly the changing of seasons.

A Counselor gains a +4 bonus to any Skill checks that can be influenced by studying the skies, such as Knowledge: Nature (based on seasons or weather), or Knowledge: Navigation (based on the stars).


Area of Expertise: At 2nd Level, and every two Levels thereafter, the Counselor has perfected one of his arts.

He may choose any one of the following arts to master, but each may only be chosen once (unless otherwise noted).

- Leechcraft : A Counselor with the Leechcraft Special Ability has improved his knowledge of healing. Treating a wounded character with Leechcraft takes one hour, but if the Counselor’s Heal Skill check is successful, the character recovers an additional +4 Hit Points.


- Superior Leechcraft: A Counselor with the Leechcraft Special Ability may improve his knowledge of healing. Treating a wounded character with Superior Leechcraft takes an entire day, but if the Counselor’s Heal Skill check is successful, the character recovers an additional +4 Hit Points.

The Counselor must have Leechcraft before selecting Superior Leechcraft.


- Loremaster: A Counselor may make a special Loremaster knowledge check with a bonus equal to his Counselor Level + Intelligence Modifier to see whether he knows relevant information about local notable people, famous items, or noteworthy places. (If the Counselor has 5 or more Ranks in an appropriate Knowledge, he gains a +2 bonus on this check).

A Counselor may not Take 10 or 20 on this check; this sort of knowledge is essentially random.

If you have access to more than one type of Lore, you gain a +4 bonus to your check when you look for an information wich concerns both domains.


- Arch-loremaster: A Counselor with the Loremaster Special Ability may draw an inference from history and apply it to a current situation, perhaps noting a similar tactical or political situation and being inspired by the resolution that occurred thousands of years back.

If the Counselor makes a successful Loremaster knowledge check, he gains a circumstantial bonus on a relevant Skill, such as Bluff, Diplomacy, Knowledge, or Sense Motive. This bonus is equal to one-half the Counselor’s Level + Intelligence Modifier.

The Counselor must have Loremaster before selecting Arch-loremaster.


LOREMASTER CHECKS

DC
TYPE OF KNOWLEDGE
15
Common, known by at least a substantial minority of the local population; common stories of heroism and infamy
20
Uncommon, known by only a few people; a noble’s minor misdeeds and extravagances
25
Obscure, known by few, hard to come by; a knight’s family history
30
Extremely obscure, known by very few today; the origins of a generational blood feud

- Linguist: The Counselor may learn a new language. This art may be chosen more than once.


- Herald: The Counselor gains a +4 bonus on all Knowledge: Nobility checks.


- Counselor: The Counselor gains a +2 bonus on all Diplomacy and Sense Motive checks.


- Arch-counsellor: Once a Counselor has acquired the Counselor Special Ability, he may learn superior ways in which to advise his lord.

If the Counselor counsels someone for an hour, the character gains a +2 bonus to one of the following Skills (chosen as the time of counselling): Bluff, Diplomacy, Knowledge (Any appropriate), or Sense Motive.

The bonus lasts for 1 hour. The Counselor must have Counselor before selecting Arch-counsellor.

These bonuses increase to +4 at 10th Level (requiring 2 hours of counselling), and to +6 at 16th Level (requiring 3 hours of counselling). The Counselor can counsel 2 people at 8th Level, 3 people at 12th Level, and 4 people at 18th Level.


- Poisoner: The Counselor has access to a wide variety of poisons, either in his personal collection, or simply knows where to obtain obscure and rare varieties. There is no social stigma for a Counselor possessing poisons.

In addition, the Counselor never risks poisoning himself when using poison. The Counselor gains access to a greater and more exotic “library” of poisons as he gains experience. The value of the poisons in the library equals the Counselor’s Class Level multiplied by 200 silver stags. When poisons must be acquired from distant regions, it takes 1d4 fortnights for them to arrive.


- Raven Taming: The Counselor gains a +8 bonus on Handle Animal checks made to train (DC 20) and send a raven or pigeon, and can teach the birds simple and even unusual tasks without requiring a check.


- Higher Mysteries: The Counselor has studied the history and philosophy of magic, or “the higher mysteries” as it is know by the scholars. A Counselor may make a special knowledge check with a bonus equal to his Counselor Level + Intelligence Modifier to see whether he knows relevant information about legends, mysteries, artefacts, or strange creatures.

If the Counselor has 5 or more Ranks in an Knowledge: Arcana, he gains a +2 bonus on this check.

A Counselor may not Take 10 or 20 on this check; this sort of knowledge is essentially random.

HIGHER MYSTERIES CHECKS

DC
Type of Knowledge
10
Common, known by a substantial minority of the local population at least.
20
Uncommon but available, known by only a few people in the area.
25
Obscure, known by few, hard to come by.
30
Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who do not understand the significance of the knowledge.


- Ally: You have a close relationship with an influential individual who will go out of his way to aid you. Your ally holds some position of power, whether a noble title, position of influence within a temple or guild or some other rank that gives him influence over others. To gain the ally’s aid you must address him personally or get word to him of your need for assistance. Bear in mind that if you are adventuring in a distant land, this may be time-consuming or even impossible. The Games Master makes an Ally check based on 1d20 + your Charisma modifier + any applicable circumstance modifiers. Circumstance modifiers might include whether you have recently assisted your ally (+2), whether you have risked your life for your ally (+4) or whether you have personally saved your ally’s life (+6 or higher).

The DC for the check depends upon the type of assistance requested. If it is a simple request, such as for an invitation to a social function, the loan of a small amount of money or the like, the DC is 10. Asking your ally to introduce you to someone of equal status to him might have a DC of 15. A request for physical assistance, such as asking for soldiers who are loyal to your ally to come to your aid, might be DC 25 or higher.

You may request aid from your ally once per month. However, for each request made in successive months, the DC rises by two.

The ally ability may be selected more than once. Its benefits do not stack. Each new ally ability represents a different ally.


- Read People: The counselor’s ability to quickly read other people’s mannerisms is almost perfect. Nuances of gesture and expression, even those invisible to most, catch his attention. He can take 20 on any Sense Motive check as a full round action or gain +4 on any Sense Motive check as a free action.


- Information Network: The counselor has a network of contacts and informants keeping him informed. When he need information, this network provides it. the counselor choose a particular city to be the center of his network, earning a +2 competence bonus to Gather Information checks within his network’s reach. The counselor uses his Gather Information skill without spending his own time and effort because lackeys do the legwork for him.


- Friends in High Place: The counselor chooses an organisation, religion or government. The counselor has routine access to sensitive information. Exactly what that information is depends on the organisation supplying it including, but not limited to, military secrets, trade secrets, personal secrets or political secrets. The counselor must have some sort of relationship with the organisation of government chosen. Once per session, the counselor may take 20 at a Gather Information check involving information available to the organisation chosen. The information arrives in half the usual time required for the check. The GM decides if the information is available.


- Use Weakness as Strength: The counselor is accomplished at using the weaknesses of his opponents to get the better of them. Once per session, when making an opposed Charisma, Intelligence or Wisdom based check, you can force your opponent to use the lowest of these three abilities as his modifier.


- Secrets: You have information about some other famous or influential character. You can gain a +4 circumstance bonus to Diplomacy or Intimidate checks against that character once per session.

Alternatively, you can reveal this secret, which is invariably damaging to the character’s reputation, standing, wealth or position in society. This ability may be selected more than once. Its benefits do not stack. Each new secrets ability represents a new victim of your blackmailing ways.


Research: At 3rd Level, given time and access to a library or other source of information, a Counselor can answer questions even if they go beyond his areas of expertise.

The Counselor can make a familiar Knowledge check on any subject as long as he is able to research it for at least one hour.

In addition, the Counselor gains a +2 bonus on his roll for every hour of Research, up to a maximum bonus equal to double his Intelligence Modifier.

The first hour of Research does not grant a bonus if the Counselor has no Ranks in a related Knowledge Skill.


Skill Focus: At 3rd, 7th, 11th, 15th, and 19th Levels, the character becomes skilled in a new domain.

He selects one Skill from the following list: Appraise, Craft: Any, Decipher Script, Diplomacy, Gather Information, Heal, Knowledge: Any, Profession: Any, Sense Motive.

He gains a +3 bonus to any relevant Skill checks.


Logic and Reason: Starting at 5th Level, the Counselor gains a bonus on Int Skills equal to the Skills’ Ranks, up to the maximum bonus indicated on the Table.

The Counselor also gains a bonus to Wis and Cha Skills equal to half the Skills’ Ranks (round down), up to the maximum bonus indicated on the Table.

Example, Counselor Heldan has reached 5th Level. The Table indicated Logic and Reason +1/+0. For any Int Skill that Heldan has at least 1 Rank in, he gains a bonus equal to the Skill, up to the maximum (or a +1). At this Level, he does not gain any bonuses to Cha or Wis Skills.

If Counselor Heldan reaches Level 14, his Logic and Reason bonuses go up to +10/+5.

For this example, Heldan has Appraise 5 Ranks, Craft: Alchemy 10 Ranks, Heal 17 Ranks, and Intimidate 3 Ranks. For Int Skills, he gains a bonus equal to the Skills’ Ranks up to a maximum of +10 — thus he would gain +5 to Appraise checks, and +10 to Craft: Alchemy checks. For Wis and Cha Skills, he gains a bonus equal to half the Skills’ Ranks, up to a maximum of +5. Thus he gains +5 to Heal checks, and +1 (half of 3 Ranks) to Intimidate checks.


6. Gladiator

Hit Die: D10

The gladiator’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str or Dex), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Var), Jump (Str), Perform (acting) (Cha), Sense Motive (Wis), and Tumble (Dex).

Skill Points at Each Level: 4 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+1
+2
+2
+0
+0
+0
Dodge, Exotic Weapons, Combat Artist
2
+2
+3
+3
+0
+1
+1
Animal Bane +1, Bonus Feat
3
+3
+3
+3
+1
+1
+2
Combat Expertise, Celebrity +2
4
+4
+4
+4
+1
+2
+3
Son of the Arena
5
+5
+4
+4
+1
+2
+3
Improved Disarm
6
+6/+1
+5
+5
+2
+3
+4
Animal Bane +2, Bonus Feat
7
+7/+2
+5
+5
+2
+3
+5
Celebrity +4
8
+8/+3
+6
+6
+2
+4
+6
Son of the Arena +2
9
+9/+4
+6
+6
+3
+4
+6
Combat Trick
10
+10/+5
+7
+7
+3
+5
+7
Animal Bane +3, Bonus Feat
11
+11/+6/+1
+7
+7
+3
+5
+8
Celebrity +6
12
+12/+7/+2
+8
+8
+4
+6
+9
Son of the Arena +3
13
+13/+8/+3
+8
+8
+4
+6
+9
Combat Trick
14
+14/+9/+4
+9
+9
+4
+7
+10
Animal Bane +4, Bonus Feat
15
+15/+10/+5
+9
+9
+5
+7
+11
Celebrity +8
16
+16/+11/+6/+1
+10
+10
+5
+8
+12
Son of the Arena +4
17
+17/+12/+7/+2
+10
+10
+5
+8
+12
Combat Trick
18
+18/+13/+8/+3
+11
+11
+6
+9
+13
Animal Bane +5, Bonus Feat
19
+19/+14/+9/+4
+11
+11
+6
+9
+14
Celebrity +10
20
+20/+15/+10/+5
+12
+12
+6
+10
+15
Son of the Arena +5

CLASS FEATURES

Weapon and Armour Proficiency: The gladiator’s training makes him proficient in all simple weapons, light and one-handed martial melee weapons, two-weapon combat (gladiators effectively gain the Two-Weapon Combat feat for free), unarmed fight (gladiators gain the Improved Unarmed Strike for free) and light, medium, heavy armour and shields.


Exotic Weapons: The spectator nature of gladiatorial combat demands that contestants employ strange and unusual weapons for the crowd’s entertainment. At first level the gladiator is also proficient in any two exotic melee weapons.


Dodge: A gladiator excels at fighting single opponents. At first level the gladiator gains the Dodge feat as a bonus feat even if he does not meet the prerequisites for that feat.


Combat Artist: The gladiator impresses the crowd with flashy weapon technique and a flamboyant defence. At 1st level when making a finesse attack he may apply his Charisma modifier instead of his Dexterity modifier to melee attack rolls. He may also add his Charisma modifier to his Dodge Defence instead of his Dexterity modifier.


Animal Bane: Gladiators also fight wild and exotic animals for the crowd’s entertainment. This has taught a gladiator an animal’s vulnerable areas. At 2nd level a gladiator receives a +1 insight bonus to all damage rolls, Bluff checks, and Sense Motive checks against animals. This bonus increases to +2 at 6th level, +3 at 10th level, +4 at 14th level, and +5 at 18th level.


Bonus Feat: Gladiators gains a bonus feat at 2nd level and every four levels thereafter (6th, 10th, 14th and 18th). The feats may be selected in the soldier feats list. A gladiator must meet all prerequisites for a feat, including ability score and base attack bonus minimums.


Combat Expertise: At 3rd level the gladiator gains Combat Expertise as a bonus feat, even if they don’t meet the prerequisites.


Celebrity: After a few successful fights, a gladiator earns a certain amount of notoriety. At 3rd level he gains a +2 bonus to his base reputation. This bonus increases to +4 at 7th level, +6 at 11th level, +8 at 15th level, and +10 at 19th level. At the Games Master’s discretion this bonus may be reduced or eliminated if the gladiator is far from home, has not been fighting public exhibition matches, or has presented a poor showing in such matches.

A gladiator’s reputation frightens opponents even outside the ring. A gladiator adds his Reputation bonus to melee attack rolls made against those who have heard of him. However, the gladiator is so well known, the penalty to Disguise checks based on his reputation is doubled.


Son of the Arena: A gladiator is especially skilled at one-on-one combat. Starting at 4th level, if the gladiator engages a single opponent in melee combat and no other enemies are within 10 feet of the gladiator, he adds a +1 competence bonus to attack and damage rolls made against this opponent, and a +1 competence bonus to his parry and dodge defence against attacks from the same opponent.

This bonus increases to +2 at 8th level, +3 at 12th level, +4 at 16th level and +5 at 20th level.

When the gladiator reaches 12th level he need only maintain a distance of 5 feet from other foes to receive these advantages, although any foe who threatens him – with a reach weapon, for example, negates this bonus.


Improved Disarm: The crowds love it when a gladiator deftly removes an opponent’s weapon. At 5th level the gladiator has practiced the maneuver enough to gain the Improved Disarm feat without meeting the prerequisites.


Combat Tricks: Part of a gladiator’s job is to impress spectators with expert maneuvers. He spends long hours rehearsing stunts most others do not or would not attempt.

At 9th level the gladiator can perform a Leaping Charge without suffering a -2 penalty to his attack rolls or a -4 penalty to his Defence.

At 13th level the gladiator gains a +4 circumstance bonus to his attack rolls if he successfully employs the Use the Battlefield maneuver.

At 17th level the gladiator may perform a Decapitating Slash against a flat-footed opponent.

In lieu of a combat trick a gladiator may choose a bonus feat from the following list: Acrobatic, Agile, Blind-Fight, Mobility, Exotic Weapon Proficiency, Parry, Quick Draw, Improved Feint, Improved Initiative, Improved Two-Weapon Combat, Improved Two-Weapon Defence, Intricate Swordplay, Performer, and Quick Draw. He must meet the prerequisites as usual.


7. Godsworn

Hit Die : D6

The Godsworn’s class skills (and the key Ability for each Skill) are: Bluff (Cha), Craft: Alchemy (Int), Craft: Domestic Arts (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Legends) (Int), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Knowledge (Stewardship) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis).

Skill Points at Each Level: 8 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+0
+2
+0
+2
+0
+0
Faith +1, Literacy
2
+1
+3
+0
+3
+0
+1
Bonus Class Skill, Prayer to the Gods
3
+2
+3
+1
+3
+1
+1
Co-ordinate +1, Dabbler
4
+3
+4
+1
+4
+1
+2
Faith +2, Prayer to the Gods
5
+3
+4
+1
+4
+1
+2
Blessings 2/day
6
+4
+5
+2
+5
+2
+3
Devotion’s Reward, Prayer to the Gods
7
+5
+5
+2
+5
+2
+3
Faith 2/day, Student of Sorcery
8
+6/+1
+6
+2
+6
+3
+4
Contact, Co-ordinate +2, Prayer to the Gods
9
+6/+1
+6
+3
+6
+3
+4
Faith +3
10
+7/+2
+7
+3
+7
+3
+5
Devotion’s Reward, Prayer to the Gods
11
+8/+3
+7
+3
+7
+4
+5
Blessings 4/day, Sorcerous Training
12
+9/+4
+8
+4
+8
+4
+6
Bonus Class Skill, Prayer to the Gods
13
+9/+4
+8
+4
+8
+4
+6
Devotion’s Reward
14
+10/+5
+9
+4
+9
+5
+7
Faith +4
15
+11/+6/+1
+9
+5
+9
+5
+7
Co-ordinate +3, Sorcerous Training
16
+12+/+7/+2
+10
+5
+10
+6
+8
Faith 3/day
17
+12/+7/+2
+10
+5
+10
+6
+8
Contact
18
+13/+8/+3
+11
+6
+11
+6
+9
Devotion’s Reward
19
+14/+9/+4
+11
+6
+11
+7
+9
Faith +5, Sorcerous Training
20
+15/+10/+5
+12
+6
+12
+7
+10
Blessings 6/day

CLASS FEATURES

Weapon and Armour Proficiency: Godsworns are proficient with all simple weapons.


Faith: A Godsworn’s Faith in his or her god grants confidence in his or her actions and aids in times of stress. As a result, once per day the Godsworn character can draw upon Faith to gain a circumstance bonus based on the belief that the gods will guide his or her hands.

The bonus ranges from +1 at 1st Level to +5 at 19th Level (see the Class progression chart for more information). The bonus can be applied to any Skill check, Ability check, Saving Throw, or attack or defence roll. The player may decide to use this Special Ability immediately after a die roll is made.

This Special Ability may be used twice per day at 7th Level and three times per day at 16th Level.


Literacy: The Godsworn learn to read and write so that they may better learn and pass on the knowledge that their order has taught them. If the Godsworn is already literate, she may choose a new spoken language.


Bonus Class Skill: The Godsworn travel all over the Savage Kingdoms and beyond, and they never know what Skills they may need to survive and prosper once they accept a position. At 2nd and 12th Levels, the Godsworn character can designate any Cross-Class Skill as a Class Skill.

Once designated, the Skill is always considered a Class Skill. For example, a Godsworn character living in the harsh lands of Cimmeria might designate Survival, but one who spends most of his time navigating the intrigues of the great houses of Messantia might choose Appraise.

In addition, the Godsworn gains 4 extra skill points.


Prayer to the Gods: At 2nd, 4th, 6th, 8th, 10th, and 12th Levels, the Godsworn has perfected one Prayer to the faces of the gods. The Godsworn may learn any one of the following Prayers, but each may only be chosen once.

The Godsworn can use a total number of Prayers per day equal to his or her Godsworn Level. Each Prayer takes one round to initiate, although the effects take place that round. If the Godsworn invokes the same Prayer multiple times to inspire several allies, the Prayer is considered unbroken for duration purposes. Note that a character may not be affected by more than one Prayer at a time.

The Godsworn can act normally and still continue praying if he/she succeed a concentrate check (DC 20) each round.

EXAMPLE: Kardaine is a 4th Level Godsworn. To prepare for an attack by raiders, Kardaine prays to inspire courage. On the first round, Kardaine inspires Ran. On the second round Kardaine inspires Brendal, and Morgan on the third round. He continues to pray on the fourth round, but on the fifth round he prays to inspire a heroic effort in Ran. Since this is a new prayer for Ran, the first benefits end immediately. Brendal and Morgan, however, remain influenced by the prayer to inspire courage for 5 rounds thereafter.


* Inspire Courage: A Godsworn can pray to inspire courage in an ally (including him or herself), bolstering him or her against fear and improving the character’s combat abilities. To be affected, an ally must be able to hear the Prayer. The effect lasts for the duration of the Prayer and for 5 rounds thereafter. An affected ally receives a +2 bonus on Will Saves and a +2 bonus on defence checks and weapon damage rolls. These bonuses increase to +3 at 8th Level, and to +4 at 16th Level.


* Recovery: A Godsworn can pray to aid an ally’s recovery; the Godsworn can only improve his or her own recovery when also aiding an ally, as the relief is reflected positively upon the Godsworn. To be affected, the Godsworn must pray over the person, who must be aware of the Godsworn’s Prayer. An affected ally recovers at twice the normal rate as long as he or she remains in the Godsworn’s care. The Godsworn can watch over 2 people at 5th Level, 3 people at 10th Level, and 4 people at 15th Level.


* Inspire Heroic Effort: A Godsworn can pray to inspire heroic feats in an ally (or in him or herself). The target must be able to hear the Prayer. The effect lasts for the duration of the Prayer, and for 5 rounds thereafter. An affected ally receives +2 on attack rolls, and a +2 bonus on Fortitude Saves. These bonuses increase to +3 at 7th Level, and to +4 at 14th Level.


* Skill Upgrade: A Godsworn can pray to help an ally succeed at a task. The ally must be able to hear the Prayer. The ally gets a +4 bonus on one chosen Skill for the duration of the Prayer, and for 10 minutes or until the first check (whichever comes first) thereafter. Certain applications of this Prayer may not make sense or be allowed, at the GM’s discretion.


* Eagle’s Splendor: A Godsworn can pray to gain confidence or to be more compelling. This Prayer often takes the form of a song, which can inspire an ally (or him or herself). To be affected, the ally must be able to hear the song. The effect lasts for the duration of the song and for 1 hour thereafter. An affected ally receives a +2 bonus on social skills checks (Charisma based).


* Owl’s Wisdom: A Godsworn can pray to gain wisdom and direction when all seems dark and lost. This Prayer only affects the Godsworn. He or she gains a +2 bonus to Wisdom based checks; this effect lasts for the duration of the Prayer and for 1 hour thereafter. Additionally, if the character makes a Wisdom check (DC 15) the Crone may drive the Godsworn in the “right” direction. The “right” direction is not always the desired direction, however.


Co-ordinate: The Godsworn character is a born helper, lending aid to those who need it. As a result, the Godsworn can aid a character by granting the assisted ally an additional bonus to the normal +2 bonus for aiding an ally. See the Level progression chart for the specific bonuses to be applied at a given Level. This Special Ability may only be used to aid with such non-aggressive actions as Skill checks, Ability checks, Saving Throws, and so forth.


Dabbler: At 3rd Level, the Godsworn gains the Dabbler feat whether or not he or she has meets the Feat’s prerequisites.


Blessings: A certain number of times per day, the Godsworn character can bolster others with the strength of his or her Faith. The character may grant a bonus equal his or her Faith bonus to one ally who can hear and see the Godsworn. This bonus applies only to a specific action chosen by the Godsworn during either the same round or the round following. The Godsworn character must name the action to receive the Blessing at the time this Special Ability is used. The bonus can be applied to any Skill check, Ability check, Saving Throw, Attack Roll or Defence Roll. If the action is not taken within one round, the bonuses are lost.


