Pathfinder Dark Sun Conversion

Originally posted by kelsen:

Here is my already pathfinder DarkSun - Part I.

DARK SUN

ABILITY SCORES

Point-buy system. 26 pts.

Score/Cost
08 -> -2 pts.
09 -> -1 pts.
10 -> 00 pts.
11 -> 01 pts.
12 -> 02 pts.
13 -> 03 pts.
14 -> 04 pts.
15 -> 06 pts.
16 -> 08 pts.
17 -> 11 pts.
18 -> 14 pts.

Sample hability scores:

-> 16 - 16 - 14 - 14 - 12 - 10 = 26 pts. (Standart Ability Scores)

-> 18 - 16 - 14 - 12 - 10 - 08 = 26 pts. (Focused Ability Scores)

-> 16 - 14 - 14 - 14 - 14 - 12 = 26 pts. (Balanced Ability Scores)

Ability Score Bonuses:

At 4th, 8th, 12th, 16th and 20th level, characters can add +1 to any ability, and +1 to any other ability.

Bonus Feat Progression:

Characters gain bonus feats at 1st, 3rd, 6th, 9th, 12th, 15th and 18th.

Favored Class:

Each race has a favored class, representing its natural affinity for a specific set of skills and abilities. Whenever
you take a level in your race’s favored class, you receive +1 hit point/level. Humans and half-elves frequently get this
bonus, unless they multiclass. You do not gain this bonus for taking levels in a prestige class, regardless of its
focus or theme.

Originally posted by kelsen:

RACES

Human
Half-Elf
Mul
Elf
Halfling
Dwarf
Half-Yuan-ti (pureblood)
Dromite
Felinian
Tleilaxu (facial dancer)
Half-Giant
Lizardman
Aarakocra
Thri-kreen
Tarek
Yuan-ti (halfblood)
Illithid
Dray

Human

• +2 any ability, +2 any other ability.
• Medium. LA +1.
• Speed 30 ft.
• Extra Bonus Feat at 1st level.
• 1 extra skill points at 1st lvl and 1 extra skill point per lvl.
• Adaptability. +2 racial bonus on a single skill of choice.
• +1 racial bonus on a single Craft or Profession Skill.
• Favored Class: Any.

Half-Elf

• +2 Dex, +2 to any ability.
• Medium. LA +1.
• Speed 30 ft.
• Low-light vision.
• +1 racial bonus on Perception checks.
• +2 racial bonus on Handle Animal and Survival checks.
• Born survivor. +1 racial bonus on all saving throws.
• Animal Companion. You can select an animal companion of up to 2 HD.
• Favored Class: Any.

Mul

• +4 Str, +2 Con, -2 Int, -2 Wis.
• Medium. LA +1.
• Speed 60 ft.
• Darkvision 30 ft.
• +2 racial bonus on Intimidade checks.
• Incredible Endurance. +4 bonus on saves to resist nonlethal damage (can stack with the Endurance Feat).
• Tireless. Muls are imune to the effects of fatigue, and reduce the effects of exhaustion by one step. Thus, an
"exhausted" mul is treated as if were only “fatigued” instead.
• Extended Activity. Muls may engage in larbor or march without rest for up to 16 hours (instead of 8 hours).
• Favored Class: Gladiator or Savage.

Elf

• +4 Dex, +2 Int, -2 Con.
• Medium. LA +1.
• Speed 40 ft.
• Low-light vision.
• Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and
shortbows (including composite shortbows), and treat elven longblade and elven thinblade as a martial weapons.
• +2 racial bonus on Perception checks.
• +1 racial bonus on Bluff and Sense Motive checks.
• Elven Run. Fortitute save DC 10, +1 for each previous check.
Mass elf run. A group of three or more elves can add their leader’s Cha bonus to check.
• Favored Class: Rogue or Wizard.

Halfling

• +4 Dex, +2 Wis, -2 Str.
• Small. +1 Att, +1 AC, +4 on Stealth Checks, carrying capacity x2/3. LA +1.
• Speed 20 ft.
• +2 racial bonus on Climb, Jump and Acrobatics checks.
• +1 racial bonus on Perception checks.
• +2 morale bonus on saving throws against fear.
• Weapon Familiarity: Halflings are proficient with slings, bolas, and javelins, and receive the benefits of Weapon
Focus feat (+1 attack bonus) when wielding these weapons.
• Scent.
• Favored Class: Cleric or Nomad.

Dwarf

• +4 Con, +2 Str, -2 Dex.
• Medium. LA +1.
• Speed 20 ft. Can move at normal speed even when wearing heavy armor.
• Darkvision 60 ft.
• Weapon Familiarity: Dwarves are proficient with battle axes, heavy picks, and heavy hammers, and treat waraxe,
warhammer and battle pick, as martial weapons.
• +2 racial bonus on saving throws against spells and poison.
• +2 racial bonus on Appraise and Craft checks related to stone or metal.
• Dwarven Focus. +1 morale bonus on attack rolls, saving throws and skills checks when pursuing the focus.
• Favored Class: Cleric or Soldier.

