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{\*\generator Msftedit 5.41.15.1515;}\viewkind4\uc1\pard\lang1033\b\f0\fs20 Class skills for all classes:\b0  Ride, craft, profession\b\fs28\par
\fs20 Multiclass: \b0 Gains \ul\b one\ulnone  \b0 of the starting feats, \ul one\ulnone  armor proficiency and \ul one\ulnone  weapon proficiency, not all. Character doesn't get the +2 for a good save more than once.\par
\b Defense value for all characters\b0 : +1 dodge bonus to AC per 3 character levels. The maximum dex bonus of armor restricts this bonus. \par
\par
\b\par
\fs28 Acolyte\par
\b0\fs20\par
HD: 1d6 Attack roll: 3/4. Good saves: Will.\par
Skill points/lvl = 4. \par
Skills: Arcana, concentration, composure, \f1 decipher Script, \f0 diplomacy, handle animal, invert, leadership, religion, sense motive, weavesight.\par
Armor proficiency: Light, medium\par
Weapon proficiency: All simple weapons, 1 martial weapon\par
Caster level: 3/4 lvl. \par
\par
\b 1st lvl:\b0\par
Spellcaster: +1 caster lvl if the acolyte doesn't have another spellcasting class. If the acolyte gains another spellcasting class that bonus is lost (spellcasting prestige classes don't count). For example a 4th lvl acolyte is a 4th lvl caster. A 4th lvl acolyte/1st lvl magic user is also a 4th lvl caster. \par
Starting feats: Great Fortitude, Armored Arcana (light)\par
\par
\b Safe overchannel\b0 : -2 DC to overchannel (both concentration and fortitude) at 3rd lvl, -5 at 9th lvl, -7 at 14th lvl, -10 at 18th lvl.\b  \b0\par
\par
\b Bonus feats: 5th, 9th, 13th, 17th\par
\b0 Either spellcasting feats (i.e. talent, tie off etc) or brew potion, combat casting, craft magic item, craft wand, iron will or toughness.\par
\par
\b Empower self:\b0  At 6th lvl expend as a swift action 2SP to gain one of the following: \par
\pard{\pntext\f6\'B7\tab}{\*\pn\pnlvlblt\pnf6\pnindent0{\pntxtb\'B7}}\fi-720\li720 10 temporary hit points for 10 mins. \par
{\pntext\f6\'B7\tab}+2 morale bonus to all saves for 10 mins.\par
{\pntext\f6\'B7\tab}+1 morale bonus to hit/damage rolls for 10 mins.\par
\pard At 11th lvl expend 4SP to gain one of the following:\par
\pard{\pntext\f6\'B7\tab}{\*\pn\pnlvlblt\pnf6\pnindent0{\pntxtb\'B7}}\fi-720\li720 25 temporary hit points for 20 mins.\par
{\pntext\f6\'B7\tab}+3 morale bonus to all saves for 20 mins.\par
{\pntext\f6\'B7\tab}+2 morale bonus to hit/damage rolls for 20 mins.\par
\pard This is not a spell, but merely harnessing the magical potentional to bolster one's self. As such, this effect doesn't count as an active spell on the caster.\par
\par
Although acolytes can join most spellcasting traditions, orders based mostly on acolytes have fewer spells available as tradition spells. \par
\par
The acolyte has no talents besides the ability to empower himself. The ability to use magic gives them enough versatility.\par
\b\fs28\par
Fighter\b0\fs20\par
\par
HD: 1d10 Attack roll: 1. Good saves: Fortitude.\par
Skill points/lvl = 2. \par
Skills: Athletics, handle animal, intimidate, leadership, perception\par
Armor proficiency: Light, Medium, shields, tower shields\par
Weapon proficiency: all simple and martial\par
\par
\b 1st lvl:\b0\par
Weapon familiriarity: +1 hit roll with one handed or two handed weapons (chosen at 1st lvl).\par
Starting feats: Heavy armor, bonus feat\par
\par
\b Bonus feats: \b0 Every even level.\b\par
\b0 Fighting feats, including specialization.\par
\par
\b Armor compatability:\b0  At 3rd lvl, a fighter's armor is less restrictive. The maximum dex bonus allowed for the armor a fighter uses increases by 1. At 9th lvl it increases by 2 and at 18th lvl by 3. Also, at 9th lvl the armor's penalty to reflex decreases by 1.\par
\par
\b Fearless\b0 : At 2nd lvl the fighter gains a +2 to will vs fear effects and intimidate attempts. At 12th lvl the fighter may force an enemy to roll an intimidate check twice and keep the worse roll or he can reroll a fear save twice and keep the best roll. \b\par
\par
\ul Talents\ulnone :\b0  3rd lvl, 5th, 8th, 11th, 14th, 17th, 20th lvl Chosen from the list below:\par
\par
\b Bodyguard: \b0 As an immediate action (interrupt) the fighter can protect an ally adjacent to him from a melee or ranged attack, getting in the harm's way and becoming the target of the attack instead. The fighter must be aware of the attack to use this talent.\par
\par
\b Formation fighting\b0 : If the fighter is adjacent to at least one ally, enemies can't flank the fighter, and the fighter gains a +1 circumstance bonus to reflex for each adjacent ally.\b\par
\par
Quick Reaction:\b0  The fighter gains a +2 bonus to initiative and uncanny dodge.\par
\b\par
Pounce\b0 : The fighter can charge and still make a full attack. Only the first attack gains the +2 to attack rolls.\par
\par
\b Crippling assault\b0 : \par
Prerequisite: weapon specialization with the weapon. \par
If the fighter deals damage with a melee or ranged attack against an enemy of the humanoid, monstrous humanoid, animal, or giant type and size large or smaller, that enemy takes a -10' penalty to speed (or -5' if small or heavily armored) until the beginning of the fighter's next turn.\par
\par
\b Increased critical range: \par
\b0 Prerequisite: weapon specialization with the weapon. \par
Critical range increase by 1. I.e 19-20 becomes 18-20. In case of possession of the improved critical feat, the gain is still just 1. I.e. Critical range of 19-20 becomes 17-20 with improved critical and then 16-20 with this talent.\par
\par
\b Anticipating attacks:\par
\b0 Prerequisite: Wisdom 13+, 5th lvl\par