Devotion’s Reward: At 6th, 10th, 13th and 18th Level, the Godsworn is rewarded for his or her good service by the Faith. The Godsworn gains a bonus Feat that is not a Soldier Feat. The Godsworn can take this Feat whether or not he or she has meets the Feat’s prerequisites, although the player and GM should work together to ensure the choice is appropriate.


Student of Sorcery: At 7th Level, the Godsworn gains the Student of Sorcery feat.


Contact: The Godsworn character learns to call upon whatever resources he or she can during his or her career. Over time, the Godsworn gains valuable contacts throughout the sphere of his or her activities. At 8th and 17th Levels, the character gains a Contact, which the GM should develop as a supporting character. The player can suggest the type of Contact the character wants to gain, but the GM has final say over who is allowed.

A Contact will not usually accompany a Godsworn on a mission or put him or herself at great risk to aid the character, but he will provide information or expert skills. The more powerful the Contact, the less time he or she has to spend aiding the character. Whatever the case, the Godsworn should not normally be allowed to call upon the same Contact more than once per adventure.


Sorcerous Training: At 11th, 15th, and 19th Level, the Godsworn gains the Sorcerous Training feat.


8. Healer

Hit Die: D8

The healer’s class skills (and the key ability for each skill) are Craft (Herbalism) (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Surgeon) (Wis), Sense Motive (Wis), and Sleight-of-Hand (Dex).

Skill Points at Each Level: 8 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+0
+0
+2
+2
+0
+0
Skilled Healer, Battle Surgeon 1D4
2
+1
+0
+3
+3
+1
+1
Injury Assessment, Inspiring Presence
3
+2
+1
+3
+3
+1
+1
Mobility, Knowledgeable
4
+3
+1
+4
+4
+2
+2
Ability Damage, Revive 20%
5
+3
+1
+4
+4
+2
+2
Skill Focus
6
+4
+2
+5
+5
+3
+3
Respected +2, Keep the Troops Moving
7
+5
+2
+5
+5
+3
+3
Staunch the Blood
8
+6/+1
+2
+6
+6
+4
+4
Battle Surgeon 1D6, Revive 30%
9
+6/+1
+3
+6
+6
+4
+4
Inspiring Presence +2
10
+7/+2
+3
+7
+7
+5
+5
Bonus Feat, Injury Knowledge
11
+8/+3
+3
+7
+7
+5
+5
Knowledge is Dangerous
12
+9/+4
+4
+8
+8
+6
+6
Keep the Troops Moving
13
+9/+4
+4
+8
+8
+6
+6
Respected +4, Bonus Feat
14
+10/+5
+4
+9
+9
+7
+7
Advanced Battle Surgeon
15
+11/+6/+1
+5
+9
+9
+7
+7
Revive 40%
16
+12+/+7/+2
+5
+10
+10
+8
+8
Battle Surgeon 1D8, Inspiring Presence +3, Bonus Feat
17
+12/+7/+2
+5
+10
+10
+8
+8
Back from the Brink
18
+13/+8/+3
+6
+11
+11
+9
+9
Injury Knowledge, Keep the Troops Moving
19
+14/+9/+4
+6
+11
+11
+9
+9
Bonus Feat
20
+15/+10/+5
+6
+12
+12
+10
+10
Inspiring Presence +4, Respected +6

CLASS FEATURES

Weapon and Armour Proficiency: A healer is proficient in all simple weapons, light and one-handed martial weapons, and light armour.


Skilled Healer: A healer’s training has made him better at his job. Beginning at 1st level he may add his Wisdom modifier to the number of hit points restored through the Heal skill’s short term care.


Battle Surgeon: A healer has practiced saving those near the brink of death. Whenever the healer successfully applies first aid to a dying character the stabilised character also gains an additional 1d4 (plus the stabilised character’s Constitution modifier) hit points with a successful heal check. This increases to 1d6 at 8th level, and 1d8 at 16th level.

In any case, this ability may only be used on a character a number of times per day equal to that character’s Constitution modifier (minimum 1).


Injury Assessment: At 2nd level a healer can determine within a certain range the extent of a creature’s physical injuries with a successful Heal check (DC = 15 + observed creature’s HD). If the creature has lost more than 50% of its hit points the healer can tell that it is heavily wounded. If it has lost less than 50% of its hit points the healer can tell if it is lightly wounded (or completely uninjured).

At 10th level a healer can use this ability to determine if the creature has light wounds, heavy wounds, or grievous wounds, each representing a loss of one third of its hit points.

At 18th level the healer can use this ability to determine the exact number of hit points possessed by a wounded creature.


Inspiring Presence: A healer’s allies know they can suffer great wounds and still survive. At 2nd level any unwounded ally within 30 feet of a healer gains a +1 morale bonus on his initiative rolls, attack rolls and saves against fear, including terror of the unknown, for as long as he remains uninjured. This bonus continues until the ally has taken a total amount of damage in one day equal to at least one-third of his hit points, or lost at least 4 points of an ability score through damage or drain. Even if the injured character is restored to full health he can not gain the benefit of the healer’s inspiring presence until the day after he is restored.

At 9th level this bonus to allies increases to +2, +3 at 16th level, and +4 at 20th level.

A healer cannot inspire himself, although he can benefit from the presence of other healers.


Knowledgeable: A healer gains the knowledgeable feat as a bonus feat at 3rd level.


Mobility: The healer learns how to survive on the battlefield while moving to treat wounded comrades. At 3rd level he gains the Mobility feat even if he does not meet the prerequisites.


Revive: At 4th level, when a healer treats a disabled, unconscious character the character has 20% chance of regaining consciousness within an hour.

This chance increases to 30% at 8th level, and 40% at 15th level.


Ability Damage: At 4th level, through the use of pressure-point massage, stretching, and joint manipulation, a healer can reverse certain types of ability score damage. After ten minutes tending an injured character a healer can restore 2 points of ability damage (total) to Strength, Dexterity, Constitution or some combination of those.

This can be performed on any number of individuals subject to time constraints and the healer’s need to rest, eat and sleep, but no single person can have this ability used on them more than once a day.


Skill Focus: At 5th level the healer gains a bonus Skill Focus feat with any one of his class skills.


Respected: At 6th level a healer gains a +2 to his base reputation score. This increases to +4 at 13th level, and +6 at 20th level.


Keep the Troops Moving: From his knowledge of physical processes, anatomy, and nutrition a healer at 6th level can grant number of allies in his presence equal to his Intelligence modifier (minimum 1) a +2 circumstance bonus on their saving throws to avoid non-lethal damage from forced marches or hot and cold environments.

This bonus increases to +3 at 12th level, and to +4 at 18th level.


Staunch the Blood: At 7th level the healer has learned how to quickly repair damage. As a full- round action he may restore 1d4 (plus treated character’s Constitution modifier) hit points to any wounded character spending the round in a square adjacent to the healer and undertaking only a single move action during that round.

A character may not benefit from this ability a number of times per day greater than his Constitution modifier (minimum 1).

The healer can also save those grievously wounded. If the healer attends a character no later than two rounds after the character failed his saving throw against massive damage or was dropped to -10 hit points or lower with a single attack, the healer can stabilise the character at -9 hit points with a successful heal check (DC = damage inflicted). This can be performed on any individual a maximum of once per day.


Bonus Feat: At 10th level and every three levels thereafter, the healer gains a bonus feat selected from the following list: Dabbler, Great Fortitude, Investigator, Iron Will, Lightning Reflexes, Negotiator, Poison Use, Self-Sufficient and Skill Focus (any). In all cases the healer must meet the usual prerequisites for the feat.


Knowledge is Dangerous: The healer is well-versed in anatomically vulnerable areas. At 11th level the healer’s skill extends by 2 the critical threat range of any weapon he wields. This stacks with any Improved Critical feat he might also possess.

The healer also adds one-half of his healer level to the damage roll for a coup de grace.


Advanced Battle Surgeon: At 14th level a healer has advanced his skills. Using short term care only requires five minutes rather than ten, and he is able to stabilise a dying creature with a move action instead of a standard action.


Back from the Brink: At 17th level the healer has become so skilled he can fan even the merest spark of life into a flame. Any slain character treated within three hours of death by a healer is made stable at -9 hit points. The healer must give up one fate point to accomplish this feat. If the healer has no fate points he can not use this ability. Use of this ability presupposes the tended character’s body is intact and relatively whole. Someone burned to ashes or beheaded can not be saved by back from the brink.


9. Hunter

Hit Die : D8

The Hunter’s class skills (and the key Ability for each Skill) are Balance (Dex), Climb (Str or Dex), Craft: Carpentry (Int), Craft: Fletcher (Int), Disable Device (Int), Escape Artist (Dex), Handle Animal (Cha), Jump (Str), Knowledge: Local (Int) Knowledge: Nature (Int), Knowledge: Navigation (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), Swim (Str), Use Rope (Dex).

Skill Points at Each Level: 6 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+1
+2
+2
+0
+0
+0
Native Terrain
2
+2
+3
+3
+0
+0
+1
Quick to Arms, Track
3
+3
+3
+3
+1
+1
+2
Wilderness Stealth +2
4
+4
+4
+4
+1
+1
+3
Bonus Feat
5
+5
+4
+4
+1
+1
+3
Swift Tracker
6
+6/+1
+5
+5
+2
+2
+4
Weapon Specialization
7
+7/+2
+5
+5
+2
+2
+5
Endurance, Stalking Strike +1d6
8
+8/+3
+6
+6
+2
+3
+6
Native Terrain
9
+9/+4
+6
+6
+3
+3
+6
Bonus Feat
10
+10/+5
+7
+7
+3
+3
+7
Wild Empathy
11
+11/+6/+1
+7
+7
+3
+4
+8
Wilderness Stealth (full movement)
12
+12/+7/+2
+8
+8
+4
+4
+9
Camouflage
13
+13/+8/+3
+8
+8
+4
+4
+9
Stalking Strike +2d6
14
+14/+9/+4
+9
+9
+4
+5
+10
Bonus Feat
15
+15/+10/+5
+9
+9
+5
+5
+11
Wilderness Stealth +4
16
+16/+11/+6/+1
+10
+10
+5
+6
+12
Native Terrain
17
+17/+12/+7/+2
+10
+10
+5
+6
+12
Hide in Plain Sight
18
+18/+13/+8/+3
+11
+11
+6
+6
+13
Trackless Step
19
+19/+14/+9/+4
+11
+11
+6
+7
+14
Bonus Feat
20
+20/+15/+10/+5
+12
+12
+6
+7
+15
Stalking Strike +3d6

CLASS FEATURES

Weapon and Armour Proficiency: Hunters are proficient with all simple weapons, as well as the following martial and exotic weapons: handaxe, longbow (including double-curved bows), net, and shortbow (including double-curved bows), and trident. Hunters are proficient with light armour.


Native Terrain: At 1st Level, the Hunter may select a region in which he or she has exceptional experience.

The most common region types are: aquatic, cold forest, cold plains, desert, temperate forest, hills, marshland, mountains, and plains. The character’s first choice should reasonably coincide with his or her Background — where did the character grow up and learn to hunt?

When a Hunter is in a chosen region, he or she gains a +2 dodge bonus to Defence. If the Dexterity bonus to Defence is lost for any reason, this bonus is lost as well.

Furthermore, the character gains a +2 bonus to any Knowledge: Nature, Search, Perception, or Survival checks made within a chosen region. Additionally, when hunting an animal native to the chosen region, the Hunter acts as if he or she had the Critical (Improved) Feat. These bonuses only apply out of doors.

As the Hunter’s experience grows, he or she may select other regions with which he or she has acquired experience during the course of life’s adventures. The Hunter chooses a new Native Terrain region at both 8th and 16th Levels.

Each time he or she does so, the Skill and Defence bonuses for any previous regions are increased by +1. The selection should be appropriate to the character’s experiences and the campaign. Note that these bonuses do not stack with the Raider’s or Night’s Watch Ranger’s Native Terrain Special Abilities; the Hunter must always choose a new region. For example, Arden chooses cold forest as his region at 8th Level, since he’s been adventuring north of the Wall for several years. He was already exceptionally experienced in temperate forests from his childhood hunting in his father’s lands. His bonuses in temperate forests increase to +3, while he now has +2 bonuses in cold forests as well.


Quick To Arms: Hunters train their senses to a keen level of acuity, which allows them to react to danger with surprising speed. At 2nd Level, a Hunter gains a +4 bonus to Initiative as long as he or she is wearing light or no armour.


Track: A hunter gains Track as a bonus feat.


Wilderness Stealth: The Hunter can become like a ghost when moving through the wilderness. At 3rd Level, any time the Hunter is moving through his or her Native Terrain, he or she gains the listed bonus to all Stealth checks.

In addition, at 11th Level, the Hunter can move his or her full speed while making Stealth checks in any chosen region.


Bonus Feat: At 4th, 9th, 14th, and 19th Level, the Hunter may choose a bonus Feat from the Soldier feat list.


Swift Tracker: Beginning at 5th level, a hunter can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.


Weapon Specialization: At 6th Level, the Hunter gains the Weapon Specialization Feat (ignoring prerequisites). He or she may apply it to any weapon with which he or she is proficient.


Endurance: At 7th Level, the Hunter gains the Endurance Feat.


Stalking Strike: At 7th Level, a Hunter learns to ambush his or her foes in Native Terrain. Anytime the Hunter’s target is caught flat-footed, the Hunter’s attack deals extra damage. The extra damage is +1d6 at 7th Level, +2d6 at 13th Level, and +3d6 at 20th Level. Should the Hunter score a critical hit with a Stalking Strike, this extra damage is not multiplied.

Ranged attacks can only count as Stalking Strikes if the target is within Short Range. The Hunter can’t strike with deadly accuracy from beyond that range.

A Hunter can only Stalking Strike a living creature with a discernible anatomy, and only within the Hunter’s Native Terrain. Any creature that is immune to critical hits is also invulnerable to Stalking Strikes. The Hunter must be able to see the target well enough to pick out a vital spot and must then be able to reach it. The extra damage stacks with similar Special Abilities, such as a Knave’s Sneak Attack.


Wild Empathy: At 10th Level, a Hunter can improve the attitude of an animal. This Special Ability functions just like a Diplomacy check to improve the attitude of a person. The Hunter rolls 1d20 and adds his or her Hunter Level plus Charisma bonus to determine the check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use Wild Empathy, the hunt master and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes one minute, but as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.


Camouflage: At 12th Level, the Hunter can use the Stealth Skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.


Hide in Plain Sight: At 17th Level, the Hunter can use the Stealth Skill even while being observed in any Native Terrain.


Trackless Step: At 18th Level, a Hunter learns how to leave no trail in natural surroundings. The Hunter cannot be tracked in his or her Native Terrain, except by another Hunter of equal or higher Level. The Hunter can choose to leave a trail if desired.


10. Hyborian Ranger

Hit Die : D8

The hyborian ranger’s class skills (and the key ability for each skill) are Climb (Str or Dex), Craft (any) (Int), Gather Information (Cha), Handle Animal (Cha), Jump (Str), Knowledge (geography) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Search (Int), Stealth (Dex), Swim (Str), Survival (Wis) and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+1
+2
+0
+0
+0
+0
Weapon Focus, 1st Favored Terrain +1, Track
2
+2
+3
+0
+0
+0
+1
Point Blank Shot 30 ft.
3
+3
+3
+1
+1
+1
+2
Ranged Sneak Attack +1d6, Pathfinding
4
+4
+4
+1
+1
+1
+3
Bonus Feat
5
+5
+4
+1
+1
+1
+3
1st Favored Terrain +2
6
+6/+1
+5
+2
+2
+2
+4
Ranged Sneak Attack +2d6
7
+7/+2
+5
+2
+2
+2
+5
Point Blank Shot 60 ft., 2nd Favoured Terrain +1
8
+8/+3
+6
+2
+2
+3
+6
Weapon Specialization
9
+9/+4
+6
+3
+3
+3
+6
1st Favored Terrain +3
10
+10/+5
+7
+3
+3
+3
+7
Ranged Sneak Attack +3d6
11
+11/+6/+1
+7
+3
+3
+4
+8
Bonus Feat
12
+12/+7/+2
+8
+4
+4
+4
+9
Point Blank Shot 90 ft., 2nd Favoured Terrain +2
13
+13/+8/+3
+8
+4
+4
+4
+9
1st Favored Terrain +4, 3rd Favoured Terrain +1
14
+14/+9/+4
+9
+4
+4
+5
+10
Ranged Sneak Attack +4d6
15
+15/+10/+5
+9
+5
+5
+5
+11
Bonus Feat
16
+16/+11/+6/+1
+10
+5
+5
+6
+12
Ranged Sneak Attack +5d6
17
+17/+12/+7/+2
+10
+5
+5
+6
+12
1st Favored Terrain +5, 2nd Favoured Terrain +3
18
+18/+13/+8/+3
+11
+6
+6
+6
+13
Point Blank Shot 120 ft.
19
+19/+14/+9/+4
+11
+6
+6
+7
+14
Ranged Sneak Attack +6d6, 3rd Favoured Terrain +2
20
+20/+15/+10/+5
+12
+6
+6
+7
+15
Bonus Feat

CLASS FEATURES

Weapon and Armour Proficiency: A hyborian ranger is proficient with all simple and martial weapons, light armor and shields.


Weapon Focus: At 1st level the ranger must choose a ranged weapon in which to focus.


Favored Terrain: At 1st level, the ranger gains a favoured terrain type from among the following: Plains, Swamp, Hills, Forest or Mountains. Alternatively, he may choose a particular region as his favoured terrain, such as a province in Aquilonia or a particular clan’s territory in Cimmeria. At 7th level, 13th level and 19th level he may choose an additional favoured terrain.

Any time a ranger is in one of his favoured terrains and wearing no heavier than light armour, he gains certain benefits as follows:

* +1 circumstance bonus to all Perception, Search, Stealth and Survival checks.

* +1 dodge bonus to Dodge Defence : The ranger is adept at using the natural features of the terrain to his advantage in combat.

If the ranger chose a particular region as his favoured terrain, he may add his favoured terrain bonus to his Reputation while in that region.

At 5th level and every four levels thereafter, the ranger’s favoured terrain bonus for his first favoured terrain increases by +1. His second favoured terrain bonus increases by +1 at 12th and 17th levels and his third favoured terrain bonus increases by +1 at 19th level.

The ranger gains additional benefits as his favoured terrain bonuses increase.

If he has a favoured terrain bonus of at least +2 for the terrain he is in, he gains a +10 feet circumstance bonus to his movement.

If he has a favoured terrain bonus of at least +3 for the terrain he is in, he may use the Stealth skill even if the terrain does not usually grant cover or concealment.

If he has a favoured terrain bonus of at least +4 for the terrain he is in, his movement bonus within that terrain increases to +20 feet, replacing the +10 feet bonus gained at +2.

If he has a favoured terrain bonus of at least +5 for the terrain he is in, he can use the Stealth skill even while being observed.


Track: At first level the ranger gains the feat Track.


Point Blank Shot: At 2nd level the ranger gains the feat of Point Blank Shot with any ranged weapon in which he has Weapon Focus. When making an attack with a Point Blank Shot within the listed range the ranger adds +1 to any damage rolls for successful attacks.

At 7th, 12th, and 18th level the range increment increases for a Point Blank Shot. Additionally, the damage increases by +1 for each lower range increment. For example, a 12th level ranger would have a +1 damage bonus up to 90 feet range, +2 from 30 to 60 feet, and +3 when range is 30 feet and under.


Ranged Sneak Attack: Starting at 3rd level a ranger may attempt a ranged sneak attack on an opponent. Such attacks can only be made against opponents who are stunned, surprised, off-balance or otherwise if the target is unable to dodge or parry. The attack only deals extra damage if it damages the target.

Such attacks also require that the ranger be within point blank range to the target. A ranger with an extended Point Blank Shot may attempt Ranged Sneak Attacks from a greater range.

A successful Ranged Sneak Attack deals the additional damage listed by the ranger's level.

A sneak range attack requires careful aim, and is a full round action.

A ranger may flank an opponent to gain this benefit, but in no case can a flank attack be made from more than 30 feet to gain the benefit of a Ranged Sneak Attack.


Pathfinding: At 3rd level the ranger gains the ability to quickly find the best route through difficult terrain. If traveling off any trail or road on terrain more difficult than grasslands/plains a check may be made per hour to find the best path.

This is a Survival check with a DC of 20. If successful, the ranger moves as though crossing grasslands/plains for that hour. For any party member who does not share this ability there is a +1 to the DC of the Survival check. Pathfinding cannot be accomplished while mounted.


Bonus Feats: At 4th, 11th and 20th level the ranger gets a bonus feat from the Soldier Feat List.


Weapon Specialization: At 8th level the ranger gain Weapon Specialization as a bonus feat. He must meet the prerequisites.


11. Inquisitor

Hit Die : D8

The Inquisitor’s class skills (and the key Ability for each Skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str or Dex), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Will), Intimidate (Var), Jump (Str), Knowledge (Any) (Int), Perception (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Use Rope (Dex).

Skill Points at Each Level: 6 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+0
+2
+0
+2
+0
+0
Tools of the Defender
2
+1
+3
+0
+3
+1
+1
Special Ability
3
+2
+3
+1
+3
+2
+1
Special Ability
4
+3
+4
+1
+4
+3
+2
Special Ability
5
+3
+4
+1
+4
+3
+2
Special Ability
6
+4
+5
+2
+5
+4
+3
Special Ability
7
+5
+5
+2
+5
+5
+3
Defender of the Faith, Special Ability
8
+6/+1
+6
+2
+6
+6
+4
Special Ability
9
+6/+1
+6
+3
+6
+6
+4
Special Ability
10
+7/+2
+7
+3
+7
+7
+5
Special Ability
11
+8/+3
+7
+3
+7
+8
+5
Special Ability
12
+9/+4
+8
+4
+8
+9
+6
Special Ability
13
+9/+4
+8
+4
+8
+9
+6
Special Ability
14
+10/+5
+9
+4
+9
+10
+7
Knight Inquisitor, Special Ability
15
+11/+6/+1
+9
+5
+9
+11
+7
Special Ability
16
+12+/+7/+2
+10
+5
+10
+12
+8
Special Ability
17
+12/+7/+2
+10
+5
+10
+12
+8
Special Ability
18
+13/+8/+3
+11
+6
+11
+13
+9
Special Ability
19
+14/+9/+4
+11
+6
+11
+14
+9
Special Ability
20
+15/+10/+5
+12
+6
+12
+15
+10
Special Ability

CLASS FEATURES

Weapon and Armour Proficiency: Inquisitors are proficient with all simple and martial weapons, with light, medium and heavy armour and with shields.


Tools of the Defender: At 1st level the inquisitor is given two masterwork weapons, any weapons of which the defender is proficient.


Special Abilities: Starting at 2nd level and every level thereafter, an inquisitor chooses a special ability from among the following.

