Professional Documents
Culture Documents
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Chapter 3: Themes
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Chapter 4: Talents
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Welcome...
to the Custom Class Builder Preview. In this document, you will
find rules for creating new custom classes of your own design, including rules for hundreds of class features your custom class
might grant and guidelines for selecting those features.
These rules will be greatly expanded in the full version of the
Custom Class Builder, which is scheduled for release in the second
half of 2016, but this preview contains everything you need to create thousands of complete classes.
An Open Playtest
ing throws for your class; all of your class's saving throws instead use the fair base saving throw progression listed on Table 1.1: Custom Class Advancement.
Step 4: Proficiencies
On 1st level, every custom class grants a number of proficiencies determined by its Hit Die: three if its Hit Die is d6; five
if its Hit Die is d12; six if its Hit Die is d8 or d10.
Choose your class's proficiencies from the options listed
in this section. This list includes options other than standard
armor and weapon proficiencies. You can select any of these
options as proficiencies for your custom class.
If you do not select the weapon proficiency option listed
below, your class grants proficiency in all simple weapons. Alternately, you may choose for your class to instead grant proficiency in all weapons belonging to one of the following weapon
groups: crossbows, druid, natural, primitive, siege engines,
spears, or wizard. (See the Weapon Groups section at the end
of this chapter for a list of weapon groups.)
Armor Proficiency: Your class can grant this proficiency
up to three times. Its benefits do not stack with those of any armor proficiencies granted by other classes.
If your class grants this proficiency once, you are proficient with light armor and bucklers. In addition, if your class's
type is arcane (see Chapter 2), you ignore any arcane spell failure chance due to light armor or bucklers.
If your class grants this proficiency twice, you are profi-
cient with light armor, medium armor, and shields (other than
tower shields). In addition, if your class's type is arcane, you ignore any arcane spell failure chance due to light armor, medium armor, or shields other than tower shields.
If your class grants this proficiency three times, you are
proficient with light armor, medium armor, heavy armor, and
shields (other than tower shields). In addition, if your class's
type is arcane, you ignore any arcane spell failure chance due
to light armor, medium armor, heavy armor, or shields (other
than tower shields).
Shield Proficiency: You are proficient
with all shields, including tower shields. In
addition, if the class granting this
proficiency is arcane (see Chapter
2), you ignore any arcane spell failure chance due to shields
(including tower shields).
Skill Proficiency: Your class
must have Reflex as a good saving
throw to grant this proficiency. If
your class's type is skillful
(see Chapter 2), your
class can grant this proficiency twice.
If your class
grants this proficiency once, your class
treats all skills as class skills and
grants 6 + Intelligence modifier
skill ranks per class level. Your
class skills and skill ranks for
other classes are unaffected.
If your class grants this
proficiency twice, that class
instead treats all skills as
class skills and grants 8 +
Intelligence modifier skill
ranks per class level. Your
class skills and skill
ranks for other classes
are unaffected.
Talent Proficiency: Your class
can grant this proficiency up to four
times. Choose and gain a number of 0-level talents equal to the
number of times your class grants this proficiency. Each of
these talents must be chosen from the list of 0-level talents
available to one of the themes you selected with your thematic
talents class feature.
The benefits of talent proficiencies granted by multiple
classes stack; the total number of 0-level talents you gain from
talent proficiencies is equal to the total number of talent proficiencies you gain from all classes.
Weapon Proficiency: Your class can grant this proficiency up to three times. Its benefits do not stack with those of any
Step 5: Skills
By default, your class has ten class skills of your
choice and grants 4 + Intelligence modifier skill ranks
per level. If your class grants the skill proficiency (see
Step 4, above), your class instead treats all skills as class
skills and grants a greater number of skill ranks
per level.
If your class does not grant the skill proficiency, select your class's ten class skills. When
doing so, you can select Craft (all), Perform
(all), and Profession (all) as if each was a single skill; you can select Knowledge (all) as if it
was a total of four skills, or you can select
each Knowledge skill individually.
Optional: The description of your class's
type includes a list of skills that many classes
of that type have as class skills. If your class
does not grant the skill proficiency, you
may choose for your class to have all of
those listed skills as class skills instead
of selecting ten skills as class skills for
your class.
Step 6: Themes
Each custom class has a list of
two or more themes. A theme is a
list of class features called talents, some of which a character
taking levels in your class
might gain. Themes are
detailed in Chapter 3,
along with short descriptions of their associated talents. Full descriptions of talents appear in Chapter 4. Review this information and choose two
themes for your class.
Your class's themes are used by the thematic talents class
feature, which is granted by every class type. As detailed in the
description of that class feature, a character taking levels in
your class chooses two of your class's themes and selects one
or more talents from each of those themes.
If you want all characters with levels in your class to use
the same two themes, you can stop after choosing two themes
for your class. When a class has only two themes, every character with levels in your class must choose those two themes.
GM Permission
As noted earlier in this chapter, if you are a player creating a new custom class for use by your own player character,
you will need to get your GM's permission before using your
new class. Securing this permission is the unofficial eighth step
in the custom class creation process.
In return for granting permission to use a custom class,
your GM may choose to place restrictions upon characters taking levels in that class. See the section
entitled Using These Rules at the
beginning of this chapter for examples of restrictions your GM
may implement.
Weapon
Groups
As noted in Step
4 of the class creation
process, your custom
class might grant proficiency with all weapons belonging to a
single weapon group. Examples of
weapon groups that can be selected
and the weapons they include
are listed below. Your GM may
decide to create other weapon
groups.
Axes: bardiche, battleaxe,
dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe,
knuckle axe, light pick, mattock, orc
double axe, pata, and throwing axe.
Bard: dagger, longsword, rapier,
sap, short sword, shortbow, sickle,
sling, spear, sword cane, and whip.
Blades, Heavy: bastard sword, chakram, double chicken saber, double walking stick katana, elven
curve blade, falcata, falchion,
great
terbutje,
greatsword,
katana, khopesh, long-sword,
nine-ring broadsword, nodachi, rhoka sword, sawtooth
sabre, scimitar, scythe, seven-branched sword, shotel,
temple sword, terbutje, and two-bladed sword.
Blades, Light: bayonet, butterfly sword, dagger, dogslicer,
gladius, hunga munga, kama, kerambit, kukri, pata, quadrens,
rapier, short sword, sica, sickle, starknife, sword cane, swordbreaker dagger, and wakizashi.
Bows: composite longbow, composite shortbow, longbow,
and shortbow.
Close: armor spikes, bayonet, brass knuckles, dan bong,
emei piercer, fighting fan, gauntlet, heavy shield, iron brush,
ing alone is sufficient to represent its dabbling in magic. Instead of giving the dilettante class themes that further emphasize its magical nature, we decide to give it a pair of themes unrelated to magic: Combat and Skill.
Step 7: Class Features. The dilettante's class features are
its proficiencies, noted above, and the class features listed for
the arcane class type: arcane spell list, arcane spellcasting, and
thematic talents.
We want the dilettante to have a wide selection of
spells, so we choose the wizard class when determining
the spells appearing on the dilettante's arcane spell list.
We also choose the prepared spellcasting option for
the dilettante's arcane spellcasting class feature, reflecting the dilettante's eclectic nature.
If we wanted, we could stop here. We have
made every decision that must be made during the class creation process. However,
when stating the concept of the dilettante
class, we mentioned feats as one of the
things in which dilettantes dabble. To play
up this aspect of the class, we want the
rules for the dilettante to emphasize feat
acquisition. We can do this by placing
limits on the talents dilettantes can
select.
Dilettantes gain two 0-level talents from their talent proficiencies. We
decide that all dilettantes must select
Combat Expertise and Weapon Finesse as
these 0-level talents.
The dilettante also gains talents from its
thematic talents class feature (two talents on
1st level and one on every level thereafter).
Because we want the dilettante class to grant
a large number of feats, we decide that all
dilettantes must select the combat feat talent (from the Combat theme) on 1st level
and every two levels thereafter. We also
decide that they must select the bonus
feat talent (from the Skill theme) on 2nd
level and every two levels thereafter.
This leaves us with one undecided talent (the final talent the dilettante gains
on 1st level). Since we want dilettantes
to be nimble duelists, we decide that
all dilettantes must select nimble defense as their final 1st-level talent.
By restricting the dilettante's talent selection in this manner, we have reinforced the concept of the dilettante class. Note
that our restrictions still allow characters taking levels in the
dilettante class to choose which feats they gain as combat feats
and bonus feats, preserving player choice and preventing all
dilettantes from having identical abilities.
Arcane Classes
The defining characteristic of an arcane class is the ability
to cast arcane spells. Members of arcane classes cast their
spells by manipulating impersonal forces. Some draw upon
forces that permeate the world around them, others draw
upon energy that infuses their own blood. Some master their
art through careful study, others through intuition. Whatever
their methods, all members of arcane class have some sort of
arcane spellcasting ability.
Class Creation
An arcane class is created using the class creation process
described in Chapter 1. Choosing the arcane class type affects
that process in the following ways.
Hit Die: Every arcane class has d6, d8, or d10 as its class
Hit Die. You must choose one of these options for your class.
Skills: Many arcane classes have Appraise, Craft (all), Fly,
Knowledge (all), Linguistics, Profession (all), Spellcraft, and
Use Magic Device as class skills. You may choose these as your
class's skills in place of any other class skills you could choose.
Spell List: Every arcane class has an arcane spell list chosen at the time of its creation. Determine the spells appearing
on your class's arcane spell list in the following manner.
If your class's Hit Die is d6, choose an existing, non-custom class with a spell list that includes 9th-level spells. Your
class's arcane spell list includes all spells appearing on the chosen class's spell list.
If your class's Hit Die is d8, choose an existing, non-custom class with a spell list that includes 6th-level spells or
choose the alchemist class. Your class's arcane spell list includes includes all 6th- and lower-level spells appearing on the
chosen class's spell list or formula list.
If your class's Hit Die is d10, choose an existing, non-cus tom class with a spell list that includes 4th-level spells or
choose the alchemist class. Your class's arcane spell list includes all 1st-, 2nd-, 3rd-, and 4th-level spells appearing on the
chosen class's spell list or formula list.