When the fighter has a weapon drawn and ready, he gains his wisdom modifier as a parry bonus to AC against attacks from a single target within 30'. The fighter can designate a different target from round to round.\par
\b\par
Indomitable: \par
\b0 Prerequisite: 5th lvl. \b\par
\b0 The fighter can push himself to endure and shrug off physical punishment. 1/day when bloodied he can spend a swift action to gain temporary hit points equal to his constitution score, for 1 minute.\b\par
\b0\par
\b Superior threat:\par
\b0 Prerequisite: 5th lvl\par
When the fighter opts to take a penalty to attack rolls in order to use one or more feats, the penalty is reduced by 1. For example if the fighter uses combat expertise to take a +2 to AC, he suffers only from a -1 penalty to attack rolls. If the fighter decides to use both combat expertise and power attack, he would get a -3 penalty to attack roll instead of a total -4. At 11th lvl if the figther has this talent, the penalty for using 2 or more feats is reduced by 1 more. I.e. using power attack would give a -1 to hit roll for +3 damage, but using both power attack and combat expertise would give a -2 to hit rolls for +2 AC and +3 damage.\par
\par
\b Relentless attacker:\b0  \par
Prerequisite: Intelligence 13+, 5th lvl\par
After studying a foe fight or fighting a foe for a round, the fighter adds his intelligence modifier to damage against this foe. If the fighter breaks off the fight with this enemy he has to spend another round studying this foe. \par
\par
\b Hold the line:\b0\par
Prerequisite: combat reflexes, 5th lvl\par
Up to 1/round as an immediate interrupt the character can make an attack of oppurtunity against an enemy that entered his threatened space.\par
\par
\b Counterstrike:\b0\par
Prerequisite: combat reflexes, parry, 5th lvl\par
If an enemy rolls a natural 1 with a melee attack against the fighter, the fighter can make an attack of opportunity against that enemy. If the fighter has the greater parry feat, even a natural 2 provokes an attack of opportunity.\par
\par
\b Followup strike: \par
\b0 Prerequisite: 8th lvl. \b\par
\b0 If the fighter deals maximum damage against an opponent with an attack, he gains a +4 to his next damage roll against this opponent (until the end of his next turn). This talent is usually chosen by fighters that fight with sword and dagger.\par
\par
\b Superior weapon training:\b0\par
Prerequisite: 11th lvl, weapon specialization\par
The fighter gains the Greater weapon focus and Greater weapon specialization.\par
\par
\par
\par
\b\fs28 Magic User\par
\b0\fs20\par
HD: 1d4 Attack roll: 1/2. Good saves: Will.\par
Skill points/lvl = 2. \par
Skills: Arcana, concentration, composure, invert, religion, weavesight, +2 knowledges, \f1 Decipher Script\f0 .\par
Armor proficiency: None\par
Weapon proficiency: Staff, club, dagger\par
Caster level: 1/lvl. \par
\par
\b 1st level:\b0\par
\b Starting feats\b0 : 1 bonus feat\par
\par
\b Bonus feats:\b0  \b 5th, 10th, 15th, 20th\par
\b0 Either spellcasting feats (i.e. talent, tie off etc) or brew potion, combat casting, craft magic item or craft wand.\par
\par
The mage has no talents. The ability to use magic gives them enough versatility.\par
\lang1032\f2\par
\par
\lang1033\b\f0\fs28 Noble\par
\par
\b0\fs20 HD: 1d8 Attack roll: 3/4. Good saves: Fortitude and will.\par
Skill points/lvl = 6. \par
\f1 Skills: Appraise,\lang1032\f3  Bluff, Diplomacy, Disguise, Forgery, Gather Information, Handle Animal, Intimidate,\lang1033\f1  2\lang1032\f3  Knowledge\lang1033\f1  skills\lang1032\f3 , Perform, Sense Motive, Speak Languag\lang1033\f1 e, leadership, tactics, 1 skill chosen at creation. \f0\par
Armor proficiency: Light, Medium, shields\par
Weapon proficiency: all simple and martial weapons\par
\par
\b 1st level:\b0\par
\b Starting feats\b0 : Heavy armor, wealth\par
\par
\b Inspire courage:\b0\par
Once per day for every noble level, the noble can inspire courage to his allies and himself. The noble has to take a standard action to inspire courage, waving a banner, ordering a charge or bringing a long speech to a thundering climax etc.\par
An ally must be able to listen clearly to the noble to be affected. The duration of this effect is 5 rounds. Each affected ally and the noble gain a +1 morale bonus to attack and damage rolls and a +1 morale bonus vs fear and mind affecting spells. \par
At 8th lvl this bonus increases to +2, at 14th lvl the bonus increases to +3 and at 20th lvl the bonus is +4.\par
The noble can affect as many allies as his leadership ranks + charisma modifier at 1st lvl. I.e. a noble with 6 ranks of leadership and 16 charisma can affect 9 allies. Twice as many allies at 5th lvl, x3 at 10th lvl, x5 at 15th lvl and x8 at 20th lvl. The allies closer to the noble are affected first.\par
\par
\b Cover:\par
\b0 The noble gains a +1 cover bonus to AC and to reflex saves if he has one or more combatant and loyal allies adjacent to him. At 5th lvl that increases to +2 bonus (at least 2 allies needed) and to +3 at 12th lvl (at least 3 allies needed). The noble must be aware of the attack and able to react (i.e not tied, sleeping, paralyzed, etc).\par
\par
\b Bonus feats:\b0  2nd, 5th, 9th, 13th, 17th and 20th lvl.\par
Deceitful, diligent, exotic weapon proficiency, leadership, mounted combat, mounter archery, negotiator, ride by attack, spirited charge, tactician, trample, weapon finesse, weapon focus.\par
 \par
\ul\b Talents\ulnone : \b0 3rd, 5th, 8th, 11th, 14th, 17th, 20th\par
\par
\b Confuse enemies:\par
\b0 Prerequisites: 4 ranks of bluff\par