- Blessed Infiltration: Once per day, when the inquisitor makes a Bluff, Diplomacy, Intimidation or Stealth check, he have the possibility to roll twice and take the more favorable result.
This ability may be taken up to three times during the inquisitor's career, each time allowing an additional use per day, but may not be taken twice within the character's last three levels.

- Bonus Feat:The inquisitor may take a bonus feat as if a fighter of the same level. This may be taken up to five times during the inquisitor's career, but may not be taken two levels in a row.

- Favored Enemy: The inquisitor may select a favored enemy from among the following table:

The inquisitor gains a +2 bonus on Bluff, Knowledge, Gather Information, Perception, Search, Sense Motive, and Survival checks when using these skills in relation with his favored enemy. Likewise, he gets a +2 bonus on weapon damage rolls against such adversaries.
This ability may be taken up to five times during the inquisitor's career, each time allowing him choose a new favored enemy, but may not be taken twice within the character's last three levels.

- Fanatic Strength: The inquisitor can summon up tremendous strength to smite enemies of his God. Once per day, when activating this ability, the inquisitor gains a +2 strength bonus per inquisitor level for a number of round equal to his Charisma Modifier.
This ability may be taken up to three times during the inquisitor's career, each time allowing an additional use per day, but may not be taken twice within the character's last three levels.

- Mind Wall:The inquisitor gains +1 bonus per four inquisitor's level (rounded up) to will save against sorcery.

- Pierce Disguise: The inquisitor gains a +4 competence bonus on Perception or Sense Motive checks when used against a disguised character.

- Piercing the Veil: The inquisitor has developed a keen awareness for falsehood. Anyone attempting to lie in the inquisitor's presence must make a Will save (10 + Inquisitor's Level + Cha Mod). If this save fails, the inquisitor immediately knows that the subject is lying. He cannot necessarily discern the truth or discover the existence of some secret that was never discussed, but he can perceive a lie as such.

- Skill Improvement: The inquisitor gains 10 additional skills points. This ability may be gained any number of times during the inquisitor's career but may not be taken two levels in a row.

- Silver Tongue: The inquisitor has a strangely persuasive voice. He can whip villagers into a righteous frenzy, or stall them just long enough to make his escape. He gains a sacred bonus of +1 per two inquisitor's level (rounded up) to any Bluff, Diplomacy or Intimidation check. This ability is often used to recruit new members of the Inquisition, sway the will of a king, or to plant the seed of doubt in another character.

- Sneak Attack: Any time at which the inquisitor’s target is unable to dodge or parry, or when the inquisitor flanks the target, the thief’s attack deals extra damage if it damages the target.

The extra damage is +1d6 the first time this ability is taken and an additional 1d6 every additional time this ability is taken thereafter.
Should the inquisitor score a critical hit with a Sneak Attack, this extra damage is not multiplied.

Ranged attacks can only count as Sneak Attacks if the target is within Short Range. The inquisitor can’t strike with deadly accuracy from beyond that range.

With a sap (blackjack) or an unarmed strike, the inquisitor can make a Sneak Attack that deals non-lethal damage instead of normal damage. The inquisitor cannot use a weapon that deals normal damage to deal non-lethal damage in a Sneak Attack.

An inquisitor can only Sneak Attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also invulnerable to Sneak Attacks. The inquisitor must be able to see the target well enough to pick out a vital spot and must then be able to reach it. The extra damage stacks with similar Special Abilities, such as a Hunter’s Stalking Strike.

This ability may be taken up to five times during the inquisitor's career but may not be taken two levels in a row.

- Sorcery's Stench: The inquisitor gains the ability to sense the presence of sorcery. He can use this ability a number of times per day equal to his level divided by 4 (rounded up)

- The Power of God: An inquisitor gains the ability to channel magical energy and begin to use powers from his God to Enthrall the masses or command the infidels.
The inquisitor begins with a Base PP equal to 4 + Wisdom Modifier, to a minimum of one point and the Basic Counterspell Spell, the Basic Curse Spell or the Basic Hypnotism Spell.

Then the inquisitor may choose one of the following special ability :

- Power Points: The inquisitor gains +2 Base Power Points. This may be taken up to five times during the inquisitor's career, but may not be taken twice within the character's last three levels.

- Advanced Spell: The inquisitor improves his bond with his god and may choose one of the spell below. He must respect the prerequisites for any spell he wants to acquire and cannot take this ability two levels in a row.

Counterspell
Curse
Hypnotism
Warding (Basic Counterspell)
Lesser Ill-Fortune (Basic Curse)
Entrance (Basic Hypnotism)
Blessing of True Steel
Curse of Broken Blood
Delay Suggestion
Greater Ward by Will
Curse of Yizil
Domination
Greater Ward of Anigmus
Doom
Hypnotic Suggestion
Greater Warding
Foxing
Inviolate Oath
Incantation of Amalric’s Witchman
Greater Ill-Fortune
Mass Delay Suggestion
Incantation of Fog and Shadow
Ill-Fortune
Mass Hypnotic Suggestion
Master Warding
Touched by Madness
Peacock's Beauty
Ward by Will
Wind’s Hated Son
Reverse Loyalties
Ward Dwelling
Torment
Ward of Anigmus
Walk of Shadows
Walking Dead Ward

- Untapped Reserves: Once per day, the inquisitor may gain a +1D6 sacred bonus to any single die roll or check. this ability may be taken up to four time during the inquisitor's carrer, allowing him to use this ability an additional time per day, but may not be taken if this ability has benne taken in the inquisitor's previous three levels of this class.


Defender of the Faith: At 7th level, the inquisitor receives full membership in the organization he serves. He gains the title of Defender of the Faith and now holds a position of substancial authority. As such, he may demand support from any Church officials he encounters (though doing so may reveal his status), as well as commanding any lower-ranked inquisitor.

A Defender of the Faith gains the leadership feat and can command a number of other inquisitors or church servants based on his leadership score. If he already has the leadership feat, he gains +2 to his leadership score.


Knight Inquisitor: At 14th level the inquisitor gains the full sanction and power of his Church, carrying the title of Knight Inquisitor. Because of the added prestige of his title, he gains another +2 sacred bonus to his leadership score and even more privileges due to his rank. However, power corrupts, even among the Inquisition, and those who gain this level of power must answer more frequently to their superiors.


12. Knave

Hit Die : D6

The Knave’s class skills (and the key Ability for each Skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str or Dex), Craft: Any Mundane (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Var), Jump (Str), Knowledge (Stewardship) (Int), Knowledge (Underworld) (Int), Open Lock (Dex), Perception (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Tumble (Dex), Use Rope (Dex).

Skill Points at Each Level: 8 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+0
+0
+2
+0
+0
+0
Illicit Barter, Evasion
2
+1
+0
+3
+0
+1
+1
Fortune’s Favour 1/day
3
+2
+1
+3
+1
+1
+2
Sneak Attack +1d6
4
+3
+1
+4
+1
+2
+3
Bonus Feat, Uncanny Dodge
5
+3
+1
+4
+1
+2
+3
Skill Mastery
6
+4
+2
+5
+2
+3
+4
Special Ability
7
+5
+2
+5
+2
+3
+5
Sneak Attack +2d6
8
+6/+1
+2
+6
+2
+4
+6
Bonus Feat, Improved Uncanny Dodge
9
+6/+1
+3
+6
+3
+4
+6
Fortune’s Favour 2/day
10
+7/+2
+3
+7
+3
+5
+7
Skill Mastery
11
+8/+3
+3
+7
+3
+5
+8
Sneak Attack +3d6
12
+9/+4
+4
+8
+4
+6
+9
Special Ability
13
+9/+4
+4
+8
+4
+6
+9
Bonus Feat
14
+10/+5
+4
+9
+4
+7
+10
Special Ability
15
+11/+6/+1
+5
+9
+5
+7
+11
Sneak Attack +4d6
16
+12+/+7/+2
+5
+10
+5
+8
+12
Fortune’s Favour 3/day
17
+12/+7/+2
+5
+10
+5
+8
+12
Special Ability
18
+13/+8/+3
+6
+11
+6
+9
+13
Bonus Feat
19
+14/+9/+4
+6
+11
+6
+9
+14
Sneak Attack +5d6
20
+15/+10/+5
+6
+12
+6
+10
+15
Special Ability

CLASS FEATURES

Weapon and Armour Proficiency: Knaves are proficient with all simple weapons, short swords, and shortbows. Knaves are proficient with light armour.


Illicit Barter: Beginning at 1st Level, the Knave gains a +5 bonus to all skill checks made to find, buy, or sell illicit or illegal goods..


Evasion: At 1st level and higher, a knave can avoid even magical and unusual attacks with great agility. If she 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 the knave is wearing light armor or no armor. A helpless knave does not gain the benefit of evasion.


Fortune’s Favour: When a Knave cannot finesse or bluff a way out of a situation, sometimes he or she must rely on sheer luck instead.

Once per day starting at 2nd Level, the Knave can reroll any failed Ability check, Skill check, Attack or Defence roll, or Saving Throw as long as the outcome of the roll depends more upon luck than Skill. The character can choose which roll to use.

Craft, Profession, and Knowledge Skills, for example, rely primarily upon Skill, while Perception checks involve more chance. Will and Fortitude Saves rarely depend upon luck, but Reflex Saves often do. Attack rolls and damage rolls involve enough chance to invoke this Ability.

This Special Ability can only be used once in any given encounter.

At 9th Level this Special Ability can be used twice per day, and at 16th Level it can be used three times per day.


Sneak Attack: Any time at which the knave’s target is unable to dodge or parry, or when the knave flanks the target, the thief’s attack deals extra damage if it damages the target.

The extra damage is +1d6 at 3rd Level, with an additional 1d6 every four Levels thereafter. Should the Knave score a critical hit with a Sneak Attack, this extra damage is not multiplied.

Ranged attacks can only count as Sneak Attacks if the target is within Short Range. The Knave can’t strike with deadly accuracy from beyond that range.

With a sap (blackjack) or an unarmed strike, the Knave can make a Sneak Attack that deals non-lethal damage instead of normal damage. The Knave cannot use a weapon that deals normal damage to deal non-lethal damage in a Sneak Attack.

A Knave can only Sneak Attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also invulnerable to Sneak Attacks. The Knave must be able to see the target well enough to pick out a vital spot and must then be able to reach it. The extra damage stacks with similar Special Abilities, such as a Hunter’s Stalking Strike.


Bonus Feat: At 4th, 8th, 13th, and 18th Levels, the Knave character may choose a bonus Feat that is not a soldier or sorcerer feat.


Uncanny Dodge: From 4th level and above, the knave can still dodge if caught flat-footed or struck by an invisible attacker. If the knave already has uncanny dodge from some other source, such as from being a 4th level barbarian already, he gains improved uncanny dodge instead (see below).


Skill Mastery: At 5th and 10th Level, the Knave receives 9 Skill Points to spend on his Skills as he chooses. The points may be spent on one Skill or spread among several, but Skills cannot be raised above the maximum based on his current Level.


Special Ability: At 6th, 12th, 14th, 17th, and 20th Level, the Knave can choose a Special Ability from the following options: Crippling Strike, Defensive Roll, Improved Evasion, Opportunist, Skill Expertise, or may alternatively select a bonus Feat.


- Crippling Strike: When the Knave damages an opponent with a Sneak Attack, the target also takes 1 point of Strength damage (this Ability damage recovers at a rate of 1 point per day).


- Defensive Roll: Once per day, when a Knave would be reduced to 0 Hit Points or fewer by damage in combat, the Knave can attempt to roll with the damage. He or she makes a Reflex Saving Throw (DC = damage dealt); if successful, the Knave takes only half damage from the blow.

The Knave must be aware of the attack and able to react to it in order to execute the defensive roll — if the Dexterity bonus to AC is denied, the Knave can’t roll.


- Improved Evasion: This ability works like evasion, except that while the knave still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save.

A helpless knave does not gain the benefit of improved evasion.


- Jack-of-all-trades: The knave gains a +2 bonus on all Craft and Profession skill checks.


- Opportunist: Once per round, the knave can make an attack of opportunity against an opponent who has just been struck for damage by another character. This attack counts as the knave’s attack of opportunity for that round. Even a knave with the Combat Reflexes feat may not use the opportunist ability more than once per round.


- Skill Expertise: The knave selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, the knave may take 10 even if stress and distractions would normally prevent him from doing so. The knave may gain this special ability multiple times, selecting additional skills to apply to it each time.


- Sorcerous Protection: Experienced thieves often arrange for minor magical protection or learn to create their own defences, so as to more safely plunder cursed tombs or Stygian caravans. The knave gains a +2 resistance bonus to all saving throws against spells and spell- like effects, whether the required roll is a Will, Reflex or Fortitude saving throw.


- Feat: The knave may select a bonus feat in place of a special ability, so long as he meets the usual prerequisites for the feat selected.


- Gift Giving: The knave is an expert in the art of using gifts to achieve his ends. He is able to make the presentation of gifts seem natural and sincere, whereas in the hands of others the gift would seem an obvious bribe. He makes the gift seem not so much a bribe as just a bit of help from a generous person. When the character incorporates the giving of a gift into a Charisma based skill check, he may add a +2 circumstance bonus if the gift is appropriate (and an additional +2 if the gift is valuable). Appropriateness is determined by the Games Master. However, if the check fails despite the gift, the knave’s attempt to curry favour goes very badly wrong and the recipient sees right through the manoeuvre. The recipient immediately becomes hostile and any future Charisma-based skill checks from the knave against that person are made at a –4 circumstance penalty.


- Read People: The knave’s ability to quickly read other people’s mannerisms is almost perfect. Nuances of gesture and expression, even those invisible to most, catch his attention. He can take 20 on any Sense Motive check as a free action.


- Sweep: The knave can size up an area and get the lay of the land in a single sweep of his eyes. This sweep provides a +4 circumstance bonus on Perception checks and covers an area out to 30 feet away from the knave (but not behind him). The knave can use this bonus at the start of an encounter. Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result.


- Without A Trace: When the knave uses any of the following skills: Balance, Climb, Disable Device, Escape Artist, Sleight of Hand or Stealth those using Perception or Search to detect the knave's activity tale a -4 penalty.


- Wall Scramble: A knave with this talent rolls twice when making Climb checks and takes the better of the two rolls. If she already rolls twice while making a Climb check because of another ability or effect, she gains a +2 insight bonus on both of those rolls instead. If the knave is under the effect of a spell or ability that forces her to roll two dice and take the worse result, she only needs to roll 1d20 while making Climb checks.


- Surprise Attack: During the surprise round, a knave with this ability always considers opponents flat-footed, even if they have already acted. A rogue with this ability adds 1/2 her rogue level to her sneak attack damage rolls made during the surprise round.


- Rope Master: A knave with this ability can move at her normal speed when using rope on a Climb check, can take 10 when using Acrobatics to move over narrow surfaces even when in danger or distracted, and gains a +4 bonus when determining the DC to escape bonds when she ties up a creature.


- Nimble Climber: Whenever the knave fails a Climb check by 5 or more, she can attempt a Reflex save (using the same DC as the Climb check) to catch herself and avoid falling.


- Coax Information: A knave with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her. When the duration of the attitude shift ends, that opponents’ attitude toward the rogue returns to its previous level, rather than dropping one level.


- Fast Stealth: This ability allows a knave to move at full speed using the Stealth skill without penalty.


- Light Walker: The knave can move at full speed through difficult terrain and can take 5-foot steps into difficult terrain.


- Weapon Snatcher: A knave with this talent can make a Sleight of Hand check in place of a combat maneuver check when attempting to disarm an opponent.


Improved Uncanny Dodge: At 8th level, the knave can no longer be flanked except by a character with four more levels in a Sneak Attack Class than the knave has knave levels. If the knave already has improved uncanny dodge from some other source, he instead gains greater uncanny dodge.


13. Mariner

Hit Die: D8

The mariner’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str or Dex), Craft (any mundane) (Int), Gather Information (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (navigation) (Int), Perception (Wis), Profession (Sailor) (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).

Skill Points at Each Level: 6 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+0
+2
+2
+0
+0
+0
Seamanship +1, Bonus Feat, Sailor Lore
2
+1
+3
+3
+0
+0
+1
Dirty Strike +1D4
3
+2
+3
+3
+1
+1
+1
Uncanny Dodge
4
+3
+4
+4
+1
+1
+2
Bonus Feat
5
+3
+4
+4
+1
+1
+2
Seamanship +2
6
+4
+5
+5
+2
+2
+3
Mobility, Dirty Strike +2D4
7
+5
+5
+5
+2
+2
+3
Bonus Feat
8
+6/+1
+6
+6
+2
+3
+4
Improved Uncanny Dodge
9
+6/+1
+6
+6
+3
+3
+4
Seamanship +3
10
+7/+2
+7
+7
+3
+3
+5
Bonus Feat, Dirty Strike +3D4
11
+8/+3
+7
+7
+3
+4
+5
Improved Mobility
12
9/+4
+8
+8
+4
+4
+6
Together We Die
13
+9/+4
+8
+8
+4
+4
+6
Bonus Feat, Seamanship +4
14
+10/+5
+9
+9
+4
+5
+7
Dirty Strike +4D4
15
+11/+6/+1
+9
+9
+5
+5
+7
Greater Mobility
16
+12+/+7/+2
+10
+10
+5
+6
+8
Bonus Feat
17
+12/+7/+2
+10
+10
+5
+6
+8
Seamanship +5
18
+13/+8/+3
+11
+11
+6
+6
+9
Dirty Strike +5D4
19
+14/+9/+4
+11
+11
+6
+7
+9
Bonus Feat
20
+15/+10/+5
+12
+12
+6
+7
+10
Together We Live

CLASS FEATURES

Weapon and Armour Proficiency: A mariner is proficient with all simple and martial weapons and light armour.


Seamanship: A 1st level mariner gains a +1 circumstance bonus to all Climb, Profession (sailor), Use Rope and Balance checks, as well as to Defence, so long as he is aboard a ship or boat at sea. These bonuses increase by +1 every four levels after 1st level.


Bonus Feat: At the 1st level, a mariner gets a bonus feat in addition to the feat granted to any 1st level character. He gains an additional bonus feat every three levels thereafter.

The feats must be chosen from the following list : Alertness, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip), Combat Reflexes, Dodge, Exotic Weapon Proficiency, Great Fortitude, Improved Initiative, Lightning Reflexes, Point Blank Shot (Far Shot), Power Attack (Improved Bull Rush), Quickdraw, Toughness, Weapon Focus.


Sailor Lore: A mariner picks up a lot of knowledge by listening to local gossip in various ports of call or from the sea stories of shipmates. A mariner may make a a special sailor lore check with a bonus equal to his class level + his Intelligence modifier to see whether he knows some relevent information about local people or history, far away places or strange superstitions.

This check will not necessarily reveal true information, as much of the time the mariner has heard the information from someone who has heard it from someone else, who heard it from someone else etc.

The mariner may not take 10 or take 20 on this check. The DM will determine the difficulty of the check.

If you have access to more than one type of Lore, you gain a +4 bonus to your check when you look for an information wich concerns both domains.

DC
Type of Knowledge
10
Common, known by a substantial minority of the local population at least.
20
Uncommon but available, known by only a few people in the area.
25
Obscure, known by few, hard to come by.
30
Extremely obscure, known by very few, possibly forgotten by most who once knew it.

Dirty Strike: The mariner is adept at maneuvers such as hitting below the belt, head-butts, sucker punches, etc.

At 2nd level, the mariner may attempt an unexpected maneuver to cause additional damage. The opponent receives a reflex save against a DC equals to the modified mariners attack roll. If the save is successful, the mariner cause only the standard damage from the attack. If the save fails, the attack cause additional damage.

Opponent must be creature with discernable anatomy for this attack to cause additional damage.

The mariner may use this ability only once per day against any one opponent (but is free to to attempt against multiple foes on the same day).


Uncanny Dodge: From 3rd level and above, the mariner can still dodge if caught flat-footed or struck by an invisible attacker.

If the mariner already has uncanny dodge from some other source, such as from being a 4th level barbarian already, he gains improved uncanny dodge instead (see below).


Mobility: From 6th level onwards, the mariner gets a +4 dodge bonus to Dodge Defence against attacks of opportunity that occur when he moves out of or within a threatened area.

If the mariner already has mobility from some other source, such as from being a 5th level nomad already, he gains improved mobility instead (see below). Note that mobility does not apply if the pirate is mounted.


Improved Uncanny Dodge: At 8th level, the mariner can no longer be flanked except by a character with four more levels in a Sneak Attack Class than the pirate has mariner levels.

If the mariner already has improved uncanny dodge from some other source, he instead gains greater uncanny dodge.


Improved Mobility: From 11th level onwards the mariner never provokes attacks of opportunity, no matter what he does, so long as he moves at least 10 feet during that combat round.

If the mariner somehow already has improved mobility, he gains greater mobility instead (see below). Note that improved mobility does not apply if the pirate is mounted.


Together We Die: Once per round, a mariner 12th level can attempt to throw himself in harm’s path to save any adjacent ally. This may apply to any ranged attack or effect which request a reflex save.

The mariner must make a reflex save with a DC equal to the original attack roll or reflex DC. If successful the mariner switches squares with the original target and becomes the new target.


Greater Mobility: From 15th level onwards the mariner may move up to full speed as part of a full attack action, rather than merely take a five-foot step.

He may move and attack in any order; he might for example move five feet, attack once, move fifteen feet, attack twice more and then move again for the remaining ten feet of his movement.

Note that greater mobility does not apply if the mariner is mounted or wearing heavy armour.


Together We Live: At 20 th, the mariner gains an ability similar to Together We Die, except that he can attempt a second reflex save with a DC 10 higher than the first.

If successful, he not only deflects the attack from the original target, but he is not affected by it either.


14. Merchant

Hit Die: D6

The merchant’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Intimidate (Var), Knowledge (any) (Int), Perception (Wis), Perform (Cha), Profession (Any) (Wis), Search (Int) and Sense Motive (Wis).

Skill Points at Each Level: 8 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+0
+0
+0
+2
+0
+0
Equipped, Trade Knowledge, Literacy
2
+1
+0
+0
+3
+0
+0
Bonus Feat
3
+2
+1
+1
+3
+1
+1
Shrewd Appraiser
4
+3
+1
+1
+4
+1
+1
Recurring Suppliers 1, Bonus Feat
5
+3
+1
+1
+4
+1
+1
Fame and Infamy +4/-4
6
+4
+2
+2
+5
+2
+2
Established, Famous Customer 1
7
+5
+2
+2
+5
+2
+2
Trade Route
8
+6/+1
+2
+2
+6
+3
+3
Recurring Suppliers 2, Bonus Feat
9
+6/+1
+3
+3
+6
+3
+3
Fame and Infamy +6/-6
10
+7/+2
+3
+3
+7
+3
+3
Famous Customer 2
11
+8/+3
+3
+3
+7
+4
+4
Disarming Looks
12
+9/+4
+4
+4
+8
+4
+4
Recurring Suppliers 3, Bonus Feat
13
+9/+4
+4
+4
+8
+4
+4
Fame and Infamy +8/-8
14
+10/+5
+4
+4
+9
+5
+5
Famous Customer 3
15
+11/+6/+1
+5
+5
+9
+5
+5
Control Trade Route
16
+12+/+7/+2
+5
+5
+10
+6
+6
Recurring Suppliers 4, Bonus Feat
17
+12/+7/+2
+5
+5
+10
+6
+6
Fame and Infamy +10/-10
18
+13/+8/+3
+6
+6
+11
+6
+6
Famous Customer 4
19
+14/+9/+4
+6
+6
+11
+7
+7
Fame and Infamy +12/-12
20
+15/+10/+5
+6
+6
+12
+7
+7
Recurring Suppliers 5, Bonus Feat

CLASSE FEATURES

Weapon and Armour Proficiency: A Merchant is proficient with all simple weapons.