Class Features
All members of arcane custom classes gain the following
class features.
Arcane Spell List: This class has an arcane spell list determined at the time of its creation. See the Class Creation section above for details.
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Talent
Spells per Day by Spell Level 1
Rating 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
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1
Reduce the number of spells per day of each spell level by 2
for members of custom classes that prepare their spells.
Talent
Spells Known by Spell Level 2
Rating 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
0
1
4
1
2
5
2
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2
1
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6
3
2
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3
2
1
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3
3
2
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6
3
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2
1
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2
9
7
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2
1
10
7
4
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7
4
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2
1
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4
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3
2
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2
1
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7
4
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3
3
2
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7
4
4
4
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3
3
2
1
16
8
5
4
4
4
4
3
3
2
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8
5
4
4
4
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3
3
2
1
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8
5
5
4
4
4
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3
2
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8
5
5
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4
4
4
3
3
2
20
8
5
5
5
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4
4
3
3
2
Double the number of spells known of each spell level for
members of custom classes that prepare their spells.
Prepared Spellcasting: At 1st level, you may choose to prepare your arcane spells for this class in advance. Once this decision is made, it cannot be changed. If you prepare your arcane
spells for this class, you use Intelligence as your spellcasting
ability score for those spells instead of Charisma.
If you choose to prepare your spells, you gain fewer spells
per day from this class, as noted in the footnote to Table 2.1:
Spells per Day. You also gain additional spells known from this
class, as noted in the footnote to Table 2.2: Spells Known. However, only half of your spells known of each level are prepared
at any one time. You cannot cast a spell granted by this class
unless it is one of your currently prepared spells.
You otherwise cast spells as described above. You can use
your spell slots to cast any of your prepared spells, and a spell
you cast remains prepared even after you cast it.
Once per day, you can change which of your spells known
are prepared by performing a ritual that takes 15 minutes to
complete. Upon completing this ritual, choose half of your
spells known of each spell level as your prepared spells.
Thematic Talents: At 1st level, select two of this class's
themes. For each selected theme, choose and gain one 1st-level
talent from that theme's list of talents.
Every level after 1st, choose and gain one additional talent of your level or lower. This talent can be chosen from those
listed for either of the two themes you chose with this ability.
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Class Features
All members of divine custom classes gain the following
class features.
Divine Spell List: This class has a divine spell list determined at the time of its creation. See the Class Creation section
above for details.
Divine Spellcasting: Whenever your talent rating in this
class is 1 or higher, you can spontaneously cast divine spells
drawn from this class's divine spell list. You can cast any spell
you know by expending a spell slot of the same level or higher.
Your caster level for divine spells equals your total level in all
classes that cast divine spells.
To learn or cast a spell with this
ability, you must have a spellcasting
ability score equal to at least 10 +
the spell's level. The DC of saving
throws against your spell is 10
+ the spell's level + your spellcasting ability score modifier.
Unless stated otherwise, you
use Charisma as your spellcasting ability score.
You gain the number of
spell slots per day indicated
on Table 2.1: Spells per Day
and the number of spells
known as indicated on Table
2.2: Spells Known. You only
gain these spell slots per day
and spells known for a given level if the spell list you
use for this class includes
spells of that level. You do
not gain bonus spells for
having high ability scores.
If you have one or
more 0-level spells known,
you can expend any number of
0-level spell slots per day in addition
to the limited number higher-level spell slots you can
expend.
Starting at 3rd level, whenever your talent rating in this
class increases to an odd number, you may choose to replace
any one of your divine spells known with a different spell of
the same level from your divine spell list.
Prepared Spellcasting: At 1st level, you may choose to prepare your spells for this class instead of casting them spontaneously. If you do, you use Wisdom as your divine spellcasting
ability score for this class instead of Charisma. Once this decision is made, it cannot be changed.
If you choose to prepare your spells, you gain fewer spells
per day from this class, as noted in the footnote to Table 2.1:
Spells per Day. You also gain additional spells known from this
Divine Classes
Divine classes are set apart by their ability to cast divine
spells. In contrast to arcane spells, divine spells draw upon
magical power of a deeply personal nature. The most obvious
sources of divine magic are deities that bestow blessings upon
lesser beings, but the spark of divine magic exists in every soul,
accessible to anyone whose life has a deep, spiritual purpose.
Through one or the other of these avenues, all members
of divine classes are able to cast divine spells.
Class Creation
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first reaches 1, choose and gain one talent of your level or lower from the list of talents for the Combat theme. Each time
thereafter that your talent rating in this class increases, choose
and gain another talent of your level or lower from the list of
talents for the Combat theme.
Thematic Talents: At 1st level, select two of this class's
themes. For each selected theme, choose and gain one 1st-level
talent from that theme's list of talents.
Every level after 1st, choose and gain one additional talent of your level or lower. This talent can be chosen from those
listed for either of the two themes you chose with this ability.
Skillful Classes
Class Creation
When you create a skillful class,
make all of the following decisions at
the time of the class's creation.
Hit Die: A skillful class has d6 or d8
as its class Hit Die. You must choose one
of these options for your class.
Skills: Many skillful classes
have all skills as class skills. You may
choose for your class to have all skills
as class skills instead of choosing a limited list of class skills.
Spell List: A skillful class does not
have a spell list.
Martial Classes
Martial classes have no spellcasting ability,
though some grant supernatural talents. Whatever their other abilities, members of martial
classes are set apart by their focus upon
combat. Members of martial classes gain
numerous combat-related talents in addition to any others they might gain, and
may have class Hit Dice larger than
those available to members of non-martial
classes.
Class Creation
Class Features
Class Features
All members of martial custom classes gain the following
class features.
Martial Talents: When your talent rating in this class
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Chapter 3: Themes
In the context of custom classes, a theme is a collection of
selectable class features called talents. Each custom class has
one or more themes, as well as one or more class features that
allow characters to select talents from those themes.
A custom class's themes are chosen during the creation of
that class, as detailed in Chapter 1. The class features of a custom class class that allow characters to select talents are determined by its class type. Class types are detailed in Chapter 2.
Talent Descriptions
Several themes a custom class might have are described
below. The description of each theme includes a brief overview
of the theme, followed by the the list of talents for that theme.
Order of Presentation: Themes are presented in alphabetical order. Talents within each theme are sorted first by level and then alphabetically by talent name. Note that some talent names appear on
Talents and Levels: The level for which a talent is listed
is the minimum class level on which that talent can be selected.
Talents listed as 0-level talents can be selected on any class level and can also be selected with the talent proficiency class feature. That class feature is described in Chapter 1.
A talent whose name is followed by a number can be selected more than once and appears on more than one level.
The number following the talent's name on any given level indicates the maximum number of times a character can select
that talent as of that class level.
A talent whose name is not followed by a number can be
selected only once.
Additional Themes
This chapter includes four themes and their associated
talent lists: Arcana, Combat, Devotion, and Skill.
The full version of the Custom Class Builder has dozens of
additional themes. Many represent broad concepts similar to
those of the themes appearing in this chapter, concepts such as
Air, Alchemy, Death, Earth, Fate, Fire, Nature, Void, and Water.
Others are named for iconic class features such as bardic
performance, channel energy, rage, and sneak attack. Themes
named after class features include those features and related
abilities as selectable talents. The Rage theme, for example, includes the rage ability and all rage powers on its list of talents.
Arcana
A class with this theme dabbles in arcane magic. Even if
members of that class cannot cast arcane spells, they have the
potential to acquire an eclectic mix of supernatural talents.
Most of these talents are related to the eight traditional schools
of arcane magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.
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Combat
A class with this theme focuses on the physical and tactical aspects of combat. The talents associated with this theme
are all extraordinary abilities (though a class with this theme is
not prohibited from granting supernatural or spell-like abilities through means other than the Combat talent).
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Deft Doublestrike: When you hit with two weapons, you can
make an immediate disarm, sunder, or trip attempt.
Double Tricks 2: Apply multiple conditions with a successful
dirty trick combat maneuver.
Meteor Shot: Crossbow attack might bull rush or trip foes.
Miraculous Recovery: Bonus on saves vs. ongoing effects.
Plummeting Charge 2: Bonus when charging while flying.
Raider's Riposte: When an enemy misses you with an attack
of opportunity, it provokes one from you.
Savage Charge 2: Greater bonus and penalty while charging
and possibly charge through allies and difficult terrain.
Shield Ally 3: Your heavy or tower shield can provide cover to
adjacent allies.
Shield Guard: Use shield to prevent enemies from flanking.
Step Aside: Step back when a foe closes with a 5-foot step.
Sucker Punch: Swift dirty trick against a creature that is
pinned or denied its Dex bonus to AC.
Sweeping Prank 2: Dirty trick affects multiple targets.
Volley: Attack creatures in a 15-foot-radius burst with a bow.
Weapon Training 4: Bonuses when using certain weapons.
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Devotion
Members of a class with this theme are able to draw supernatural power from devotion to a cause, such as a deity or a
code of honor. This power can bolster members of that class
and their allies. It can also detect or weaken their foes.
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Skill
A class with this theme focuses on mental, physical, and
social skills. A small number of the talents associated with this
theme are supernatural abilities that interfere with divination
effects, but the vast majority are extraordinary abilities.
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Chapter 4: Talents
Most class features that can be granted by a custom class
are abilities called talents. In the previous chapter, talents are
listed by theme and level. Certain class features allow characters to select talents of certain levels from these lists.
In particular, every class type described in Chapter 2 has
a thematic talents class feature that grants numerous talents.
Some class types have additional class features that grant one
or more talents. The talent proficiency described in the proficiency section of Chapter 1 can also grant certain talents.
Accurate Strike (Ex): Starting at 8th level, as a swift action, you can expend two uses of heroic effort to resolve all of
your melee weapon attacks until the end of your turn as melee
touch attacks.
Acid Jet (Su): Starting at 1st level, as a standard action,
you can spend one use of heroic effort to unleash a jet of acid
as a ranged touch attack against any one target within 30 feet.
If the attack hits, it deals 1d6 points of acid damage + your
Charisma modifier, plus an additional 1d6 points of acid damage for every 2 class levels beyond 1st (to a maximum of 10d6
at 19th level). The target is also sickened for 1d4 rounds. It can
attempt a Fortitude saving throw to negate the sickened condition.