The noble can use trickery and lies to confuse, disorient and plant doubt on enemies. As a standard action the noble can make a bluff check vs the will saves of up to 5 targets within 60' that can see and hear him. Every enemy that loses the save takes a -2 penalty to attack rolls until the end of the noble's next turn. Each subsequent use of this talent vs the same group of enemies has a -2 penalty to the noble's bluff check.\b\par
\par
Demand surrender:\par
\b0 Prerequisites: 4 ranks of intimidate\par
As a standard action the noble can demand surrender from a single bloodied creature. The noble makes an intimidate check vs the creature's will. If the noble succeeds, the target surrenders, drops weapons and doesn't take hostile actions. If the creature is attacked by the allies of the noble, battle continues.\par
Situational modifiers may influence the rolls. Against a target that expects to be left alive, surrounded by the noble's allies the noble may have a +5 bonus (or more) while against a creature surrounded by it's own comrades fighting a winning battle against the noble's party may have a +5 (or more) to it's will save. \par
The creature has to be able to hear and understand the noble for this talent to work. \par
\par
\b Direct attack:\b0\par
As a standard action the noble can direct an ally within 30' of him that can see and hear him to make an attack of opportunity with a +2 competence bonus to hit roll. In effect the noble gives up his standard action for an ally to strike.\par
\par
\b Educated:\par
\b0 Prerequisites: intelligence 13+\b\par
\b0 The noble may use any knowledge skill untrained.\par
\par
\b Encourage ally: \b0 Once per encounter as a standard action, the noble can bolster with rhetorics a wounded ally. The ally must be bloodied, within 30' of the noble and able to listen to him. The ally gains 10 temporary hit points or 1/4th of his maximum hit points (whichever is less) for 1 minute. At 8th lvl the noble grants 15 temporary hit points, at 12th lvl 20 temporary hit points, at 16th lvl 30 temporary hit points and at 20th lvl 40 temporary hit points.\par
\par
\b Inspiring: \b0 The noble can inspire courage to twice as many allies. At 5th lvl he can inspire x3 allies etc.\b\par
\par
Skilled negotiator:\b0\par
Once per day the noble can choose to reroll one diplomacy, bluff or intimidate check but he must keep the second roll. Also the noble can choose to reroll a sense motive check or will save to resist bluff, intimidate or diplomacy checks but he must keep the second roll. The noble needs half the time required to change the attitude of an NPC.\b\par
\par
Command assault:\par
\b0 Prerequisites: 5th lvl\par
As a standard action the noble may make a tactics check to direct his allies to effectively attack a single target within 30' of the noble. The noble makes a tactics check vs the target's will save +5. If the noble succeeds all allies within 30' of the noble that can hear him gain a +2 circumstance bonus to damage rolls against the target until the end of the noble's next turn.\par
\par
\b Disrupt enemy tactics: \par
\b0 Prerequisites: 5th lvl\par
The noble can disrupt enemy plans to deny advantages of magic or tactics. He can use a standard action to make a tactics check vs tactics check of the enemy leader to negate morale and circumstance bonuses to attack rolls and AC. The noble affects a number of enemies equal to his level until the end of his next turn. To defeat bonuses given by magic, the noble's tactics must beat DC 15+caster lvl of the caster that granted the bonuses. If the noble has the inspiring talent, he can affect twice as many enemies.\par
\par
\b Field commander:\par
\b0 Prerequisites: 5th lvl, tactician, 6 ranks of tactics\par
The noble uses cunning, orthodox and unorthodox tactics to make any force under his command more effective on the field of battle. Any force under direct command of the noble is considered +20% larger for mass combat. I.e. 1000 soldiers under the noble would count as 1200 to determine victory on the field.\par
\par
\b Rally:\b0  \par
Prerequisites: 5th lvl\par
Once per day the noble can use a swift action to give a +2 dodge bonus to AC and +2 morale bonus to saves to all bloodied allies within 30' of the noble that can hear him. The effect lasts for 5 rounds.\b\par
\par
Unbalance foe:\b0\par
Prerequisites: 5th lvl\par
When the noble hits an enemy with a melee attack he can decide to deal 5 damage less (up to 0 damage) but the enemy suffers a -2 penalty to all attack rolls vs the noble, until the end of the noble's next turn.\par
\par
\b Inspire greatness\b0 :\par
Prerequisites: 8th lvl\par
The noble can inspire greatness to himself or another ally within 30' that can see and hear him clearly. The noble has to take a standard action like using inspire greatness for the effect to take place. The duration of this effect is 1 minute.\par
A creature inspired to greatness gains 20 temporary hit points, +2 morale bonus to attack and damage rolls, and a +2 to morale bonus to saves. These bonuses increase according the inspire courage bonuses. At 12th lvl the noble can affect 2 creatures, at 15th 3 creatures and at 18th 4 creatures.\b\par
\par
Redirect attack\par
\b0 Prerequisites: 5th lvl\par
After a ranged attack targets a noble engaged in melee, he can make a tactics check vs a will save +5 of his enemy as an immediate interrupt. If he succeeds, the ranged attack targets the enemy. If he fails, has a -4 penalty to AC against the ranged attack that targets him.\b\par
\par
Leader:\b0\par
Prerequisites: 8th lvl\par
The noble's leadership score that determines followers and cohort level increases by +3. Also the noble can attract twice as many followers.\par