Literacy: Merchants learn to read and write in order to fulfil their studies, gaining the Literacy Feat at 1st Level. If the Merchant is already literate, he may choose a new spoken language.


Equipped: The Merchant starts his adventures with 300 gp and a Masterwork weapon of his choice.


Trade Knowledge: You have a knack for picking up odds and ends of knowledge.

Once per week per level of merchant, you have the chance to pull some strings in order to gain some advantage or obtain some information.

A merchant may make a special trade knowledge check with a bonus equal to his Merchant level + his Charisma modifier to see whether he knows some relevant. The merchant may never take 10 or take 20 on this check.

If you have access to more than one type of Lore, you gain a +4 bonus to your check when you look for an information wich concerns both domains.

DC
Type of Knowledge
10
Simple request: Obtain information regarding matters not known to the common public.
15
Average request: Obtain secret information (for example, a secret entrance to the castle), obtain simple aid (for example, obtain lodging for one night).
20
Difficult request: Obtain information that risks the life of the informer, obtain more complex aid (for example, a loan).
25
Illegal request: Obtain information that is forbidden and may attract the interest of powerful individuals, obtain a forbidden item, request aid to assassinate, etc.

Bonus Feat: At 2nd level, 4th level and every four levels thereafter, a merchant gains a bonus feat from the following list: Skill Focus (any), Diligent, Iron Will, Investigator, Negotiator, True Professional.


Shrewd Appraiser: Upon reaching level 3, the merchant has become an expert when it comes to appraising the items of his trade and gain the Shrewd Appraiser Feat. The merchant may take 20 on an Appraise check where you would normally take 10. Furthermore, if he fails an Appraise check, then he is entitled to one reroll of the failed check.


Recurring Suppliers: At 4th Level and every 4 Levels thereafter, the Merchant can select a new supplier to buy his goods. The Merchant set good relations with some suppliers and may buy his items at a maximum price of 75% the market price value instead of 100%.


Fame and Infamy: Merchants know that one lives and dies by one’s reputation. Similarly, they know that a well-placed word in a noble’s ear, or a song of glorious misdeeds can make life better or worse for a friend or enemy.

At 5th Level, an Merchant can modify a target’s Reputation by +4/-4 given sufficient time to lay the groundwork for rumours, whispers, and gossip to take effect. A target’s Reputation can be reduced to 0.

In the Merchants’s native territory, the Merchant needs 5 days — Cha Modifier (minimum of 1 day) to affect a target. In a new land or unfamiliar territory, the Merchant needs 20 days — Cha Modifier x2 (minimum of 5 days) to effect a target. The effect is temporary, but continues for as long as the Merchant works at it.

At 9th, 13th, and 17th Level the Merchant can affect 2, 3, or 4 targets’ Reputations simultaneously, keeping various rumours spinning the way a mummer juggles plates.

At 9th Level the Merchant can affect a Reputation by +6/-6, at 13th by +8/-8, at 17th by +10/-10 and at 19th by +12/-12.


Established: At 6th Level, the Merchant has become established as a master of his domain of activity. The character now gains a +3 bonus to Bluff, Diplomacy, and Knowledge checks related to his specialty.


Famous Customer: At 6th Level and every 4 Levels thereafter, the Merchant inspires confidence to a wealthy customer. He may sell them some exceptional products at 200% the market price value.


Trade routes: At 7th level the Merchant designates a trade route. This route may comprise up to 5 cities of his choice.

He adds a +2 bonus to his Knowledge (History), Knowledge (Local), Knowledge (Geography) and Trade Knowledge rolls regarding lore from this cities and surrounding areas. He may make the Knowledge rolls even if he has no ranks in them. Once every year, you must visit these cities (to oversee your business and generally keep up to date with current affairs) or lose the bonus for Knowledge (Local) and Trade Knowledge rolls.


Disarming Looks: The Merchant’s appearance (Physical, Clothes) can fool other people into ignoring your other attributes, abilities or faults.

Once per day, he may reroll any Bluff, Diplomacy, Gather Information or Intimidate check during a business operation. He must accept the second roll regardless of the outcome. If he already has the Disarming Looks feat, the Merchant may instead take Skill Focus for one of the followings skills : Bluff, Diplomacy, Gather Information or Intimidate


Control trade route: Through guile or hard work, the merchant has become the most prominent trader in a specific trade route, controlling most caravans and collecting taxes for the protection of other caravans. The merchant chooses two cities among those chosen from his Trade Routes ability. Each month the DM determines the profit and maintenance costs of the trade route as indicated in the table. If the merchant turns a loss, he must make up for it or lose control of the trade route forever. Trade routes costs and profits

Total population (both cities)
Base profit
Base cost
500 or less
3d100+100
1d100+100
1000 or less
5d100+200
3d100+200
5000 or less
8d100+400
5d100+400
More than 5000
15d100+800
8d100+800
Distance
Profit multiplier
Cost multiplier
Close (less than 100 miles)
x2
x1
Medium (less than 500 miles)
x3
x2
Far (more than 500 miles)
x5
x2
Items traded
Profit multiplier
Cost multiplier
Common items
x1
x1
Manufactured items
x2
x2
Luxury items
x4
x3
Route type
Profit multiplier
Cost multiplier
Good route
x1
x1
Specially dangerous
x2
x4
Without adequate roads
x2
x2


15. Noble

Hit Die : D8

The noble’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Any) (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Var), Knowledge (Any) (Int), Perception (Wis), Perform (Cha), Ride (Dex), Search (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis) and Swim (For).

Skill Points at Each Level: 8 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+0
+0
+0
+2
+0
+0
Title, Rank Hath Its Privileges, Wealth, Bonus Class Skill, Literacy
2
+1
+0
+0
+3
+1
+1
Special Regional Feature +1
3
+2
+1
+1
+3
+1
+1
Bonus Feat
4
+3
+1
+1
+4
+2
+2
Social Ability
5
+3
+1
+1
+4
+2
+2
Command +2
6
+4
+2
+2
+5
+3
+3
Enhanced Leadership
7
+5
+2
+2
+5
+3
+3
Special Regional Feature +2
8
+6/+1
+2
+2
+6
+4
+4
Bonus Feat
9
+6/+1
+3
+3
+6
+4
+4
Social Ability
10
+7/+2
+3
+3
+7
+5
+5
Command +4
11
+8/+3
+3
+3
+7
+5
+5
Do You Know Who I Am ?, Bonus Feat
12
+9/+4
+4
+4
+8
+6
+6
Special Regional Feature +3
13
+9/+4
+4
+4
+8
+6
+6
Bonus Feat
14
+10/+5
+4
+4
+9
+7
+7
Social Ability
15
+11/+6/+1
+5
+5
+9
+7
+7
Command +6
16
+12+/+7/+2
+5
+5
+10
+8
+8
Rally
17
+12/+7/+2
+5
+5
+10
+8
+8
Special Regional Feature +4
18
+13/+8/+3
+6
+6
+11
+9
+9
Bonus Feat
19
+14/+9/+4
+6
+6
+11
+9
+9
Social Ability
20
+15/+10/+5
+6
+6
+12
+10
+10
Command +8

CLASS FEATURES

Weapon and Armour Proficiency: A noble is proficient with all simple and martial weapons, with light, medium and heavy armour and with shields.


Title: The noble bears a title of nobility within his native country, giving him a Social Position which affects his reputation.

He comes from noble birth and family and can expect to ascend to his father’s title if he is in the direct line of succession. If he is not in the direct line, he can still better his title by performing notable martial or diplomatic deeds of note. Sample titles suitable for a character include:

Knight

Baronet

Lord (direct heir or child of a landed noble)

It is not recommended that a beginning Player Character be a landed noble, such as a Patrician, Baron, Count or Duke.

A landed noble has little time for adventuring, being more concerned with his position in court and his lands.

A relative of a landed noble, however, has far more freedom and mobility and makes an excellent adventurer, albeit one who is likely to look down on less than salubrious inns and taverns.


Rank Hath Its Privileges: The character is a noble within his native land.

As such he possesses all benefits and privileges bestowed on one of noble birth and title.

Depending on his country, such benefits might include the right to bear arms, the right to have armed and liveried retainers, the right of hospitality in another noble’s domain, the right to attend the king’s court and the right of trial by his peers.

Along with these benefits, however, comes the responsibility to uphold them. The character is expected to uphold the nobility of the land and support the king (or Queen, Khan, Prince or Duke as may be appropriate). As such he is expected to behave in a manner befitting his station, to remain free of the suspicion of treason and to appear, in all ways, to be a peer of the realm.

Should the character fail to uphold his status he will at best become a social outcast and at worst be executed for treason.

In addition the character must have more Noble levels than any other class to keep his title, wealth and privileges.


Wealth: The noble starts with amazing wealth for a first level character. In addition to his normal starting money and equipment, the noble receives 200 gp + 100 gp for every point of Charisma modifier he possesses (as long as the value is positive).

Some or all of this initial bonus money can be added to the noble’s starting equipment budget if desired. This money is a stipend from the noble’s family and is provided to ensure the noble does not drag the family’s name into the mud by appearing unkempt.

The noble receives the same allowance each year. If he publicly squanders this money, however, he forfeits his allowance.


Bonus Class Skill: Nobles learn a variety of Skills from the Counselors and Godsworns that tend to them as they grow up. Sometimes these Skills are superfluous to the Noble’s goals, but other times they aid the Nobles in unexpected ways.

Thus, at 1st Level, the Noble character can designate any two Cross-Class Skills as Class Skills. Once designated, these Skills are always considered Class Skills.


Literacy: Nobles must be able to communicate effectively with other lords and Nobles across the land, gaining the Literacy Feat at 1st Level.

If the noble is already literate, he may choose a new spoken language.


Special Regional Feature: At 2nd level, the noble gains a special regional feature that represents additional training or other bonuses he gains by virtue of his regional origin.

As nobles are expected to be exemplars of their nation and race, this is usually tied in to the racial bonuses the character may have or to the weapons preferred by the nobility in that region.

See the Noble Regional Features table overleaf for full information.

At 7th level and every five levels thereafter, all the bonuses associated with the special regional feature increase by +1.

Region
Special Regional Feature
Hyboria
+1 bonus to attack rolls with broadsword, hunting bow, heavy lance and war spear.
Hyrkania
+1 bonus to attack rolls with Hyrkanian longbow, scimitar and tulwar. +1 bonus to all Intimidate and Ride checks.
Khitai
+1 bonus to all magic attack rolls. +1 bonus to all Knowledge checks.
Kush
+1 bonus to attack rolls with war spear and hunting bow. +1 bonus to all Perform (ritual) and Craft (alchemy) checks.
Shem
+1 bonus to attack rolls with Shemite longbow and scimitar. +1 bonus to all Bluff and Sense Motive checks. +1 bonus to all Fortitude saving throws.
Stygia
+1 bonus to attack rolls with Stygian longbow. +1 bonus to all magic attack rolls. +1 bonus to all Handle Animal and Knowledge (arcana) checks.
Vendhya
+1 bonus to attack rolls with light lance and scimitar. +1 bonus to all Diplomacy, Knowledge (nobility), Gather Information and Sense Motive checks.
Zamora
+1 bonus to attack rolls with dagger, short sword and poniard. +1 bonus to all Reflex saving throws.
Zingara
+1 bonus to attack rolls with broadsword and arming sword. +1 bonus to Parry Defence.

Bonus Feat: Nobles have greater opportunities than the common folk of the Savage Kingdoms.

Consequently, at 3rd Level, they may choose any bonus Feat for which they meet all prerequisites. The Noble chooses another bonus Feat at 8th, 13th, and 18th Levels.


Social Ability: The noble receives a social ability from the list below at 4th, 9th, 14th and 19th levels. All gained abilities must be supported by roleplay and cannot be chosen without the approval of the Games Master.

At the Games Master’s discretion, a noble may declare that he is spending his time off hunting instead of socialising, in which case he may choose a bonus feat from the following list instead of a social ability: Alertness or Skill Focus (Handle Animal, Ride or Survival).


- Ally: You have a close relationship with an influential individual who will go out of his way to aid you. Your ally holds some position of power, whether a noble title, position of influence within a temple or guild or some other rank that gives him influence over others. To gain the ally’s aid you must address him personally or get word to him of your need for assistance. Bear in mind that if you are adventuring in a distant land, this may be time-consuming or even impossible. The Games Master makes an Ally check based on 1d20 + your Charisma modifier + any applicable circumstance modifiers. Circumstance modifiers might include whether you have recently assisted your ally (+2), whether you have risked your life for your ally (+4) or whether you have personally saved your ally’s life (+6 or higher).

The DC for the check depends upon the type of assistance requested. If it is a simple request, such as for an invitation to a social function, the loan of a small amount of money or the like, the DC is 10. Asking your ally to introduce you to someone of equal status to him might have a DC of 15. A request for physical assistance, such as asking for soldiers who are loyal to your ally to come to your aid, might be DC 25 or higher.

You may request aid from your ally once per month. However, for each request made in successive months, the DC rises by two.

The ally social feature may be selected more than once. Its benefits do not stack. Each new ally social feature represents a different ally.


- Comeliness: You take a pride in your appearance and are naturally well dressed and groomed. You receive a +2 circumstance bonus to all Charisma-based skill checks in situations where your appearance might be important.


- Entertainer: You are highly regarded at court as much for your skills as a poet, singer or other entertainer as for your noble blood. You gain a +2 competence bonus to all Perform checks. Furthermore, you may use a performance of one of your works, such as a poem or play, to make a political point.

Creating and performing such a work takes one week and requires a Perform check. By doing so, you may achieve one of the following effects:

- Attempt to alter the attitude of one or more people using your Perform check result as though it were a Diplomacy check result.

- Ruin another’s Reputation: The DC for this is (10+target’s Reputation). If successful, the target immediately loses 50% of his base Reputation (round up) until he can clear his name. This ability can also be used to restore a damaged Reputation.

- Increase the Reputation bonus from each deed by +1. The DC is (10 + (the current Reputation bonus of the highest deed × 3)).


- Read People: The noble’s ability to quickly read other people’s mannerisms is almost perfect. Nuances of gesture and expression, even those invisible to most, catch his attention. He can take 20 on any Sense Motivecheck as a full round action or gain +4 on any Sense Motive check as a free action.


- Face Down: Nobles can avoid a fight through sheer presence alone.Without saying so much as a word or lifting finger, nobles give off a strong message that they are not to be messed with. Even burly barbarians, who by right should be the more intimidating of the two, often find themselves compelled to back down just by the hard look in the noble’s eye. The force of the noble’s personality drives home the belief that if he is harmed, far worse things will happen to the culprit than physical punishment alone. If combat has not already begun (which means no attack rolls have been made) a noble with this ability may attempt to face down a potential opponent.


To do this, he makes an opposed Charisma ability score check with the adversary. He does not have to speak, though at the GM discretion, a suitable line or two could add a circumstance bonus to his check. the noble may add a cumulative +2 synergy bonus to the Charisma check for every five ranks of Intimidate he has. If the noble is successful, the potential enemy is disinclined to attack and will back off unless he has a pressing reason to attack the noble anyway. If the noble is attacked, the faced-down opponent suffers a -2 penalty to attack and damage rolls when attacking him. This ability only works on humanoid creatures with a Intelligence ability score higher than 6. It may not be used on more than one person at a time.


- Born Officer: The noble was raised to be combat leader of lesser folk. Conscripts and peasant soldiers alike are used to marching under his family’s colours. Often times this is done with the noble at the head of the unit’s command. The character may add either his Strength or Dexterity bonus to his Leadership score, so long as the cohorts chosen are soldiers, militia men or similar folk.


- Fighting School: The noble’s family has arranged for a specific trainer to come and teach the character some tricks of a particular fighting style or martial talent. The character may choose any feat as a bonus feat that has a Base Attack Bonus prerequisite, so long as he has all of the rest of the prerequisites as well.


- Soldiery Training: The noble has been spending a great deal of time with the mentors of his family’s guards or army. The noble character may choose one single Formation Combat style. If this social ability is chosen twice, the ‘Improved’ version of a previously chosen style is available. As a note, the noble counts as a ‘soldier’ for the purposes of adding to an allied soldier’s or noble’s Formations.


- Threaten: Word has spread far and wide through gossip and rumour mills about the noble’s combat prowess, making it easy for him to cause fear in his opponents. A noble with this social ability can take a standard action once per combat when facing sentient beings that know who he is (Games Master’s discretion) to threaten them with his bloody reputation. The target(s) of the character’s threats must fi rst roll a Reputation skill check with a modifier equal to the noble’s class levels. Any who pass (thereby recognising the noble character) will have to immediately succeed in a Will saving throw DC 15 or be forced to withdraw from the combat in fear of what they have heard about the noble.


- Information Network: The noble has a network of contacts and informants keeping him informed. When he need information, this network provides it. the noble choose a particular city to be the center of his network, earning a +2 competence bonus to Gather Information checks within his network’s reach. The noble uses his Gather Information skill without spending his own time and effort because lackeys do the legwork for him.


- Friends in High Place: The noble chooses an organisation, religion or government. The noble has routine access to sensitive information. Exactly what that information is depends on the organisation supplying it including, but not limited to, military secrets, trade secrets, personal secrets or political secrets. The noble must have some sort of relationship with the organisation of government chosen. Once per session, the noble may take 20 at a Gather Information check involving information available to the organisation chosen. The information arrives in half the usual time required for the check. The GM decides if the information is available.


- Use Weakness as Strength: The noble is accomplished at using the weaknesses of his opponents to get the better of them. Once per session, when making an opposed Charisma, Intelligence or Wisdom based check, you can force your opponent to use the lowest of these three abilities as his modifier.


- Etiquette: You may attempt to smooth over bad feelings from a social faux pas or vulgar breach of etiquette committed either by you, your companions or someone you take pity upon. You cannot undo the mistake but you can erase the social stigma from whoever committed the error.

For example, if Lord Stefano accidentally insults Baroness Demarque by mistaking her for the serving wench, you can step in to keep tempers from rising or tarnished pride from causing an over-hasty response by delivering a discourse on the merits of rational thought and forgiveness. If someone is intentionally trying to cause a social incident, make opposed Diplomacy checks with all relevant modifiers.


- Gift Giving: The noble is an expert in the art of using gifts to achieve his ends. He is able to make the presentation of gifts seem natural and sincere, whereas in the hands of others the gift would seem an obvious bribe. He makes the gift seem not so much a bribe as just a bit of help from a generous person whom it would be helpful to get to know better.

When the character incorporates the giving of a gift into a Charisma based skill check, he may add a +4 circumstance bonus if the gift is appropriate (and an additional +4 if the gift is valuable). Appropriateness is determined by the GM. However, if the check fails despite the gift, the noble’s attempt to curry favour goes very badly wrong and the recipient sees right through the manoeuvre. The recipient immediately becomes hostile and any future Charisma based skill checks from the noble against that person are made at a -4 circumstance penalty.

Characters with the Etiquette ability gain a +2 bonus to this check. You can use your Etiquette ability a number of times per day equal to 1 + your Charisma modifier (minimum one).


- Family Ties: You have strong ties to your blood kin, such that they would delay important tasks to come to your aid. Of course, this cuts both ways; if someone kills your brother, you will have to hunt the murderer to the furthest reaches of the realm and beyond.

To gain your family’s aid, you must address a family member personally or get a message to him. As with the ally social ability this may prove difficult or impossible if you are adventuring thousands of miles away from your home country.

The Games Master makes a family ties check based on 1d20 + your Charisma modifier + any applicable circumstance modifiers. If you have recently done a favour for your family, you might get a +2 circumstance bonus to the check. If you have recently risked your life for them, you might get a +4 or +6 bonus to the check, at the Games Master’s discretion.

The DC for the check is based on the type of aid asked for. Asking to stay at a relative’s house while you and your companions recover from an adventure might be a 10 or 15, depending on how well you know the relative. Requesting a cousin to meet you with armed retainers for a midnight raid on a bandit camp might be a 15 or 20, depending on whether your cousin has been personally affected by the bandits. Asking a relative to help you kidnap a baron and hold him for ransom would be a 35 to 40 and might get you and your relative disowned and attainted if you fail. Your family might not have the high status or power that the ally feat provides but they are more loyal and persistent than an ally.


- Improved Standing: You may increase your Social Standing by +2, to a maximum of +9. This also increases your Reputation.


- Refuge: You have some hidden place where you will always be welcomed and can feel safe. Your refuge might be the home of another noble, a travelling merchant caravan or just a cave outfitted for your comfort.

Whatever the case, it is almost always open to you, unless of course someone else gets there first.


- Savoir-Faire: You have a certain flair, dashing style, élan or bravura that marks you as someone special. Everything you do is done with style, whether it be entering a room and turning heads, carving your initials into a tapestry with your rapier or even savouring a meal at a banquet to impress your host.

You can intentionally attempt to impress others with your style in any task. You may make any required checks normally but if your result is five or more levels higher than the required DC to succeed at the task, you have performed the deed with stunning flair.

The Games Master is free to dictate any rules he wishes but some possible outcomes include gaining an initiative bonus on successive actions or a bonus to your Charisma-based skills to further impress those who witnessed your deed.

It is very hard to embarrass you, for you can turn even a fall into an elegant dance. Anytime you fail badly at something you can make a Bluff skill check as a free action to mitigate the failure and make it look intentional. The DC depends on the nature of what you have done wrong but it is usually 15 or 20. The higher your result, the better your reaction to failure appears.

As a free action, you may make a Diplomacy check to oppose anyone trying to embarrass you, even if you are unaware of what is going on. The Games Master can make the roll for you.


- Smear Others: You can attempt to ruin another’s good name or instil hostility toward him in certain people. It usually takes at least one night of socialising with the targeted audience, similar to a Gather Information check, in order to change their minds concerning the object of your smear campaign.

Characters normally make Diplomacy checks to alter someone’s attitude for the better. You can alter it for the worse with your own Diplomacy check. Whenever the object of your smear campaign arrives, people’s initial attitudes toward him reflect your influence. The audience does not need to personally know the person; reputation and name are enough. Note: Add +5 to the DC if people in the crowd know the individual personally.

Initial Attitude / New Attitude
Hostile
Unfriendly
Indifferent
Friendly
Unfriendly
15
X
X
X
Indifferent
20
15
X
X
Friendly
25
20
15
X
Helpful
30
25
20
15


- Secrets: You have information about some other famous or influential character. You can gain a +4 circumstance bonus to Diplomacy or Intimidate checks against that character once per session.