Starting at 10th level, you can gain this talent a second
time. If you do, you can spend two uses of heroic effort when
using this talent instead of one. Whenever you do so, the target
takes additional damage on the following rounds if it fails its
saving throw. The target takes 1d6 points of acid damage on
the following round for every 2d6 points of acid damage dealt
by the initial attack. On subsequent rounds, the target continues to take 1d6 points of acid damage for every 2d6 points of
acid damage dealt on the previous round. The damage continues until the amount of acid damage dealt on the previous
round by this effect is 1d6. For example, at 9th level, you would
deal 5d6 points of acid damage + your Charisma modifier, 2d6
points of acid damage on the following round, and 1d6 points
of acid damage on the third and final round.
Acrobatic Charge (Ex): Starting at 11th level, you can
charge over difficult terrain.
Acrobatic Master (Su): Starting at 2nd level, as a swift
action, you can spend one use of heroic effort to gain a +20 talent bonus on one Acrobatics check of your choice made before
the start of your next turn.
Active Defense (Ex): Starting at 3rd level, you gain a +1
dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. As a
swift action, you may share this bonus with one adjacent ally,
or half of the bonus (minimum +0) with all adjacent allies, until
the beginning of your next turn.
You can select this talent up to four times (but not on consecutive class levels). Its effects stack.
Aerobatics (Ex): Starting at 5th level, whenever you have
a fly speed, you may make a Fly check instead of an Acrobatics
check to move through a threatened area or an enemy's space.
Agility (Ex): You gain a +4 talent bonus on saving throws
made against effects that cause you to become entangled, paralyzed, or slowed.
Ambush (Ex): Starting at 4th level, you become fully
practiced in the art of ambushing. When you act in the surprise
round, you can take a move action, standard action, and swift
action during the surprise round, not just a move or standard
Focus
Some talents provide certain benefits when you focus on
them. The action required to focus on a given talent and the
benefits you gain for doing so are each noted in that talent's
description. You cannot focus on a talent whose description
does not explicitly say that you can do so.
Once you focus on a given talent, you remain focused on it
indefinitely. No additional action is required to retain your focus, and your focus does not require concentration.
However, unless stated otherwise, you can focus on only
one talent at a time. Your focus on a talent ends if you focus on
a different talent or if you no longer have that talent. You can
also choose to end your focus on a talent as a free action.
Heroic Effort
Some talents allow you to perform actions that spend one
or more uses of a resource called heroic effort. All of your talents use a single, shared pool of heroic effort. You can spend a
number of uses of heroic effort per day equal to 3 + your total
level in all custom classes.
Uses of heroic effort can be converted into rounds of sustained effort, as explained in the following section.
Sustained Effort
Some talents provide certain benefits when you are using
a resource called sustained effort, which you can use a limited
number of rounds per day. You start each day with no available
rounds of sustained effort. As a free action, you can expend on
use of heroic effort (see above) to gain two rounds of sustained
effort that you can use any time during the same day.
These rounds need not be consecutive. Starting a sustained effort is a free action. Unused rounds of sustained effort
last until you regain your daily uses of heroic effort, at which
point your remaining rounds of sustained effort reset to zero.
Talent Descriptions
The talents described herein are listed alphabetically. The
minimum level upon which a talent can be selected is indicated
in its description by a phrase that says the benefits of the talent
apply at a certain level.
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action.
Anchoring Aura (Su): Starting at 8th level, an aura that
hampers extradimensional travel by evil outsiders extends 20
feet from you. Evil outsiders attempting to use abilities such as
dimension door, plane shift, or teleport to leave or enter the
aura must succeed at a Will save (DC 10 + 1/2 your level + your
Charisma modifier); failure means the ability does not function, as if the outsider were affected by dimensional anchor.
This aura functions only while you are conscious.
Alternatively, as an immediate action, you can expend one use of your smite evil ability to target an evil
outsider within 30 feet with dimensional anchor. A
targeted dimensional anchor persists even if you
are unconscious or dead.
Another Day (Ex): Starting at 10th level, as an immediate action when you would
be reduced to 0 or fewer hit points by
a melee attack, you can spend two
uses of heroic action to take a 5foot step. As normal for a 5foot step, this movement does
not provoke attacks of opportunity. If this movement takes you
out of the reach of the attack, you
take no damage from the attack. After using this talent to move, you are
staggered until the beginning of your
next turn and for 1 round thereafter.
Arcane Accuracy (Su): Starting at 2nd level, as a swift action, you can expend one use
of heroic effort to grant yourself an insight bonus equal to
your Intelligence bonus on all
attack rolls until the end of
your turn.
Arcane Barrier (Su):
Starting at 1st level, as a swift
action, you can expend one
use of heroic effort to create a
barrier of magic that protects
you from harm. This barrier
grants you a number of temporary
hit points equal to your class level +
your Charisma modifier, and lasts for 1 minute per class level
or until all the temporary hit points have been lost. Each addi tional time per day you use this ability, the number of uses of
heroic effort you must spend to activate it increases by 1 (so
the second time it is used, you must expend two uses of heroic
effort, three uses of heroic effort for the third time, and so on).
The temporary hit points from this ability do not stack with
themselves, but additional uses do cause the total number of
temporary hit points and the duration to reset.
Arcane Cloak (Su): Starting at 2nd level, as a standard
action, you can expend one use of heroic effort to add your In-
action, you can touch a helpless creature and shift your aura to
that of your target. This confuses divination effects and spells,
even ones as powerful as discern location, such that they
register you as being the creature you have touched. This
ability is not proof against the actions of deities or similarly
powerful beings. The assumption of an identity lasts until you
end it (a standard action) or you use the ability on another
creature.
Augment (Sp): Starting at 1st level, as a standard action,
you can spend one use of heroic effort and touch a creature to
grant it either a +2 enhancement bonus to a single ability score
of your choice (increasing to +4 if you are at least 10th level) or
an enhancement bonus to natural armor equal to 1 + onefourth your class level. This bonus lasts for 1 minute.
Aura of Banishment (Su): Starting at 8th level, while using sustained effort (see page 24), you can focus on this talent
as a standard action. Your focus on this talent ends if you stop
using sustained effort. While focused on this talent, you emit a
30-foot aura of banishment. Every summoned or called creature in this area must make a Will save at the start of its turn
each round. The first time a creature fails a Will saving throw
while your aura of banishment is active, the creature is staggered as long as it remains inside the aura. The second time,
the creature is immediately sent back to its home plane. The
spell that summoned or called it immediately ends unless the
spell summoned or called more than one creature, in which
case only the creature that failed two saving throws is affected.
Aura of Calm (Su): Starting at 8th level, you are immune
to all spells and spell-like abilities with the emotion descriptor,
as well as all fear effects. Each ally within 10 feet of you gains a
+4 morale bonus on saving throws against these effects. This
ability functions only while you are conscious, not if you are is
unconscious or dead.
Aura of Care (Su): Starting at 8th level, you and any allies
within 10 feet of you no longer provide cover against each
other's ranged attacks unless they wish to. Allies who cannot
move or otherwise take actions still provide cover, as do flatfooted allies. You and your allies must be able to see or hear
each other to use this ability.
Aura of Courage (Su): Starting at 2nd level, you are immune to fear (magical or otherwise). Each ally within 10 feet of
you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if
you are unconscious or dead.
Aura of Cowardice (Su): Starting at 2nd level, all enemies within 10 feet of you take a 4 penalty on saving throws
against fear effects. Creatures that are normally immune to fear
lose that immunity while within 10 feet of you. This ability
functions only while you are conscious, not if you are unconscious or dead.
Aura of Crushing Despair (Su): Starting at 8th level,
while using sustained effort (see page 24), you can focus on
this talent as a standard action. Your focus on this talent ends if
you stop using sustained effort. While focused on this talent,
you emit a 30-foot aura of despair. Enemies within this aura
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bonus) on these saves. This ability functions only while you are
conscious, not if you are unconscious or dead.
Aura of Resolve (Su): Starting at 8th level, you are immune to charm spells and spell-like abilities. Each ally within
10 feet of you gains a +4 morale bonus on saving throws
against charm effects. This ability functions only while you are
conscious, not if you are unconscious or dead.
Aura of Righteousness (Su): Starting at 16th level, you
gain DR 5/evil and immunity to compulsion spells and spelllike abilities. Each ally within 10 feet of you gains a +4 morale
bonus on saving throws against compulsion effects. This ability
functions only while you are conscious, not if you are unconscious or dead.
Awesome Blow (Ex): Starting at 15th level, as a standard
action, you can perform an awesome blow combat maneuver
against a corporeal creature of your size or smaller. If the combat maneuver check succeeds, the opponent takes damage as if
you hit it with the close weapon you are wielding or an unarmed strike, it is knocked flying 10 feet in a direction of your
choice, and it falls prone. You can only push the opponent in a
straight line, and the opponent can't move closer to you than
the square it started in. If an obstacle prevents the completion
of the opponent's move, the opponent and the obstacle each
take 1d6 points of damage, and the opponent is knocked prone
in the space adjacent to the obstacle. (Unlike the Awesome
Blow monster feat, you can be of any size to use this ability.)
Starting at 20th level, you can gain this talent a second
time. If you do, you can use your awesome blow ability as an
attack rather than as a standard action. You may use it on creatures of any size. If the maneuver roll is a natural 20, you can
immediately attempt to confirm the critical by rolling another
combat maneuver check with all the same modifiers as the one
just rolled; if the confirmation roll is successful, the attack
deals double damage, and the damage from hitting an obstacle
(if any) is also doubled.
Backswing (Ex): Starting at 7th level, when you make a
full attack with a two-handed weapon, you add double your
Strength bonus on damage rolls for all attacks after the first.
Banish Enchantment (Su): Starting at 6th level, you
learn to focus your mystic interference. As a standard action,
you can consume two uses of your fervor ability to target a single creature within 30 feet with a targeted dispel magic.
Banner (Ex): Starting at 5th level, as long as your banner
is clearly visible, all allies within 60 feet receive a +2 morale
bonus on saving throws against fear and a +1 morale bonus on
attack rolls made as part of a charge. At 10th level, and every
five levels thereafter, these bonuses increase by +1. The banner
must be at least Small or larger and must be carried or displayed by you or your mount to function.