\par
\b Master negotiator:\par
\b0 Prerequisites: 8th lvl, skilled negotiator, 6 ranks in two of bluff, diplomacy, intimidate.\par
Twice per day (but up to once per roll) the noble can choose to reroll one diplomacy, bluff or intimidate check and he must keep the best roll. Also the noble can choose to reroll two sense motive checks or will saves to resist bluff, intimidate or diplomacy checks and he can keep the best roll. \par
The noble needs half the time required to change the attitude of an NPC and gains a +4 competence bonus to all rolls to change the attitude of NPCs.\par
\par
\b Command mass assault:\par
\b0 Prerequisites: 11th lvl\par
As a standard action the noble may make a tactics check to direct his allies to effectively attack a number of targets equal to half the noble's level within 60' of the noble. The noble makes a tactics check vs the targets' will save +10. All allies within 60' of the noble that can hear him gain a +2 circumstance bonus to damage rolls against all the successful targets of the noble until the end of the noble's next turn.\par
\par
\b Slippery mind:\par
\b0 Prerequisites: 11th lvl\par
The noble can roll two saves vs a mind affecting effect that would control or compel him and keep the best result.\par
\par
\b\fs28 Ranger\par
\par
\b0\fs20 HD: 1d8 Attack roll: 1. Good saves: Reflex and Fortitude.\par
Skill points/lvl = 6. \par
Skills: Athletics, dungeoneering, geography, handle animal, heal, stealth, intimidate, nature, perception, survival.\par
Armor proficiency: Light\par
Weapon proficiency: all simple and martial\par
\par
\b 1st level:\b0\par
\b Starting feats\b0 : Track, bonus feat\par
\b\par
Precision strike:\b0  As a swift action once per round, the ranger can designate the enemy nearest to him (and no more than 30' away) as a marked enemy until the start of the ranger's next turn. \par
The first of the ranger's attacks to hit the marked enemy deals extra 1d6 damage. This damage increased to 1d10 at 7th lvl, 2d6 at 13th lvl and 2d8 at 20th lvl. \par
\par
\b Scout the prey: \b0\par
If the ranger studies a group of enemies for at least 3 rounds undetected he can roll an intelligence check with DC = 10+1/2 number of enemies. \par
If the ranger fails, he can reposition (risking detection) and try again. \par
If the ranger passes the intelligence check, and he manages to convey the information to his allies within a minute (and the information doesn't change, i.e. the enemies don't leave or change the terrain) the party has a +1 circumstance bonus to attack rolls for the first 3 rounds of combat. \par
At 7th lvl the bonus increases to +2. At 12th lvl if the ranger scouts the enemy for 6 rounds from 2 different positions undetected, then the duration of the bonus increases to 5 rounds.\par
\par
\b Combat style:\b0  \par
Archery: 2nd lvl: rapid shot, 6th lvl: manyshot, 11th lvl: improve precise shot. Also the range of the precision strike increases by 10' at 2nd lvl, 6th and 11th lvl.\par
Two weapon fighting: 2nd lvl: Two weapon fighting, 6th lvl: improved two weapon fighting, 11th lvl: greater two weapon fighting\par
\par
\b Wild empathy:\b0  At 2nd lvl the ranger may use wild empathy.\par
\par
\b Bonus feats: \b0 3rd, 8th, 13th, 18th\par
Alertness, blind fighting, dodge, endurance, favorite enemy, improved initiative, mobility, point blank shot, quick draw, run, stealthy, two weapon defense\par
\par
\b Favorite terrain:\b0  At 3rd lvl the ranger picks a favorite terrain from the following: Coastal, desert, forest, swamp, plains, mountains, underground. The ranger has a +2 bonus to stealth checks, perception checks and survival checks in this terrain. At 8th lvl these bonuses increase to +4.\par
At 10th lvl the ranger can choose a second favorite terrain.\par
\par
\b Woodland stride: \b0 Starting at 5th lvl the ranger may ingore natural difficult terrain of his favorite terrain type. \par
\par
\b Swift tracker:\b0  At 7th lvl the ranger can move his normal speed while following tracks without taking the normal -5 penalty.\par
\lang1032\f2\par
\lang1033\ul\b\f0 Talents\ulnone :\b0  At 4th, 8th, 12th, 15th, 18th, 20th lvl\par
Chosen from the list below:\par
\par
\b Animal companion:\b0  The animal companion is treated like a magical beast.\line At 4th lvl: Badger, dog, eagle, horse, wolf. \par
At 7th lvl: Ape, black bear, boar, leopard, wolverine.\par
At 10th lvl: Brown bear, lion, tiger\par
\par
\pard\nowidctlpar\lang1032\b\f4\par
\trowd\trgaph108\trleft-108\trbrdrl\brdrs\brdrw10 \trpaddl108\trpaddr108\trpaddfl3\trpaddfr3
\clbrdrb\brdrw10\brdrs \cellx1081\clbrdrb\brdrw10\brdrs \cellx2181\clbrdrb\brdrw10\brdrs \cellx4125\clbrdrb\brdrw10\brdrs \cellx5419\clbrdrb\brdrw10\brdrs \cellx6775\clbrdrb\brdrw10\brdrs \cellx8430\pard\intbl\nowidctlpar Class Level \cell Bonus HD \cell Natural Armor Adj. \cell Str/Dex Adj.\cell Bonus Tricks \cell Special\cell\row\trowd\trgaph108\trleft-108\trbrdrl\brdrs\brdrw10 \trpaddl108\trpaddr108\trpaddfl3\trpaddfr3
\clbrdrt\brdrw10\brdrs\clbrdrr\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx1081\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx2181\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx4125\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx5419\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx6775\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx8430\pard\intbl\nowidctlpar\lang1033\b0\f5 4th-5th\lang1032\f4  \cell\pard\intbl\nowidctlpar\qc +0\cell +0\cell +0\cell 1\cell\pard\intbl\nowidctlpar Link\cell\row\trowd\trgaph108\trleft-108\trbrdrl\brdrs\brdrw10 \trpaddl108\trpaddr108\trpaddfl3\trpaddfr3