Alternatively, you can reveal this secret, which is invariably damaging to the character’s reputation, standing, wealth or position in society. This social feature may be selected more than once. Its benefits do not stack. Each new secrets social feature represents a new victim of your blackmailing ways.


Command: The Noble can co-ordinate a small group of characters in a co-operative task by making a Charisma check (DC 15 + the number of characters commanded). This increases the bonus granted by the aid another action by an additional +2.

This increase goes up by two (+4, +6, and so forth) each time it is gained again. Commanding other characters takes as long as the task they are attempting (minimum one full round).


Enhanced Leadership: The noble receives the Leadership feat for free. However, given his natural status as a leader of men and peer of the realm, the noble gains a +1 bonus to his Leadership score for every full three noble class levels he has attained; that is, +2 at 6th to 8th levels, +3 at 9th to 11th levels, +4 at 12th to 14th levels, +5 at 15th to 17th levels and +6 at 18th level or higher.

Although in most cases the noble’s followers and cohort will be something like hereditary retainers, loyal subjects or a division of his nation’s army placed under his command, this need not always be the case. For example, Bêlit, known as Queen of the Black Coast, was a Pelishtim noblewoman who rose to become leader of a fleet of Southern Island pirates through a combination of force of personality, noble bearing and charisma that would have put a goddess to shame.

If the noble already has the Leadership feat by the time he reaches 6th level (through multiclassing), he instead gains Skill Focus (Diplomacy) as a bonus feat. He still gains the bonuses to his leadership for Enhanced Leadership and may indeed gain said bonuses earlier – if he already has the Leadership feat as a 3rd level noble, he will gain a +1 bonus to his Leadership score for Enhanced Leadership, since the bonus is +1 for every three class levels.

For single-classed characters these bonuses are not counted until 6th level, as characters cannot take Leadership before 6th class level.


Rally: As a full round action, the noble can rally his allies. Allies within a 30-foot radius gain a +2 morale bonus to all attack rolls and saving throws. Furthermore, if they are already affected by Terror, they may make new saving throws at their original DCs to attempt to shake off the terror.

This ability lasts for one round per class level. If the noble is attacked while using this ability he must make a Concentration check (DC 10 + damage received) or the rally is ineffective.


Do You Know Who I Am?: The noble receives this ability at 11th level. As a full-round action, the noble character may loudly declare his name, titles and heritage to all who listen.

Following this declaration any who wish to attack the noble, whether physically or verbally, must make a Will saving throw at DC 10 + the noble’s class level + the noble’s charisma modifier + the noble’s bonus to skill checks from Reputation.

Should the potential attackers fail this Will saving throw, they are unable to assault the noble. Even if they pass, those who are five or more levels lower than the noble are shaken, suffering a –2 penalty to all attack rolls, saving throws and skill checks for the duration of the combat.

Potential attackers must be able to see and hear the noble for this ability to take effect. Furthermore, those affected must have some reason to be afraid of the power of the noble. Bandits, ruffians and the like should all have some fear for the rule of law within the noble’s native land and rightfully be concerned about the consequences of assaulting him. This effect lasts until the victims have had a chance to go away and organise their thoughts, after which it may not be used on the same people again.

However, confirmed traitors to the throne, agents of a foreign power or wandering barbarians might well have little to fear, or at least little more to fear about adding the death of the noble to their list of crimes. Those who are of equal Social Standing to the noble and those at negative Social Standing relative to the noble are immune to this effect.

The Games Master decides whether a listener is immune to this power through a lack of fear. In most cases, Player Characters should be unaffected, although the Games Master should feel free to at least remind them of the likely consequences if they do attack the noble.


Absolute Power: The noble is now in such a position of power as to be all but inviolate. The noble receives the benefits of the 11th level ability Do You Know Who I Am? without having to spend the full-round action to declare his name and heritage.

16. Nomad

Hit Die: D10

The nomad’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str or Dex), Craft (herbalism) (Int), Craft (any mundane) (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Perception (Wis), Ride (Dex), Search (Int), Stealth (Dex) and Survival (Wis).

Skill Points at Each Level: 4 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+1
+2
+2
+0
+0
+0
Track, Favoured Terrain +1, Born to the Saddle
2
+2
+3
+3
+0
+1
+1
Bonus Feat
3
+3
+3
+3
+1
+1
+1
Endurance
4
+4
+4
+4
+1
+2
+2
Nomad Charge +1, Favoured Terrain +2
5
+5
+4
+4
+1
+2
+2
Mobility
6
+6/+1
+5
+5
+2
+3
+3
Diehard
7
+7/+2
+5
+5
+2
+3
+3
Bonus Feat
8
+8/+3
+6
+6
+2
+4
+4
Favoured Terrain +3
9
+9/+4
+6
+6
+3
+4
+4
Second Favoured Terrain +1
10
+10/+5
+7
+7
+3
+5
+5
Improved Mobility
11
+11/+6/+1
+7
+7
+3
+5
+5
Nomad Charge +2
12
+12/+7/+2
+8
+8
+4
+6
+6
Bonus Feat, Favoured Terrain +4
13
+13/+8/+3
+8
+8
+4
+6
+6
Born to the Saddle
14
+14/+9/+4
+9
+9
+4
+7
+7
Second Favoured Terrain +2
15
+15/+10/+5
+9
+9
+5
+7
+7
Greater Mobility
16
+16/+11/+6/+1
+10
+10
+5
+8
+8
Favoured Terrain +5
17
+17/+12/+7/+2
+10
+10
+5
+8
+8
Bonus Feat
18
+18/+13/+8/+3
+11
+11
+6
+9
+9
Nomad Charge +3
19
+19/+14/+9/+4
+11
+11
+6
+9
+9
Second Favoured Terrain +3
20
+20/+15/+10/+5
+12
+12
+6
+10
+10
Favoured Terrain +6, Mounted Mobility

CLASS FEATURES

Weapon and Armour Proficiency: A nomad is proficient with all simple and martial weapons, two-weapon combat (nomads effectively gain the Two-Weapon Combat feat for free), light and medium armour and shields.


Track: At 1st level the nomad gains the Track feat for free. If he already has the Track feat, he instead gains the Skill Focus (Survival) feat.


Favoured Terrain: At 1st level the nomad selects either Plains or Desert as his favoured terrain. Alternatively, he may choose a particular region as his favoured terrain, such as a particular region in the Kozaki steppes or a particular tribe’s territory in Pictland. At 9th level, he gains another terrain or region as a second favoured terrain.

Any time a nomad is in one of his favoured terrains and in light or no armour, he gains certain benefits as follows:

* +1 circumstance bonus to all Perception, Search, Stealth and Survival checks.

* +1 dodge bonus to Dodge Defence: The nomad is adept at using the natural features of the terrain to his advantage in combat.

If the nomad chooses a particular region as his favoured terrain, he may add his favoured terrain bonus to his Reputation while in that region.

At 4th level and every four levels thereafter, the nomad’s first favoured terrain bonus increases by +1. His second favoured terrain bonus increases by +1 at 14th and 19th levels.

The nomad gains additional benefits as his favoured terrain bonuses increase. If he has a favoured terrain bonus of at least +2 for the terrain he is in, he gains a +10 feet circumstance bonus to his movement. If he has a favoured terrain bonus of at least +3 for the terrain he is in, he may use the Stealth skill even if the terrain does not usually grant cover or concealment. If he has a favoured terrain bonus of at least +4 for the terrain he is in, his movement bonus within that terrain increases to +20 feet, replacing the +10 feet bonus gained at +2. If he has a favoured terrain bonus of at least +5 for the terrain he is in, he can use the Stealth skill even while being observed.


Born to the Saddle: Nomads devote an enormous amount of time to riding, studying, caring for and going to war with horses and camels. They are able to select the finest steeds, beasts with just the right blend of fierceness, speed and strength to be perfect mounts for battle. If a nomad makes a successful Handle Animal or Ride check (DC 15), he can discern the precise number of Hit Dice and hit points of any camel, horse or pony. This ability takes 1d6 rounds to perform and the nomad must be within five feet of the creature to be assessed.

From 7th level, the nomad can also determine the creature’s precise ability scores (Strength, Dexterity and so forth) if he succeeds at the Handle Animal or Ride check. At 13th level, the nomad can determine all the above information as a free action, a number of times per round equal to his Wisdom modifier + 3, for any riding animal that he can see.


Bonus Feat: At 2nd level and every five levels thereafter, the nomad gains a bonus feat selected from the following list: Far Shot, Great Fortitude, Leadership, Lightning Reflexes, Horde, Improved Precise Shot, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Rapid Shot, Ride-By Attack, Shot on the Run, Self- Sufficient, Spirited Charge, Stealthy, Toughness, Weapon Focus (scimitar, tulwar, light lance or any bow). He must meet the prerequisites as usual.


Endurance: At 3rd level, the nomad gains Endurance as a bonus feat. If he already has Endurance, he instead gains Diehard.


Nomad Charge: A nomad of 4th level or higher gains a +1 circumstance bonus to attack and damage rolls for any charge attack he makes. The bonus applies whether he makes the charge on foot or upon a mount of some kind.

This bonus increases to +2 at 11th level and to +3 at 18th level.


Mobility: From 5th level onwards the nomad gets a +4 dodge bonus to Dodge Defence against attacks of opportunity when he moves out of or within a threatened area. If the nomad already has mobility from some other source, such as from being a 5th level barbarian, he instead gains improved mobility (see below). Note that mobility does not apply if the nomad is mounted.


Diehard: At 6th level, the nomad gains Diehard as a bonus feat. If he already has Diehard, he instead gains Toughness.


Improved Mobility: From 10th level onwards the nomad never provokes attacks of opportunity, whatever he does, so long as he moves at least 10 feet during that combat round. If the nomad somehow already has improved mobility, he instead gains greater mobility (see below). Note that improved mobility does not apply if the nomad is mounted.


Greater Mobility: From 15th level onwards the nomad may move up to full speed as part of a full attack action rather than merely take a five-foot step. He may move and attack in any order, so he might for example move five feet, attack once, move five feet, attack twice more and then move again for the remaining 20 feet of his movement. If the nomad somehow already has greater mobility, he instead gains mounted mobility (see below). Note that greater mobility does not apply if the nomad is mounted or wearing heavy armour.


Mounted Mobility: When he reaches 20th level, the nomad may use the mobility, improved mobility and greater mobility class features even when he is mounted. All the benefits of those class features apply equally to his mount.


17. Pirate

Hit Die: D8

The pirate’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str or Dex), Craft (any mundane) (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Var), Jump (Str), Knowledge (geography) (Int), Knowledge (navigation) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Search (Int), Stealth (Dex), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+0
+2
+2
+0
+0
+0
Seamanship +1, Ferocious Attack, Sailor Lore
2
+1
+3
+3
+0
+1
+1
Pirate Code, To Sail a Road of Blood and Slaughter
3
+2
+3
+3
+1
+1
+1
Sneak Attack +1D6, Sneak Subdual
4
+3
+4
+4
+1
+2
+2
Uncanny Dodge
5
+3
+4
+4
+1
+2
+2
Mobility
6
+4
+5
+5
+2
+3
+3
Sneak Attack +2D6, Seamanship +2
7
+5
+5
+5
+2
+3
+3
Bite Sword, Ferocious Attack (additional attack)
8
+6/+1
+6
+6
+2
+4
+4
Improved Uncanny Dodge, Poison Resistance +1
9
+6/+1
+6
+6
+3
+4
+4
Sneak Attack +3D6
10
+7/+2
+7
+7
+3
+5
+5
Improved Mobility, Navigation
11
+8/+3
+7
+7
+3
+5
+5
Seamanship +3
12
+9/+4
+8
+8
+4
+6
+6
Sneak Attack +4D6
13
+9/+4
+8
+8
+4
+6
+6
Ferocious Attack (stun, blood and slaughter)
14
+10/+5
+9
+9
+4
+7
+7
Poison Resistance +2
15
+11/+6/+1
+9
+9
+5
+7
+7
Sneak Attack +5D6, Greater Mobility
16
+12+/+7/+2
+10
+10
+5
+8
+8
Seamanship +4
17
+12/+7/+2
+10
+10
+5
+8
+8
18
+13/+8/+3
+11
+11
+6
+9
+9
Sneak Attack +6D6
19
+14/+9/+4
+11
+11
+6
+9
+9
Ferocious Attack (fear)
20
+15/+10/+5
+12
+12
+6
+10
+10
Poison Resistance +3 (and half effect)

CLASS FEATURES

Weapon and Armour Proficiency: A pirate is proficient with all simple and martial weapons, two-weapon combat (pirates effectively gain the Two-Weapon Combat feat for free) and light armour.


Seamanship: A 1st level pirate gains a +1 circumstance bonus to all Climb, Profession (sailor), Use Rope and Balance checks, as well as to Defence, so long as he is aboard a ship or boat at sea. These bonuses increase by +1 every five levels after 1st level.


Ferocious Attack : The pirate’s ferocity tends to rapidly overwhelm almost any opponent. On the first round of any combat, the pirate may declare a ferocious attack. He gains a +2 bonus to his Initiative check and all melee attack and damage rolls that round. However, he is unable to defend himself very effectively during the ferocious attack and has a –2 penalty to his Defence during the first round of combat. Furthermore, he may not make any sneak attacks during the round in which he declares a ferocious attack.

At 7th level the bonuses to Initiative, attack and damage rolls increase to +4 and the penalties increase to –4. Furthermore, the pirate gains an additional attack on the first round of combat at his highest attack bonus.

At 13th level the bonuses increase to +6 and the penalties increase to –6. Furthermore, any opponent struck and damaged by the pirate during the first round of combat must make a Will saving throw (DC = 10 + 1⁄2 pirate’s class level + pirate’s Charisma bonus) or be stunned for 1d4 rounds due to fear of the pirate. Note that if the pirate is also able to somehow perform a successful coup de grace on the first round of combat, any Will saving throws called for by the ferocious attack class feature have their DC increased by +2.

At 19th level the bonuses increase to +8 and the penalties increase to –8. In addition, if the pirate strikes any opponent during the first round of combat, any of that opponent’s allies who observe the ferocious attack must make Will saving throws (DC = 10 + 1⁄2 pirate’s class level + pirate’s Charisma bonus) or suffer a penalty of –2 to attack rolls for 1d4 rounds.


Pirate Code: A 2nd level pirate may select one pirate code from the following: Barachan Smoke and Rockets, Black Coast Drums, Vilayet Sea Flags or Zingaran Trumpets. Effectively, knowing one of these codes is like knowing an additional language, allowing for communication with other pirates who know the code at distances of up to several thousand feet, depending on weather, visibility conditions and the pirates’ resources to produce the code. See Chapter 14: Campaigns in the Hyborian Age for full information about pirate signalling methods.


Sailor Lore: A pirate picks up a lot of knowledge by listening to local gossip in various ports of call or from the sea stories of shipmates. A pirate may make a a special sailor lore check with a bonus equal to his class level + his Intelligence modifier to see whether he knows some relevent information about local people or history, far away places or strange superstitions.

This check will not necessarily reveal true information, as much of the time the pirate has heard the information from someone who has heard it from someone else, who heard it from someone else etc. The pirate may not take 10 or take 20 on this check. The DM will determine the difficulty of the check.

DC
Type of Knowledge
10
Common, known by a substantial minority of the local population at least.
20
Uncommon but available, known by only a few people in the area.
25
Obscure, known by few, hard to come by.
30
Extremely obscure, known by very few, possibly forgotten by most who once knew it.

To Sail a Road of Blood and Slaughter: A pirate of 2nd level or higher may perform a coup de grace as a free action up to once per round. This coup de grace never provokes an attack of opportunity, as the pirate is so used to dispatching helpless opponents that he can do so before they can react. Furthermore, the pirate gains a +4 circumstance bonus to any Intimidate checks he makes for one round immediately following the performance of the coup de grace, if it was successful.


Sneak Attack: From 3rd level onwards, the pirate gains the sneak attack ability. This functions just like the thief ability of the same name.


Sneak Subdual: At 3rd level, the pirate gains the Sneak Subdual feat for free.


Uncanny Dodge: From 4th level and above, the pirate can still dodge if caught flat-footed or struck by an invisible attacker. If the pirate already has uncanny dodge from some other source, such as from being a 4th level barbarian already, he gains improved uncanny dodge instead (see below).


Mobility: From 5th level onwards, the pirate gets a +4 dodge bonus to Dodge Defence against attacks of opportunity that occur when he moves out of or within a threatened area. If the pirate already has mobility from some other source, such as from being a 5th level nomad already, he gains improved mobility instead (see below). Note that mobility does not apply if the pirate is mounted.


Bite Sword: The pirate often finds it useful to carry his cutlass in his teeth when boarding an enemy ship or clambering up the walls of a coastal fortress on a night raid. He has no time to replace the blade in its scabbard but he has learned how to hold it in his jaws. Up to once per round, as a free action, a pirate of 7th level or higher can place any light weapon or any one-handed slashing weapon in his mouth and carry it securely there for up to 3 + Strength modifier rounds (3 + Strength modifier minutes if it is a light weapon), before taking it back into his hand as a free action. While carrying his weapon in his mouth in this manner, the pirate can act normally, though he may not attack with the weapon in his mouth and his speech may be somewhat muffled.


Poison Resistance: At 8th level, the pirate gains a +1 resistance bonus on all Fortitude saving throws against poisons, drugs and alcohol. His dissolute lifestyle has allowed him to build up an incredible tolerance to almost any poison or drug known to man. At 14th level this resistance bonus increases to +2 and at 20th level to +3. Furthermore, at 20th level the pirate only suffers half effect (rounded down) from any poison or drug, even if he fails his saving throw against it.


Improved Uncanny Dodge: At 8th level, the pirate can no longer be flanked except by a character with four more levels in a Sneak Attack Class than the pirate has pirate levels. If the pirate already has improved uncanny dodge from some other source, he instead gains greater uncanny dodge.


Improved Mobility: From 10th level onwards the pirate never provokes attacks of opportunity, no matter what he does, so long as he moves at least 10 feet during that combat round. If the pirate somehow already has improved mobility, he gains greater mobility instead (see below). Note that improved mobility does not apply if the pirate is mounted.


Navigation: At 10th level the pirate gains Navigation as a bonus feat. He need not meet the prerequisites for the feat. If he already has Navigation, he gains Skill Focus (Profession (sailor)).


Greater Mobility: From 15th level onwards the pirate may move up to full speed as part of a full attack action, rather than merely take a five-foot step. He may move and attack in any order; he might for example move five feet, attack once, move fifteen feet, attack twice more and then move again for the remaining ten feet of his movement. Note that greater mobility does not apply if the pirate is mounted or wearing heavy armour.


18. Raider

Hit Die: D10

The Raider’s class skills (and the key Ability for each Skill) are Climb (Str or Dex), Craft: Fletcher (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Var), Jump (Str), Knowledge: Legends (Int), Knowledge: Local (Int), Knowledge: Nature (Int), Knowledge: Navigation (Int), Knowledge: Warfare (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), Swim (Str), Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+1
+2
+2
+0
+0
+0
Fast Movement, Weapon Focus
2
+2
+3
+3
+0
+1
+1
Danger Sense
3
+3
+3
+3
+1
+1
+2
Foe Hunter
4
+4
+4
+4
+1
+2
+3
Stealthy Movement
5
+5
+4
+4
+1
+2
+3
Raider Ability
6
+6/+1
+5
+5
+2
+3
+4
Bonus Feat
7
+7/+2
+5
+5
+2
+3
+5
Raider Ability
8
+8/+3
+6
+6
+2
+4
+6
Bonus Feat
9
+9/+4
+6
+6
+3
+4
+6
Terrible Presence
10
+10/+5
+7
+7
+3
+5
+7
Raider Ability
11
+11/+6/+1
+7
+7
+3
+5
+8
Bonus Feat
12
+12/+7/+2
+8
+8
+4
+6
+9
Terrible Presence
13
+13/+8/+3
+8
+8
+4
+6
+9
Raider Ability
14
+14/+9/+4
+9
+9
+4
+7
+10
Bonus Feat
15
+15/+10/+5
+9
+9
+5
+7
+11
Raider Ability
16
+16/+11/+6/+1
+10
+10
+5
+8
+12
Raider Ability
17
+17/+12/+7/+2
+10
+10
+5
+8
+12
Terrible Presence
18
+18/+13/+8/+3
+11
+11
+6
+9
+13
Bonus Feat
19
+19/+14/+9/+4
+11
+11
+6
+9
+14
Raider Ability
20
+20/+15/+10/+5
+12
+12
+6
+10
+15
Raider Ability

CLASS FEATURES

Weapon and Armour Proficiency: Raiders are proficient with all simple and martial weapons, two-weapon combat (raiders effectively gain the Two-Weapon Combat feat for free), unarmed strike (raiders gain the Improved Unarmed Strike feat for free). Raiders are proficient with light armour and with shields.


Fast Movement: Raiders learn to move swiftly to avoid being captured or killed during an incursion. As a result, the Raider’s base speed +10 feet when wearing light armour or no armour.


Weapon Focus: At 1st Level, the Raider gains the Weapon Focus Feat with a single weapon of his or her choice.


Danger Sense: Raiders must always be on the lookout for trouble, and must learn to react without thinking in times of danger. At 2nd Level, a Raider gains a +2 bonus to Initiative.


Foe Hunter: At 3rd Level, the character chooses a house, clan or group that is opposed to his or her own. The Raider gains a +2 bonus to Perception and Search checks against that particular group. In addition, the Raider gains a +1 bonus to melee attack rolls and ranged attack rolls when within Short Range against his or her specific foe; the attack weapon is treated as though he or she had the Critical (Improved) Feat for that weapon.


Stealthy Movement: At 4th Level, the Raider can move his full base speed while Taking 10 on Stealth checks.


Bonus Feat: At 6th, 8th, 11th, 14th, 18th, and 20th Level, the Raider may choose a bonus Feat from the soldier feat list.


Raider Ability: Throughout a Raider’s Class progression (starting at 5th Level), he or she is granted one or more Raider Special Abilities of choice.

- Seamanship: The Raider gains a +1 circumstance bonus to all Balance, Climb, Profession (Sailor), and Use Rope checks, and to his or her Defence Bonus, so long as the Raider is aboard a ship or boat at sea. These bonuses increase to +2 at 10th, +3 at 15th, and +4 at 20th Levels.


- Mountain (Forest) Man: The Raider gains a +1 circumstance bonus to all Balance, Climb, Handle Animal, and Use Rope checks and to his or her Defence Bonus, so long as the Raider is in mountainous terrain. These bonuses increase to +2 at 10th, +3 at 15th, and +4 at 20th Levels.

Alternatively, the player can specify forest terrain rather than mountain terrain. The Raider can select this Special Ability again and apply it to the alternate terrain.


- Plains Man: The Raider gains a +1 circumstance bonus to Handle Animal, Perception and Ride checks and to his or her Defence Bonus, so long as the Raider is in the plains.