Half-Yuanti (pureblood)

• +4 Int, +2 Cha, -2 Con.
• Medium. LA +1.
• Speed 30 ft.
• Darkvision 60 ft.
• Natural Armor +1.
• +2 racial bonus on Perception checks.
• +1 racial bonus on Bluff, Diplomacy, and Intimidation checks.
• Poison. Once per day, a pureblood can produce a single dose of poison that can be applyed to a weapon or delivered
by a kiss. The victim injuried by the attack must make a Fort Save against DC 10 + 1/2 pureblood’s character level + Con Mod,
or take 1d4 Con damage (frequency 3).
• Favored Class: Rogue or Wizard.

Pterran

• +4 Wis, +2 Str, -2 Dex.
• Medium. LA +1.
• Speed 30 ft.
• Low-light vision.
• Natural Armor +2.
• Natural Weapons: Claw (1d3) and Bite (1d4). A Pterran can attack with his claws (1d3) or wield weapons with then,
and attack with his bite as a secondary weapon (-5 penalty on the attack roll, provokes an attack of opportunity),
dealing 1d4 points of damage + 1/2 Str mod.
• Weapon Familiarity: “Slodak” (Warclub) and “Thanak”(Datchi Club).
• +2 racial bonus on Knowledge (nature) and Survival checks.
• Favored Class: Cleric or Nomad.

Dromite

• +4 Wis, +2 Dex, -2 Str.
• Small. +1 Att, +1 AC, +4 on Stealth Checks, carrying capacity x2/3. LA +1.
• Speed 20 ft.
• Natural Armor +2.
• Antennae: Blind-Fight Feat.
• +2 racial bonus on Perception checks.
• Resistance to fire 5.
• Scent.
• Favored Class: Cleric (Magma) or Psionic.

Felinian

• +4 Cha, +2 Dex, -2 Con.
• Medium. LA +1.
• Speed 30 ft.
• Low-light vision.
• Natural Weapons: Claws (1d4).
• +2 bonus on Acrobatics and Stealth checks (can use Dex mod instead of Str mod for Climb checks).
• +8 bonus on Climb and Jump checks (can use Dex mod instead of Str mod for Jump checks).
• Catfall. Felinians can recover from a fall instantly, as a swift action (felinians always land on their feets, no
matter how far they fall), and reduce damage from a falling as if the fall were 10 feet shorter than it actually is.
• Favored Class: Nomad or Rogue.

Tleilaxu (Facial Dancer)

• None Ability Modifiers.
• Medium. LA +1.
• Speed 30 ft.
• +2 on Will saves against mind-affecting spells or effects.
• +2 racial bonus on Bluff, Diplomacy and Sense Motive checks.
• Natural Linguist: gain Linguistics as class skill.
• Soft Bones: Tleilaxu have soft bones and take one extra point of damage for attack that successfuly hits then.
• Minor Shapechange. Tleilaxu have the supernatural ability to alter their appearance as though using a disguise self
spell that affects their bodies but not their possessions. When using this ability to create a disguise, a tleilaxu
receives a +10 circunstance bonus on Diguise checks. A tleilaxu can use this ability at will, as a full-round action.
• Favored Class: Psionic or Rogue.

Half-Giant

• +8 Str, +4 Con, -2 Dex, -4 Int, -4 Wis, -2 Cha.
• Giant. 2d8 HD. BAB +2, Fort +3, Ref +2, Will +1. LA +1.
Skill points equal 5x(2 + Int modifier). Class skills Climb, Craft, Jump, Intimidate. Starting Bonus Feat.
• Large. Reach 10 ft., -1 Att, -1 AC, -4 on Hide checks, carrying capacity x2.
• Speed 40 ft.
• Natural Armor +2.
• Weapon Familiarity: Half-giants are proficient with all clubs and maces, ligth armors and shields.
• Great Toughness. +3 hp bonus on 1st level +1 hp bonus/level (can stack with the Toughness Feat).
• Axis Alignment.
• Favored Class: Gladiator or Soldier.

Half-Giant Racial Feats:
• Awesome Blow: As a standart action you can choose to subtract 4 from your melee attack roll and deliver an awesome
blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, the target must succeed on
a Fort Save (DC = Damage dealt) or be knocked flying 10 feet in a direction of attacking creature’s choice and fall
prone. If an obstacle prevents the completion of the target’s move, the opponent and the obstacle each take 1d6 dmg,
and the target stops in the space adjacent to the obstacle.

