Changeling: | Egoist | Rogue | Wizard |
Dragonblooded: | Cleric | Sorcerer | |
Dwarf: | Cleric | Fighter | Sorcerer |
Elf: | Paladin | Ranger | Wizard |
Gnome: | Bard | Illusionist | Ranger |
Goliath: | Barbarian | Druid | Rogue |
Half Elf: | Bard | Fighter | Ranger |
Halfling: | Druid | Monk | Rogue |
Half Orc: | Barbarian | Druid | Paladin |
Kalashtar: | Monk | Soulknife | Telepath |
Kobold: | Fighter | Ranger | Rogue |
Shifter: | Druid | Ranger | Wilder |
Warforged: | Artificer | Fighter | Paladin |
Changeling: Egoist
Hit Dice: d4
Class Skills: Add Bluff, Disguise
Skill Points: 4 + Int Modifier (4X this number at first level)
Lvl | BAB | Fort | Ref | Will | Special | Psionics |
1 | 0 | 0 | 0 | 2 | Body Control, Discipline: Egoist | As Egoist |
3 | 1 | 1 | 1 | 3 | Everchanging Psicrystal | As Egoist / See Text |
5 | 2 | 1 | 1 | 4 | Extra Powers Known | As Egoist / See Text |
Body Control (Ex): At 1st level, whenever you manifest a Psychometabolism power on yourself, you treat your manifester level as one higher. This replaces the standard bonus feat for 1st level.
Everchanging Psicrystal (Ex): As a full round action, you can change the personality of your Psicrystal. You gain the benefit of the new personality while losing the old. This ability replaces one of the new powers known for the 3rd level Egoist.
Extra Powers Known: At 5th level, you add the following powers to your powers known list: Chameleon, Hustle, Metamorphosis and Thicken Skin. You gain Metamorphosis, even though you don’t meet the prerequisites. This ability replaces the standard bonus feat for 5th level egoists.
Changeling: Rogue
Hit Dice: d6
Class Skills: Add any one Knowledge Skill
Skill Points:10 + Int modifier (4x the number at first level)
Lvl | BAB | Fort | Ref | Will | Special |
1 | 0 | 0 | 2 | 0 | Sneak attack +1d6, Social Intuition |
3 | 3 | 1 | 4 | 1 | Sneak Attack +2d6, Minor Lore |
8 | 6/1 | 2 | 5 | 2 | Mutable Anatomy |
Social Intuition (Ex): You are more aware of any social situation you may find yourself in. You gain the following bonuses:
Gather information checks to gain knowledge only takes 1d4+1X10 minutes.
Sense Motive gut reactions are done as a move equivalent action.
You can always take 10 on: Bluff, Intimidate, Gather Information, Diplomacy and Sense motive, even when distractions normally would not allow it.
This ability replaces the Rogues standard trapfinding ability.
Minor Lore (Ex): You gain a +1 to all Knowledge Checks you have ranks in. This increases by 1 for every 4 levels you attain. This ability replaced the standard trap sense ability.
Mutable Anatomy (Ex): ): You gain a 50% chance that Sneak Attacks and Critical Hits do not affect you. This ability does not stack with other abilities or items that provide the same protection. This ability replace the Uncanny Dodge ability.
Changeling: Wizard
Hit Dice: d4
Class Skills: Add Bluff, Disguise, Sleight of Hand
Skill Points: 4 + Int Modifier (4x this at 1st leve)
Lvl | BAB | Fort | Ref | Will | Special | Spells |
1 | 0 | 0 | 0 | 2 | Dual Specialization, Summon Familiar, Scribe Scroll | As Wizard |
5 | 2 | 1 | 1 | 4 | Limited Spell Knowledge, Morphic Familiar | As Wizard |
10 | 5 | 3 | 3 | 7 | Limited Spell Knowledge, Override Transmutation | As Wizard |
Dual Specialization (Ex): You can specialize in Illusion and Transmutation but you must give up three other schools. You cannot give up Divination for this ability. You can prepare one additional spell per spell level per day, chosen from your specialized schools. You also gain a +2 to Spellcraft to learn spells from your specialized schools. This ability replaces the standard school specialization for the wizard.
Limited Spell Knowledge: Every time you level up, and take a racial substitution level, you must take three new spells from the illusion or transmutation school for your spellbook. You cannot take spells from any other schools. This does not impact your ability to learn new spells from Observing or Scrolls.
Morphic Familiar (Su): Your familiar gains the ability to change its form into that of any other type of familiar you could have. You lose the ability bonus from its old form but gain the bonus for its new one. This feat replaces the standard wizard’s bonus feat for 5th level.
Override Transmutation (Ex): If you are targeted by a Transmutation spell, with a duration of greater than instantaneous, and you fail the first save, You get another save the next round. This ability replaces the standard wizards bonus feat at 10th level.
Dragonblooded: Cleric
Hit Dice: d8
Class Skills: Same as Normal
Skill Points: 2 + Int Modifier (4x this at 1st level)
Lvl | BAB | Fort | Ref | Will | Special | Spells |
1 | 0 | 2 | 0 | 2 | Turn Energy | Same as Cleric |
5 | 3 | 4 | 1 | 4 | Energy Barrier | 1 less 3rd lvl spell than 5th level cleric. |
9 | 6/1 | 6 | 3 | 6 | Energy Sustenance | 1 less 5th lvl spell than 9th level cleric. |
*If you have a breath weapon, you must choose the same energy type for these abilities, if you do not, you must choose an energy type, this type will apply to all of the racial substitution levels. If you do not take the 1st lvl substitution level but take the 5th or 9th, you must expend a daily use of turn undead to activate the abilities.
Turn Energy (Su): You can grant yourself and allies protection from a specific type of energy. This can be done 3 + your Cha modifier times per day. This is a standard action that does not provoke an attack of opportunity, yourself and all allies within 30’ of you , gain immunity to your specific energy type. This protection remains in place even if the ally moves away from the cleric. It will protect each creature until it absorb 5 points per cleric level damage or until the ability ends (1min/cleric lvl). This ability does not stack with resist energy but it does stack with protection from energy. This ability replaces the standard cleric’s ability to turn or rebuke undead.
Energy Barrier (Su): The dragonblooded cleric can expend one of his daily Turn Energy (or Turn Undead) attempts to erect a wall of energy. This is a 10’x10’ wall of energy that lasts for 1d4 rounds. Creatures touching or passing through the wall take 1d6/2 cleric lvl damage. A successful reflex save vs DC= 10 + ½ cleric class lvl + Con Mod reduces the damage by ½. This ability replaces on of the standard cleric’s 3rd lvl spell slots.