These bonuses increase to +2 at 10th, +3 at 15th, and +4 at 20th Levels.


- Ferocious Fighter: The Raider gains a +2 bonus to Initiative. The Raider may choose to make a ferocious attack once during an encounter. The ferocious attack grants a +2 to all attack and damage rolls that round. The character cannot defend him or herself very effectively during the ferocious attack, and suffers a -2 penalty to defence rolls until his or her next action.

Furthermore the character may not use Combat Expertise, defensive fighting, or any other inappropriate Feat or manoeuvre with a ferocious attack.


- Native Terrain: The Raider may select a region in which he or she has exceptional experience. The most common region types are: coastline, cold forest, temperate forest, hills, lakes, mountains, and plains. The character’s choice should reasonably coincide with his or her Background — where did the character grow up and learn the land?

When a Raider is in a chosen region, he or she gains a +2 dodge bonus to defence. If the Dexterity bonus to defence is lost for any reason, this bonus is lost as well. Furthermore, the character gains a +2 bonus to any Knowledge: Nature, Search, Perception, or Survival checks made within a chosen region.

Additionally, when hunting an animal native to the chosen region, the Raider acts as if he or she had the Critical (Improved) Feat. These bonuses only apply while in the wilderness. Note that these bonuses do not stack with the Hunter’s or Night’s Watch Ranger’s Native Terrain Abilities; the Raider must choose a new region.


- Versatility: The Raider is capable of picking up nearly any weapon and using it effectively. The Raider suffers only a -2 penalty when using a weapon with which he or she is not proficient. Stack with the Barabarian ability


- Running Shadow: The Raider learns to conceal him or herself while on the run. The Raider can run at full speed while making Stealth checks in any Native Terrain.


- Son of the Sea: A Raider learns how to pilot a ship safely and quickly, even through wild waters. The Raider can track his or her movement at sea while out of sight of land. The Raider gets a +2 bonus on any Profession: Sailor and Knowledge: Navigation checks having to do with the sea.

The Raider can also increase the speed of any boat that he or she is piloting by 10%; if there is additional crew the Raider can influence, the bonus is increased by the Raider’s Cha bonus x 3% (minimum 3%).

A Raider must have the Seamanship Special Ability before he or she can select Son of the Sea.


- Son of the Mountains (Forest): A Raider learns how to traverse the mountain peaks swiftly and surely. The Raider is always aware of his or her bearing, even in terrible weather. The Raider gets a +2 bonus on any Knowledge: Nature and Knowledge: Navigation checks while in mountainous terrain.

The Raider moves faster than most travellers in mountainous regions. He or she may move through any sort of hilly terrain at normal speed without suffering impairment, and through any mountainous region as if it were hills (highway x1 movement speed; road x 3/4 movement speed; trackless x 1/2 movement speed).

The Raider can also increase the speed of companions travelling under his or her supervision. The Raider can guide a number of characters equal to his or her Wis bonus x2 (minimum of 2).

A Raider must have the Mountain Man Special Ability before he or she can select Son of the Mountains.

Alternatively, a player may select forest terrain instead of mountains. In this case, the bonuses to bearing, Knowledge: Nature, Survival apply to forest, and the Raider may move through forest terrain far more quickly (treat trackless terrain as a road; x1.5 movement speed on a road, and x2 movement speed on a highway). The Raider can also increase the speed of companions travelling under his or her supervision, as above.


- Son of the Plains: The Raider is an expert rider and born to the grassy plains. The Raider always knows his or her direction on the plains, even under a starless sky. The Raider gets a +2 bonus on any Knowledge: Nature and Knowledge: Navigation checks while in the plains.

The Raider can also urge his or her steed to faster movement, achieving x2 movement across the plains. The Raider can only do this for his or her own mount. Additionally, the Raider gains a +2 bonus to any Ride checks.

A Raider must have the Plains Man Special Ability before he or she can select Son of the Plains.


- Greater Ferocity: The Raider’s bonus to Initiative is increased to +4. Additionally, the Raider’s ferocious attack now has +4 to attack and +4 damage, and the penalty to defence increases to -4.

Furthermore, the Raider gains an additional attack on the round he or she initiates Greater Ferocity, at his or her highest attack bonus.

A Raider must have the Ferocious Fighter Special Ability before he or she can select Greater Ferocity.


- King on His Ship: A Raider commands tremendous respect when he or she captains a ship. The Raider inspires courage and passion in his or her allies, and all crewmembers gain a +2 circumstance bonus on all relevant boating Skills when on a ship with the Raider.

Additionally, if on a ship or along the coast, the Raider can inspire the crew to ferociousness. By taking one round to whip up the crew, the Raider grants them a +2 morale bonus to attack and damage rolls.

These bonuses last for as long as the allies are within 50 feet of the Raider.

A Raider must have the Son of the Sea Special Ability before selecting King on His Ship.


- King of the Mountains (Forest): The Raider is feared as master of the savage mountains. The Raider inspires confidence and determination in his or her allies, and all companions gain a +2 circumstance bonus on all relevant Skills (such as Balance, Climb, Knowledge: Nature, or Survival checks, as appropriate) when within sight of the Raider.

Additionally, if in the Raider’s chosen terrain, the Raider can inspire allies to ferociousness. By taking one round to whip up the party, the Raider grants them a +2 morale bonus to attack and damage rolls. These bonuses last for as long as the allies are within 50 feet of the Raider.

Alternatively, a player may select forest terrain instead of mountains. In this case, the bonuses Skills apply to forest.

A Raider must have the Son of the Mountains Special Ability before selecting King of the Mountains.


- King of the Plains: The Raider’s renown as a mounted warrior becomes tremendous. The Raider gains +2 Reputation Points, and a bonus to his or her Ride Skill equal to half the character’s Level. The Raider also gains a +1 Defence Bonus while mounted. Additionally, if in the Raider’s Native Terrain, the Raider can inspire allies to ferociousness. By taking one round to whip up the party, the Raider grants them a +1 morale bonus to attack and damage rolls. These bonuses last for as long as the allies are within immediate sight of the Raider. A Raider must have the Son of the Plains Special Ability before he or she can select King of the Plains.


Terrible Presence: At 9th Level, a Raider is known as a terrible figure, living outside the laws of the land. This terrible presence can cause fear in his or her enemies. The Raider gains the Stern Visage Feat, even if he or she does not have the prerequisites. In addition, the Raider can use this Special Ability outside of combat, in which case the shaken character suffers a -2 all other Skill checks or appropriate rolls when dealing with the Raider.

At 12th Level, a character of lower Level than the Raider becomes frightened, rather than just shaken. In social situations, the character suffers a -4 to all checks and rolls.

At 17th Level, a character of lower Level than the Raider becomes panicked. Additionally, a character of the same or higher Level may become shaken. Game mechanics for shaken, frightened, and panicked characters are described later.


19. Scholar

Hit Die: D6

The scholar’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (alchemy) (Int), Craft (herbalism) (Int), Craft (any mundane) (Int), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Heal (Wis), Intimidate (Var), Knowledge (any) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Search (Int), Stealth (Dex) and Sense Motive (Wis).

Skill Points at Each Level: 8 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+0
+0
+0
+2
+0
+0
New Sorcery Style, Scholar Background, Base Power Points, Knowledge Is Power, Literacy
2
+1
+0
+0
+3
+0
+0
+1 Power Point, New Sorcery Style
3
+2
+1
+1
+3
+1
+1
Advanced Spell, Bonus Spell
4
+3
+1
+1
+4
+1
+1
Advanced Spell, New Sorcery Style
5
+3
+1
+1
+4
+1
+1
Advanced Spell, Iron Will
6
+4
+2
+2
+5
+2
+2
Advanced Spell, +1 Power Point, Increased Maximum Power Points (triple)
7
+5
+2
+2
+5
+2
+2
Advanced Spell, Bonus Spell
8
+6/+1
+2
+2
+6
+3
+3
Advanced Spell, New Sorcery Style
9
+6/+1
+3
+3
+6
+3
+3
Advanced Spell
10
+7/+2
+3
+3
+7
+3
+3
Advanced Spell, +1 Power Point
11
+8/+3
+3
+3
+7
+4
+4
Advanced Spell, Bonus Spell
12
+9/+4
+4
+4
+8
+4
+4
Advanced Spell, New Sorcery Style
13
+9/+4
+4
+4
+8
+4
+4
Advanced Spell, Increased Maximum Power Points (quadruple)
14
+10/+5
+4
+4
+9
+5
+5
Advanced Spell, +1 Power Point
15
+11/+6/+1
+5
+5
+9
+5
+5
Advanced Spell, Bonus Spell
16
+12/+7/+2
+5
+5
+10
+6
+6
Advanced Spell, New Sorcery Style
17
+12/+7/+2
+5
+5
+10
+6
+6
Advanced Spell
18
+13/+8/+3
+6
+6
+11
+6
+6
Advanced Spell, +1 Power Point
19
+14/+9/+4
+6
+6
+11
+7
+7
Advanced Spell, Bonus Spell
20
+15/+10/+5
+6
+6
+12
+7
+7
Advanced Spell, New Sorcery Style, Increased Maximum Power Points (quintuple)

CLASS FEATURES

Weapon and Armour Proficiency: A scholar is proficient with all simple weapons.


Scholar: All scholars have a special restriction when spending skill points. They must spend at least 12 skill points on Knowledge skills at 1st level and at least three skill points on Knowledge skills at each subsequent level.


Background: Every scholar must choose a background at 1st level. The background indicates the manner in which he came by his knowledge. A scholar may only ever begin the game with one background but at the Games Master’s discretion he may gain an additional background or backgrounds during play. For example, an independent may call up a demon and make a pact with it, then some time later be accepted as an acolyte by a sorcerous society. Likewise, a lay priest or acolyte may conduct a little independent research as though he were an independent himself but in most cases his religion or coven would at best frown upon such impertinence and at worst put him to death if they caught him. The choice of background should be made in conjunction with the Games Master, who will inform the player of the options available in his campaign.


- Acolyte: Acolytes are members of a sorcerous society or are occasionally apprenticed to a lone sorcerer. They are usually in thrall to their coven leaders, though they can gain a great deal of power this way. The drawback is that they rarely understand the power without their masters’ direct assistance.

An acolyte must always select a specific group to join or a master to whom he may apprentice himself. An acolyte may only ever learn new sorcery styles or advanced spells (see below) known to his masters. Depending on his superiors and the nature of the society, he may be able to choose which of the various styles and spells he wishes to learn or he may always have his sorcery styles and spells chosen for him. Most sorcerous societies require a student to follow a strict curriculum of specific spells for the first 10 levels but allow him to learn whatever he wills after that, so long as they can teach it to him or he can discover it for himself.

Sorcerers from civilized lands often take on apprentices. This is an accepted method of learning from Stygia to Khitai, even if one cannot find a larger sorcerous society to join. Some of the more primitive regions such as Kush also have village sorcerers, along with more shamanic or witch-doctor style priests; these sorcerers, also known as Witchmen or Witch-Finders, are employed on a freelance basis to cast spells for clients and often take on apprentices to whom they can pass on their skills.


- Independent: Independents are the most versatile variety of scholar, since they have no particular ties to any authority. However, they also have no one to teach them or to guide them along their sorcerous paths and so must work a good deal harder than other scholars to gain access to any true secrets.

Though at best his advancement can be highly flexible, at worst it is simply haphazard, with the independent scholar simply picking up a little knowledge here and there as he goes.

Every time an independent gains the new sorcery style or advanced spell class features, he must make a Knowledge (arcana) check. The DC is 15 for new sorcery styles or 20 for advanced spells. Success indicates that he may choose the style he wishes to learn.

Failure means that the Games Master will select a style or spell for him at random from among those he does not currently know but for which he meets the prerequisites. If his check result is less than 10, he does not gain a sorcery style or spell at all but must select a bonus feat or skill points instead, as appropriate. See the new sorcery style and advanced spell class features.


- Pact: A scholar who makes a pact with a demonic entity or other dark force to learn sorcery is in a very similar state to that of an acolyte to a sorcerers’ ring or coven, since he is often effectively in thrall to the source of his knowledge. He has a lot more choice as to what he learns but the master has no human compunctions to prevent him from forcing the poor scholar to perform the direst of acts.

Furthermore, the scholar who makes a pact will begin the game at least somewhat corrupt, for no truly decent sorcerer makes pacts with demons.

A scholar with a pact begins the game with a Corruption of one. At 1st level, he must choose the new sorcery style: Summoning and the spell demonic pact. On gaining new sorcery styles or advanced spells, he may choose either to do his own research, in which case he must make a Knowledge (arcana) check as though he were an independent, or else risk further Corruption by calling upon the entity with whom he has the pact. If he does the latter, he may freely choose which style or spell he learns, so long as it is one the entity knows; however, he must also make a Corruption check for dealing with the demon once more.

A scholar with a pact also starts the game with one additional bonus language available, as well as those offered him by his race. This is Demonic. The Games Master is always free to rule that Player Character scholars may not begin the game with pacts. This is particularly appropriate in short-term or one-off campaigns, where the natural disadvantage of the pact scholar (namely the Corruption he gains, which will someday almost certainly doom him one way or another) may have little impact on play. This background, which offers immediate power at the cost of one’s soul, is better balanced for long-term campaigns.


- Lay Priest: Scholars who choose the lay priest background are attached to a temple for purposes of study but have little or no religious authority. If they wish, they can work their way up to become fully ordained priests, a position which brings with it a number of benefits and responsibilities.

Priests, whether they are lay priests or fully ordained priests, do not usually have access to sorcery at all; if they do, it is most commonly to some form or other of counter-sorcery with which to combat evil cults. The precise nature of each priest and which magical abilities (if any) are available to him will vary depending on both the deity he worships and his own honesty – or lack thereof. More information on the cults of the various gods can be found in Chapter 12: Religion in the Hyborian Age.

Priests are treated as acolytes in that they must gain sorcery styles known to their religion. They do not usually need to learn the styles in a specific order but in most cases their religion will offer only a very limited selection of styles in the first place. Most higher-level priests have either conducted secret independent studies themselves or have even more secretly made a pact with a demon or joined a sorcerous society.

The shamans found in barbaric regions such as the Pictish wilderness can usually be treated as lay priests, though each tribe or village usually has only two or three shamans at any one time. A shaman might have the Priest feat but will not have had any official ordination and may have an apprentice or two.


Literacy: Scholars learn to read and write in order to fulfil their studies, gaining the Literacy Feat at 1st Level. If the scholar is already literate, he may choose a new spoken language.


New Sorcery Style: At 1st level, 2nd level, 4th level and every four levels thereafter, the scholar gains a new sorcery style from the table in the Sorcery chapter along with the basic spell associated with it. The sorcery styles are more fully explained in Chapter Sorcery.

At any time at which he is eligible to gain a new sorcery style, the scholar may instead gain a bonus feat from the following list: Skill Focus (any), Diligent, Iron Will, Investigator, Negotiator, Priest or any Sorcery feat. If the sorcerer knows the calm of the adept spell from the Oriental Magic sorcery style, he may also select from Brawl, Defensive Martial Arts, Improved Critical (staff or unarmed strike), Stunning Attack or Weapon Focus (staff or unarmed strike). In all cases, the scholar must meet the usual prerequisites for the feat. Note that the scholar may or may not be permitted to choose his new sorcery style himself, depending on his background class feature.


Knowledge Is Power: A scholar may make a special scholarly knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The scholar may never take 10 or take 20 on this check; this sort of knowledge is essentially random. The Games Master should determine the Difficulty Class of the check by referring to the table below.

If you have access to more than one type of Lore, you gain a +4 bonus to your check when you look for an information wich concerns both domains.

DC
Type of Knowledge
10
Common, known by a substantial minority of the local population at least.
20
Uncommon but available, known by only a few people in the area.
25
Obscure, known by few, hard to come by.
30
Extremely obscure, known by very few, possibly forgotten by most who once knew
it, possibly known only by those who do not understand the significance of the knowledge.


Base Power Points: A 1st level scholar learns to access his own personal magical energy. This is referred to as Base Power Points, or Base PP.

A beginning scholar has Base PP equal to 4 + Wisdom Modifier, to a minimum of one point.

Power Points are used when casting spells and creating magical objects. They can be regained by rest or through the use of various lotus concoctions (see Drugs and Herbal Preparations) or temporarily increased by various means, most commonly by sacrificing one or more humans. For most characters, their Power Points can rise to a maximum of double their Base Power Points. See Chapter 9: Sorcery for more on Power Points and their use. If for some reason a character already has Base Power Points when he becomes a scholar, such as through the Dabbler feat, he does not gain ‘new’ Base Power Points as above. Instead, he receives a one-time bonus of +2 to his already acquired Base Power Points.


+1 Power Point: At 2nd level and every four levels thereafter, the scholar’s Base Power Points increase by +1.


Advanced Spell: At 3rd level and every level thereafter, the scholar improves his knowledge of any one of the sorcery styles he already knows by gaining any one of the advanced spells listed under the style. More information about advanced spells can be found in Chapter 9: Sorcery.

Alternatively, at any time at which he is eligible to gain an advanced spell, the scholar can instead gain two skill points. As with the new sorcery style class feature, the scholar may or may not be permitted to choose his advanced spell himself, depending on his Background class feature. Note that when a sorcerer gains advanced spell and new sorcery style simultaneously upon gaining a new level, he may choose to gain the advanced spell in the new sorcery style.


Bonus Spell: From 3rd level the scholar becomes eligible for a small number of bonus advanced spells, depending on his Intelligence. His maximum possible number of bonus spells is equal to his Intelligence bonus, if any. However, he can gain only one bonus spell at 3rd level and an additional bonus spell every four levels thereafter, whatever his Intelligence. This is summarised on the Scholar


BONUS SPELL TABLE

Sch Lvl / Int Bon
+1
+2
+3
+4
+5
3rd
Bonus Spell
Bonus Spell
Bonus Spell
Bonus Spell
Bonus Spell
7th
Bonus Spell
Bonus Spell
Bonus Spell
Bonus Spell
11th
Bonus Spell
Bonus Spell
Bonus Spell
15th
Bonus Spell
Bonus Spell
19th
Bonus Spell

Iron Will: At 5th level, the scholar gains Iron Will as a bonus feat. If he already has Iron Will, he may instead select any Sorcery feat for which he meets the prerequisites as a bonus feat.


Increased Maximum Power Points: As scholars become more experienced and knowledgeable, they become able to store far more magical power in their bodies, so long as it is available to them by means of sacrifice or some artefact or other.

At 6th level, a scholar’s maximum Power Points rise to triple his Base Power Points, rather than double as is usual for most characters.

At 13th level it rises again to quadruple his Base Power Points and at 20th level it rises to quintuple his Base Power Points.

For example, Thothmekri is a 1st level scholar with Wisdom 14. His Base PP is 6 (4, +2 Wis) and his Maximum PP is 12 (double his Base PP). By the time he is 6th level, his Base PP is 8 (4, +2 Wis, +2 scholar class feature) and his Maximum PP is 24 (three times his Base PP).


20. Soldier

Hit Die: D10

The soldier’s class skills (and the key ability for each skill) are Climb (Str or Dex), Craft (Int), Intimidate (Var), Jump (Str), Knowledge (geography) (Int), Knowledge (Underworld) (Int), Knowledge (Warfare) (Int), Perform (Cha), Profession (Wis), Ride (Dex) and Search (Int).

Skill Points at Each Level: 4 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+1
+2
+0
+0
+0
+0
Bonus Feat
2
+2
+3
+0
+0
+1
+1
Bonus Feat
3
+3
+3
+1
+1
+2
+1
Formation Combat, Armour Compatibility +1
4
+4
+4
+1
+1
+3
+2
Bonus Feat
5
+5
+4
+1
+1
+3
+2
Officer
6
+6/+1
+5
+2
+2
+4
+3
Bonus Feat
7
+7/+2
+5
+2
+2
+5
+3
Formation Combat, Armour Mastery
8
+8/+3
+6
+2
+2
+6
+4
Bonus Feat
9
+9/+4
+6
+3
+3
+6
+4
Officer +1
10
+10/+5
+7
+3
+3
+7
+5
Bonus Feat
11
+11/+6/+1
+7
+3
+3
+8
+5
Formation Combat, Armour Compatibility +2
12
+12/+7/+2
+8
+4
+4
+9
+6
Bonus Feat
13
+13/+8/+3
+8
+4
+4
+9
+6
Officer +2
14
+14/+9/+4
+9
+4
+4
+10
+7
Bonus Feat
15
+15/+10/+5
+9
+5
+5
+11
+7
Formation Combat, Armour Compatibility +3
16
+16/+11/+6/+1
+10
+5
+5
+12
+8
Bonus Feat
17
+17/+12/+7/+2
+10
+5
+5
+12
+8
Officer +3
18
+18/+13/+8/+3
+11
+6
+6
+13
+9
Bonus Feat
19
+19/+14/+9/+4
+11
+6
+6
+14
+9
Formation Combat
20
+20/+15/+10/+5
+12
+6
+6
+15
+10
Bonus Feat

CLASS FEATURES

Weapon and Armour Proficiency: A soldier is proficient with all simple and martial weapons, two-weapon combat (soldiers effectively gain the Two-Weapon Combat feat for free), unarmed strike (soldiers gain the Improved Unarmed Strike feat for free)light, medium and heavy armour and shields.


Bonus Feats: At 1st level, the soldier gets a bonus feat in addition to the feat that any 1st level character gets and any bonus feats granted by his race. The soldier gains an additional bonus feat at 2nd level and every two levels thereafter (4th, 6th, 8th and so on). The feats that may be selected as soldier bonus feats are indicated in the Feats table in the Feats chapter. A soldier must meet all prerequisites for a feat, including ability score and base attack bonus minimums.


Armour Compatibility: The soldier is skilled at using his armour to deflect blows and lessen their impact. As a result, at 3rd Level the character gains a +1 bonus to the DR of any armour he or she is wearing and proficient with. This bonus increases to +2 at 10th Level and +3 at 16th Level (these bonuses stack with any other Armour Compatibility to a maximum of +3).


Formation Combat: At 3rd level the soldier learns to fight as part of a formation rather than as an individual. He may select one of the following formations. An improved formation can only be selected if the character has the corresponding basic formation:

- Heavy Cavalry: Whenever the soldier is mounted and has two mounted and allied soldiers who have also selected heavy cavalry within 20 feet of him, he gains a +1 circumstance bonus to his Armour Piercing rating with any melee weapon.

All three soldiers must be mounted and in medium or heavy armour.


- Improved Heavy Cavalry: Whenever the soldier is mounted and has two mounted and allied soldiers who have also selected improved heavy cavalry within 20 feet of him, he gains a +2 circumstance bonus to his Armour Piercing rating and to damage with any melee weapon.

All three soldiers must be mounted and in medium or heavy armour.


- Heavy Infantry: Whenever the soldier has two allied soldiers who have also selected heavy infantry adjacent to him, he gains a +1 circumstance bonus to his damage rolls with any melee weapon.

All three soldiers must be on foot and in medium or heavy armour.


