Character Creation

Abilities

No rules changes.

Races

No rules changes.

Classes

Aristocrat

Barbarian

The Barbarian class has been replaced with the following feats.

Berserker Rage [Spirit Feat]

You can focus your spirit into a screaming blood frenzy, gaining strength and durability at the cost of recklessness.
Effect: You must make a Fortitude check (DC 10, +2 per attempt after the first in a single day) for each use of this ability. You may not use this ability while Winded. STR +4, CON +4, morale bonus +2, AC -2. Lasts for a number of rounds equal to (3 + new CON modifier) rounds. Afterwards, you are automatically Winded: STR -2, DEX -2, and can not charge or run, until you get one hour of rest.

Improved Rage [Spirit Feat]

You have honed your berserker rage to its utmost power.
Prereq: Berserker Rage, Base Attack Bonus 15+.
Effect: Berserker Rage now gives STR +6, CON +6, morale bonus +3, AC -2. It is otherwise the same.

Indefatiguable Rage [Spirit Feat]

You no longer tire when raging!
Prereq: Improved Rage.
Effect: You are not Winded when the rage ends.

Thick Skinned [Athletic Feat]

You have developed incredible durability in the face of the elements.
Prereq: Base Attack Bonus 10+.
Effect: Each level gives you Damage Reduction "+1/-". You may take this up to 5 times. Damage reduction can reduce damage to 0 but not below 0.

Fast Movement [Athletic Feat/Spirit Feat]

You can run exceptionally fast. More than one level of this is a Spirit Feat!
Effect: Your racial movement is improved by 10 feet when wearing up to medium armor and not carrying a heavy load. This may be taken multiple times, increasing your speed each time.

Danger Sense [Primal Feat]

You can react to danger before your senses would normally allow you to.
Effect: You retain your DEX bonus to AC (if any) even when caught flat-footed or struck by an invisible attacker. You still lose your DEX bonus to AC when immobilized.

Trap Sense [Primal Feat]

You have honed your danger sense to avoiding traps.
Prereq: Dex 13+, Danger Sense.
Effect: You gain a +1 bonus to Reflex saves vs traps, and a +1 dodge bonus to AC against attacks by traps. You may take this up to five times, increasing your bonus each time.

Defensive Maneuvering [Martial Feat]

You react to attacks from any direction with equal ease. Prereq: Danger Sense, Base Attack +5.
Effect: You can no longer be flanked. Exception: Rogue's four levels higher than you can still flank you.

Bard

The Bard class has been replaced with the following feats.

Soul Music [Spirit Feat, takes 2 Feat Slots]

You can imbue song or poetics with your spirit energy, resulting in magical effects.
Prereq: Performance skill.
Effect: You must sing (chant, whistle, recite, etc.) audibly in order to use this ability. You must make a Fortitude check (DC 10, +2 per attempt after the first in a single day) for each use of this ability; on a failure, you may use the ability, but you will be Winded afterward (Winded: STR -2, DEX -2, and can not charge or run, until you get one hour of rest). You may not use this ability while Winded. Some effects increase the Base DC to pull off.

Inspire Courage: Your allies must be able to hear you for one full round to be affected. The effects last for 5 rounds after they stop hearing you. Once you start, you may maintain this as long as you are able to perform. Affected allies gain a +2 morale bonus to saves vs charm and fear effects, and a +1 morale bonus to attack and weapon damage rolls.

Countersong: Make an extra Performance check each round. All creatures within 30 feet of you (including you) may use the better of your Performance check and their own saving throw versus magical effects which rely on sound (such as sound burst or command). You may maintain this for up to 10 rounds.

Fascinate: The subject must be able to see and hear you, and must be within 90 feet. Make an extra Performance check; the target must make a Will saving throw equal to or greater than your skill check to resist (if the target resists, you can not affect that creature for 24 hours with this ability). If you succeed, the target sits quietly and listens (fascinated) for up to 1 round per point of Performance skill. While fascinated, the target's Spot and Listen checks suffer a -4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated target) forces a new Performance vs Will saving throw check. An obvious threat (such as drawing a sword or aiming a bow at the target) automatically breaks the effect.