Energy Sustenance (Su): The dragonblooded cleric can expend one of his daily Turn Energy (or Turn Undead) attempts to activate this ability. Once activated, the energy type associated with the cleric heals him, healing 1hp for every 3 points of damage that would have been done to him. If the healing exceeds his normal maximum hps, he gains the excess as temporary hit points that last for one hour. This ability replaces one of the standard cleric’s 5th level spell slots.
Dragonblooded: Sorcerer
Hit Dice: d4
Class Skills: Lose Craft and Profession, add Use Magic Device
Skill Points: 2 + Int Modifier (4x this number at 1st level)
Lvl | BAB | Fort | Ref | Will | Special | Spells |
1 | 0 | 0 | 0 | 2 | Arcane Insight +2, Draconic Heritage | Same as Sorcerer |
4 | 2 | 1 | 1 | 4 | Arcane Insight +4, Spell-like Ability | See Text |
7 | 3 | 2 | 2 | 5 | Arcane Insight +6, Bonus Spells Known | See Text |
Arcane Insight (Ex): Each time the dragonblooded sorcerer take a substitution level he gains a +2 bonus to Knowledge (Arcana).
Draconic Heritage: The 1st level dragonblooded sorcerer gains the Draconic Heritage feat. This replaces the standard sorcerer’s familiar class ability.
Spell-like Ability: The dragonblooded sorcer can take a spell that he knows, one that does not have a costly material component, XP cost or any type of focus, and make that a spell-like ability for himself. He can use the ability 3x/day and it is cast at the same level as his sorcerer level. He loses the spell from his known spell list and also loses a spell slot from the same level that the spell was as well as a spell slot from the next higher level. When the sorcerer gains a new level, and new spells, he can switch out the spell with a new one. He regains the 2 spell slots and the spell in the known spell list, but loses the newly chosen spell and 2 spell slots as before.
Bonus Spells Known: The dragonblooded sorcerer adds 4 spells to his list of known spells, depending on his alignment. If he already has one of the new spells in his spell known list, he can substitute it for another of the same level. EVIL: Charm Person, Darkness, Resist Energy, Suggestion. GOOD: Bless, Fog Cloud, Resist Energy, Fly.
Dwarf: Cleric
Hit Dice: d10
Class Skills: Add Knowledge (Dungeoneering)
Skill Points: Same as Cleric
Lvl | BAB | Fort | Ref | Will | Special |
1 | 0 | 2 | 0 | 2 | Smite Giants |
4 | 3 | 4 | 1 | 4 | Hammer Specialist |
8 | 6/1 | 6 | 2 | 6 | Earthen Spell Power |
Smite Giants (Su): You can smite giants like a paladin smites evil. Add your Con modifier to your attack roll and add 1hp/lvl dam. You can use this ability 1 + Con modifier times per day. This ability replaces the turn/rebuke undead ability.
Hammer Specialist (Ex): You gain proficiency in warhammers if you don’t already have it. When using a hammer in melee, you gain a +2 to damage. This ability replaces one of your 2nd level spell slots.
Earthen Spell Power (Ex): When you are in contact with the ground and cast a spell with the earth descriptor, your caster level is increased by one. This ability replaces one of your 4th level spell slots.
Dwarf: Fighter
Hit Dice: d12
Class Skills: Add Knowledge (Dungeoneering)
Skill Points: Same as Fighter
Lvl | BAB | Fort | Ref | Will | Special |
1 | 1 | 2 | 0 | 0 | Axe Focus |
2 | 2 | 3 | 0 | 0 | Racial Foes |
8 | 8/3 | 6 | 2 | 2 | Heavy Armor Expertise |
Axe Focus (Ex): You gain a +1 bonus when using any axe in melee. This ability does not stack with weapon focus but is an equivalent for that feat when looking at prerequisites. This benefit replaces the standard bonus feat for first level.
Racial Foes (Ex): You gain +2 to damage against orcs, goblinoids and giants. This benefit replaces the standard bonus feat for second level.
Heavy Armor Expertise (Ex): When wearing heavy armor, you gain a +1 to AC. This ability does not stack with weapon focus but is an equivalent for that feat when looking at prerequisites. This benefit replaces the standard bonus feat for eighth level.
Dwarf: Sorcerer
Hit Dice: d6
Class Skills: Add Knowledge (Dungeoneering)
Skill Points: Same as Sorcerer
Lvl | BAB | Fort | Ref | Will | Special |
1 | 0 | 0 | 0 | 2 | Arcane Earthbond |
5 | 2 | 1 | 1 | 4 | Power of Stone |
9 | 4 | 3 | 3 | 6 | Earth Meditation |
Arcane Earthbond (Su): By performing a one-time magic ritual (that takes 24hrs and costs 100gps), the sorcerer creates a bond with the esrth that gives him the alertness feat and DR1/Adamantine, when he is in contact with the ground. This ability replaces the ability to gain a familiar.
Power of Stone (Su): When you and your target are in contact with the ground, the range for all of your spells doubles and the spell DC increases by one. This ability replaces the sorcerers ability to learn a new 2nd level spell at 5th lvl.
Earth Meditation (Ex): When you are in contact with the ground and spend 8 hours resting, you add your Con bonus to your Chr score to determine bonus spells for the day. This ability replaces the sorcerers ability to learn a new 4th level spell at 9th lvl.
Elf: Paladin
Hit Dice: d10
Class Skills: Add Survival
Skill Points: Same as Paladin
Lvl | BAB | Fort | Ref | Will | Special | Spells/Day |
1 | 1 | 2 | 0 | 0 | Aura of Good, Detect Evil, Ranged Smite Evil 1x/day | - |
3 | 3 | 3 | 1 | 1 | Aura of Freedom, Divine Health | - |
5 | 5 | 4 | 1 | 1 | Ranged Smite Evil 2x/day, Unicorn Mount | As Standard |
Ranged Smite Evil (Su): An elf paladin can only deliver his smite attack with a long or short bow (any type). The target must be within 30’. This ability replaces the standard smite evil and increases the same way.
Aura of Freedom (Su): The elf paladin radiates an aura that grants all allies within 10’ of him a +4 bonus to saves vs enchantment effects. Thias ability replaces the aura of courage in a standard paladin.
Unicorn Mount (Sp): The elf paladin gains a Unicorn for his special mount. The paladin is treated as 6 levels lower when determining the advancement for his special mount.