Starting at 13th level, you can take this talent a second
time. If you do, all allies within 60 feet of you receive a +2
morale bonus on saving throws against charm and compulsion
spells and effects. In addition, while your banner is displayed,
you can spend a standard action to wave the banner through
the air, granting all allies within 60 feet an additional saving
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lyzed, shaken, or stunned, you may spend two uses of heroic effort to attempt that saving throw again, with a +4 insight bonus
on the roll. You must take the second result, even if it is worse.
Battlefield Presence (Su): Starting at 2nd level, as a
standard action, you can direct your allies in battle, granting
each ally within 30 feet one teamwork feat you possess as a
bonus feat. All allies must receive the same feat, but do not
need to meet the prerequisites of this bonus feat. This ability
does not function if you are flat-footed or unconscious. Allies
must be able to see and hear you in order to gain this benefit.
Changing the bonus feat granted is a swift action.
Starting at 20th level, you can gain this talent a second
time. If you do, you can use it to grant a different bonus feat to
each affected ally. In addition, if you have the weal's champion
talent, all critical threats made by you and your allies against
creatures affected by your weal's champion talent are automatically confirmed (no confirmation roll is needed).
Battleshaping (Su): Starting at 1st level, as a swift action,
you spend one use of heroic effort to grow a single natural
weapon. The natural weapon lasts for 1 round and has a +1 enhancement bonus on attack and damage rolls for every four
class levels you possess. You can grow a claw, a bite, or a gore
attack. These attacks deal the normal damage for a creature of
your size. At 11th level, you can instead grow two natural
weapons. You may not grow additional limbs or a tail with this
ability.
Bedeviling Aura (Su): Starting at 8th level, while using
sustained effort (see page 24), you can focus on this talent as a
standard action. Your focus on this talent ends if you stop using
sustained effort. While focused on this talent, you emit a 30foot aura that bedevils your enemies with phantasmal assailants. Enemies within this aura move at half speed, are unable to take attacks of opportunity, and are considered to be
flanked. This is a mind-affecting effect.
Beguiling Touch (Sp): Starting at 1st level, as a standard
action, you can spend one use of heroic effort to charm a living
creature by touching it. Creatures with more Hit Dice than your
class level are unaffected, as are creatures in combat and those
with an attitude of hostile toward you. Creatures receive a Will
saving throw to negate the effect. The DC of this save is equal
to 10 + 1/2 your class level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a
number of rounds equal to 1/2 your class level (minimum 1).
This is a mind-affecting effect.
Belly Shot (Ex): Starting at 9th level, when you successfully hit an adjacent target with a ranged firearm attack, you
deals +1d6 points of damage. This damage increases to +2d6 at
13th level and to +3d6 at 17th level. Creatures immune to precision damage, critical hits, or sneak attacks do not take this
additional damage.
Bestial Aspect (Su): Starting at 4th level, whenever you
gain a natural attack through the use of a polymorph spell, you
can increase the damage done by that attack by one die. If the
spell grants multiple natural attacks, you must choose one kind
of natural attack for the ability to enhance. At 9th level, if your
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altered form grants you a new mode of movement, that movement's base speed increases by 10 feet. This is an enhancement bonus. If you have other talents that temporarily grant
natural attacks or alternate modes of movement, then the
bonuses granted by bestial aspect also apply to these other talents.
Binding Darkness (Sp): Starting at 1st level, as a standard action, you can spend one use of heroic effort to cast
a weave of shadows at any foe within 30 feet as a
ranged touch attack. The shadows entangle your foe
for 1 round plus 1 additional round for every five
class levels you possess. In conditions of bright
light, this duration is halved (minimum 1 round). A
creature entangled by your shadows has concealment from those without darkvision or
the ability to see in darkness, and other
creatures likewise have concealment relative to it.
Binding Ties (Su): Starting at 1st
level, as a standard action, you can
spend one use of heroic effort and
touch an ally to remove one condition
affecting the ally by transferring it to
yourself. This transfer lasts a number of
rounds equal to your class level, but you
can end it as a free action on your turn.
At the end of this effect, the condition
reverts to the original creature, unless it
has ended or is removed by another
effect. While this power is in use, the
target is immune to the transferred
condition.
Black Market Connections
(Ex): Starting at 2nd level, you
treat every settlement as one
size greater for the purpose of
determining the gp limit of the
base value of items for sale, as
well as the number of minor,
medium, and major magic
items for sale in the settlement. If the settlement is already a metropolis, all minor
and medium magic items are for
sale, as well as 3d8 major magic items.
With a successful Diplomacy check, you
can treat the settlement as two sizes larger.
If the settlement is already a metropolis and you succeed at the
check, all magic items are for sale. If the settlement is already a
large city and you succeed at the check, all minor and medium
magic items are for sale, as well as 3d8 major magic items.
With a successful check, you can also sell stolen items on the
black market. If the check fails by 5 or more, you do something
to spook the market, and treat the city as normal for 1 week.
Furthermore, those in control of the black market may alert
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minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.
Critical Specialist (Ex): Starting at 17th level, the save
DCs of any effects caused by a critical hit with your chosen
weapon increase by +4.
Critical Strike (Su): Starting at 12th level, once per day
as a swift action you can take when you score a critical hit with
a melee weapon, you may cast a spell with a range of touch,
then make a touch attack with that spell against the target of
the critical hit as a free action.
Crossbow Sniper (Ex): Starting at 7th level, whenever
you make a readied attack with a weapon belonging to the
crossbow weapon group, your target is denied its Dexterity
bonus to its AC.
Cunning Trigger (Ex): Starting at 2nd level, you can use
a swift action to set off any trap within 30 feet that you constructed.
Curse of Suffering (Su): Starting at 2nd level, as a standard action, you can curse a creature within 30 feet. When the
cursed creature takes bleed damage, it takes 1 additional point
of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore
its hit points, that effect restores only half the normal amount
of hit points. This curse lasts for a number of rounds equal to
your class level. After the duration ends, the creature cannot be
the target of this ability again for 24 hours.
Daring (Ex): Starting at 2nd level, you gain a morale
bonus equal to 1 + one-fourth your class level on Acrobatics
checks and on saving throws against fear effects.
Darkvision (Ex): Starting at 7th level, you gain darkvision out to a range of 60 feet. If you already have darkvision,
the range increases by 30 feet.
Dauntless (Ex): Starting at 2nd level, you gain a morale
bonus equal to 1 + one-fourth your class level on saving throws
against mind-affecting effects, including all fear effects.
Dazing Touch (Sp): Starting at 1st level, you can spend
one use heroic effort to make a melee touch attack that causes
a living creature to become dazed for 1 round. Creatures with
more Hit Dice than your class level are unaffected.
Deadly Cocktail (Ex): Starting at 10th level, you can apply two doses of poison to a weapon at once. These can be separate poisons, in which case they both affect the target individually, or two doses of the same toxin, in which case the poisons'
frequency is extended by 50% and the save DC increases by +2.
This talent is an exception to the rule that injury poisons can
only be delivered one dose at a time.
Deadly Critical (Ex): Starting at 13th level, as an immediate action when you confirm a critical hit, you can spend four
uses of heroic effort to increase the weapon's damage multiplier by 1.
Deadly Defense (Ex): Starting at 19th level, when you
make a full attack with two or more weapons, every creature
that hits you with a melee attack before the beginning of your
next turn provokes an attack of opportunity from you.
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Deadly Shuriken (Ex): Starting at 10th level, as a fullround action, you can take careful aim and pool all of your attack potential into a single, deadly shuriken throw. When you
do this, you throw a single shuriken at a single target, but make
as many attack rolls as you can, based on your base attack
bonus. You make the attack rolls in order from highest bonus
to lowest, as if you were making a full attack. If any of the at tack rolls hit the target, the attack hits. For each additional suc cessful attack roll beyond the first, you increase the damage by
1d6. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage
modifiers and are not increased by this advanced talent. If
one or more rolls are critical threats, you confirm the critical once using your highest base attack bonus 5. For
each critical threat beyond the first, you reduce this
penalty by 1 (to a maximum of 0).
Deadly Surprise (Ex): Starting at 7th level, as an immediate action when you hit an opponent that is denied its Dexterity bonus to AC
against you with a weapon or unarmed attack,
you may attempt a dirty trick combat maneuver against that opponent.
Deadly Weather (Su): Starting at 8th
level, while using sustained effort (see
page 24), you can focus on this talent as
a standard action. Your focus on this talent ends if you stop using sustained effort.
While focused on this talent, you are surrounded by a storm of destruction with a radius of 5 feet per class level. Each round, the
storm has one of the following effects: driving
rain (4 on all Perception checks and ranged attack
rolls), howling winds (8 on Fly skill checks and ranged
attack rolls), heavy snow (all terrain is considered difficult), or lightning bolt (as call lightning). Other effects
depending on the weather might also apply (at the
GM's discretion). You choose which effect takes place
each round, but no effect may be repeated on the following round.
Death Ward (Sp): Starting at 6th level, you can
perform a short ritual that grants you the benefits of
death ward, using your class level as your caster level. Performing this ritual takes 1 minute and uses 4
flasks of holy water. You can protect only yourself with
this ability.
Deep Pockets (Ex): Starting at 6th level, you may carry
unspecified equipment worth up to 100 gp per two class levels.
This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of
magic item). As a full-round action, you may dig through your
pockets to retrieve an item you specify at that time, deducting
its value from the allocated amount of cost. This item cannot
weigh more than 10 pounds. When the total remaining cost
reaches 0, you can retrieve no more items until you refill your
deep pockets by spending a few hours and an amount of gold
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or kills you.
Divine Retribution (Sp): Starting at 1st level, as a standard action, you can spend one use of heroic effort and point at
one creature within 30 feet to indicate that it is the target of divine wrath. A mishap or an accident appropriate to the environment occurs, such as a branch falling on the creature, rocks
falling from the ceiling, or some other nonmagical misfortune;
regardless of the cause, the mishap deals 1d6 points of damage
+ 1 point for every two class levels you possess (Reflex half).