- Improved Heavy Infantry: Whenever the soldier has two allied soldiers who have also selected improved heavy infantry adjacent to him, he gains a +2 circumstance bonus to his damage rolls with any melee weapon and a +2 bonus to his Parry score when using a shield.

All three soldiers must be on foot and in medium or heavy armour.


- Light Cavalry: Whenever the soldier has two and allied soldiers who have also selected light cavalry within 20 feet of him, he gains a +1 circumstance bonus to all melee attack rolls.

All three soldiers must be mounted and in light or no armour.


- Improved Light Cavalry: Whenever the soldier has two and allied soldiers who have also selected improved light cavalry within 20 feet of him, he gains a +2 circumstance bonus to all melee and ranged attack rolls.

All three soldiers must be mounted and in light or no armour.


- Marine: You are highly trained in the arts of both boarding and repelling borders. While there are at least two other soldiers with this Formation Combat ability in the action with you, you gain a +1 circumstance bonus to any attack roll or skill check required to execute or resist a boarding manoeuvre.


- Skirmisher: Whenever the soldier has two allied soldiers who have also selected skirmisher within 10 feet of him, he gains a +1 circumstance bonus to Defence.

All three soldiers must be on foot and in light or no armour.


- Improved Skirmisher: Whenever the soldier has two allied soldiers who have also selected improved skirmisher within 10 feet of him, he gains a +2 circumstance bonus to Defence and a +2 bonus to Initiative.

All three soldiers must be on foot and in light or no armour.


- Fighting Spirit: Whenever the soldier has two allied soldiers who have also selected fighting spirit within 30 feet of him, he gains a +1 bonus to Will saves and Fortitude saves.


- Improved Fighting Spirit: Whenever the soldier has two allied soldiers who have also selected improved fighting spirit within 30 feet of him, he gains a +2 bonus to Will saves and Fortitude saves.

- Advancing Infantry: The soldier is trained to move steadily forward, pushing his enemies aside with his shield while cutting them down with sword or spear. Whenever the soldier has two allied soldiers who have also selected advancing infantry within 5 feet of him, he gains a +2 bonus to Parry Defence and a +1 bonus to melee attack rolls against adjacent enemies.

All three soldiers must be using targe, aspis or heavy shields and wielding one handed weapons.


- Improved Advancing Infantry: Whenever the soldier has two allied soldiers who have also selected improved advancing infantry within 5 feet of him and facing the same direction, he gains Damage Reduction 2 from attacks originating from the front and a +1 bonus to damage rolls.

All three soldiers must be using targe, aspis or heavy shields and wielding one-handed weapons.


- Hoplite: The soldier is trained to use heavier spears as one-handed weapons in tandem with medium shields, giving them good versatility while remaining well protected. Whenever the soldier has two allied soldiers who have also selected hoplite within 10 feet of him, he gains the benefits of the Spearman feat and a +1 to hit with any spear wielded.

All three soldiers must be using a targe or aspis shield, wielding spears of some kind, and cannot be wearing heavier than light armour.


- Improved Hoplite: Whenever the soldier has two allied soldiers who have also selected improved hoplite within 10 feet of him, he gains +2 to his Parry Defence and +1 to all damage rolls with spears.

All three soldiers must be using a targe or aspis shield, wielding spears of some kind, and cannot be wearing heavier than light armour.


- Hurler: The soldier has trained with a group of others like him to throw their weapons as one. Whenever the soldier has two allied soldiers who have also selected hurler within 10 feet of him, he gains the benefi ts of the Precise Shot feat and a +2 to hit with any thrown weapons.

All three soldiers must be using a thrown weapon of some kind and wearing light or no armour.


- Improved Hurler: Whenever the soldier has two allied soldiers who have also selected improved hurler within 10 feet of him, he adds half-again to the Range Increment and +2 to the Armour Piercing of any thrown weapons.

All three soldiers must be using a thrown weapon of some kind and wearing light or no armour.


- Tortoise Heavy Infantry: The soldier is a part of a unit that is slow, plodding and nearly impossible to crack when they want to be. Whenever the soldier has two allied soldiers who have also selected tortoise heavy infantry within 5 feet of him and facing the same direction, he gains a +2 bonus to Parry Defence and Damage Reduction 2 to all attacks originating from the front.

All three soldiers must be using heavy shields and wearing heavy armour.


- Improved Tortoise Heavy Infantry: Whenever the soldier has two allied soldiers who have also selected improved tortoise heavy infantry within 5 feet of him and facing the same direction, he gains a +2 bonus to hit with one-handed weapons and +3 additional Parry Defence to all attacks originating from the front.

All three soldiers must be using heavy shields and wearing heavy armour.


- Volley Support: The soldier has been trained to be part of an archer or crossbowman unit, using each other’s arrow paths to better mark his own targets. Whenever the soldier has two allied soldiers who have also selected volley support within 10 feet of him, he gains the benefits of the Far Shot feat and a +2 to hit with any bow-type weapons (bows, crossbows and arbalests).

All three soldiers must be using the same kind of bow-type weapon and wearing the same type of armour.


- Improved Volley Support: Whenever the soldier has two allied soldiers who have also selected improved volley support within 10 feet of him, he gains the benefit of the Improved Precise Shot feat and adds +2 to the weapon’s Armour Piercing.

All three soldiers must be using the same kind of bow-type weapon and wearing the same type of armour.


The soldier may select a new formation at 7th, 11th, 15th and 19th levels.


Officer: Starting at 5th level, the soldier gains the ability to co-ordinate and command others. He may temporarily allow other people to count as a soldiers with a specific formation, so long as the characters in question are of equal or lower level to the soldier with the officer class feature.

For example, a 5th level soldier and a 3rd level soldier both have the skirmisher formation. Under normal circumstances, they would be unable to benefit from this formation. However, by using the officer ability, the 5th level soldier could extend the formation to a third character, allowing the three to enter skirmisher formation. This ability can affect a number of people at any one time equal to the soldier’s Intelligence bonus.

To use this ability, the soldier must spend a free action every round shouting orders. Those using the formation must obey those commands. If a character uses Fighting- Madness, crimson mist or another effect that is incompatible with disciplined fighting, or falls victim to fear or terror, that character does not count as part of the formation for the duration of the effect.

The soldier can target other soldiers with this ability to give them formations that they do not possess. A soldier can only use the officer ability to share improved formations if the target already possesses the basic version of the formation.

At 9th, 13th and 17th levels, the number of people the soldier can affect with his officer ability increases by +1.


Armour Mastery Whenever the 7th or higher Level Soldier is wearing any armour, the maximum Dex bonus is improved by 1 point and the armour check penalty is reduced by 1 point.


21. Spy

Hit Die: D6

The spy’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str or Dex), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Open Lock (Dex), Perception (Wis), Search (Int), Sleight of Hand (Dex), Stealth (Dex), Swim (Str).

Skill Points at Each Level: 8 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+0
+0
+2
+0
+0
+0
Alias, Sneak Attack +1D6
2
+1
+0
+3
+0
+1
+1
Contacts
3
+2
+1
+3
+1
+1
+1
Brilliant Getaway, Sneak Attack +2D6
4
+3
+1
+4
+1
+2
+2
Bonus Feat
5
+3
+1
+4
+1
+2
+2
Sneak Attack +3D6
6
+4
+2
+5
+2
+3
+3
Melt in the Crowd
7
+5
+2
+5
+2
+3
+3
Sneak Attack +4D6
8
+6/+1
+2
+6
+2
+4
+4
Bonus Feat
9
+6/+1
+3
+6
+3
+4
+4
Sneak Attack +5D6
10
+7/+2
+3
+7
+3
+5
+5
Alias
11
+8/+3
+3
+7
+3
+5
+5
Innocent Smile, Sneak Attack +6D6
12
+9/+4
+4
+8
+4
+6
+6
Bonus Feat
13
+9/+4
+4
+8
+4
+6
+9
Quick Wits, Sneak Attack +7D6
14
+10/+5
+4
+9
+4
+7
+7
Slippery in the Grasp
15
+11/+6/+1
+5
+9
+5
+7
+7
Sneak Attack +8D6
16
+12+/+7/+2
+5
+10
+5
+8
+8
Bonus Feat
17
+12/+7/+2
+5
+10
+5
+8
+8
Alias, Sneak Attack +9D6
18
+13/+8/+3
+6
+11
+6
+9
+9
19
+14/+9/+4
+6
+11
+6
+9
+9
Alias, Sneak Attack +10D6
20
+15/+10/+5
+6
+12
+6
+10
+10
Quicker Than The Eye, Bonus Feat

CLASS FEATURES

Weapon and Armour Proficiency: A spy is proficient with all simple and martial weapons and shields.


Sneak Attack: Smart spies are so suave and sneaky that they rarely end up in fights, but since no spy is perfect they learn to end combat quickly and ruthlessly.

Any time at which the spy’s target is unable to dodge or parry, or when the spy flanks the target, the spy’s attack deals extra damage if it damages the target. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter.

Should the spy score a critical hit with a sneak attack, this extra damage is not multiplied. The extra sneak attack damage is only dealt if the spy either bypasses the foe’s armour or pierces the armour without the benefit of the extra damage. Ranged attacks only count as sneak attacks if the target is within 30 feet. The spy cannot strike with deadly accuracy from beyond that range.

With a sap or an unarmed strike, the spy can make a sneak attack that deals subdual damage instead of normal damage. The spy cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, even with the usual –4 penalty to attack rolls.

A spy can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The spy must be able to see the target well enough to pick out a vital spot that he can reach. The spy cannot sneak attack while striking a creature with concealment or the limbs of a creature whose vitals are beyond reach.


Alias: The spy cloaks his true identity with carefully cultivated alias that deflects suspicion away from him. An alias works like a disguise checl that almost always succeeds. In essence, the spy becomes his alias, adopting mannerisms, dress, speech patterns and other affectations that turn him into a completely different person.

To assume his alias, the spy must spend an hour dressing the part and getting into character. Once a spy has adopted an alias, only incredibly sharp-eyed observers make any connection between the spy and the alias. A character may make a sense motive check to recognize the spy's true identity (DC25 + spy's class level + Ranks in disguise).

Each time the spy gains this ability, he defines his alias as if he created a secondary character. The alias should have a background, profession and so on. All these aspects of the spy’s background are above suspicion, as the spy spends much time and effort creating an effective alias. The spy does not need to have any special costumes or props to complete his alias, though if the spy’s alias is a priest of Mitra it is unlikely that he would be found wandering the streets of Messantia adorned in armour and carrying a war sword..


Contacts: At 2nd level, spies know a lot of people, especially those with access to sensitive and useful information. When using the gather information skill, the spy may roll 2 dices rather than 1 and keep the better.


Brilliant Getaway: At 3th level, the spy always keeps a clear route of escape at his back. If the spy does nothing but move durong a combat round, he counts any 5 ft. x 5 ft. square area as not threatened by his opponents.


Bonus Feat:At 4th, 8th, 12th, 16th and 20th level the spy may choose a bonus feat from the following list. He must meet the prerequisites as usual.

Alertness, Blind-Fight, Carouser, Crowd Slipping, Dangerous Insinuations, Deceitful, Diligent, Eyes of the Cat, Face in the Crowd, Fleet-Footed, Good Listener, Grudge, High Society, Improved Disguise, Informants, Inside Connection, Investigator, Knowledgeable, Negotiator, Nimble Fingers, Performer, Persuasive, Poison Use, Quick Change, Shrewd Appraiser, Skill Focus, Sow Rumor, Spy and Unremarkable Appearance.


Melt in the Crowd: At 6th level, the spy gains the ability to blend into a crowd. Their features and mannerisms are so generic that most people pay them little mind. Any character whose total levels are half or less than the spy's class level must make an Intelligence check (DC10 + Spy's class level) in order to recognize him.

Even guards sent to hunt down the spy easily overlook him. Note that this ability only applies in normal, non-stressful social situations. A troop of guards chasing after a spy does not suddenly forget who they're after.


Innocent Smile: Starting at 11th level, if the spy is caught in an illegal act, he can rely on his charms and guile to carry him through.

Any NPC whose total levels are half or less than the spy's character level, who catches the spy in an illegal act or any suspicious, but not blatantly illegal actions must make a Will save (DC equal to the spy's Bluff check) or ignore the activity. With a smile and a few mumbled words of apology, the NPC assumes the spy made an honest mistake and does not report him.


Quick Wits: Successful spies never let anyone get a leg up on them. Starting at 13th level, once per day, instead of rolling for initiative, the spy may declare the use of this ability. The spy's initiative total is considered equal to the highest current initiative total in combat plus 1.

If there are multiple spies in the combat using this ability their totals are considered the same.


Slippery in the Grasp: Spies are tremendously difficult to pin down in combat. Starting at 14th level, they can no longer be flanked and gain the Mobility feat. If the spy already possessed this feat, the dodge bonus increases to +8.


Quicker than the Eye: Starting at 20th level, once per day, the spy may make a Bluff check to conceal any action he takes. This action must be quick enough to qualify as a partial, move equivalent or standard combat action.

If the check succeeds, anyone viewing him who failed an opposed Sense Motive check does not notice his deed. Obvious or blatant actions, such as casting a spell with 2 or more components cannot be concealed with this ability.

When using this ability to initiate combat the spy gains an additional partial action immediately after using this ability and befors his opponent Initiative check, catching the unaware.


22. Swashbuckler

Hit Die: D10

The swashbuckler’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str or Dex), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Knowledge (Underworld) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+1
+0
+2
+0
+0
+0
Insightful Strike
2
+2
+0
+3
+0
+1
+1
Grace +1, Acrobatic Charge
3
+3
+1
+3
+1
+1
+2
Combat Climbing
4
+4
+1
+4
+1
+2
+3
Two Weapon Defence
5
+5
+1
+4
+1
+2
+3
Dodge Bonus +1, Duelist +1
6
+6/+1
+2
+5
+2
+3
+4
Critical Focus
7
+7/+2
+2
+5
+2
+3
+5
Anticipate the Move
8
+8/+3
+2
+6
+2
+4
+6
Striking Cobra
9
+9/+4
+3
+6
+3
+4
+6
Critical Feat
10
+10/+5
+3
+7
+3
+5
+7
Dodge Bonus +2
11
+11/+6/+1
+3
+7
+3
+5
+8
Grace +2, Duelist +2
12
+12/+7/+2
+4
+8
+4
+6
+9
Critical Feat, Lucky
13
+13/+8/+3
+4
+8
+4
+6
+9
Acrobatic Skill Mastery
14
+14/+9/+4
+4
+9
+4
+7
+10
15
+15/+10/+5
+5
+9
+5
+7
+11
Dodge Bonus +3, Critical Feat
16
+16/+11/+6/+1
+5
+10
+5
+8
+12
Razor Wind
17
+17/+12/+7/+2
+5
+10
+5
+8
+12
Duelist +3
18
+18/+13/+8/+3
+6
+11
+6
+9
+13
Critical Feat
19
+19/+14/+9/+4
+6
+11
+6
+9
+14
20
+20/+15/+10/+5
+6
+12
+6
+10
+15
Dodge Bonus +4, Grace +3

CLASS FEATURES

Weapon and Armour Proficiency: A swashbuckler is proficient with all simple and martial weapons, two-weapon combat (swashbucklers effectively gain the Two-Weapon Combat feat for free) and with light armor.


Insightful Strike: At 1st level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage.

He applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) when using Finesse Fighting. Targets immune to sneak attacks or critical hits are immune to the swashbuckler's insightful strike.

A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.


Grace: A swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level.

A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.


Acrobatic Charge: At 2nd level, the Swashbuckler can charge in a zig-zag or curve, ignoring hazards lying in the path. He must succeed Tumble or Balance check, depending of the situation.

A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.


Combat Climbing: The Swashbuckler gains a Climb speed equal to his land speed. When he fights while climbing, enemies who lack a Climb speed take a -4 penalty to strike him, due to being unaccustomed to such a fighting style.

A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.


Two Weapon Defence : At 4 th level, a swashbuckler gains the Two Weapon Defence feat even if he meets not the prerequisites.


Dodge Bonus: A swashbuckler is trained at focusing his defences on his opponents in melee combat. He receive a +1 bonus to his dodge defence against melee attacks from that opponent. This bonus increases by +1 at every five levels after.

A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.


Duelist : Starting at 5th level, a swashbuckler gains +1 to attack rolls made while fighting alone against a single opponent. This bonus increases to +2 at 11th level and +3 at 17th level.


Critical Focus: At 6th level, a swashbuckler gains the Critical Focus feat.

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.


Anticipate the Move: At 7th level, a swashbuckler gains the Anticipate the Move feat even if he meets not the prerequisites.

If an opponent try to step back from an area you threaten with a five foot step, you may choose to immediately follow him with your own five foot step even if you have already moved this round.


Striking Cobra: At 8th level, a swashbuckler gains the Striking Cobra feat even if he meets not the prerequisites.

So long as combat has not yet begun, you may attempt a Bluff check opposed by your opponents’ Sense Motive checks. If you succeed, they are surprised and you may make a full round of actions in the surprise round when combat begins. An opponent who had readied an action will lose that action if he does not beat your Bluff check with his Sense Motive check.

Opponents who do beat your Bluff check gain a standard action in the surprise round as usual.


Critical Feat: The swashbuckler may select a critical feat as a bonus feat. He needs to meets the usual prerequisites for the feat selected.


Lucky: Once per day, a swashbuckler of 11th level or higher may re-roll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the re-roll, even if it's worse than the original roll.


Acrobatic Skill Mastery: At 13th level, a swashbuckler becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Jump or Tumble check, a swashbuckler may take 10 even if stress and distractions would normally prevent her from doing so.


Razor Wind: At 16th level, a swashbuckler can take a full attack action (for melee attacks only) and still move up to his speed. However, the swashbuckler must move a minimum of 5 feet between each attack when using this ability, and he cannot return to a square he just exited (though he may return to that square later during her full attack).

The swashbuckler is subject to attacks of opportunity, but may tumble normally as part of her move. A swashbuckler prevented from completing her move is also prevented from finishing her full attack.

A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.


23. Temptress

Hit Die: D6

The temptress’ class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Intimidate (Var), Knowledge (Nobility) (Int), Knowledge (Underworld) (Int), Knowledge (Stewardship) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Tumble (Dex), Use Rope (Dex).

Skill Points at Each Level: 8 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+0
+0
+2
+0
+0
+0
Comeliness, Savoir-Faire
2
+1
+0
+3
+0
+0
+1
Seductive Art +1, Compelling Performance 1/day
3
+2
+1
+3
+1
+1
+1
Secret Art
4
+3
+1
+4
+1
+1
+2
Seductive Savant
5
+3
+1
+4
+1
+1
+2
Binding Contract
6
+4
+2
+5
+2
+2
+3
Seductive Art +2, Compelling Performance 2/day
7
+5
+2
+5
+2
+2
+3
Improved Secret Art, Admirers
8
+6/+1
+2
+6
+2
+3
+4
Inspire
9
+6/+1
+3
+6
+3
+3
+4
Outrageous Flattery
10
+7/+2
+3
+7
+3
+3
+5
Seductive Art +3, Compelling Performance 3/day
11
+8/+3
+3
+7
+3
+4
+5
Advanced Secret Art, Exquisite
12
+9/+4
+4
+8
+4
+4
+6
13
+9/+4
+4
+8
+4
+4
+6
Use Weakness As Strength
14
+10/+5
+4
+9
+4
+5
+7
Seductive Art +4, Compelling Performance 4/day
15
+11/+6/+1
+5
+9
+5
+5
+7
16
+12+/+7/+2
+5
+10
+5
+6
+8
Veiled In Darkness
17
+12/+7/+2
+5
+10
+5
+6
+8
Perfected Secret Art
18
+13/+8/+3
+6
+11
+6
+6
+9
Seductive Art +5
19
+14/+9/+4
+6
+11
+6
+7
+9
Compelling Performance 5/day
20
+15/+10/+5
+6
+12
+6
+7
+10
Glorious

CLASS FEATURES

Weapon and Armour Proficiency: A temptress is proficient with all simple weapons and whips.


Comeliness: A temptress takes a pride in her appearance and is naturally well-dressed and groomed. She also has an exceptionally well-formed body. She receives a +2 circumstance bonus to all Charisma-based skill checks in situations where her appearance might play a part.

Her Base Reputation increases by +2.


Savoir-Faire: The temptress has a certain flair, dashing style, élan or bravura that marks her as someone special. Everything she does is performed with style, whether it be entering a room and turning heads, carving her initials into a tapestry with her rapier or even savouring a meal at a banquet to impress her host.

The temptress can intentionally attempt to impress others with her style in any task. The temptress may make any required checks normally but if her result is five or more higher than the required DC to succeed at the task, she has performed the deed with stunning flair. She gets a +2 circumstance bonus to her next Charisma-based skill check.

It is very hard to embarrass the temptress, for she can turn even a fall into an elegant dance. Anytime she fails badly at something she can make a Bluff skill check as a free action to mitigate the failure and make it look intentional. The DC depends on the nature of what she has done wrong but it is usually 15 or 20. The higher the result, the better her reaction to failure appears.

As a free action, the temptress may make a Diplomacy check to oppose anyone who tries to embarrass her, even if she is unaware of what is going on. The Games Master can make the roll for her.


Seductive Art: A temptress gains an inherent understanding of sexuality as it pertains to social situations. She gains a +1 competence bonus on Diplomacy, Gather Information, Intimidate, Perform and Sense Motive checks at 2nd level.

This bonus also applies to her magic attack bonus if she takes the Sorcery Secret art at third level.

This bonus increases by +1 every four levels thereafter.

Further, the temptress relishes the conquest of new types of people. Whenever the temptress successfully seduces a person who is of a race and class combination not previously seduced by her, she receives a +2 bonus to all attack rolls, magic attack rolls, damage rolls and saving throws for the whole of the next day. She also has a +2 bonus to Reputation for the next week.


Compelling Performance: A temptress with 2 or more ranks in Perform (any) can cause all those within 30 feet of her who are attracted to her gender (and not otherwise distracted, such as in combat) to become fascinated with her. The targets are allowed a Will save (DC 10 + her Perform skill modifier). Those who become fascinated receive a –4 penalty to Perception checks so long as the temptress keeps performing. Should a target make its save, the temptress cannot attempt to fascinate that same target again for 24 hours.

If the temptress has 7 or more ranks in Perform, the fascinated audience’s penalty to Perception checks is further increased to –6; if she has 12 or more ranks in Perform the fascinated audience’s penalty to Perception checks is further increased to –8. The temptress must be wearing no armour to use compelling performance. At 2nd level, she can use this ability once per day; this increases as she gains levels.


Secret Art: At third level, the temptress must choose one secret art. She has three options – sneak attack, sorcery or politics.

If she selects sneak attack, she gains the sneak attack ability, which functions just like the thief ability of the same name. The temptress has a sneak attack of +1d6.

If she selects sorcery, she gains one sorcery style from the table in the sorcery chapter on pages 239–240 along with the basic spell (but not the defensive blast) associated with it. The sorcery styles are more fully explained in Chapter Sorcery.