Elf: Ranger
Hit Dice: d6
Class Skills: Add Balance
Skill Points: Same as Ranger
Lvl | BAB | Fort | Ref | Will | Special | Spells/Day |
1 | 1 | 2 | 2 | 0 | Elf Favored Enemy, Track, Wild Empathy | - |
4 | 4 | 4 | 4 | 1 | Elven Hound Companion | Standard |
10 | 10/5 | 7 | 7 | 3 | Strongheart Slayer | Standard |
Elf Favored Enemy (Ex): An elf ranger’s favored enemy ability grants a +2 to Hide, Listen, Move Silently, Spot, Survival and damage rolls against creatures chosen as favored enemies. If an elf chooses: Orc, Undead, or servants of Lolth, this bonus increases to +3. This ability replaces the standard ranger favored enemy and increases in the same manner, except elven favored enemies increase by +3.
Elven Hound Companion (Ex): The elf ranger can select an elven hound as his animal comapnion even though it is a magical beast. For the purpose of the animal comanion advancement it is treated as a normal animal.
Strongheart Slayer (Ex): The elf ranger gains a +4 bonus to will saves against spells and spell-like abilities from Drow and driders, and a +4 fortitude bonus to resist poison from monstrous spiders. This replaces the third favored enemy normally aquired at 10th level and any increases to other favored enemies.
Elf: Wizard
Hit Dice: d4
Class Skills: Add Search
Skill Points: Same as Wizard
Lvl | BAB | Fort | Ref | Will | Special | Spells/Day |
1 | 0 | 0 | 0 | 2 | Generalist Wizardry, Summon Familiar, Scribe Scroll | Standard |
3 | 1 | 1 | 1 | 3 | Natural Link | Standard |
5 | 2 | 1 | 1 | 4 | Bonus Feat | Standard |
Generalist Wizardry: The elf wizard starts with one extra 1st level spell in his spell book. Every additional level, he gains one bonus spell inhis spell book for each level he knows spells in.
Natural Link (Su): An elf wizard’s link to his familiar strengthens. The bonus on skill checks, saves or hit points granted by the familiar doubles, this bonus only applies when the familiar is within arm’s reach of the wizard. This ability replaces the ability to cast touch spells through the familiar and the ability of the familiar to talk to others of its kind.
Bonus Feat: The elf wizard gains a bonus feat from the following list: Defensive Archery, Far Shot, Point Blank Shot Precise Shot, Rapid Shot, or weapon Focus (Longbow, shortbow,composite long/short bow). The wizard must still meet all prerequisites for the feat.
Gnome: Bard
Hit Dice: d6
Class Skills: Same as Bard
Skill Points: Same as Bard
Lvl | BAB | Fort | Ref | Will | Special | Spells/Day |
1 | 0 | 0 | 2 | 2 | Bardic Music, Bardic Knowledge, Gnome Cantrips, Counter Fear, Fascinate, Inspire Courage +1 | Same as Bard |
3 | 2 | 1 | 3 | 3 | Inspire Defiance | Same as Bard |
6 | 4 | 2 | 5 | 5 | Phantasmal Song | Same as Bard |
11 | 8/3 | 3 | 7 | 7 | Secrets of Bardic Trickery | Same as Bard |
Gnome Cantrips: You gain the following 0 level spells: dancing lights, ghost sound, prestidigitation. These cantrips replace 2 of the cantrips you would normally know at first level.
Counter Fear (Su): If you have 3+ ranks in perform, you can use your perform ability to counter all fear effects to all allies in a 30’ radius, by allowing them to use your perform score for a will check. You can maintain this effect for 10 rnds. This ability replaces the Countersong bardic ability.
Inspire Defiance (Su): If you have 6+ ranks in perform, you can use your perform ability for you and your allies within a 30’ radius, to resist outside control and discern truth from illusion. You and your allies gain a +2 for saves against these effects. The effect lasts as long as you perform, plus 5 rnds. Ths ability replaces the Inspire Competence ability.
Phantasmal Song (Su): If you have 9+ ranks in perform your bardic music can cause phantasmal images in the listeners mind (30’). All enemies that hear your song are shaken (DC=10 + ½ bard lvl + chr mod) unless they make a will save. Those that fail the will save and hear the song for 3+ rnds, become frightened. The effect lasts as long as the bard performs plus 1 rnd.This ability replaces suggestion from the normal bard progression.
Secrets of Bardic Trickery: You add the following spells to your spell list: 1st: Color Sprasy, 2nd: Touch of Idiocy, 4th: Phantasmal Killer. This benefit replaces tyour ability to learn a new 4th lvl spell at 11th level.
Gnome: Illusionist
Hit Dice: d4
Class Skills: Same as Wizard
Skill Points: Same as Wizard
Lvl | BAB | Fort | Ref | Will | Special | Spells/Day |
1 | 0 | 0 | 0 | 2 | Gnome Illusion Spells | Same as Wizard |
5 | 2 | 1 | 1 | 4 | Extended Illusions | Same as Wizard |
10 | 5 | 3 | 3 | 7 | Insidious Illusions | Same as Wizard |
Gnome Illusion Spells: You use your wizard level as the caster level for your racial spell-like abilities. In addition, you can prepare and cast the following spells at the indicated spell level, rather than the normal spell level:
0 lvl: Silent Image, Ventriloquism
1st lvl: Leomund’s Trap, Minor Image
2nd lvl: Illusory Script, Major Image
3rd lvl: Illusory Wall
4th lvl: Persistent Image
5th lvl: Programmed Image
In exchange for this benefit, a gnome illusionist must choose one of the following schools of magic from which he can cast spells: Evocation, Transmutation, Conjuration. Your effective level for the spells from this school is caster lvl -1.
Extended Illusions (Su): Illusion spells you cast last twice as long as they normally do if they have a set time or Concentration + 1d4 rnds. Instantaneous spells are not affected. This ability replaces the bonus feat gained by a standard wizard at 5th lvl.
Insidious Illusions (Su): Illusions you cast are harder to pierce. Any creature attempting to disbelieve, divine or otherwise disrupt your illusion must make a caster level check vs DC = 11+ illusionist caster lvl. This ability replaces the bonus feat gained by a standard wizard at 10th lvl, as well as the 2 spells a standard 10th lvl wizard learns for free.
Gnome: Ranger
Hit Dice: Same as Ranger
Class Skills: Same as Ranger
Skill Points: Same as Ranger
Lvl | BAB | Fort | Ref | Will | Special | Spells/Day |
1 | 1 | 2 | 2 | 0 | Gnome Favored Enemy, Track , Wild Empathy | Same as Ranger |
4 | 4 | 4 | 4 | 1 | Burrowing Animal Companion | Same as Ranger |
8 | 8/3 | 6 | 6 | 2 | Gnome Ranger Spells | Same as Ranger |
Gnome Favored Enemy (Ex): If you choose humanoid or lizard as your favored enemy, the bonus is +3 rather than +2.