The GM decides whether this damage is bludgeoning, piercing,
or slashing damage.
Divine Wrath (Sp): Starting at 8th level, whenever you
confirm a critical hit, you may sacrifice a prepared 1st-level
spell or available 1st-level spell slot to invoke doom upon the
target as an immediate action (using your caster level). The
save DC is increased by +2 if your weapon has a 3 damage
multiplier, or by +4 if it is 4. You can also use this ability in re sponse to being critically hit, even if the attack incapacitates or
kills you.
Diviner's Fortune (Sp): Starting at 1st level, as a standard action, you can spend one use of heroic effort and touch
any creature to give it an insight bonus on all of its attack rolls,
skill checks, ability checks, and saving throws equal to 1/2
your class level (minimum +1) for 1 round.
Double Tricks (Ex): Starting at 13th level, when you perform a dirty trick combat maneuver, you may apply two different conditions to your target instead of one. Each condition requires a separate action to remove.
Starting at 17th level, you can gain this talent a second
time. If you do, when you perform a dirty trick combat maneuver, you may apply three different conditions to your target instead of one or two. Each condition requires a separate action
to remove.
Doublestrike (Ex): Starting at 9th level, you may, as a
standard action, make one attack with both your primary and
secondary weapons. The penalties for attacking with two
weapons apply normally.
Driver's Fortitude (Ex): Starting at 3rd level, if you drop
below 0 hit points while driving a vehicle but are not dead, you
can attempt a DC 15 Fortitude save each round to remain conscious and in control of your vehicle, though you may take no
other actions.
Eat Sin (Sp): Starting at 1st level, you may eat the sins of
an enemy you killed by spending 1 minute adjacent to a corpse.
This provokes attacks of opportunity. You can rush this ritual,
performing it as a full-round action that provokes attacks of
opportunity, but you only gain half the normal benefit.
When you eat an enemy's sins, you heal a number of
points of damage equal to 1d8 + your class level (maximum
+5). The enemy must have been killed by you within the last
hour, it must have had at least as many Hit Dice as half your
level, and it must have had an Intelligence score of 3 or higher.
You can use this ability once for each enemy you kill.
At 5th level, the amount of healing you gain increases to
2d8 plus your class level (maximum +10); at 9th level, it in-
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action, you can expend one use of heroic effort to choose an energy type: acid, cold, electricity, fire, or sonic. You gain resistance 10 against that energy type for 1 minute per class level.
This protection increases by 5 for every five class levels you
possesses (up to a maximum of 30 at 20th level).
Starting at 10th level, you can gain this talent a second
time. If you do, whenever you are using it and it prevents 10 or
more points of damage, you can absorb a portion of that energy and use it to fuel your talents. After absorbing the energy,
you can expend that energy as if it
was a single use of heroic effort,
except you can only use it to activate one of your talents
that deals the same
type of energy damage
as the type your shield
absorbed (if any). You
must use this energy
within 1 minute or it
is lost. You do not gain
more than one such use of
energy per round, and you
cannot store more than one
use of this energy at a time.
Energy Strike (Su): Starting at 2nd level, as a standard
action, you can expend one use of heroic effort to charge your
free hand with energy.
You can make a melee
touch attack with that
hand as a free action
as part of activating
this ability. If the
touch attack hits,
it releases the
charge and deals
2d6 points of energy damage (acid, cold,
electricity, or fire, chosen when you spend the
use of heroic effort to activate this ability). You can use
this ability with the spellstrike talent. If you miss with this attack, you can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the
amount of damage dealt by this attack increases by 1d6.
Energy Strike, Arcing (Su): Starting at 12th level, you
gain the benefit of the energy strike talent. If you already have
that talent, when using energy strike, you can expend one additional use of heroic effort. If you do so and your attack hits, you
can target a number of enemies within 15 feet equal to your In telligence modifier (minimum 0) with a ranged touch attack as
a free action. Those struck take the same energy damage as the
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time. If you do, whenever you use it, you can expend two uses
of heroic effort when using this talent instead of one. Whenever you do so, each target catches on fire if it fails its saving
throw. Until the fire is extinguished, the target takes 3d6 points
of fire damage at the start of each of its turns. The target can
attempt a Reflex saving throw as a full-round action to extinguish the flames. Applying at least 1 gallon of water to the target automatically extinguishes the flames.
Fleet Footed (Ex): Starting at 15th level, your speed increases by 10 feet and you can take 10 on Acrobatics checks
even while distracted or threatened. In addition, as a free action you can take when making an Acrobatics check, you can
spend four uses of heroic effort to take 20 on that check.
Flexible Flanker (Ex): Starting at 9th level, you may
choose any square adjacent to you and treat that square as
your location for determining who you are flanking, even if
that square is occupied by a creature, object, or solid barrier.
Flurry of Stars (Ex): Starting at 2nd level, as a swift action before making a full attack with shuriken, you can spend
one use of heroic effort. If you do, during that full attack attack,
you can throw two additional shuriken at your highest attack
bonus, but all of your shuriken attacks are made at a 2 penalty, including the two extra attacks.
Flying Dodger (Ex): Starting at 9th level, whenever you
have a fly speed and fly at least half your fly speed on your
turn, you gain a +1 dodge bonus to AC for 1 round. This bonus
increases to +2 at 11th level and +4 at 17th level.
Foil Scrutiny (Ex): Starting at 1st level, you are able to
obscure your thoughts and intentions. You gain a +2 talent
bonus on all Bluff and Disguise checks, as well as a +4 talent
bonus on Will saving throws to resist mind-reading spells and
effects (such as detect thoughts and discern lies).
Follow Clues (Ex): Starting at 1st level, you can use Perception to follow tracks as per the Survival skill.
Fool Casting (Su): Starting at 14th level, you can trick an
opponent into believing that you have been charmed or
dominated. When you succeed at a saving throw against a
magical effect that provides ongoing control (such as charm
person, dominate person, or a vampire's dominate ability), you
can allow the spell to take partial effect. To the caster, it
appears that you failed your saving throw, but you are not
under the caster's control. If the spell provides a telepathic
link, it functions normally, but you are under no obligation to
follow the caster's commands. You can dismiss a fooled spell as
a standard action. Fooled casting can be used when you
succeed at a subsequent saving throw against an ongoing
effect, such as that granted by slippery mind.
Forbidden Lore (Ex): You can cast spells of an alignment
opposed to yours or your deity's.
Force of Will (Su): Starting at 1st level, you can send
thoughts and instructions telepathically to any creature within
60 feet that you have charmed or dominated as though you
shared a common language. At 11th level, affected creatures
can communicate back to you via the telepathic link as well.
Force Strike (Su): Starting at 1st level, as a standard ac-
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Handle Animal, and Ride to your list of class skills, and gain a
talent bonus equal to your level (maximum +10) on all drive
checks.
Glib Lie (Su): Starting at 8th level, you can deceive truthdetecting magic. A creature using this sort of magic against you
must succeed on a caster level check against a DC of 15 + your
prestige class level to succeed (as if you were under the effect
of a glibness spell); failure means the magic doesn't detect your
lies or force you to speak only the truth. This ability does not
give you the glibness spell's bonus on Bluff checks.
Glorious Presence (Su): Starting at 1st level, as a
standard action, you can spend one use of heroic effort and
touch an ally to grant it a glorious blessing. For 1 minute, the
ally becomes mesmerizing to their foes. This functions as
sanctuary, except if the ally attacks an opponent, this effect
ends with respect to only that opponent. This is a mindaffecting effect.
Grace (Ex): Starting at 9th level, you gain a +2 competence bonus on all Reflex saving throws. This ability functions
only when you are wearing light or no armor and not using a
shield.
Grant the Initiative (Ex): Starting at 8th level, you and
all allies within 30 feet may add your Wisdom bonus to your
initiative checks.
Grasp of Honesty (Su): Starting at 8th level, while using
sustained effort (see page 24), you can focus on this talent as a
free action. Your focus on this talent ends if you stop using sustained effort. While focused on this talent, any creature you are
grappling or pinning is affected by zone of truth (Will negates).
Outside of combat, you may use this ability by touching a target with both hands. The effect ends if you stop grappling, pinning, or touching the target.
Grave Touch (Sp): Starting at 1st level, as a standard action, you can spend one use of heroic effort to make a melee
touch attack that causes a living creature to become shaken for
a number of rounds equal to 1/2 your class level (minimum 1).
If you touch a shaken creature with this ability, it becomes
frightened for 1 round if it has fewer Hit Dice than your class
level.
Greater Power Attack (Ex): Starting at 15th level, when
using Power Attack with a two-handed melee weapon, the
bonus damage from Power Attack is doubled (+100%) instead
of increased by half (+50%).
Guarded Hearth (Su): Starting at 8th level, once per day,
you can create a ward that protects a specified area. Creating
this ward takes 10 minutes of uninterrupted work. This ward
has a maximum radius of 5 feet per 2 class levels you possess.
When the ward is completed, you designate any number of
creatures inside its area. Should any other creature enter the
warded area, all of the selected creatures are immediately
alerted (and awoken if they were asleep). The designated creatures also receive a divine bonus (which does not stack with
any sacred or profane bonus) equal to your Wisdom modifier
on all saving throws and attack rolls while inside the warded
area. This ward immediately ends if you leave the area. The
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Honor Bound (Su): Starting at 1st level, as a standard action, you can spend one use of heroic effort and touch a creature, granting it a new saving throw against each enchantment
(charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment ef fect is ended. This power only affects effects that allow a save.
If you fail a save against such an effect, you can use this ability
as an immediate action to grant yourself an additional save.
Once the target (either you or a touched creature) has made
one additional save per effect, this ability has no further effect
on that particular enchantment effect.
Hordebreaker (Su): Starting at 10th level, when you hit
an evil humanoid with an attack of opportunity, you deal an additional 1d6 points of damage. In addition, if you have the holy
reach talent, you may make a number of additional attacks of
opportunity per round equal to your Charisma bonus when using that talent. This increase stacks with similar increases from
other sources such as Combat Reflexes.
