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Hurler
Archetype of Barbarian · Compendium
Hit Die1d12
Skill Ranks/Level4 + INT
BAB (Lvl 1)+1
Saves (Lvl 1)F+2 R+0 W+0
Class Skills
Acrobatics, Climb, Craft, Handle Animal, Intimidate, Knowledge (Nature), Perception, Ride, Survival, Swim
Class Features at Level 1
Skilled Thrower
The hurler is skilled at throwing objects in combat. Increase the range increment of any thrown weapon or object by 10 feet. This ability replaces fast movement.
Rage
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
BAB & Saving Throw Progression
LevelBABFortRefWill
1 +1 +2 +0 +0
2 +2 +3 +0 +0
3 +3 +3 +1 +1
4 +4 +4 +1 +1
5 +5 +4 +1 +1
6 +6 +5 +2 +2
7 +7 +5 +2 +2
8 +8 +6 +2 +2
9 +9 +6 +3 +3
10 +10 +7 +3 +3
11 +11 +7 +3 +3
12 +12 +8 +4 +4
13 +13 +8 +4 +4
14 +14 +9 +4 +4
15 +15 +9 +5 +5
16 +16 +10 +5 +5
17 +17 +10 +5 +5
18 +18 +11 +6 +6
19 +19 +11 +6 +6
20 +20 +12 +6 +6
Mutation Warrior
Archetype of Fighter · Compendium
Hit Die1d10
Skill Ranks/Level2 + INT
BAB (Lvl 1)+1
Saves (Lvl 1)F+2 R+0 W+0
Class Skills
Climb, Craft, Handle Animal, Intimidate, Knowledge (Dungeoneering), Knowledge (Engineering), Profession, Ride, Survival, Swim
Class Features at Level 1
Bonus Feats
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
BAB & Saving Throw Progression
LevelBABFortRefWill
1 +1 +2 +0 +0
2 +2 +3 +0 +0
3 +3 +3 +1 +1
4 +4 +4 +1 +1
5 +5 +4 +1 +1
6 +6 +5 +2 +2
7 +7 +5 +2 +2
8 +8 +6 +2 +2
9 +9 +6 +3 +3
10 +10 +7 +3 +3
11 +11 +7 +3 +3
12 +12 +8 +4 +4
13 +13 +8 +4 +4
14 +14 +9 +4 +4
15 +15 +9 +5 +5
16 +16 +10 +5 +5
17 +17 +10 +5 +5
18 +18 +11 +6 +6
19 +19 +11 +6 +6
20 +20 +12 +6 +6
Paladin
Base class · Compendium
Hit Die1d10
Skill Ranks/Level2 + INT
BAB (Lvl 1)+1
Saves (Lvl 1)F+2 R+0 W+2
Class Skills
Craft, Diplomacy, Handle Animal, Heal, Knowledge (Nobility), Knowledge (Religion), Profession, Ride, Sense Motive, Spellcraft
Spellcasting
Divine · Prepared · Paladin Spell List
Class Features at Level 1
Aura of Good
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
BAB & Saving Throw Progression
LevelBABFortRefWill
1 +1 +2 +0 +2
2 +2 +3 +0 +3
3 +3 +3 +1 +3
4 +4 +4 +1 +4
5 +5 +4 +1 +4
6 +6 +5 +2 +5
7 +7 +5 +2 +5
8 +8 +6 +2 +6
9 +9 +6 +3 +6
10 +10 +7 +3 +7
11 +11 +7 +3 +7
12 +12 +8 +4 +8
13 +13 +8 +4 +8
14 +14 +9 +4 +9
15 +15 +9 +5 +9
16 +16 +10 +5 +10
17 +17 +10 +5 +10
18 +18 +11 +6 +11
19 +19 +11 +6 +11
20 +20 +12 +6 +12
Saurian Shaman
Archetype of Druid · Compendium
Hit Die1d8
Skill Ranks/Level4 + INT
BAB (Lvl 1)+0
Saves (Lvl 1)F+2 R+0 W+2
Class Skills
Climb, Craft, Fly, Handle Animal, Heal, Knowledge (Geography), Knowledge (Nature), Perception, Profession, Ride, Spellcraft, Survival, Swim
Spellcasting
Divine · Prepared · Druid Spell List
Class Features at Level 1
Nature Sense
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Saurian Shamanism
At 1st level, a saurian shaman who chooses an animal companion must select a dinosaur. If choosing a domain, she must choose from the Animal, Destruction, Strength, and War domains. She can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus.
BAB & Saving Throw Progression
LevelBABFortRefWill
1 +0 +2 +0 +2
2 +1 +3 +0 +3
3 +2 +3 +1 +3
4 +3 +4 +1 +4
5 +3 +4 +1 +4
6 +4 +5 +2 +5
7 +5 +5 +2 +5
8 +6 +6 +2 +6
9 +6 +6 +3 +6
10 +7 +7 +3 +7
11 +8 +7 +3 +7
12 +9 +8 +4 +8
13 +9 +8 +4 +8
14 +10 +9 +4 +9
15 +11 +9 +5 +9
16 +12 +10 +5 +10
17 +12 +10 +5 +10
18 +13 +11 +6 +11
19 +14 +11 +6 +11
20 +15 +12 +6 +12
Cleric
Base class · Compendium
Hit Die1d8
Skill Ranks/Level2 + INT
BAB (Lvl 1)+0
Saves (Lvl 1)F+2 R+0 W+2
Class Skills
Appraise, Craft, Diplomacy, Heal, Knowledge (Arcana), Knowledge (History), Knowledge (Nobility), Knowledge (Planes), Knowledge (Religion), Linguistics, Profession, Sense Motive, Spellcraft
Spellcasting
Divine · Prepared · Cleric/Oracle Spell List
Class Features at Level 1
Aura
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Spellcasting
A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Chaotic, Evil, Good, and Lawful Spells A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Channel Energy
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Domains
A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
Bonus Languages
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
BAB & Saving Throw Progression
LevelBABFortRefWill
1 +0 +2 +0 +2
2 +1 +3 +0 +3
3 +2 +3 +1 +3
4 +3 +4 +1 +4
5 +3 +4 +1 +4
6 +4 +5 +2 +5
7 +5 +5 +2 +5
8 +6 +6 +2 +6
9 +6 +6 +3 +6
10 +7 +7 +3 +7
11 +8 +7 +3 +7
12 +9 +8 +4 +8
13 +9 +8 +4 +8
14 +10 +9 +4 +9
15 +11 +9 +5 +9
16 +12 +10 +5 +10
17 +12 +10 +5 +10
18 +13 +11 +6 +11
19 +14 +11 +6 +11
20 +15 +12 +6 +12