\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx1081\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx2181\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx4125\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx5419\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx6775\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx8430\pard\intbl\nowidctlpar\lang1033\f5 6th\lang1032\f4\endash\lang1033\f5 8\lang1032\f4 th \cell\pard\intbl\nowidctlpar\qc +2\cell +2\cell +1\cell 2\cell\pard\intbl\nowidctlpar\lang1033\f5 Damage increase\lang1032\f4\cell\row\trowd\trgaph108\trleft-108\trbrdrl\brdrs\brdrw10 \trpaddl108\trpaddr108\trpaddfl3\trpaddfr3
\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx1081\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx2181\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx4125\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx5419\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx6775\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx8430\pard\intbl\nowidctlpar\lang1033\f5 9\lang1032\f4 th\endash\lang1033\f5 11\lang1032\f4 th \cell\pard\intbl\nowidctlpar\qc +4\cell +4\cell +2\cell 3\cell\pard\intbl\nowidctlpar Devotion\cell\row\trowd\trgaph108\trleft-108\trbrdrl\brdrs\brdrw10 \trpaddl108\trpaddr108\trpaddfl3\trpaddfr3
\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx1081\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx2181\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx4125\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx5419\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx6775\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx8430\pard\intbl\nowidctlpar\lang1033\f5 12\lang1032\f4 th\endash 1\lang1033\f5 4\lang1032\f4 th \cell\pard\intbl\nowidctlpar\qc +6\cell +6\cell +3\cell 4\cell\pard\intbl\nowidctlpar\lang1033\f5 Damage increase\lang1032\f4\cell\row\trowd\trgaph108\trleft-108\trbrdrl\brdrs\brdrw10 \trpaddl108\trpaddr108\trpaddfl3\trpaddfr3
\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx1081\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx2181\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx4125\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx5419\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx6775\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx8430\pard\intbl\nowidctlpar 1\lang1033\f5 5\lang1032\f4 th\endash 1\lang1033\f5 7\lang1032\f4 th \cell\pard\intbl\nowidctlpar\qc +8\cell +8\cell +4\cell 5\cell\pard\intbl\nowidctlpar\cell\row\trowd\trgaph108\trleft-108\trbrdrl\brdrs\brdrw10 \trpaddl108\trpaddr108\trpaddfl3\trpaddfr3
\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx1081\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx2181\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx4125\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx5419\clvertalb\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx6775\clbrdrt\brdrw10\brdrs\clbrdrb\brdrw10\brdrs \cellx8430\pard\intbl\nowidctlpar 1\lang1033\f5 8\lang1032\f4 th\endash\lang1033\f5 20\lang1032\f4 th \cell\pard\intbl\nowidctlpar\qc +10\cell +10\cell +5\cell 6\cell\pard\intbl\nowidctlpar\lang1033\f5 Damage increase\lang1032\f4\cell\row\pard\lang1033\f0 Link: Handle the animal as a free action, push it as move action, +4 to handle animal checks.\par
Damage increase: +2 damage.\par
Devotion: +4 will saves.\par
\par
\b Fast movement:\b0\par
The ranger's base speed increased by 10'. \par
\par
\b Improved precise strike:\b0\par
The damage done by the use of the ranger's precise strike ability increased by 1 die category. I.e. A 4th lvl ranger deals 1d8 extra damage. \par
\par
\b Lethal accuracy:\b0\par
Prerequisite: dex 15+, weapon focus with the ranged weapon used.\par
The ranger can apply his dexterity bonus to damage rolls instead of his strength check with a ranged weapon.\par
\par
\b Hunter's sense: \b0 Uncanny dodge and the ranger gets a +2 to initiative.\b  \b0\par
\par
\b Evasion:\par
\b0 Prerequisite: 8th lvl, dex 15+\par
While wearing light armor or no armor, the ranger takes no damage from an attack that deals half damage on a succesful reflex save. *\lang1032\f2\par
\par
\lang1033\b\f0 Improved Hunter's sense:\par
\b0 Prerequisite: 8th lvl, hunter's sense \par
Improved uncanny dodge and the ranger gets a +4 to perception checks to avoid being surprised. \par
\par
\b Snipe:\b0\par
Prerequisite: 8th lvl\par
Up to once per round, when the ranger makes a melee or ranged attack against an enemy that hasn't spotted the ranger (and is within 30'), the ranger deals extra 2d6 points of damage.\par
\par
\b Stealthy movement:\b0\par
Prerequisite: 8th lvl\par
When operating in his favorite terrain, the ranger may reroll a stealth check 1/round but must keep the second result. The ranger doesn't get the -5 penalty to his stealth check when moving his speed on natural terrain. \par
\par
\b Roll with the blow:\b0\par
Prerequisite: 12th lvl\par
Up to once per round, if the ranger is hit by a melee attack that deals more than 12 damage, he can choose to roll away as an immediate reaction, moving back 5 feet without provoking attacks of opportunity. That breaks the attack sequence of the attacker unless the attacker has reach.\par
\par
\b Retaliate:\b0\par
Prerequisite: 12th lvl\par
Up to once per round, if the ranger is hit by a melee attack he can choose to make a single melee attack against the enemy with a -5 penalty to the attack roll.\par
\par
\b Confusing strike:\b0\par
Prerequisite: 15th lvl\par