Ice Missile (Su): Starting at 1st level, as a standard action, you can expend one use of heroic effort to unleash a freezing projectile as a ranged touch attack against any one target
within 30 feet. If the attack hits, it deals 1d6 points of cold
damage + your Charisma modifier, plus an additional 1d6
points of cold damage for every two levels beyond 1st (to a
maximum of 10d6 at 19th level). In addition, the target is staggered for 1 round. It can attempt a Fortitude saving throw to
negate the staggered condition.
Starting at 10th level, you can gain this talent a second
time. If you do, you can expend two uses of heroic effort instead of one when using this talent. Whenever you do so, the
target is coated in rime if it fails its saving throw. As long as the
ice remains (typically 1 minute per level in a warm area), the
target is entangled (although not anchored) and takes 1 point
of Dexterity damage at the start of each of its turns. The target
can break free from the ice as a standard action by making a
Strength check with a DC equal to 10 + your Charisma modifier.
If the target takes more than 10 points of fire damage from a
single attack, the ice melts and the effect ends.
Iconoclast (Ex): You gain a +2 talent bonus on saving
throws against effects originating from magic items and a +2
talent bonus to weapon damage rolls made against objects.
Illuminating Touch (Sp): Starting at 1st level, as a
standard action, you can spend one use of heroic effort and
touch a creature to give it an insight bonus equal to half your
class level (minimum 1) on a single Will saving throw,
Knowledge check, Perception check, or Sense Motive check.
This ability lasts for 1 hour or until the creature chooses to
apply the bonus to a roll.
Imbue Arrow (Su): Starting at 8th level, you gain the
ability to place an area spell upon an arrow. When the arrow is
fired, the spell's area is centered where the arrow lands, even if
the spell could normally be centered only on the caster. This
ability allows you to use your bow's range rather than the
spell's range. A spell cast in this way uses its standard casting
time and you can fire the arrow as part of the casting. The
42
Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a
language-dependant mind-affecting effect.
Inspiring Word (Su): Starting at 1st level, as a standard
action, you can spend one use of heroic effort and speak a few
words to a creature within 30 feet that fill them with inspiration. You can grant that creature a +2 morale bonus on attack
rolls, ability checks, skill checks, or saving throws (your
choice). This effect lasts for 1 minute.
Intense Evocation (Su): Starting at 1st level, whenever
you cast an evocation spell that deals hit point damage, add
1/2 your class level to the damage (minimum +1). This bonus
only applies once to a spell, not once per missile or ray, and
cannot be split between multiple missiles or rays. This bonus
damage is not increased by Empower Spell or similar effects.
This damage is of the same type as the spell.
Interference (Ex): Starting at 13th level, you can make a
disarm or trip combat maneuver against a target you threaten
as a move action to push your opponent off balance. If successful, the target becomes flat-footed. This condition lasts until
the target takes damage from a melee or ranged attack or until
the beginning of your next turn, whichever comes first.
Invisibility Field (Sp): Starting at 8th level, while using
sustained effort (see page 24), you can focus on this talent as a
swift action. Your focus on this talent ends if you stop using
sustained effort. While focused on this talent, you are invisible,
as if using greater invisibility.
Iron Guts (Ex): Starting at 1st level, you gain a +4 talent
bonus on all saving throws against ingested poisons and
against all spells and effects that cause you to be nauseated or
sickened.
Irresistible Advance (Ex): Starting at 15th level, you
gain a talent bonus on bull rush and overrun combat maneuver
checks when you are using a shield. The amount of this bonus
depends on the type of shield you are using: +1 with a buckler,
+2 with a light shield, +3 with a heavy shield, or +4 with a tower shield.
Irresistible Demand (Sp): Starting at 8th level, as a standard action, you can spend one use of heroic effort to attempt
to dominate a creature for 1 round as though using the dominate monster spell. The targeted creature must have a number
of Hit Dice equal to or less than your class level, and it receives
a Will saving throw to negate the effect. The DC is equal to 10 +
1/2 your class level + your Intelligence modifier.
Item Crafting: You can select one item creation feat
whose prerequisites you meet as a bonus feat.
Jack-of-All-Trades (Ex): Starting at 4th level, you can use
any skill untrained. Starting at 10th level, you treat all skills as
class skills. Starting at 16th level, you can take 10 on any skill
check, even if it is not normally allowed.
Judicious Force (Su): Starting at 1st level, as an immediate action when you or an ally within 10 feet makes a critical
threat with a melee or ranged attack, you can spend one use of
heroic effort to add +4 to the confirmation roll. This bonus
does not stack with that provided by the Critical Focus feat.
43
44
45
mum of 10d6 at 19th level). The target's vision is also impaired, causing the target to treat all creatures as if they had
concealment (20%) for 1 round. It can attempt a Fortitude saving throw to negate the impaired vision.
Starting at 10th level, you can gain this talent a second
time. If you do, you can expend two uses of heroic effort instead of one when using this talent. Whenever you do so, all
creatures adjacent to the target take an amount of damage
equal to half the amount of electricity damage rolled. Adjacent creatures can attempt a Reflex saving throw to halve
this damage. Whether or not the target makes its saving throw has no effect on adjacent targets.
Lingering Evocation (Su): Starting at 1st level, any evocation spell you
cast with a duration greater than instantaneous lasts an additional number of rounds
equal to 1/2 your class level (minimum
+1).
Lingering Pain (Su): Starting at 2nd level, as an immediate action after hitting a target with a weapon attack, you
can expend one use of heroic
effort to treat all damage from
that attack (including any damage
from a spell cast using the spellstrike ability) as continuous damage for the purposes of any concentration checks made by the target prior to the beginning of your
next turn.
Live to Tell the Tale (Ex):
Starting at 6th level, as a free action,
you can spend four uses of heroic effort to attempt a new saving throw against any
ongoing condition against which you failed a
saving throw in a previous round, even if the effect is normally permanent. This ability has no
effect on conditions that do not allow saving
throws or against instantaneous effects.
Lookout (Ex): Starting at 1st level, you add 1/2 your level
(minimum 1) to initiative checks.
Lore Master (Ex): Starting at 2nd level, you may take 10
on any Knowledge skill check using a Knowledge skill in which
you have ranks. In addition, once per day, as part of making a
Knowledge check, you may take 20 on that check. Starting at
6th level, any number of times per day, as part of making a
Knowledge check, you may spend two uses of heroic effort to
take 20 on that check.
Magical Supremacy (Su): At 20th level, you can cast any
spell you have prepared by expending a number of uses of
heroic effort equal to 1 + the level of the spell instead of expending a spell slot. When you cast a spell in this fashion, you
tion on yourself at will. This lasts until you use this ability
again or end the effect as a standard action.
Mounted Mettle (Ex): Starting at 5th level, you can focus
on this talent as a free action (see page 24). While focused on
this talent, you gain a proficiency bonus equal to 1 + one-fourth
your class level on attack and damage rolls when you are
mounted or adjacent to your mount.
Mounted Might (Ex): Starting at 5th level, you can focus
on this talent as a free action (see page 24). While focused on
this talent or the mounted mettle talent, your mount gains a
proficiency bonus equal to 1 + one-fourth your class level on
attack and damage rolls when you are mounted or adjacent to
your mount.
Natural Savagery (Ex): Starting at 5th level, you can focus on this talent as a free action (see page 24). While focused
on this talent, you gain a proficiency bonus equal to 1 + onefourth your class level on attack and damage rolls with natural
weapons. This bonus also applies to grapple combat maneuver
checks and to your CMD for the purpose of grappling.
Necessary Lies (Su): Starting at 5th level, you add a talent bonus equal to your class level on saving throws against
abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth.
Neckbreaker (Ex): Starting at 15th level, as a standard
action, you can attempt a grapple combat maneuver check with
a 5 penalty against an opponent you have pinned to possibly
kill that opponent. If your combat maneuver check succeeds,
the target must succeed at a Fortitude saving throw (DC = 10 +
1/2 your level + the higher of your Strength or Dexterity modifier) or die. If the target's saving throw succeeds, the target instead takes damage as if you had made a successful grapple
combat maneuver to damage it. Creatures immune to critical
hits are immune to this ability.
At 20th level, you can take this talent a second time. If you
do, you can use it as a move action instead of a standard action.
Negating Critical (Sp): Starting at 14th level, when you
confirm a critical hit, the creature you hit must succeed at a
Fortitude save at DC 10 + 1/2 your caster level + your Wisdom
modifier for each non-artifact magic item the target is wearing
or carrying. On a failed saving throw, the target of the critical
hit can neither use nor gain benefit from any minor magic item
for 1d4 rounds. This ability can be used in conjunction with
critical feats.
Nimble Climber (Ex): Starting at 1st level, whenever you
fail a Climb check by 5 or more, you can attempt a Reflex save
(against the same DC as the Climb check) to catch yourself and
avoid falling.
Nimble Defense (Ex): You gain a dodge bonus to AC
equal to 1 + one-fourth your total level in all classes with the
nimble defense ability. You gain this bonus only once, even if
you have levels in more than one class with this ability. This
bonus does not apply when you are wearing medium or heavy
armor or carrying a medium or heavier load.
No Escape (Ex): Starting at 9th level, when an enemy adjacent to you leaves the area of all spaces adjacent to you using
46
tion, you can spend one use of heroic effort to grant yourself an
enhancement bonus to a single ability score equal to 1/2 your
class level (maximum +10) for 1 round.
Permanent Illusions (Su): At 20th level, you can make
one illusion spell with a duration of concentration become
permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Persistent Enchantment (Su): At 20th level, any creature that succeeds at a saving throw against an enchantment
spell you have just cast is still affected for 1 round if the spell
has a duration greater than 1 round.
Phalanx Fighting (Ex): Starting at 3rd level, when you
wield a shield, you can use any polearm or spear of your size as
a one-handed weapon.
Phantom Presence (Ex): Starting at 4th level, you master stealthy movement and leave no trace of your passing in
dungeons and cities. While in dungeon and urban environments, you leave no trail and cannot be tracked, though you
can choose to leave behind a trail if you so desire. Furthermore,
you can always choose to take 10 when making a Stealth check.
Phase Arrow (Su): Starting at 12th level, as a standard
action, you can spend four uses of heroic effort to launch an
arrow at a target known to you within range, and have the
arrow travel to the target in a straight path, passing through
any nonmagical barrier or wall in its way. (Any magical barrier
stops the arrow.) This ability negates cover, concealment,
armor, and shield modifiers, but otherwise the attack is rolled
normally.