Burrowing Animal Companion (Ex): If you choose a burrowing animal as your companion, your effective druid level is ½ ranger lvl +3 rather than just ½ ranger lvl. You can use your racial speak with animals to communicate with your companion at will.
Gnome Ranger Spells: Add Blur, Invisibility, and Misdirection to your spell-list. These spells replace: Barkskin, Snare and Wind Wall. You also replace Commune with nature and Tree Stride with Greater Invisibility and Phantasmal Killer when you reach the appropriate level to cast them.
Goliath: Barbarian
Hit Dice: Same as Barbarian
Class Skills: Add Knowledge (Nature)
Skill Points: Same as Barbarian
Lvl | BAB | Fort | Ref | Will | Special |
1 | 1 | 2 | 0 | 0 | Mountain Rage 1x/day |
5 | 5 | 4 | 1 | 1 | Fortification |
7 | 7/2 | 5 | 2 | 2 | Skin of Stone |
Mountain Rage (Ex): When you rage, your size increases to large (Equipment still fits normally), your reach is 10’, you take a –1 to AC. You do not gain in grapple or weapon size since your powerful build has already increased them. You gain +6 to str rather than +4. As you increase in level, you gain more uses of mountain rage in place of the normal rage. Any other bonuses to str from other feats stack with this ability.
Fortification (Ex): You gain light fortification: 25% chance of sneak att or critical hit missing. This ability replaces the uncanny dodge ability.
Skin of Stone (Ex): You gain DR2/Adamantium at 7th level, this increases by 2 points for every 3 barabarian levels.
Goliath: Druid
Hit Dice: Same as Druid
Class Skills: Same as Druid
Skill Points: Same as Druid
Lvl | BAB | Fort | Ref | Will | Special | Spells/Day |
1 | 0 | 2 | 0 | 2 | Animal Companion, Elemental Bond, Nature Sense, Wild Empathy | Same as Druid |
6 | 4 | 5 | 2 | 5 | Earth Companion, Wild Shape 2x/day | Same as Druid |
12 | 9/4 | 8 | 4 | 8 | Wild Shape (Earth) | Same as Druid |
Elemental Bond (Ex): You form a bond with the earth plane, when you use summon nature’s ally for an earth based creature, the spell is treated as if it were 1 level higher (summon nature’s ally I is summon nature’s ally II). At it’s highest level (IX) it can summon 2 elder elementals. This ability causes summoning of other elementals to forever fail for you.
Earth Companion (Ex): You can add the earth subtype to your animal companion: +2 Str, -2 Dex, Natural Armor +3, Burrow Speed +10’, +1 to att and damage if it and its foe are touching the earth, DR5/Magic. If opponent is airbourne or waterbourne, companion takes -4 penalty to att/dam.
Wild Shape (Earth)(Su): You can use your wild shape to take earth elemental form, with the same size restrictions as your animal wild shape. This ability replaces the druid’s wild shape (plant).
Goliath: Rogue
Hit Dice: d8
Class Skills: Add Survival
Skill Points: Same as Rogue
Lvl | BAB | Fort | Ref | Will | Special |
2 | 1 | 0 | 3 | 0 | Mettle of Mountains |
3 | 2 | 1 | 3 | 1 | Sneak Attack +2d6, Wild Sense +1 |
8 | 6/1 | 2 | 6 | 2 | Fortification |
Mettle of Mountains (Ex): You gain a +4 on Fortitude saves. Any effect that allows a save that reduces damage or effect is completely negated. If you later gain improved evasion your metlle of mountains improves instead. This ability replaces the evasion ability from the normal progression.
Wild Sense (Ex): You gain a +1 on Knowledge (nature) and Survival. This bonus increases by 1 for every 3 levels of rogue you attain. This ability replaces the trap sense ability.
Fortification (Ex): You gain light fortification: 25% chance of sneak att or critical hit missing. This ability replaces the improved uncanny dodge ability.
Half Elf: Bard
Hit Dice: Same as Bard
Class Skills: Same as Bard
Skill Points: Same as Bard
Lvl | BAB | Fort | Ref | Will | Special | Spells/Day |
1 | 0 | 0 | 2 | 2 | Bardic Music, Bardic Knowledge, Fascinate, Inspire Courage +1, Soothing Voice | As Standard Bard |
6 | 4 | 2 | 5 | 5 | Command | As Standard Bard |
8 | 6/1 | 2 | 6 | 6 | Secrets of the Diplomat, Inspire Courage +2 | As Standard Bard |
Soothing Voice (Su): A bard with 3+ranks in diplomacy can use one daily use of bardic music to use a composed, steady voice and reason to calm the emotions of others around him. The creatures to be soothed must be within 30’ and must be able to understand the language the bard is speaking. The bard makes a diplomacy check against the targets will save. If the bard succeeds, the creature is affected by a calm emotions spell. The effect lasts as long as the creature listens to the bard.
Command (Sp): A 6th lvl bard with at least 9 ranks in diplomacy, may spend one daily use of bardic music to issue a command to a creature within 30’ of him. Alternately the command can affect all creatures under the effect of the bard’s soothing voice or fascinate. A Will save vs DC: 11 + bard’s CHR mod) negates the effect.
Secrets of the Diplomat: At 8th level the bard adds the following spells to his spell list:
1st: Command
2nd: Zone of Truth
4th: Sending
Half Elf: Fighter
Hit Dice: d8
Class Skills: Add Bluff, Diplomacy, Sense Motive
Skill Points:
Lvl | BAB | Fort | Ref | Will | Special |
1 | 1 | 2 | 0 | 0 | Blade Focus |
2 | 2 | 3 | 0 | 0 | Main-Gauche |
6 | 6/1 | 5 | 2 | 2 | Confusing Banter |
Blade Focus (Ex): The half-elf fighter focuses his combat talents on fighting with slender blades. At 1st level, the half-elf gains a +1 att bonus for longsword and rapier. This ability overrides the feat weapon focus and counts as weapon focus for prerequisite issues. This benefit replaces the standard bonus feat for a fighter at this level.
Main-Gauche (Ex): At 2nd lvl the half-elf learns how to fight with a dagger in his off hand in defence as well as offense. The half-elf is treated as having the two-weapon fighting feat when using a longsword or rapier and dagger. This ability fills any prerequisites that two-weapon fighting normally would. This benefit replaces the standard bonus feat for a fighter at this level.
Confusing Banter (Ex): The half-elf combines defensive tactics with a stream of wordplay aimed at tricking his opponent to let his guard down. Whenever a you fight defensively, you may attempt a bluff or diplomacy check as a free action against your opponents sense motive + his BAB. If the half-elf wins he gains a +2 on attacks until the end of his next turn. This benefit replaces the standard bonus feat for a fighter at this level.