Up to once per round, if the ranger makes an attack against an enemy (must be within 30') that hasn't spotted the ranger and this enemy is marked with the ranger's precision strike the target is dazed until the end of the ranger's next turn if the damage dealt is greater than the target's will defense.\par
\lang1032\f2\par
\par
\par
\lang1033\b\f0\fs28 Rogue\par
\par
\b0\fs20 HD: 1d6 Attack roll: 3/4. Good saves: Reflex.\par
Skill points/lvl = 8. \par
Skills: A\f1 ppraise, Acrobatics, Athletics, Bluff, Decipher Script, Diplomacy, Thievery, Disguise, Forgery, Gather Information, Stealth, Intimidate, Knowledge (local), Perception, Perform, Sense Motive, Use Magic Device. \f0\par
Armor proficiency: Light\par
Weapon proficiency: all simple plus hand crossbow, short sword, rapier and short bow.\par
\par
\b 1st level:\b0\par
\b Starting feats\b0 : Trap finding, bonus feat\par
\par
\b Sneak attack:\b0  1d6 at 1st lvl +1d6 every 2 lvls\par
\par
\b Bonus feats: \b0 2nd, 6th, 10th, 14th, 20th.\par
Alertness, dextrous strike, dodge, improved initiative, mobility, quick draw, run, stealthy, trap sense, weapon finesse.\par
\par
\b Evasion: \b0 At 2nd lvl the rogue gains evasion if he wears light or no armor.\b\par
\lang1032\b0\f2\par
\lang1033\b\f0 Uncanny dodge:\b0  4th lvl. Improved uncanny dodge at 8th lvl.\par
\par
\b Talents: \b0 3rd, 6th, 10th, 12th, 15th, 18th, 20th\par
\par
\b Attack from the shadows:\b0  When the rogue attacks a target from concealment he deals +2 damage, when the rogue attacks from total concealment he deals +5 damage.\par
\par
\b Lethal accuracy:\b0\par
Prerequisite: dex 15+, weapon focus with the ranged weapon used.\par
The rogue can apply his dexterity bonus to damage rolls instead of his strength check with a ranged weapon.\par
\b\par
Lucky:\b0  Once per day the rogue may choose to reroll one d20 roll but must keep the second roll even if it's worse.\par
\par
\b Poison use\b0 : The rogue isn't under risk to poison himself when using poison, gets a +2 resistance bonus to fortitude saves vs poisons and a +2 bonus to checks to create poisons.\b\par
\par
Practiced thief:\b0  Once per day, the rogue can choose to reroll one thievery or disable device check with a +2 bonus but must keep the second roll.\b\par
\par
Crippling strike:\b0  \line Prerequisites: 6th lvl\par
An opponent damaged by the rogue's sneak attack also takes 2 strength damage.\par
\par
\b Dart away:\par
\b0 Prerequisites: 6th lvl\par
If the rogue makes a successful melee attack against an enemy adjacent to at least another ally, the rogue can move 5' away from the enemy (ending in a square not adjacent to the enemy) without provoking attacks of opportunity.\par
\par
\b Stealthy movement:\b0\par
Prerequisites: 6th lvl\par
The rogue doesn't get the -5 penalty to his stealth check while moving. Also the penalty to stealth for snipping is just -10 for the rogue.\par
\par
\b Skilled negotiator:\b0\par
Prerequisites: 6th lvl\par
Once per day the rogue can choose to reroll one diplomacy, bluff or intimidate check but he must keep the second roll. Also the rogue can choose to reroll a sense motive check or will save to resist bluff, intimidate or diplomacy checks but he must keep the second roll. The rogue needs half the time required to change the attitude of an NPC.\par
\par
\b Blinding strike:\par
\b0 Prerequisites: 6th lvl\par
If the rogue makes a successful attack against an enemy denied his dexterity bonus to AC, the rogue gains concealment against that enemy until the end of the rogue's next turn.\par
\par
\b Assassin:\b0\par
Prerequisites: 10th lvl\par
\lang1032\f3 If \lang1033\f1 the\lang1032\f3  studies his victim for 3 rounds and then makes a sneak attack with a melee weapon, the sneak attack has the additional effect of\lang1033\f1  possibly\lang1032\f3  killing the target. While studying the victim, the \lang1033\f1 rogue\lang1032\f3  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 \lang1033\f1 with \lang1032\f3 DC 10 + \lang1033\f1 1/2 rogue's lvl\lang1032\f3  + Int modifier against the kill effect, \lang1033\f1 he\lang1032\f3  dies.\lang1033\f1  \lang1032\f3 Once the \lang1033\f1 rogue\lang1032\f3  has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.\lang1033\f0\par
\par
\b Improved evasion:\par
\b0 Prerequisites: Dex 15+, 10th lvl\par
\par
\b Defensive roll:\b0\par
Prerequisites: 10th lvl\par
Up to once per round, if the rogue is hit by a melee attack that would reduce him to less than 0 hp, he can attempt a reflex save (DC=damage) to reduce damage by half (evasion doesn't count in this attack). The rogue must be aware of the attack. If the rogue carries more than light load, wears medium or heavy armor or is denied his dex bonus to AC, he can't use this ability.\par
\par
\b Opportunist:\par
\b0 Prerequisites: 10th lvl\par
Up to once per round the rogue can make an attack of opportunity as an immediate action against an opponent who has just been hit by a melee attack. Even if the rogue has combat reflexes he can't use this ability more than once per round.\par
\par
\b Supprise strike:\par
\b0 Prerequisites: 10th lvl\par
During the first round of combat, if the rogue attacks an enemy that hasn't acted yet, he can make an extra attack against that enemy.\par
\par
\b Slippery mind:\par
\b0 Prerequisites: 10th lvl\par
The rogue can roll two saves vs a mind affecting effect that would control or compel him and keep the best result.\par
\par
\b Hide in plain sight:\b0\par
Prerequisites: 15th lvl\par
The rogue can use the stealth skill (with a -10 penalty) to hide even while observed as long as he have partial cover or concealment.\par
\par
\par
\par
\b\fs28 Prestige classes:\b0\fs20\par