Physical Enhancement (Su): Starting at 1st level, you
gain a +1 enhancement bonus to one physical ability score
(Strength, Dexterity, or Constitution) of your choice. This
bonus increases by +1 for every five class levels you possess to
a maximum of +5 at 20th level. If you are a spellcaster who prepares spells, you can change this bonus to a new ability score
when you prepare spells.
Physical Perfection (Su); At 20th level, you gain the benefit of the physical enhancement talent. If you already have that
talent, the bonus it provides applies to two physical ability
scores of your choice instead of one.
Piercing Lance (Ex): Starting at 11th level, as a standard
action or as part of a charge, you can make one attack against a
mounted creature and a second attack against that creature's
mount, both using your highest base attack bonus. Furthermore, if the mount is hit and its rider attempts to negate the hit
with the Mounted Combat feat, your attack roll is considered 4
higher when calculating the DC of the Ride check to negate the
hit.
Piledriver (Ex): Starting at 11th level, as a standard action, you can make a single melee attack with a two-handed
weapon. If the attack hits, you may make a bull rush or trip
combat maneuver against the target of your attack as a free action that does not provoke an attack of opportunity.
Plague Bringer (Ex): Starting at 2nd level, you do not
take any damage or take any penalty from diseases. You can
47
pend more than one use of heroic effort per spell in this manner.
Powerful Energy (Su): Starting at 8th level, whenever
one of your talents deals one or more dice of acid, cold, electricity, or fire damage, it deals 1 additional point of damage of
that type per die of damage rolled. In addition, whenever one
of your talents that deals acid, cold, electricity, or fire damage
would normally have a 30-foot range or create a 30-foot line, it
has a 60-foot range or creates a 60-foot line, instead.
Precise Shot: You gain Precise Shot as a bonus feat, even
if you do not meet the prerequisite.
Prescience (Su): Starting at 1st level, at the beginning of
your turn, you may spend one use of heroic effort as a free action to roll a single d20. At any point before your next turn, you
may use the result of this roll as the result of any d20 roll you
are required to make. If you do not use the d20 result before
your next turn, it is lost.
Prescient Attack (Su): Starting at 6th level, as an immediate action after hitting a target with a weapon attack, you can
expend one use of heroic effort to anticipate your opponent's
defenses. The target is denied its Dexterity bonus against your
attacks until the end of your next turn.
Prescient Defense (Su): Starting at 8th level, as an immediate action after hitting a target with a weapon attack, you
can expend one use of heroic effort to anticipate your enemy's
intentions. You gain a bonus to your AC and on Reflex saves
equal to your Intelligence modifier (minimum 0) against attacks by that opponent until the beginning of your next turn.
Probable Path (Ex): Starting at 10th level, as part of
making any d20 roll, you can spend two uses of heroic effort
before rolling to take 10 on that roll.
Protective Ward (Su): Starting at 1st level, as a standard
action, you can spend one use of heroic effort to create a 10foot-radius field of protective magic centered on you that lasts
for a number of rounds equal to your Intelligence modifier. All
allies in this area (including you) receive a deflection bonus to
their AC equal to 1 + one-fourth your class level.
Pure of Body (Su): Starting at 8th level, you have a 50%
chance to turn any critical hit or sneak attack against you into a
normal hit, as if you were wearing fortification armor.
Pure of Mind (Su): Starting at 2nd level, you gain a +4 divine bonus (which does not stack with any sacred or profane
bonus) on saving throws against charm effects and figments,
and gain a bonus equal to your Charisma modifier on Will saving throws.
Purifying Touch (Su): Starting at 8th level, as a standard
action, you can spend four uses of heroic effort and touch a
willing creature, giving it a saving throw against each effect
currently affecting it, using the original saving throw DC of the
effect. Each successful saving throw ends the related effect. The
creature can choose not to make a save against an effect.
Quarterstaff Master: You gain the Quarterstaff Master
feat as a bonus feat, even if you do not meet its prerequisites.
(You can wield a quarterstaff as a one-handed weapon. At the
start of your turn, you decide whether you are going to wield
48
49
50
minute. During this time, you are treated as if you had studied
each aura for 3 rounds and you treat your Knowledge (arcana)
skill check as if you had rolled a 15 on the d20. In addition, if
you touch a magic item during this time, you can immediately
identify its properties using Spellcraft without needing to
spend 3 rounds examining the object. If an enemy possesses
the object, you must first succeed at a melee touch attack to
identify the item.
See Sin (Sp): Starting at 2nd level, you gain a talent
bonus equal to 1/2 your class level on Sense Motive checks to
sense enchantments, which you can make as a full-round action. You also gain a talent bonus equal to 1/2 your class level
on Spellcraft checks to identify enchantment school spells and
spells with the curse or emotion descriptor.
Seeker Arrow (Su): Starting at 10th level, as a standard
action, you can spend four uses of heroic effort to launch an
arrow at a target known to you within range, and the arrow
travels to the target, even around corners. Only an unavoidable
obstacle or the limit of the arrow's range prevents the arrow's
flight. This ability negates cover and concealment modifiers,
but otherwise the attack is rolled normally.
Seize the Initiative (Su): Starting at 1st level, whenever
you and your allies roll for initiative, you can spend one use of
heroic effort to grant one ally within 30 feet the ability to roll
twice and take either result. This decision is made before results are revealed.
Send Senses (Sp): Starting at 1st level, as a standard action, you can spend one use of heroic effort to place a scrying
sensor at a point within medium range (100 feet + 10
feet/class level) that you can see and have line of effect to. You
can see or hear (not both) through this sensor for number of
rounds equal to 1/2 your class level (minimum 1). The sensor
otherwise functions as a clairaudience/clairovoyance spell with
a caster level equal to your class level.
Shadow Step (Sp): Starting at 8th level, as a standard action, you can walk through the Shadow Plane and reappear.
You can travel up to 30 feet per class level per day in this fash ion, either in a single round or broken up across multiple shad ow steps. This movement must be used in 5-foot increments
and does not provoke an attack of opportunity. Travel through
the Shadow Plane is imprecise; when you arrive, you re-enter 1
square off target, as per the rules for thrown splash weapons. If
this would place you in an occupied square, you instead arrive
in the nearest safe location. When you arrive, you are cloaked
in shadow and gain concealment as the blur spell for 1 round.
You may bring other willing creatures with you, but you must
expend an equal amount of distance for each additional creature brought with you. They likewise re-enter off target (roll
location for each creature) and are cloaked in shadow for 1
round.
Shape Emotions (Su): Starting at 8th level, while using
sustained effort (see page 24), you can focus on this talent as a
standard action. Your focus on this talent ends if you stop using
sustained effort. While focused on this talent, you emit a 30foot aura that either wards off or enhances emotional influ-
51
52
53
Silent Magic (Su): Starting at 2nd level, you can cast one
spell per day as if it were modified by the Silent Spell feat. This
does not increase the casting time or the level of the spell.
Silent Shooter (Ex): Starting at 2nd level, you gain a talent bonus equal to one-half your class level (minimum +1) on
Stealth checks made when loading a bow or crossbow, poisoning ammunition, and making sniping attempts.
Sin Eater (Su): Starting at 10th level, as a full-round action, you can spend one use of heroic effort and make a
melee touch attack that can end a curse, enchantment,
or emotion effect affecting the target. Alternately, this
attack can end a possession effect (such as magic jar
or a ghost's malevolence ability) affecting the target.
This touch attack automatically succeeds against a
willing or helpless creature. When you successfully hit a creature with this attack,
make a Charisma check with a bonus
equal to your class level against a DC
of 11 + the caster level of the effect
you are attempting to end (or the Hit
Dice of the creator for a supernatural effect). If the check succeeds, the effect ends (forcing out the possessor in
the case of a possession
effect); however, you are
sickened for 1d4 rounds
(or 2d4 rounds if the effect was a possession effect).
Singleton
(Ex):
Starting at 5th level,
you can focus on this
talent as a free action
(see page 24). While focused on this talent, you
gain a proficiency bonus
equal to 1 + one-fourth
your class level on attack and damage rolls
any time you wield a melee weapon in one
hand and leave any other hand you have
free.
Skill at Arms (Ex): You gain proficiency in all simple and martial weapons,
and gain any one Armor Proficiency feat
whose prerequisites you meet as a
bonus feat.
Skill Bonus (Ex): When you gain this talent, choose Perception, Sleight of Hand, Stealth, or any two other skills (treating each Craft, Knowledge, Perform, and Profession skill as a
separate skill). You gain a talent bonus equal to one-half your
class level (minimum +1) on skill checks made using the chosen skill or skills, and can make checks with the chosen skill or
skills untrained.
You can select this talent twice, choosing a different skill
54
55
56
57
58
Other Talents
Over a thousand additional talents appear in the full version of the Custom Class Builder, scheduled for release in 2016.
59
Class Skills
Illustration by Storn Cook
Class Features
All of the following are features of the dilettante class.
Weapon and Armor Proficiency: You are proficient with
all simple and martial weapons. You are also proficient with
light armor and with bucklers. You can cast arcane spells without incurring the normal arcane spell failure chance for wearing light armor or using a buckler. You incur the normal chance
of arcane spell failure for using types of armor and shields.
Arcane Spell List: Your dilettante spell list includes all
1st-, 2nd-, 3rd-, and 4th-level sorcerer/wizard spells.
Arcane Spellcasting: Starting at 4th level, you gain the
ability to cast a limited number of arcane spells drawn from
the arcane spell list described above. You can cast any spell you
have prepared by expending a spell slot of the same level or
higher. Your caster level for arcane spells equals your total level
in all classes that cast arcane spells.
To learn, prepare, or cast a spell, you must have an Intelligence score equal to at least 10 + the spell's level. The DC of
saving throws against your spell is 10 + the spell's level + your
Intelligence modifier.
Your number of spell slots per day is determined by your
level, as noted on Table S.1: Dilettante Advancement. You do
not gain bonus spells for having high ability scores.