Inspire Competence (DC +3): The ally to be affected must be able to see and hear you, and must be within 30 feet; you must also be able to see what the ally is doing. The ally gets a +2 competence bonus on his skill checks on a single skill for as long as he or she can hear you. You can maintain this ability for 2 minutes.

Suggestion (DC +6): The subject must already be fascinated (see above). You can make a suggestion (as per the spell of the same name) to the subject. The subject gets a Will saving throw at DC 13 + your CHR modifier to resist the suggestion.

Inspire Greatness (DC +9, +3 per additional creature): The ally to be affected must be able to see and hear you for one full round, and be within 30 feet. The effects last for 5 rounds after they stop hearing you. Once you start, you may maintain this as long as you are able to perform. Affected allies gain +2d10 temporary hit dice, +2 competence bonus to attack, and +1 competence bonus on Fortitude saves.

Cleric

The Cleric class is not used. See the Priest class.

Druid

The Druid class is not used. See the Priest class.

Fighter

The Fighter class remains unchanged.

Monk

The Monk class has been replaced with the following feats.

Combat Awareness [Psi Feat]

You have a highly trained "sixth sense" which allows you to anticipate and avoid attacks.
Prereq: Meditation 4+.
Effect: You may apply your WIS bonus to your AC. This ability may only be used while not wearing armor and while lightly encumbered or less. You do not lose this bonus even when you lose your DEX modifier for being flat-footed, stunned and so on. You do lose this bonus when immobilized.

Improved Combat Awareness

You have further developed your "sixth sense".
Prereq: Combat Awareness.
Effect: You may take this up to 5 times. Each time you take this, add +1 to your AC bonus from WIS.

Unarmed Strike [Martial Feat]

You are highly trained at unarmed combat, giving you several advantages.
Effect: Your unarmed attacks do 1d6 damage (and are not considered subdual damage), do not provoke attacks of opportunity, and do not suffer off-hand penalties. You may attack with a one-handed weapon and an unarmed attack, but you suffer the normal penalties for two-weapon fighting.

Improved Unarmed Damage [Spirit Feat]

You imbue your unarmed attacks with your spirit energy, to deadly effect.
Prereq: Unarmed Strike. Effect: Each time you take this, it increases the damage die used for your unarmed damage along this scale: d8, d10, d12, d20. You can not exceed d20 damage.

Stunning Blow [Spirit Feat]

By focusing your spirit into their aura, you can stun targets with your unarmed attacks.
Prereq: Unarmed Strike.
Effect: You must make a Fortitude check (DC 10, +2 per attempt after the first in a single day) for each use of this ability; on a failure, you may use the ability, but you will be Winded afterward (Winded: STR -2, DEX -2, and can not charge or run, until you get one hour of rest). You may not use this ability while Winded. A foe struck by you must make a Fortitude save (DC 10 + your Base Attack + your WIS modifier) or be stunned for 1 round. The foe still takes your normal unarmed damage. A stunned character can not act and loses any DEX bonus to AC, while attackers gain a +2 bonus on attack rolls against the stunned opponent. Some creatures are immune to stunning, such as oozes and constructs.

Deflect Arrows

As the feat in the PHB, p.81.

Fast Movement [Athletic Feat/Spirit Feat]

You can run exceptionally fast. More than one level of this is a Spirit Feat!
Effect: Your racial movement is improved by 10 feet when wearing up to medium armor and not carrying a heavy load. This may be taken multiple times, increasing your speed each time.

Still Mind [Mental Feat]

Your meditation and mental training have made you more difficult to influence.
Prereq: Meditation 4+.
Effect: You gain a +2 bonus to saves versus mind-affecting attacks.

Slow Fall [Athletic Feat]

You can slow your descent while falling within arm's reach of a wall.
Effect: You must be within arm's reach of a wall (wall smoothness does not matter). You take damage as if your fall was 20 feet less. You may take this multiple times, doubling the distance reduction each time. At 160 feet, you may fall any distance without problem.

Purity of Body [Mental Feat]

You have developed greater control over your immune system.
Prereq: Meditation 8+.
Effect: You are immune to all mundane diseases.