The prestige classes offer speciality and power but not the versatility of the common classes. The talents are mostly specific, or drawn from a narrow list, although they are gained more often. Some of the prestige classes offer similar powers to the talents of some classes. \par
Generic (i.e. non campaign specific) prestige classes are presented below.\par
\par
Like multiclassing in normal classes, the character gets the +2 for good saves only once, so if his or her class(es) provided the +2 bonus before hand, the character doesn't gain it again.\par
\par
\b\fs28 Army Commander\par
\par
\b0\fs20 HD: 1d8 Attack roll: 3/4. Good saves: Fortitude and will.\par
Skill points/lvl = 4. \par
\f1 Skills: Appraise,\lang1032\f3  Bluff, Diplomacy, Forgery, Handle Animal,\lang1033\f1  History,\lang1032\f3  Intimidate,\lang1033\f1  Perception\lang1032\f3 , Sense Motive,\lang1033\f1  leadership, tactics.\par
This prestige class has 5 lvls.\par
\par
\par
\b prerequisites:\b0  \par
Hit roll: +4\par
Skills: leadership 6 ranks, tactics 6 ranks\par
Feats: tactician\par
Special: Must have commanded a unit in a significant and against the odds battle before.\par
\par
\b Practiced commander:\b0  At 1st lvl the army commander takes a +1 competence bonus to tactics and leadership checks for planning a battle commanding his troops in a battle. At 3rd lvl the bonus increases to +2 and 5th lvl it increases to +3. \par
\par
\b Cover:\b0  Levels of the Army commander prestige class are added to the levels of the noble class to determine the effectiveness of this power. A character without noble levels gains the cover power from the noble class.\par
\par
\b Inspire courage:\b0  Levels of the army commander prestige class are added to levels of noble class to determine effectiveness of this feature. A character without noble levels gains the inspire courage power from the noble class.\par
\par
\b\f0 Against the odds:\b0  At 1st lvl the army commander's tactical knowledge and cunning increase the efficiency of any troops under his command. This ability works like the "Field commander" talent of the noble but it adds +15% +5% / lvl of the army commander to the size effectiveness of the unit. Thus an army of 1000 soldiers under command of a 3rd lvl army commander are considered 1300 soldiers for mass combat. This ability stacks with the increase provided by the "field commander" talent. So a 3rd lvl army commander with a the "field commander" talent enjoys a +50% to the strength of any force he commands in battle.\par
\par
\b Inspiring: \b0 At 2nd lvl the army commander gains the inspiring talent of the noble class. If he already has the talent, the multiplier increases by one.\par
\par
\b Iron will:\b0  At 2nd lvl the army commander gains the iron will feat for free and a +2 competence bonus to sense motive checks and forgery checks to discern forged documents.\par
\par
\b Rally:\b0  At 4th lvl the army commander gains the rally talent of the noble class. If the character already has the talent, he gains a second use of that power in the same day.\par
\par
\b Last ditch:\b0  At 5th lvl the army commander gains the ability to push his soldiers to greatness. 1/day the army commander may use a standard action (similar to inspire courage action) on a group of loyal allies. A number of allies equal to the number he can inspire that can see and listen to the army commander gain temporary hit points equal to 1/2 their maximum hit points (or 25, whichever is less) and the effects of inspire courage for 1 minute. \par
\par
\par
\b\fs28 Blade master\b0\fs20\par
\par
HD: 1d12 Attack roll: 1. Good saves: Fortitude.\par
Skill points/lvl = 2. \par
Skills: Athletics, handle animal, intimidate, leadership, perception, survival.\par
\f1 This prestige class has 5 lvls.\par
\par
\b prerequisites:\b0  \par
Hit roll: +7\par
Skills: intimidate 6 ranks, composure 3 ranks\par
Feats: weapon focus (sword), weapon specialization (sword), combat expertise\par
\par
The powers of the blade master work only with his chosen weapon type.\par
\par
\b\f0 Awareness:\b0  A blade master gains a +1 competence bonus to AC at 1st lvl as long as he's aware of an attack. If the Blade master would be denied dexterity bonus to AC, he would be denied this bonus too. This bonus increases to +2 at 5th lvl.\b\f1\par
\par
Improved Critical:\b0  At 1st lvl the Blade master gains the improved critical feat with his chosen sword.\par
\b\f0\par
\f1 Fearless and armor compatability\f0 : \b0 Levels of the blade master prestige class stack with levels of the fighter class for this fighter feature. Also, at 2nd lvl the bonus against fear increases to +4 and at 5th lvl becomes immune to fear and intimidation attempts.\f1\par
\par
\b\f0 Hold the line:\b0  At 1st lvl the Blade master gains this talent from the fighter class.\par
\par
\b Fluid reactions:\b0  At 2nd lvl the Blade master gains a +2 bonus to initative checks if he's not surprised in combat.\par
\par
\b Sure hand:\b0  At 3rd lvl the blade master gains a +2 bonus to confirm critical hits. At 5th lvl this bonus increases to +4. In case the character has the confirm critical feat, he gains half the effects of this power.\lang1032\f2\par
\lang1033\b\f0\par
Superior weapon training: \b0 At 3rd lvl the blade master gains this talent from the fighter class.\par
\par
\b Bonus feat:\b0  At 4th lvl, the blade master gains a feat from the following list: alertness, confirm critical, improved initiative, parry, improved parry, greater parry, power attack, cleave, great cleave, toughness.\par
\par