Half Elf: Ranger
Hit Dice: Same as Ranger
Class Skills: Add Gather Information and Speak Languages
Skill Points: Same as Ranger
Lvl | BAB | Fort | Ref | Will | Special | Spells/Day |
1 | 1 | 2 | 2 | 0 | 1st Favored Enemy, Urban Tracking, Wild Empathy | As Standard Ranger |
4 | 4 | 4 | 4 | 1 | Animal Companion, Street Magic | As Standard Ranger |
13 | 13/8/3 | 8 | 8 | 4 | Skill Mastery | As Standard Ranger |
Urban Tracking (Ex): You can use gather information to track an individual, each attempt takes one hour. To find the trail you must make a successful check, and must make a successful check for each hour of pursuit. Anytime the trail becomes difficult you must reroll also.
Community Size | DC | Checks Required |
Thorp, Hamlet, Village | 5 | 1d3 |
Small / Large Town | 10 | 1d4+1 |
Small / Large City | 15 | 2d4 |
Metropolis | 20 | 2d4+2 |
Condition | DC Modifier |
Every 3 creatures in the group being followed | -1 |
Every 24 hours party missing / sought | +1 |
Tracked Party 'Lies Low' | +5 |
Tracked Party matches Communities Main Demographic | +2 |
Tracked Party does not match Communities Main Demographic | -2 |
Special: You can cut the time per gather information check in half, but you take a -5 penalty.
Street Magic: Your spell list is modified as follws:
Level | Spells Added | Spells Removed |
1st | Comprehend Languages, Detect Secret Doors, Message | Detect Animals or Plants, Detect Snapres and Pits, Entangle, Summon Natures Ally I |
2nd | Detect Thoughts, Tongues | Snare, Speak with Plants, Summon Natures Ally II |
3rd | Phantom Steed | Command Plants, Diminish Plants, Plant Growth, Tree Shape, Summon Natures Ally III |
4th | Dimension Door | Commune with Nature, Summon Natures Ally IV, Tree Stride |
Skill Mastery (Ex): Choose 3+ int mod number of skills, these skill you know so well that you can take a 10 even under adverse conditions.
Halfling: Druid
Hit Dice: d8
Class Skills: Add Climb, Hide, Jump, Move Silently
Skill Points: 6 + Int Modifier (4X this number at 1st level)
Lvl | BAB | Fort | Ref | Will | Special | Spells/Day |
1 | 0 | 2 | 0 | 2 | Animal Companion, Enhanced Link, Nature Sense, Spontaneous Casting, Wild Empathy | As Standard Druid |
5 | 3 | 4 | 1 | 4 | Undersized Wild Shape 2x/day | As Standard Druid |
13 | 9/4 | 8 | 4 | 8 | Camoflage | As Standard Druid |
Spontaneous Casting: Halfling druids use their companions as mounts and have developed a method of enhancing their companions mobility and defenses by channelling their own spell energy. The halfling druid can ‘lose’ any spell he has prepared and instead cast from the following list, affecting either himself or his companion:
Level | Spontaneous Spell |
1 | Jump |
2 | Spider Climb |
3 | Protection From Energy |
4 | Freedom of Movement |
5 | Treestride |
6 | Summon Nature's Ally VI |
7 | Summon Nature's Ally VII |
8 | Summon Nature's Ally VIII |
9 | Summon Nature's Ally IX |
Enhanced Link (Ex): The halfling druid gains a +4 to ride whenever he uses his companion as a mount, he also passes the Trackless step ability to his mount as long as he is riding it. This ability enhances the standard druid link ability.
Undersized Wild Shape (Su): The halflings small size limits his wild shape ability, reducing them by one size category. However, he can use his wild shape one extra time per day.
Camoflage(Ex): The druid can use his hide skill in any natural terrain even if there is no concealment. This ability replaces the 1000 faces class feature.
Halfling: Monk
Hit Dice: d6
Class Skills: Same as Monk
Skill Points: 6 + Int Modifier (4x these points at 1st level)
Lvl | BAB | Fort | Ref | Will | Special | Unarmed Damage | AC Bonus | Unarmored Speed Bonus |
1 | 0 | 2 | 2 | 2 | Bonus Feat, Skirmish, Unarmed Strike | 1d4 | 0 | 0' |
2 | 1 | 3 | 3 | 3 | Weapon Finesse, Evasion | 1d4 | 0 | 0' |
7 | 5 | 5 | 5 | 5 | Size Matters Not | 1d6 | 1 | 20' |
Skirmish (Ex): The halfling monk relies on movement to increase the damage he does in a round. He deals an extra 1d6 damage on all successful attacks in any round that he moves at least 10’.This extra damage only applies to unarmed attacks or special monk weapons. This bonus increases to 2d6 at 11th level.The extra damage only applies to living creatures with discernable anatomy, creature immune to critical hits or sneak attacks are not affected by this extra damage. At 5th level the monk gains a +1 bonus to AC in any round that he moves at least 10’, this bonus improves to +2 at 15th level. This ability replaces the monks flurry of blows ability.
Bonus Feat: The monk gains Weapon Finesse as a bonus feat, this replaces the standard bonus feat available at 2nd level.
Size Matters Not (Ex): If the monk has the Improved grapple feat, he gains an additional +4 bonus against creatures at least two sizes larger than him. A monk with stunning fist gains a +4 bonus on the DC for stunning attacks made against opponents at least 2 sizes larger than himself. This replaces the Wholeness of Body ability.
Halfling: Rogue
Hit Dice: d6
Class Skills: Same as Rogue
Skill Points: 8 + Int Modifier (4x these points at 1st level)
Lvl | BAB | Fort | Ref | Will | Special |
1 | 0 | 0 | 2 | 0 | Ranged Sneak Attack +1d6, Melee Sneak Attack +0, Trapfinding |
3 | 2 | 1 | 3 | 1 | Ranged Sneak Attack +2d6, Melee Sneak Attack +1d6, Thief's Luck |
10 | 7/2 | 3 | 7 | 3 | Sniping Mastery |
Ranged Sneak Attack (Ex): A Halfling rogue is particulary adept at delivering sneak attacks using a sling or thrown weapon. The melee sneak attack damage is reduced to zero and does not increase until 3rd level. This ability augments the normal sneak attack ability.
Thief’s Luck (Ex): The rogue is granted a second roll on a reflex check, however the result of the second roll must be taken if it is used. The rogue must declare his intent to roll again before the success or failure of the first roll is known. He can use this ability 1x/day at 3rd level and one additional time per day for every three levels afterward. This ability replaces the trap sense ability.