You gain a limited number of spells known, as noted on
Table S.2: Dilettante Spells Known. At any one time, only half of
these spells known are prepared. You cannot cast a dilettante
spell you know unless it is also one of your currently prepared
dilettante spells. You can use your spell slots to cast any of your
prepared dilettante spells, and a dilettante spell you cast re-
60
Base Attack
Bonus
+1
Fort
Save
+0
Ref
Save
+2
Will
Save
+2
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Combat Expertise, combat feat, nimble
defense, Weapon Finesse
Bonus feat
Combat feat
Bonus feat
Combat feat
Bonus feat
Combat feat
Bonus feat
Combat feat
Bonus feat
Combat feat
Bonus feat
Combat feat
Bonus feat
Combat feat
Bonus feat
Combat feat
Bonus feat
Combat feat
Bonus feat
1
1
2
2
3
3
4
4
4
4
4
4
4
4
4
4
4
1
1
2
2
3
3
4
4
4
4
4
4
4
1
1
2
2
3
3
4
4
4
1
1
2
2
3
2nd
3rd
4th
2
5th
2
6th
4
7th
4
8th
4
2
9th
4
2
10th
6
4
11th
6
4
12th
6
4
2
13th
6
4
2
14th
6
6
4
15th
6
6
4
16th
6
6
4
2
17th
6
6
4
2
18th
8
6
6
4
19th
8
6
6
4
20th
8
6
6
4
1
Only half of a dilettante's known spells of each spell level are
prepared at any one time.
61
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such content does not embody the Product Identity and is an enhancement
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2. The License: This License applies to any Open Game Content that
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62
Flind and Flindbar from the Tome of Horrors Complete, 2011, Necromancer Games, Inc.,
published and distributed by Frog God Games; Author: Scott Greene, based on original
material by J.D. Morris. Flumph from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Ian McDowell and Douglas
Naismith. Froghemoth from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax. Foo Creature from the Tome of
Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Gary Gygax. Forlarren from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone. Genie, Marid
from the Tome of Horrors Complete 2011, Necromancer Games, Inc., published and
distributed by Frog God Games; Author: Scott Greene, based on original material by Gary
Gygax. Giant Slug from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax. Giant, Wood from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Wizards of the Coast. Gloomwing from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Grippli from the
Tome of Horrors Complete 2011, Necromancer Games, Inc., published and distributed by
Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.Nereid from
the Tome of Horrors Complete 2011, Necromancer Games, Inc., published and distributed
by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Gryph
from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene,
based on original material by Peter Brown. Hangman Tree from the Tome of Horrors, Revised,
2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary
Gygax. Hippocampus from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene and Erica Balsley, based on original material by Gary Gygax. Huecuva from
the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based
on original material by Underworld Oracle. Ice Golem from the Tome of Horrors, 2002,
Necromancer Games, Inc.; Author Scott Greene. Iron Cobra from the Tome of Horrors, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Philip Masters.
Jackalwere from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax. Jubilex from the Tome of Horrors, Revised,
2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary
Gygax. Kamadan from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Nick Louth. Kech from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax. Kelpie from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Lawrence Schick. Korred from the Tome of
Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Gary Gygax. Leprechaun from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Lurker Above from
the Tome of Horrors Complete, 2011, Necromancer Games, Inc.; published and distributed
by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Magma
ooze from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott
Greene. Marid from the Tome of Horrors III, 2005, Necromancer Games, Inc.; Author Scott
Greene. Mihstu from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author:
Scott Greene, based on original material by E. Gary Gygax. Mite from the Tome of Horrors,
2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian
Livingstone and Mark Barnes. Mite from the Tome of Horrors Complete 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on
original material by Ian Livingstone and Mark Barnes.Mongrelman from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax. Nabasu Demon from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax. Necrophidius from the Tome of
Horrors, Revised, 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original
material by Simon Tillbrook. Nereid from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Pech from the
Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax. Phycomid from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Poltergeist from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Lewis Pulsipher. Quickling from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax. Quickwood from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax. Rot Grub from the Tome of
Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Peterson, based on
original material by Gary Gygax. Russet Mold from the Tome of Horrors, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Sandman from the
Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author: Scott Greene, based on
original material by Roger Musson. Scarecrow from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
Shadow Demon from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Neville White. Skulk from the Tome of Horrors, Revised,
2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon
Muth. Slime Mold from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax. Slithering Tracker from the
Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax. Soul Eater from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by David Cook.
Spriggan from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott
Greene and Erica Balsley, based on original material by Roger Moore and Gary Gygax.
Tenebrous Worm from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax. Tentamort from the Tome of
Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Mike Roberts. Tick, Giant & Dragon from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Trapper from the Tome of Horrors Complete, 2011, Necromancer Games, Inc.; published and
distributed by Frog God Games; Author: Scott Greene, based on original material by Gary
Gygax. Troll, Ice from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Russell Cole. Troll, Rock from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene. Vegepygmy from the Tome of
Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax. Wolf-In-Sheep's-Clothing from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Wood Golem from the Tome of Horrors, 2002, Necromancer Games, Inc.; Authors Scott
Greene and Patrick Lawinger. Yellow Musk Creeper from the Tome of Horrors, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
Yellow Musk Zombie from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Albie Fiore. Yeti from the Tome of Horrors, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Zombie, Juju from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Pathfinder Roleplaying Game Pathfinder Unchained 2015, Paizo Inc.; Authors: Dennis
Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim
Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert
Schwalb, Mark Seifter, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. 2011,
Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary,
Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ
Taylor. Pathfinder Roleplaying Game Ultimate Campaign. 2013, Paizo Publishing, LLC;
Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt
Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett,
Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L.
Sutter, Russ Taylor, and Stephen Townshend. Pathfinder Roleplaying Game Ultimate Combat.
2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason
Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason
Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying
Game Ultimate Equipment. 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner,
Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim
Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason
Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. Pathfinder Campaign Setting:
Technology Guide. 2014, Paizo Inc.; Authors: James Jacobs and Russ Taylor. Anger of Angels.
2003, Sean K Reynolds. Advanced Bestiary. 2004, Green Ronin Publishing, LLC; Author:
Matt Sernett. Book of Fiends. 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik
Mona, Chris Pramas, Robert J. Schwalb. The Book of Hallowed Might. 2002, Monte J. Cook.
Monte Cook's Arcana Unearthed. 2003, Monte J. Cook. Path of the Magi. 2002 Citizen
Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K
Reynolds. Skreyn's Register: The Bonds of Magic. 2002, Sean K Reynolds. The Book of
Experimental Might. 2008, Monte J. Cook. All rights reserved. Tome of Horrors. 2002,
Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin
Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill
Webb; Based on original content from TSR. Kobold Quarterly Issue 7, 2008, Open Design
LLC, www.koboldquarterly.com; Authors: John Baichtal, Wolfgang Baur, Ross Byers, Matthew
Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan!
The Tome of Horrors III, 2005, Necromancer Games, Inc.; Author Scott Greene. Adherer from
the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Authors Scott Greene and
Clark Peterson, based on original material by Guy Shearer. Amphisbaena from the Tome of
Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Gary Gygax. Angel, Monadic Deva from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Angel, Movanic Deva from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author: Scott Greene, based on original material by E. Gary Gygax. Animal Lord from the Tome
of Horrors, Revised, 2002, Necromancer Games,Inc.; Author Scott Greene, based on original
material by Gary Gygax. Ascomid from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Atomie from the
Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax. Aurumvorax from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Axe
Beak from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax. Baphomet from the Tome of Horrors
Complete 2011, Necromancer Games, Inc., published and distributed by Frog God Games;
Author: Scott Greene, based on original material by Gary Gygax. Bat, Mobat from the Tome of
Horrors, Revised, 2002, Necromancer Games, Inc.; Authors Scott Peterson and Clark
Peterson, based on original material by Gary Gygax. Beetle, Slicer from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax. Blindheim from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Roger Musson. Basidirond from the Tome
of Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material
by Gary Gygax. Brownie from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author: Scott Greene, based on original material by E. Gary Gygax. Bunyip from the Tome of
Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Dermot Jackson. Carbuncle from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Authors Scott Greene, based on original material by Albie Fiore.
Caryatid Column from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Jean Wells. Cave Fisher from the Tome of
Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Lawrence Schick. Crypt Thing from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Roger Musson. Crystal Ooze
from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax. Daemon, Ceustodaemon (Guardian Daemon) from the Tome
of Horrors, Revised, 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original
material by E. Gary Gygax. Daemon, Derghodaemon from the Tome of Horrors, Revised,
2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary
Gygax. Daemon, Guardian from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Daemon, Hydrodaemon
from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author: Scott Greene,
based on original material by E. Gary Gygax. Daemon, Piscodaemon from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material
by E. Gary Gygax. Dark Creeper from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Rik Shepard. Dark Stalker from the Tome of
Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Simon Muth. Death Dog from the Tome of Horrors Complete, 2011, Necromancer Games,
Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original
material by Underworld Oracle. Death Worm from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene and Erica Balsley. Decapus from the Tome of
Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Jean Wells. Demodand, Shaggy from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Demodand, Slimy from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax. Demodand, Tarry from the
Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax. Demon, Nabasu from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Demon Lord, Kostchtchie from the Tome of Horrors Complete, 2011, Necromancer Games,
Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original
material by Gary Gygax. Demon Lord, Pazuzu from the Tome of Horrors Complete, 2011,
Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene,
based on original material by Gary Gygax. Dire Corby from the Tome of Horrors, Revised,
2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jeff
Wyndham. Disenchanter from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Roger Musson. Dragon, Faerie from the
Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on
original material by Brian Jaeger and Gary Gygax. Dragon Horse from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax. Dracolisk from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax. Dust Digger from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax. Executioner's Hood from the Tome of Horrors Complete, 2011, Necromancer
Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on
original material by Gary Gygax. Flail Snail from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Tilbrook.
63
Coming in 2016,
the Custom Class Builder
The full version of the Custom Class Builder expands upon the content found in this preview with:
Rules for creating arcane, divine, hermetic, hybrid, martial, and skillful classes.
Rules for custom companions, from animals and eidolons to dragons and fey.
Dozens of new themes and thousands of new talents for custom classes.
Guidelines for creating new archetypes and new prestige classes.
And much more.