She also learns to access her own personal magical energy. This is referred to as Base Power Points, or Base PP. A temptress has Base PP equal to 2 + Wisdom Modifier, to a minimum of one point. If for some reason a character already has Base Power Points when she gains this ability, such as through the Dabbler feat, she does not gain ‘new’ Base Power Points as above. Instead, she receives a one-time bonus of +2 to her already acquired Base Power Points.

If the temptress selects politics, she may select one of the following social abilities from the noble class: ally, entertainer, improved standing, refuge, smear others or secrets.


Seductive Savant: A temptress has a gift for using sex to enhance a single skill, using her sensual nature to dampen the resistance of others. The temptress adds a competence bonus equal to half her temptress class level when making checks with one skill chosen from the following list: Bluff, Diplomacy, Gather Information, Intimidate or Perform.

This does not stack with seductive art but can supersede it for the chosen skill.


Binding Contract: Temptresses are usually temptresses because they have specific goals. These goals, which usually concern power, mean the temptress must usually enlist others to do her dirty work. People will do anything to please a temptress, usually in the hopes that their compliance will lead to more mutual (and sexual) pleasure in the future.

The temptress can use this weakness to create verbal contracts so binding the other party must hold to the agreement for fear that breaking it will ultimately cost them dearly. Creating a binding contract requires an opposed Diplomacy check between the temptress and the primary party responsible for the other side of the deal. If the temptress wins this contest, she creates a contract the other party must uphold. If the temptress fails the contest, then negotiations have fallen through and may not be resumed for at least another day.

There is a special effect if this is used against a sorcerer: a sorcerer who enters a binding contract with a temptress becomes subject to the Rule of Obsession, either with the fulfilment of the contract or with the temptress.


Improved Secret Art: At 7th level, the temptress’ secret art improves.

If she selected sneak attack, her sneak attack increases to +2d6. She also gains the ability to feint as a free action by flashing an appropriate body part, sending a smouldering stare or putting on a particularly fetching pout. If she makes a successful Bluff check in combat, opposed by Sense Motive, her target becomes flat-footed. This free feint can only be used once per fight.

If she selected sorcery, she gains an advanced spell from her school of sorcery. She also gains the ability to generate Power Points through sex – for every hour of ritual passion with a suitable partner, the temptress may make a Perform (ritual) check. She gains Power Points based on the level of her partner and the result of the Perform check. The partner suffers temporary Wisdom damage equal to the number of Power Points gained.

Lvl of Partner/ Perform Result
<10
10-14
15-19
20-24
25+
1-10
0
1
2
3
4
11-15
0
2
4
6
8
16-19
0
3
6
9
12
20+
0
4
8
12
16


If she selected politics, she may select one of the following social abilities from the noble class: ally, entertainer, refuge, smear others or secrets.


Admirers: The temptress has built up a regular group of admirers, hangers on or customers who provide her with certain benefits. She gains a +2 bonus to Gather Information checks around her social clique and receives a stipend from her admirers of 100 sp per point of Charisma per month. If she leaves a given area, it takes her a month to rebuild her clique. Further, one of the admirers is a powerful ally who will go out of his way to aid the temptress. This ally uses the same rules as the noble class feature.


Inspire: The temptress often inspires others to perform beyond their normal abilities. People want to impress the temptress and her presence brings out their best. The temptress knows how to use this desire. During the temptress’ action, she can designate an ally within 30 feet of her to receive a +2 morale bonus on all attack rolls, saving throws and skill checks. This is a free action on her part. If the ally is actively defending the temptress (not just fighting alongside her), he may also add a +2 circumstance bonus to his Defence (Dodge or Parry)


Outrageous Flattery: From 9th level and above, the temptress has faked sincerity countless times. When she says that a person has a lovely physique or an impressive stance, her statements sound completely plausible, regardless of how hackneyed her words may be. So convincing is her power that she may sometimes use it on the most unlikely of targets. She may attempt to flatter any one target who could be plausibly attracted to her with an Intelligence greater than three and that can understand her.

While the temptress is making compliments, the target must succeed in a Will save (DC 10 + half the temptress’ class level + her Charisma modifier) in order to take any hostile action toward her at all. This may be because the target is genuinely flattered or it may be out of complete bemusement and shock. If the temptress attempts to use this ability while in combat, the target receives a +2 circumstance bonus to his saving throw.

If the saving throw result totals more than 10 above the required number, the target is massively offended at what he perceives as mockery. If this takes place in a combat situation, the intended target subsequently attacks the temptress in preference to other targets for at least one round.


Exquisite: A temptress at 11th level is no longer merely comely and pretty. Experience has made her an exquisite creature. She receives a +4 circumstance bonus to all Charisma-based skill checks in situations where her appearance might play a part. She also receives a one-time bonus of +2 to her Base Reputation as her beauty is highly remarked upon wherever she goes. This supersedes the comeliness ability.


Advanced Secret Art: At 11th level, the temptress’ secret art improves.

If she selected sneak attack, her sneak attack increases to +3d6.

If she selected Sorcery, she gains an advanced spell from her school of sorcery and +2 base power points.

If she selected politics, she may select one of the following social abilities from the noble class: ally, entertainer, refuge, smear others or secrets. She also becomes above suspicion – she is effectively untouchable for lesser crimes and will not suffer arrest or interrogation for anything short of premeditated murder. In her case, beauty and sexuality hath its privileges. Investigators will automatically assume she is an innocent party. If the temptress desires, she can actually shift the investigator toward another target by making a successful opposed Diplomacy check against the investigator’s Sense Motive roll. Failure has no adverse effect unless the crime is premeditated murder, in which case the investigator becomes sure the temptress is the culprit.


Use Weakness as Strength: The temptress is accomplished at using the weaknesses of her opponents to get the better of them. When making an opposed Charisma, Intelligence or Wisdom based check against the temptress, the opponent must use the lowest of these three abilities as his modifier.

For example, if a temptress is attempting to Bluff another character, and that character has Wisdom 16 (+3), Intelligence 10 (+0) and Charisma 8 (–1), that character must use his –1 Charisma modifier instead of his Wisdom modifier on his Sense Motive check.


Veiled In Darkness: A temptress of 16th level or higher puts people off their guard. A willing partner in one of her romantic or sexual endeavours may not act until the second round of combat if the temptress attacks him. A Will save (DC set by Bluff check) allows him to avoid this fate. She may also have sex with a partner that is so energetic and exhausting that her partner may fall into a deep slumber. After having sex with a temptress with this ability, the partner must make a Fortitude save (DC 10 + half temptress’ level + temptress’ Charisma modifier) or fall into a deep, peaceful sleep. Nothing short of violence (or a bucket of water, or the equivalent) will rouse the target of this ability for 1d6+4 hours.


Perfected Secret Art: At 17th level, the temptress’ secret art improves.

If she selected sneak attack, her sneak attack increases to +4d6.

If she selected sorcery, she gains an advanced spell from her school of sorcery and +2 base power points.

If she selected politics, she may select one of the following social abilities from the noble class: ally, entertainer, refuge, smear others or secrets.


Glorious: A temptress at 20th level is a legendary beauty and adventuress. She is graceful in her age and more attractive than ever. She receives a +6 circumstance bonus to all Charisma-based skill checks in situations where her appearance might play a part. This supersedes the exquisite ability.

She gains another +2 bonus to her Base Reputation.


24. Thief

Hit Die: D8

The thief’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str or Dex), Craft (herbalism) (Int), Craft (any mundane) (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Var), Jump (Str), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Knowledge (underworld) (Int), Open Lock (Dex), Perception (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Tumble (Dex) and Use Rope (Dex).

Skill Points at Each Level: 8 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+0
+0
+2
+0
+0
+0
Sneak Attack Style, Sneak Attack +1D6/+1D8, Trap Disarming
2
+1
+0
+3
+0
+1
+1
Eyes of the Cat
3
+2
+1
+3
+1
+1
+2
Sneak Attack +2D6/+2D8, Trap Sense +1
4
+3
+1
+4
+1
+2
+3
Sneak Attack Style, Light Footed
5
+3
+1
+4
+1
+2
+3
Sneak Attack +3D6/+3D8
6
+4
+2
+5
+2
+3
+4
Trap Sense +2, Special Ability
7
+5
+2
+5
+2
+3
+5
Sneak Attack +4D6/+4D8
8
+6/+1
+2
+6
+2
+4
+6
Sneak Attack Style, Poison Use
9
+6/+1
+3
+6
+3
+4
+6
Sneak Attack +5D6/+5D8, Trap Sense +3
10
+7/+2
+3
+7
+3
+5
+7
Special Ability
11
+8/+3
+3
+7
+3
+5
+8
Sneak Attack +6D6/+6D8
12
+9/+4
+4
+8
+4
+6
+9
Sneak Attack Style, Trap Sense +4
13
+9/+4
+4
+8
+4
+6
+9
Sneak Attack +7D6/+7D8
14
+10/+5
+4
+9
+4
+7
+10
Special Ability
15
+11/+6/+1
+5
+9
+5
+7
+11
Sneak Attack +8D6/+8D8, Trap Sense +5
16
+12+/+7/+2
+5
+10
+5
+8
+12
Sneak Attack Style
17
+12/+7/+2
+5
+10
+5
+8
+12
Sneak Attack +9D6/+9D8
18
+13/+8/+3
+6
+11
+6
+9
+13
Trap Sense +6, Special Ability
19
+14/+9/+4
+6
+11
+6
+9
+14
Sneak Attack +10D6/+10D8,
20
+15/+10/+5
+6
+12
+6
+10
+15
Sneak Attack Style

CLASS FEATURES

Weapon and Armour Proficiency: A thief is proficient with all simple weapons, all light and one-handed martial weapons and light armour.


Sneak Attack: Any time at which the thief’s target is unable to dodge or parry, or when the thief flanks the target, the thief’s attack deals extra damage if it damages the target. The extra damage is +1d6/+1d8 at 1st level and an additional 1d6/+1d8 every two levels thereafter.

The number before the slash indicates the extra damage dealt by most weaponry; the number after the slash indicates the extra damage dealt by any weapon that is one of the thief’s sneak attack styles. (Use either the first figure or the second according to whether the thief is using a weapon that is one of his styles or not. Do not add the d6 and the d8 damage.)

Should the thief score a critical hit with a sneak attack, this extra damage is not multiplied. The extra sneak attack damage is only dealt if the thief either bypasses the foe’s armour or pierces the armour without the benefit of the extra damage. Ranged attacks only count as sneak attacks if the target is within 30 feet. The thief cannot strike with deadly accuracy from beyond that range.

With a sap or an unarmed strike, the thief can make a sneak attack that deals subdual damage instead of normal damage. The thief cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, even with the usual –4 penalty to attack rolls.

A thief can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The thief must be able to see the target well enough to pick out a vital spot that he can reach. The thief cannot sneak attack while striking a creature with concealment or the limbs of a creature whose vitals are beyond reach.


Sneak Attack Style: At 1st level, the thief chooses a sneak attack style. This can be any one weapon with which he is proficient, including unarmed strikes and missile weapons. Whenever he makes a sneak attack (see below) using his chosen weapon, he inflicts greater damage and gains a +1 circumstance bonus on his attack roll.

At 4th level and every four levels thereafter, the thief gains an additional sneak attack style. Note that if the thief has sneak attack as a class feature from another class, the increased damage only applies to the damage from the sneak attack class feature acquired by taking thief levels.

For example, a 4th level thief/5th level pirate whose sneak attack style is poniard deals 1d6+2d8+1d6 damage when he sneak attacks with a poniard; 1d6 for the poniard’s base damage, 2d8 for the sneak attack damage from the thief levels (poniard style) and 1d6 for the sneak attack damage from the pirate levels.


Trap Disarming: Thieves (and only thieves) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. A thief who beats the DC of a trap by 10 or more with his Disable Device check can, if he chooses, bypass it rather than disarm it. He may lead his allies past it at their normal speed without risk.


Eyes of the Cat: At 2nd level, the thief gains the Eyes of the Cat feat as a bonus feat. He need not meet the usual prerequisites for the feat. If he already has Eyes of the Cat, he gains Alertness instead.


Trap Sense: At 3rd level, the thief gains a +1 bonus to Reflex saving throws made to avoid traps and a +1 dodge bonus to Dodge Defence against attacks by traps. Every three levels thereafter, these bonuses increase by +1. Trap sense bonuses gained from different classes stack.


Light-Footed: At 4th level, the thief gains the Light- Footed feat as a bonus feat. He need not meet the usual prerequisites for the feat. If he already has Light-Footed, he gains Fleet-Footed instead.


Special Ability: At 6th level and every four levels thereafter, the thief may select a special ability from the following list:

- Crippling Strike: When the thief damages an opponent with a sneak attack, the target also takes two points of Strength damage.


- Evasion: If the thief is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw. Evasion can only be used if the thief is wearing light armour or no armour.


- Defensive Roll: Once per day, when a thief would be reduced to 0 Hit Points or fewer by damage in combat, the thief can attempt to roll with the damage. He or she makes a Reflex Saving Throw (DC = damage dealt); if successful, the Knave takes only half damage from the blow.

The thief must be aware of the attack and able to react to it in order to execute the defensive roll — if the Dexterity bonus to AC is denied, the thief can’t roll.


- Jack-of-all-trades: The thief gains a +2 bonus on all Craft and Profession skill checks.


- Opportunist: Once per round, the thief can make an attack of opportunity against an opponent who has just been struck for damage by another character. This attack counts as the thief’s attack of opportunity for that round. Even a thief with the Combat Reflexes feat may not use the opportunist ability more than once per round.


- Skill Expertise: The thief selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, the thief may take 10 even if stress and distractions would normally prevent him from doing so. The thief may gain this special ability multiple times, selecting additional skills to apply to it each time.


- Sorcerous Protection: Experienced thieves often arrange for minor magical protection or learn to create their own defences, so as to more safely plunder cursed tombs or Stygian caravans. The thief gains a +2 resistance bonus to all saving throws against spells and spell- like effects, whether the required roll is a Will, Reflex or Fortitude saving throw.


- Feat: The thief may select a bonus feat in place of a special ability, so long as he meets the usual prerequisites for the feat selected.


- Gift Giving: The thief is an expert in the art of using gifts to achieve his ends. He is able to make the presentation of gifts seem natural and sincere, whereas in the hands of others the gift would seem an obvious bribe. He makes the gift seem not so much a bribe as just a bit of help from a generous person. When the character incorporates the giving of a gift into a Charisma based skill check, he may add a +2 circumstance bonus if the gift is appropriate (and an additional +2 if the gift is valuable). Appropriateness is determined by the Games Master. However, if the check fails despite the gift, the thief’s attempt to curry favour goes very badly wrong and the recipient sees right through the manoeuvre. The recipient immediately becomes hostile and any future Charisma-based skill checks from the thief against that person are made at a –4 circumstance penalty.


- Read People: The thief’s ability to quickly read other people’s mannerisms is almost perfect. Nuances of gesture and expression, even those invisible to most, catch his attention. He can take 20 on any Sense Motive check as a free action.


- Sweep: The thief can size up an area and get the lay of the land in a single sweep of his eyes. This sweep provides a +4 circumstance bonus on Perception checks and covers an area out to 30 feet away from the thief (but not behind him). The thief can use this bonus at the start of an encounter. Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result.


- Without A Trace: When the thief uses any of the following skills: Balance, Climb, Disable Device, Escape Artist, Sleight of Hand or Stealth those using Perception or Search to detect the thief's activity tale a -4 penalty.


- Wall Scramble: A thief with this talent rolls twice when making Climb checks and takes the better of the two rolls. If she already rolls twice while making a Climb check because of another ability or effect, she gains a +2 insight bonus on both of those rolls instead. If the thief is under the effect of a spell or ability that forces her to roll two dice and take the worse result, she only needs to roll 1d20 while making Climb checks.


- Surprise Attack: During the surprise round, a thief with this ability always considers opponents flat-footed, even if they have already acted. A rogue with this ability adds 1/2 her rogue level to her sneak attack damage rolls made during the surprise round.


- Rope Master: A thief with this ability can move at her normal speed when using rope on a Climb check, can take 10 when using Acrobatics to move over narrow surfaces even when in danger or distracted, and gains a +4 bonus when determining the DC to escape bonds when she ties up a creature.


- Nimble Climber: Whenever the thief fails a Climb check by 5 or more, she can attempt a Reflex save (using the same DC as the Climb check) to catch herself and avoid falling.


- Coax Information: A thief with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her. When the duration of the attitude shift ends, that opponents’ attitude toward the rogue returns to its previous level, rather than dropping one level.


- Fast Stealth: This ability allows a thief to move at full speed using the Stealth skill without penalty.


- Light Walker: The thief can move at full speed through difficult terrain and can take 5-foot steps into difficult terrain.


- Weapon Snatcher: A thief with this talent can make a Sleight of Hand check in place of a combat maneuver check when attempting to disarm an opponent.


Poison Use: At 8th level the thief gains the Poison Use feat as a bonus feat. He need not meet the usual prerequisites for the feat.


25. Wanderer

Hit Die: D8

The wanderer treats class skills much differently than other character classes. Since he ranges so far across the world, he picks up a much wider and diverse selection of abilities than other adventurers. He chooses 12 skills as class skills. In addition to these class skills, the wanderer automatically receives Craft (Int), Profession (Wis) and all Knowledge (Int).

A character who chooses to gain a multiclass level in the wanderer class selects only 8 skills. These wanderers do not enjoy the same breadth of experience as a person who spent much of his life travelling across the world.

Skill Points at Each Level: 8 + Int modifier

Level
BAB
Fort
Ref
Will
Parry
Dodge
Special
1
+0
+0
+2
+0
+0
+0
Evasion, Tradesman
2
+1
+0
+3
+0
+1
+1
Track
3
+2
+1
+3
+1
+1
+1
Ward of the Albatross
4
+3
+1
+4
+1
+2
+2
Bonus Feat
5
+3
+1
+4
+1
+2
+2
Wanderer's Lore
6
+4
+2
+5
+2
+3
+3
Uncanny Dodge
7
+5
+2
+5
+2
+3
+3
Search Bonus
8
+6/+1
+2
+6
+2
+4
+4
Bonus Feat
9
+6/+1
+3
+6
+3
+4
+4
Never Lost
10
+7/+2
+3
+7
+3
+5
+5
Wanderer's Knowledge
11
+8/+3
+3
+7
+3
+5
+5
Skill Mastery
12
+9/+4
+4
+8
+4
+6
+6
Improved Uncanny Dodge, Bonus Feat
13
+9/+4
+4
+8
+4
+6
+9
Wanderer's Fortune
14
+10/+5
+4
+9
+4
+7
+7
Fearless
15
+11/+6/+1
+5
+9
+5
+7
+7
16
+12+/+7/+2
+5
+10
+5
+8
+8
Bonus Feat
17
+12/+7/+2
+5
+10
+5
+8
+8
True Wanderer
18
+13/+8/+3
+6
+11
+6
+9
+9
Greater Uncanny Dodge
19
+14/+9/+4
+6
+11
+6
+9
+9
Wanderer's Luck
20
+15/+10/+5
+6
+12
+6
+10
+10
Bonus Feat

CLASS FEATURES

Weapon and Armour Proficiency: A wanderer is proficient with all simple weapons.


Evasion: The wanderer's long life on th eroad has taught him when to duck for cover. When making a Reflex save to take half-damage from any source, the wanderer takes no damage on a succesful save.


Tradesman: The wanderer's gains an incredibly broad knowledge of mundane skills, such as carpentry, sailing or blacksmithing. During his travels, he takes on a wide range of jobs to earn his keep.

When the wanderer spends a skill point on a Craft or Profession skill he may spend 1 point on 2 different skills. Spending 1 point allows him to add an extra rank to two Profession, Craft or Knowledge skills.

The wanderer cannot put both points into one skill and cannot cross skill types, such as spending 1 point to increase Profession (Sailor) and Knowledge (Navigation).


Track: At 2nd level, a wanderer gains Track as a bonus feat


Ward of the Albatross: Many wanderers credit the ability to survive their many travels to good luck. Once per day, if the wanderer rolls a 1 on a D20, hey may immediately change that result into a natural 20.

Treat the roll as if it came up a 20, thus possibly causing a critical threat in combat.


Bonus Feat: At 4th, 8th, 12th, 16th and 20th levels, the wanderer gains an additional feat chosen from the General Feats list.


Wanderer Lore: The wanderer makes a Knowledge (geography) check (DC 15) once per month or whenever he travels to a new culture.

Success means he can use his knowledge of the culture he is visiting to his advantage, gaining a +2 circumstance bonus on certain skill checks. He retains these circumstance bonuses until his next Knowledge (Geography) check.

For particularly isolated or far-off cultures, the DM can raise the DC of the Knowledge (geography) check to 20 or higher.


Uncanny Dodge: From 6th level and above, the Wanderer can still use Dodge Defence when caught flat-footed or when struck by an invisible attacker.

If the Wanderer already has uncanny dodge from some other source, such as from being a 4th level pirate already, he instead gains improved uncanny dodge (see below).


Search Bonus: At 7th level, a Wanderer gains a +2 competence bonus on Search and Survival checks made to find a path, including checks for secret doors and for following tracks.


Never Lost: A wanderer of 9th level or higher automatically succeeds at any skill checks made to avoid being lost.


Wanderer's Knowledge: Wanderers range far and wide during their journeys, picking up lots of information on a wide range of subjects.

Starting at 10th level, once per day, a wanderer may make an untrained check with a Knowledge skill in which he does not yet posses any ranks.


Skill Mastery: At 11th level and higher, a wanderer can use his skills reliably even under adverse conditions. When he first qualifies for this ability, select a number of skills equal to 3 + his Intelligence modifier for mastery.

When making a check with one of these skills, the character may take 10 even if stress and distractions would normally prevent him from doing so.


Improved Uncanny Dodge: At 12th level, the wanderer can no longer be flanked, except by a character with at least four more levels in a Sneak Attack Class than he has in wanderer.

If the assassin already has improved uncanny dodge from some other source, he instead gains greater uncanny dodge.


Wanderer's Fortune: The wanderer's luck seems to provide him nearly divine protection. At 13th level a wanderer may add her Charisma bonus as a luck bonus to all her saving throw.


Fearless: A wanderer of 14th level or higher is immune to fear effects


True Wanderer: The wanderer has learned from his experiments and from his mistakes and can use that against his enemies.

He gains the ability to reroll any dice that he has just rolled, or force an opponent to reroll any attack, or opposing check made against the wanderer twice per day.

The wanderer may take what ever roll he pleases, while any opponent must take the second roll. This ability can only be used once per round and once per enemy for that encounter.


Greater Uncanny Dodge: At 18th level, a wanderer gains Great Uncanny Dodge as a bonus feat even if he does not meet the prerequisites.


Wanderer's Luck: The most experienced wanderers learn that while luck is great, preparation combined with luck is even better.

Starting at 19th level, once per week, the wanderer automatically succeed in a single saving throw. The wanderer chooses this ability before rolling any dice.