\b Superior threat:\b0  At 5th lvl the Blade master gains this fighter talent (and levels in this prestige are added with fighter levels for this talent so a 7th lvl fighter/5th lvl blademaster would be considered 12th lvl and would enjoy the greater benefit).\par
\par
\par
\b\fs28 Battle mage:\par
\par
\b0\fs20 HD: 1d6 Attack roll: 1/2. Good saves: will.\par
Skill points/lvl = 2. \par
Skills: Arcana, concentration, composure, intimidate, leadership, weavesight, sense motive, tacticts.\f1\par
Caster lvl: 1\par
This prestige class has 5 lvls.\par
\par
\par
\b prerequisites:\b0  \par
Caster level: 5th\par
Skills: Weavesight 6 ranks, composure 4 ranks, concentration 8 ranks\par
Feats: Combat casting, multiweave, tie-off.\par
Spells: Must know at least 2 combat spells for each spell lvl 1 to 3 (to a total of 6). Tradition requirements may vary but these are the minimum.\par
Special: Must have the potentional to become at least 7th lvl caster.\par
\b\par
Spell focus:\b0  At 1st lvl, 3rd lvl and 5th lvl the battle mage gains this feat with one category of spells he can cast.\par
\par
\b Focused mind: \b0 At 2nd lvl\b  \b0 The battle mages gains a +2 bonus to concentration checks.\par
\par
\b Multiweave: \b0 At 3rd lvl the battle mage gains this feat.\par
\par
\b Talented  learner:\b0  At 4th lvl the battle mage gains a +2 bonus to intelligence checks in order to learn spells (doesn't stack with the talent feat) and a +2 bonus to weavesight checks in order to identify battle spells or learn battle spells.\par
\par
\b Powerful caster:\b0  At 5th lvl the first spell point the battle mage spends to augment a battle spell doesn't contribute to increase spell level. For example if the battle mage spends 4 SP to augment a battle spell, this spell is considered just one spell level higher than the basic spell.\par
\par
\par
\b\f0\fs28 Sworn guard:\par
\par
\b0\fs20 HD: 1d10 Attack roll: 1. Good saves: Fortitude and will.\par
Skill points/lvl = 4. \par
Skills: Athletics, composure, handle animal, intimidate, perception, survival, sense motive, knowledge (nobility).\par
\f1 This prestige class has 5 lvls.\par
\par
\b prerequisites:\b0  \par
Hit roll: +5\par
Skills: Sense motive 4 ranks, perception 4 ranks\par
Feats: Alertness, improved initiative, weapon focus with melee weapon\par
Talents: Bodyguard\par
Alignment: Must not be chaotic\par
Special: Must have sworn to protect a powerful individual with his life\f0\par
\f1\par
\b Oath:\b0  The oath of the sworn guard to protect the individual is powerful and a source of strength for the sworn guard. When fighting to protect his charge, the sword guard gains a +1 morale bonus to attack rolls and a +1 competence bonus to AC. This bonus increases to +2 at 3rd lvl and +3 at 5th lvl.\par
If the person the guard is sworn to protect dies, the sworn guard loses all class benefits (except feats learned) until he swears fealty to another person.\par
\par
\b Fearless and armor compatability:\b0  Levels in this prestige class are added to fighter levels for the purpose of determine the effectiveness of the abilities.\par
\par
\b Awareness:\b0  The sworn guard can't be surprised when protecting the person he has sworn to protect. He always begins combat in the surprise round. For example if the sworn guard is near his charge when an invisible assassin is about to strike, the sworn guard rolls initiative and may enter the combat \i before\i0  the invisible assassin (in which case he would be ineffective in combat, not knowing where the assassin is, but could rise an alarm or go near his liege).\par
If the sworn guard is sleeping, he makes an immidiate perception check (without penalties from sleeping) to wake up and react. \par
The sworn guard gains this ability at 1st lvl.\par
\b\par
Combat expertise:\b0  At 1st lvl the Sworn guard gains this feat, even if he doesn't meet the prerequisites. In case he doesn't meet the prerequisites though, the Sworn guard can't take use any feats that need combat expertise as a prerequisite.\b\f0\par
\par
Provide cover:\b0  At 1st lvl the sworn guard can use the "bodyguard" talent to provide a +1 reflex (cover) to the person he's sworn to protect. At 3rd lvl this becomes a +2 bonus and at 5th lvl a +3 bonus. This bonus doesn't stack with the noble's cover ability but the noble may not be aware of the attack or be unable to move. \b\par
\par
Defensive maneuvers: \b0 At 2nd lvl the sworn guard gains a +1 competence bonus to AC. This bonus increases to +2 at 5th lvl. Circumstances that would deny the character dex bonus to AC would make the sworn guard to lose this bonus too.\b\par
\par
Uncanny sense: \b0 At 2nd lvl the sworn guard gains this ability. If he already has uncanny sense, it improves to improved uncanny sense.\b\par
\par
Weapon specialization\b0 : At 2nd lvl the sworn guard gains this feat with a melee weapon.\b\par
\par
Intervene:\b0  At 3rd lvl the sworn guard's "bodyguard" talent improves. As an immediate reaction the sworn guard can move 5' in order to be next to the person he was sworn to protect and use the bodyguard talent (in the same immediate action). At 5th level he can move 10'. \par
 To use this ability, the sworn guard must be able to move towards his charge.\b\par
\par
Keen senses\b0 : At 3rd lvl the Sworn guard gains a +1 bonus to initiative, sense motive and perception checks. This bonus increases to +2 at 5th lvl.\b\par
\par
Slippery mind: \b0 At 4th lvl the Sworn guard gains this rogue talent.\b\par
\par
Superior weapon training:\b0  At 5th lvl the sworn guard gains this talent from the fighter class.\b\par
}
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