Sniping Mastery (Ex): A halfling rogue that has hidden from view at least 10’ away from his target can make one or more ranged attacks, then immediately hide again as a free action. He only takes a –10 penalty to do this, rather than the normal –20. This ability replaces the rogue’s special ability normally gained at 10th level.
Half Orc: Barbarian
Hit Dice: Same as Barbarian
Class Skills: Same as Barbarian
Skill Points: Same as Barbarian
Lvl | BAB | Fort | Ref | Will | Special |
2 | 2 | 3 | 0 | 0 | Reckless Charge |
5 | 5 | 4 | 1 | 1 | Insightful Rage |
7 | 7/2 | 5 | 2 | 2 | Two Handed Strike |
Reckless Charge (Su): You gain a +4 to attack but a –4 to ac when you charge an opponent.
Insightful Rage (Ex): When Raging, you gain a +4 to will saves vs illusions.
Two Handed Strike (Ex): You gain a +2 to damage from any two handed attack.
Half Orc: Druid
Hit Dice: d10
Class Skills: Add Intimidate
Skill Points: Same as Druid
Lvl | BAB | Fort | Ref | Will | Special | Spells/Day |
1 | 0 | 2 | 0 | 2 | Tough Animal Companion, Nature Sense, Wild Empathy | As Standard Druid |
4 | 3 | 4 | 1 | 4 | Bully Animal | As Standard Druid |
6 | 4 | 5 | 2 | 5 | Augmented Nature's Allies | As Standard Druid |
Tough Animal Companion: Your animal companion gains the toughness feat.
Bully Animal: When using wild empathy, add your str mod rather than chr.
Augmented Nature’s Allies: Any nature’s ally that you summon gains a +4 to str and con. This benefit replaces one of your daily wild shape turns.
Half Orc: Paladin
Hit Dice: d12
Class Skills: Add Intimidate, Lose Diplomacy
Skill Points: Same as Paladin
Lvl | BAB | Fort | Ref | Will | Special | Spells/Day |
1 | 1 | 2 | 0 | 0 | Aura of Good, Detect Evil, Righteous Fury 1x/day | As Standard Paladin |
3 | 3 | 3 | 1 | 1 | Aura of Awe, Divine Health | As Standard Paladin |
6 | 6/1 | 5 | 2 | 2 | Remove Fatigue 1x/week | As Standard Paladin |
Righteous Fury (Ex): You can enter a fury of righteous fervor once per day. You gain +2 on att and dam. This increases by 1 for every 4 levels. The fury lasts for 1 + Chr mod rounds. At 5th lvl and every 5 levels beyond, you may go into this fury one additional time per day.
Aura of Awe (Su): You are immune to fear, evil creatures within 10’ of you take a -2 on saves vs fear or checks against your intimidate.
Remove Fatigue (Sp): You can remove the fatigued condition from all allies in a 30’ burst centered on you. You gain one additional time per week for every 3 levels after 6th.
Kalashtar: Monk
Hit Dice: d6
Class Skills: Add Autohypnosis and Knowledge (Psionics)
Skill Points: 4 + Int Modifier (4x that number at 1st level)
Lvl | BAB | Fort | Ref | Will | Special |
1 | 0 | 2 | 2 | 2 | Bonus Feat, Psychic Insight, Unarmed Strike |
2 | 1 | 3 | 3 | 3 | Bonus Feat, Evasion |
7 | 5 | 5 | 5 | 5 | Wholeness of Body |
Psychic Insight (Su): Once per round, as a swift action, you can spend a power point and gain a +1 insight bonus to your grapple or stunning fist roll. This lasts for one round and you lose the bonus and the point if you do not use it or you miss. At 5th level this bonus increases to 2 power points for +2 and at 11th level it goes to 3. This ability replaces the monks Flurry of Blows ability.
Bonus Feat: At 2nd level you can choose any Psionic feat as a bonus feat, rather than a monk feat. This replaces the standard bonus feat at 2nd level.
Wholeness of Body (Su): You can expend power points in conjunction with the wholeness of body ability. Each Power Point spent, heals an additional 1hp. This augments the standard monk Wholeness of Body ability.
Kalashtar: Soulknife
Hit Dice: d8
Class Skills: Add Disguise, Knowledge (The Planes), Perform
Skill Points: 4 + Int Modifier (4x the total at 1st level)
Lvl | BAB | Fort | Ref | Will | Special |
1 | 0 | 0 | 2 | 2 | Mind Blade, Align Mindblade, Weapon Focus (Mindblade) |
3 | 2 | 1 | 3 | 3 | Purifying Strike |
6 | 4 | 2 | 5 | 5 | Mindblade Enhancement +1, Stand Fast |
Align Mindblade (Su): Spend one powerpoint to make your Mindblade, Good aligned, for the purposes of Damage Reduction. When the Soulknife gains sufficient level to enhance his blade at +2, he can add this ability to his available enhancements without using a power point. This ability replaces the free Wild Talent feat usually given at 1st level.
Purifying Strike (Su): If a creature is under the mental control of another or under the effects of a mind controlling spell, you can make a touch attack on the creature and spend 3 power points to attempt a Dispel check. If you succeed, the creature is freed. If the target creature is inhabited by a Quori spirit, the ability acts as a dismissal and the creature must make a will save vs DC= 10+ Soulknife lvl + Soulknife Cha mod – Creatures HD. This ability replaces the standard Psychic Strike ability of the Soulknife. He instead gains that ability at 7th level, the dmage increase is reduced by 1d8 from the chart.
Stand Fast (Ex): When you are Psionically focused and move no more than 5’ in a round, you gain a +2 dodge bonus to your AC.
Kalashtar: Telepath
Hit Dice: d4
Class Skills: Add Intimidate
Skill Points: 2 + Int Modifier (4x these points at 1st level)
Lvl | BAB | Fort | Ref | Will | Special | Psionics |
1 | 0 | 0 | 0 | 2 | Discipline (Telepath), Mindlink, Telepathic Talent | As Standard Telepath |
3 | 1 | 1 | 1 | 3 | Compound Psicrystal, Mindlink | As Standard Telepath/See Text |
5 | 2 | 1 | 1 | 4 | Extra Powers Known, Mindlink | As Standard Telepath/See Text |
Mindlink (Ps): You can manifest your minklink ability equal to your character level (rather than ½). For each substitution level you take, you can use your mindlink ability 1 addition time per day.
Telepathic Talent (Ex): When you manifest a telepathic power from the telepathy discipline, you treat your Manifester level as one higher. This ability replaces the standard bonus feat for 1st level.
Compound Psicrystal (Ex): You can imbue your Psicrystal with two different personalities, gaining the abilities of both. This ability replaces one of the new Powers known for the 3rd level Telepath.