Improved Trip

As the feat in the PHB, p.83.

Wholeness of Body [Mental Feat/Spirit Feat]

You have increased your control over your body to such a point that you can cause wounds to heal themselves.
Prereq: Meditation 10+, Purity of Body.
Effect: You may heal yourself, up to twice your Meditation skill in hit points per day. You may spread this amount out over the course of a day. After each use of this ability, you are Winded (Winded: STR -2, DEX -2, and can not charge or run, until you get one hour of rest). You may not use this ability while Winded.

Leap of the Clouds [Spirit Feat]

You can focus your spirit into immense leaps.
Prereq: Jumping skill 10+.
Effect: All jumping distances (PHB, p.70) are x2. You may take this more than once, shifting the multiplier upwards by +1 (thus, x3, x4, x5, etc.).

Ki Strike [Spirit Feat]

Your unarmed attacks are imbued with mystical power, allowing you to strike creatures which are immune to mundane attacks.
Prereq: Improved Unarmed Damage x2.
Effect: Although you do not gain any bonuses, your unarmed attacks are treated as a +1 weapon for purposes of Damage Reduction. You may take this multiple times, stacking each time.

Diamond Body [Mental Feat/Spirit Feat]

You have increased your control over your own metabolism to such a point that you are functionally immune to toxins.
Prereq: Meditation 14+, Purity of Body.
Effect: You are immune to poisons of all sorts.

Diamond Soul [Spirit Feat]

You have developed your spirit strength sufficiently to fight off the effects of magic.
Prereq: Meditation 16+.
Effect: You gain spell resistance equal to your Meditation +10.

Quivering Palm [Spirit Feat]

You have developed the terrifying ability to set up potentially fatal spirit vibrations in someone's aura.
Prereq: Improved Unarmed Damage x4, Base Attack +10.
Effect: You can use this ability once per week. You must announce your intent before making the attack roll, and you must successfully do at least 1 hit point of damage with the blow. Upon success, you must declare when the victim will drop dead (this must be within 1 day per experience level you possess). When that time comes, the victim makes a Fortitude save against a DC 10 + 1/2 your Base Attack + your WIS bonus. On a failure, the victim dies; otherwise, there is no additional effect.

Timeless Body [Mental Feat/Spirit Feat]

You maintain your body sufficiently that you do not suffer the ravages of age.
Prereq: Meditation 20+, Diamond Body.
Effect: You retain any aging penalties you have already suffered, but you no longer suffer any new ones. You continue to gain mental bonuses as you get older, and you still die when your time is up.

Paladin

The Paladin class is now a Prestige Class, handled elsewhere.

Ranger

The Ranger class has been replaced with the following feats.

Track [General Feat]

As the feat in the PHB, p.85.

Ambidexterity [Martial Feat]

As the feat in the PHB, p.80.

Two-Weapon Fighting [Martial Feat]

As the feat in the PHB, p.86.

Improved Two-Weapon Fighting [Martial Feat]

As the feat in the PHB, p.83.

Rogue

The Rogue class remains unchanged.

Sorceror

Wizard

Skills

Class skills work like normal, but the lists are slightly different. See the list below for which class skills are possessed by each class. The Points column is how many skill points the character receives each level (add INT bonus; total is x4 for 1st level only).


Class        Pts  Automatic Class Skills

Aristocrat    4   Misc, Noble

Commoner      2   Misc

Expert        6   Misc, Trade

Fighter       2   Athletic, Misc

Magic User    2   Arcane, Misc, Scholar

Priest        2   Divine, Misc, Scholar

Rogue         8   Athletic, Criminal, Misc

Sage          6   Misc, Scholar

1st Level     -   Choose One*: Rural, Urban or Wilderness



* This choice applies for the remainder of the character's career.

Also, certain feats allow you to treat a skill group as Class Skills regardless of your actual class. If your class has the SAME skill group, there is no extra effect.