Extra Powers Known: You can add any 2 telepathy powers of 3rd level or lower to your list of known powers. This replaces the standard bonus feat for 5th level.
Kobold: Fighter
Hit Dice: d10
Class Skills: Add Profession: Miner, Search
Skill Points: 2 + Int Modifier (4x points at 1st level)
Lvl | BAB | Fort | Ref | Will | Special |
1 | 1 | 2 | 0 | 0 | Spear Focus, Dodge |
2 | 2 | 3 | 0 | 0 | Constitution Boost +2 |
4 | 4 | 4 | 1 | 1 | Strength Boost +2 |
Spear Focus (Ex): You gain a +1 attack bonus with the following weapons: Longspear, spear and shortspear. This bonus does not stack with weapon focus but is treated as its equivalent for prerequisites for other feats. This ability replaces the standard fighters bonus feat and medium armor proficiency.
Dodge (Ex): You gain Dodge as a bonus feat, this replaces the standard fighters Heavy Armor proficiency.
Constitution Boost (Ex): Your Con increases by 2. This replaces the standard fighters bonus feat for 2nd level.
Strength Boost (Ex): Your Str increases by 2 points. This replaces the standard fighters bonus feat for 4th level.
Kobold: Ranger
Hit Dice: d8
Class Skills: Same as Ranger
Skill Points: 6 + Int Modifier (4x points at 1st level)
Lvl | BAB | Fort | Ref | Will | Special | Spells |
1 | 1 | 2 | 2 | 0 | Kobold Favored Enemy, Track, Wild Empathy | Same as Ranger |
4 | 4 | 4 | 4 | 1 | Dire Weasel Companion, Kobold Ranger Spells | Same as Ranger |
7 | 7/2 | 5 | 5 | 2 | Subterranean Stride | Same as Ranger |
Kobold Favored Enemy (Ex): A kobold ranger that takes this substitution level gains the normal ranger favored enemy bonus on check and damage rolls but the skills affected by the bonuses are: Hide, Listen, Move Silently, Spot and Survival. If a kobold ranger selects Fey, humanoid (dwarf, or humanoid (gnome) as his favored enemy, he gains a +3 bonus instead of the standard +2. This ability replaces but is otherwise identical to the standard ranger’s Favored Enemy ability.
Dire Weasel Companion (Ex): The kobold can gain a dire weasel as his animal companion but treat his druid level only as ½ his ranger level, rather than ½ -3. Kobold Rangers can only choose Dire Weasels as their companions. This ability replaces the standard rangers animal companion ability.
Kobold Ranger Spells: These spells are added to the standard ranger list for kobolds that take this substitution level: Steal Sze, Local Tremor, Soften Earth and Stone, Meld into Stone, Spike Stones, Stone Shape, Stoneskin and Stone Tell. The following spells are removed from the list: Entangle, speak with plants, spike growth, command plants, diminish plants, plant growth, tree shape and tree stride.
Subterrainean Stride (Ex): You can move across dense rubble or natural stone floors at normal speed, ignoring any effects related to terrain. Rock surfaces that are enchanted or magically altered to impede movement still work. This ability replaces the standard ranger’s woodland stride ability.
Kobold: Rogue
Hit Dice: d4
Class Skills: Add Knowledge (Dungeoneering)
Skill Points: 8 + Int Modifier (4x at 1st level)
Lvl | BAB | Fort | Ref | Will | Special |
1 | 0 | 0 | 2 | 0 | Rapid Retreat, Shrewd Trapfinding +2, Sneak Attack +1d6 |
3 | 2 | 1 | 3 | 1 | Improved Trap Sense +2, Shrewd Trapfinding +4, Sneak Attack +2d6 |
8 | 6/1 | 2 | 6 | 2 | Evasive Skitter, Shrewd Trapfinding +6 |
Rapid Retreat (Ex): Anytime a kobold rogue uses the withdraw action he gains 5’ to his base move.
Shrewd Trapfinding (Ex): If the rouge has a number of ranks in Craft (Trapmaking) equal to his current level, he gains a +2 to search and disable device when applied to traps. This replaces the standard rogues trapfinding ability.
Improved Trap Sense (Ex): If the rouge has a number of ranks in Craft (Trapmaking) equal to his current level, he gains +2 to AC when avoiding trap damage (this increases to +3@6th and +4@9th)
Evasive Skitter (Ex): If the rogue makes a reflex save that allows for ½ damage, he can move up to his normal movement to escape the area of effect and take no damage. This ability replaces Uncanny Dodge.
Shifter: Druid
Hit Dice: d8
Class Skills: Add Balance, Climb, Jump
Skill Points: 4 + Int Modifier (4x at 1st level)
Lvl | BAB | Fort | Ref | Will | Special | Spell Casting |
1 | 0 | 2 | 0 | 2 | Beast Spirit | As druid |
4 | 3 | 4 | 1 | 4 | Reckless Nature | As Druid |
5 | 3 | 4 | 1 | 4 | Wild Shifting | As Druid |
Beast Spirit (Su): Shifter druid’s share a bond with a powerful internal spirit, an intangible manifestation of raw beastial strength and instinct. This spirit grows in power as the shifter druid increases in level, granting increased physical abilities, powerful augmentations to the druid’s summoning and additional spellcasting power. This ability replaces the Druid’s normal Animal Companion class feature.
Class Lvl | Ability Bonus | Special |
1-2 | +0 | Alertness, Extend Shifting, Feral Empathy |
3-5 | +2 | Will of the Spirit |
6-8 | +2 | Transfer Spirit |
9-11 | +4 | Prepare Spell (3rd lvl or lower) |
12-14 | +4 | Rapid Summons |
15-17 | +6 | Prepare Spell (6th lvl or lower) |
18-20 | +6 | Manifested Spirit |
Ability Bonus: You gain a bonus to your Str, Dex or Con, choosing which ability each day as you prepare your spells. You can change the ability affected anytime during the day but it requires a full round of concentration.
Alertness (Su): You gain the Alertness feat.
Extend Shifting (Su): Gain an additional 2 rounds of shifting per day.
Feral Empathy (Su): Gain +4 to Wild Empathy and Handle Animal checks on wild animals.
Will of the Spirit (Su): If you fail a save vs enchantment (spell or effect), you get an additional save the next round.
Transfer Spirit (Su): Any animal that you have Summoned and is within 30’ of you, can be augmented with your Beast Spirit. You lose all benefits temporarily and the animal gains them. The spirit cannot be recalled unless the animal id dead, dismissed or the summoning spell ends.
Prepare Spell (Su): You can prepare one additional spell of 3rd level or lower that must be cast on yourself. This spell is cast by the Beast Spirit as a swift action whenever you desire it. At 15th level you can prepare spells 6th level and lower.
Rapid Summons (Su): You now cast Summon Nature’s Ally as a standard action.
Manifested Spirit (Su): Gain Extra Shifter Trait as a bonus feat. If you lready have that feat, you gain a third trait.
Reckless Nature (Ex): Gain +2 to initiative and Reflex checks, take –2 penalty on Will saves. This ability replaces the standard Resist Nature ability.
Wild Shifting (Ex): You gain an additional daily shifting. You can use your Wis modifier instead of your con (If it is better) to determine duration of shifting. At 8th level, your natural weapons do damage as if they were 1 size larger. At 15th level this damage increases to 2 sizes larger. This ability replaces the Druid’s Wild Shape ability, and at each level that the druid would normally get an additional wild shape use, you get an additional Shiting use. The druid gains no abilities in the place of Wild Shape (Tiny) or Wild Shape (Plant), but gains the ability to Wild shape into an elemental as normal from 16th level.
Shifter: Ranger
Hit Dice: d8
Class Skills: Add Balance
Skill Points: 6 + Int Modifier (4x at 1st level)
Lvl | BAB | Fort | Ref | Will | Special | Spells/Day |
1 | 1 | 2 | 2 | 0 | 1st Favored Enemy, Track, Wild Empathy | - |
4 | 4 | 4 | 4 | 1 | Animal Companion, Share Shifting | As Ranger |
9 | 9/4 | 6 | 6 | 3 | Enhanced Shifting | As Ranger |
Wild Empathy (Ex): You gain the Wild Empathy ability but use your Wis modifier rather than Cha.
Share Shifting (Su): If the Ranger’s animal companion is adjacent to him when he shifts, the companion gains all of the bonuses that the shifter gains. It does not get new natural attacks, but its own are enhanced by +1 for every 4 levels of ranger. This replaces the ability to share spells with your animal companion.
Enhanced Shifting (Su): When you shift, you gain extra abilities based on the attribute tid to your Shifter Trait:
Str: Your natural weapons are treated as Adamant.
Dex: You gain the Evasion Feat.
Con: You gain 1+ # of Shifter feats you possess Fast Healing. (Note: This does not stack with other Fast healing)
Wis: You gain immunity to Enchantment
This ability replaces the Ranger’s Evasion Ability.
Shifter: Wilder
Hit Dice: d6
Class Skills: Add Survival
Skill Points: 4 + Int Modifier (4x at 1st level)
Lvl | BAB | Fort | Ref | Will | Special | Psionics |
1 | 0 | 0 | 0 | 2 | Wild Surge +1, Psychic Enervation, Wild Psychometabolism | As Wilder |
2 | 1 | 0 | 0 | 3 | Savage Renewal | As Wilder |
6 | 4 | 2 | 2 | 5 | Euphoric Shifting | As Wilder |
Wild Psychometabolism (Ex): You can learn powers from the Egoist’s power list as if they were Wilder Powers.
Savage Renewal (Su): After Shifting, you gain a number of Power Point back equal to the maximum power level he can know. This replaces the standard Elude Touch ability
Euphoric Shifting (Ex): Any round you spend under the effect of the Surging Euphoria while shifting, does not count against the time duration of the shifting. If you Surge but not while shifting, this ability has no effect.
Warforged: Artificer
Hit Dice: d6
Class Skills: Same as Artificer
Skill Points: 4 + Int Modifer
Lvl | BAB | Fort | Ref | Will | Special | Infusions |
1 | 0 | 0 | 0 | 2 | Artificer Knowledge, Artisan Bonus, Disable Trap, Item Creation, Scribe Scroll, Infuse Self | As Artificer |
4 | 2 | 1 | 1 | 4 | Tools of War, Bonus Feat | As Artificer |
5 | 2 | 1 | 1 | 4 | Craft Magic Arms and Armor, Craft Weapon Familiar | As Artificer |
Infuse Self (Ex): Add one to your caster level for determining the effect of any infusion you imbue upon yourself. It only applies to effects that target you.
Tools of War (Su): Any time you imbue a Construct, Living Construct or Magic Arms and Armor, you heal damage equal to your Cha bonus on the target. The infusion still has its normal effect. When you spend craft points from your reserve to enhance or create a Construct, Magic Arms and Armor or Living Construct (enhance only), each point you spend is worth 2. This ability replaces the artificer’s craft homunculus ability.
Craft Weapon Familiar (Ex): You can create a magical, intelligent melee weapon that acts much like a wizard’s familiar. (See Races of Eberron, page 131 for Weapon Familiar details.) This replaces the Retain Essence ability.
Warforged: Fighter
Hit Dice: d12
Class Skills: Add Craft and Intimidate
Skill Points: 2 + Int Modifier (4x at 1st level)
Lvl | BAB | Fort | Ref | Will | Special |
1 | 1 | 2 | 0 | 0 | Battle Hardened |
2 | 2 | 3 | 0 | 0 | Bonus Warforged Feat |
4 | 4 | 4 | 1 | 1 | Body as Weapon |
Battle Hardened (Ex): Gain +3 on Initiative and fear saves. This replaces the normal Bonus feat for 1st level.
Bonus Warforged Feat: You gain a feat from the Warforged only Feat List. This replaces the standard Bonus feat for 2nd level.
Body as Weapon (Ex): Gain +2 to damage when doing your Slam attack or with any weapon attached as an attached component. This replaces the standard 4th level feat.
Warforged: Paladin
Hit Dice: d10
Class Skills: Add Concentration, Craft, Knowledge (Nobility and Royalty, Religion), Profession, Ride
Skill Points: 2 + Int Modifier (4x at 1st level)
Lvl | BAB | Fort | Ref | Will | Special |
1 | 1 | 2 | 0 | 0 | Aura of Good, Detect Evil, Smite Construct, Smite Evil 1x/day |
2 | 2 | 3 | 0 | 0 | Durable Will, Repair Damage |
3 | 3 | 3 | 1 | 1 | Aura of Courage, Immune to Stunning |
Smite Construct (Su): You gain the ability to to Smite Constructs, no matter what their alignment. Add Cha bonus to Attack roll and add 1 pont of damage per paladin level.
Durable Will (Su): Gain a bonus equal to your Con modifier to all Will saves. This ability replaces the divine Grace ability.
Repair Damage (Su): If you have a Con score of 12+, you can repair damage equal to your paladin level x your Con modifier each day by ‘Laying on Hands’. The repaired points needn’t be used all at once or on the same construct. This ability does no damage to undead. This replaces the Lay of Hands ability.