Skill Feats

Active Life (Athletic)

Seamy Underside (Criminal)

Elegant (Noble)

Studied (Scholar)

Practical (Trade)

Cosmopolitan (Urban)

Backwater (Rural)

Backwood (Wilderness)

Here is the list of skills, by category.


Arcane

Alchemy (INT, Trained Only)

Concentration (CON)

Knowledge: Arcana (INT, Trained Only) take once for each field of knowledge

Scry (INT)

Spellcraft (INT, Trained Only)

Use Magic Device (CHR, Trained Only) get around "use" limitations



Athletic

Balance (DEX, Armor Check Penalty)

Climb (STR, Armor Check Penalty)

Distance Running (CON, Armor Check Penalty)

Hide (DEX, Armor Check Penalty)

Jump (STR, Armor Check Penalty)

Swim (STR, Encumbrance Penalty -1 per 5 lbs)

Tumble (DEX, Trained Only, Armor Check Penalty)



Criminal

Appraise (INT)

Disable Device (INT)

Disguise (CHR)

Escape Artist (DEX, Armor Check Penalty)

Fast Talk (CHR)

Fence Appraisal (INT)

Forgery (INT)

Gather Information (CHR)

Hide (DEX, Armor Check Penalty)

Innuendo: Criminal (WIS)

Listen (WIS)

Move Silently (DEX, Armor Check Penalty)

Open Lock (DEX, Trained Only)

Pickpocket (DEX, Trained Only, Armor Check Penalty)

Read Lips (INT, Trained Only)

Search (INT)

Sense Motive (WIS)

Sleight of Hand (DEX, Trained Only)

Use Magic Device (CHR, Trained Only) get around "use" limitations

Use Rope (DEX)



Divine

Concentration (CON)

Knowledge: Religion (INT, Trained Only) take once for each field of knowledge

Prayercraft (WIS, Trained Only)



Miscellaneous

Area Knowledge (WIS, Trained Only) take once for each general area

Barter (WIS)

Bluff (CHR)

Diplomacy (WIS) finding middle ground, give and take, etc.

First Aid (WIS)

Intimidate (CHR)

Speak Language (-, Trained Only) 1 pt = fluent!

Spot (WIS)



Noble

Administration (INT) people, finances, organization, etc.

Etiquette (CHR) getting along with unknowns and hostiles

Fast Talk (CHR)

Gather Information (CHR)

Influence (CHR) persuasion

Innuendo: Parley (WIS)

Leadership (CHR) inspiration

Literacy (-, Trained Only, per script) 1 pt = fluent!

Ride Horse (DEX)

Sense Motive (WIS)



Trade

Appraise (INT)

Craft (INT) take once for each particular craft

  (produces something: armorer, blacksmith, brewer, tanner, weaponsmith)

Heal (WIS)

Perform (CHR) take once for each type of performance

  (entertaining people: acting, ballad, chant, comedy, dance, instrument,

  juggling, mime, storytelling)

Profession (WIS, Trained Only) take once for each profession

  (performs a service: boater, bookkeeper, guide, lumberjack, porter, scribe,

  siege engineer, stablehand, teamster, woodcutter)



Rural

Agriculture (WIS)

Handle Animal: Domestic (CHR, Trained Only)

Weather Sense (WIS, Trained Only)



Scholar

Knowledge: Any (INT, Trained Only) take once for each field of knowledge

Linguistics (INT, Trained Only) each language family; decipher meaning

Literacy (-, Trained Only, per script) 1 pt = fluent!

Read/Write Language (-, Trained Only) 1 pt = fluent!



Urban

Etiquette (CHR) getting along with unknowns and hostiles

Reckoning (INT) math & money, accounting skills



Wilderness

Animal Empathy (CHR, Trained Only) getting along with unknowns and hostiles

Handle Animal (CHR, Trained Only) take once per animal type

Intuit Direction (WIS, Trained Only)

Knowledge: Nature (INT, Trained Only)

Move Silently (DEX, Armor Check Penalty)

Survival (WIS, -4 if Untrained) choose type (forest, plain, etc.)

Tracking (WIS, -4 if Untrained)

Use Rope (DEX)

Weather Sense (WIS, Trained Only)

Wilderness Lore (WIS)