Lizardman

• +4 Str, +2 Con, –2 Int, -2 Wis, -2 Cha.
• Humanoid. 2d8 HD. BAB +1. Fort +3, Ref +2, Will +1. ECL 3.
Skill points 5x(2 + Int modifier). Class skills Climb, Craft, Jump, Intimidate, Perception, Profession (hunter),
Survival and Swim.
Starting Bonus Feat.
• Medium size.
• Speed 30 feet.
• Low-light vision.
• Natural armor +2.
• Natural Weapons: 2 claws (1d4) and bite (1d4).
• Weapon Familiarity: A lizardfolk is automatically proficient with clubs, spears, thrown weapons and shields.
• Frenzy. Once per day, a lizarfolk that takes damage in combat can fly into a frenzy in the following round, clawing
and biting madly until either it or its opponent is dead. While in frenzy, a Lizardfolk gain +2 Str, +2 Con and takes
-2 on AC. The lizard man cannot end its frenzy voluntarily and the effects of frenzy do not stack with rage.
• Chameleon Skin. Athasian lizardfolk have an extremely fine degree of control over their pigmentation. They can form
intricate patterns of color across their hide. This ability grants a +4 racial bonus on Stealth checks, when using
camouflage to conceal oneself.
• Hold Breath. A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score
before it risks drowning.
• +2 racial bonus on Jump, Survival and Swim checks.
• Favored Class: Cleric (Rain or Silt) or Nomad.

Aarakocra

• +4 Dex, -2 Str, -2 Con.
• Monstrous Humanoid. 2d8 HD. BAB +2, Fort +1, Ref +3, Will +2. LA +1.
Skill points 5x(2 + Int modifier). Class skills Acrobatics, Craft, Perception, and Survival.
Starting Bonus Feat.
• Medium. LA +1.
• Speed 20 ft; fly speed 90 ft. (average maneuverability), cannot cast spells with somatic components while flying,
unless if using Still Spell metamagic feat.
• Natural Armor +1. However, aarakocra’s wings makes impossible for then to wear armor of any kind.
• Natural Weapons. Claws (1d4) and bite (1d3). A flying aarakocra can attack with 2 foot-claws dealing 1d4 points of
damage each, or he can carry spears or javelins to make fly-by-attacks or throw attacks with then. A aarakocra on the
ground can wield weapons with his wing-claws, and attack with his bite as a secondary weapon (-5 penalty on the
attack roll, provokes an attack of opportunity), dealing 1d3 points of damage + 1/2 Str mod.
• +4 racial bonus on Perception checks while in daylight.
• Claustrophobic. When in an enclosed area, aarakocras suffer a -2 morale penalty on attack rolls, saving throws,
skill and ability checks.
• Favored Class: Cleric (Sun or Rain) or Nomad.

Thri-kreen

• +4 Dex, +2 Wis, -2 Int, -4 Cha.
• Monstrous Humanoid. 2d8 HD. BAB +2, Fort +1, Ref +3, Will +2. LA +1.
Skill points 5x(2 + Int modifier). Class skills Acrobatics, Craft, Jump, Perception, Stealth and Survival.
Starting Bonus Feat.
• Medium.
• Speed 40 ft.
• Low-light vision.
• Antennae: Blind-Fight Feat.
• Immunity to sleep.
• Natural Armor +3. However, thri-kreen’s alien body makes impossible for then to wear any kind of armor.
• Leap: Thri-kreens gain a +30 racial bonus on Jump checks, and their jumps DC are always treated as running jumps,
even if they do not take a running start.
• Poison: Once per encounter, a thri-kreen can deliver poison through a successful bite attack. The victim must
make a Fort Save against DC 10 + ½ thri-kreen’s level + Con Mod, or take 1d6 Dex damage (frequency 3).
• Natural Weapons: Primary: 4 Claws (1d4x4) and Bite (1d4). A Thri-kreen can attack with his four claws dealing 1d4
points of damage each, and attack with his bite as a secondary weapon (-5 penalty on the attack roll, provokes an
attack of opportunity), dealing 1d4 points of damage + 1/2 Str mod. A Thri-kreen can also attack with a weapon (or
multiple weapons) and make a bite attack as a secondary attack.
• Weapon Familiarity: chatkcha and gythka.
• Favored Class: Nomad or Psionic.

Thri-kreen Racial Feats:
• Dodge Missiles: Deflect Arrows Feat.
• Hunter-mentality (“Tikchak”): Thri-kreen gain a +2 racial bonus on Stealth and Survival checks in desert terrain.
• Improved Poison Attack. Add +2 to Fortitude DC of your poison attack.

Tarek

• +4 Str, +4 Con, -2 Dex, -2 Int, -2 Wis, -2 Cha.
• Humanoid. 2d8 HD. BAB +1. Fort +3, Ref +2, Will +1. ECL 3.
Skill points 5x(2 + Int modifier). Class skills Climb, Craft, Intimidate, Perception.
Starting Bonus Feat.
• Medium.
• Speed 30 ft.
• Darkvision 60 ft.
• Natural Armor +2.
• Natural Weapon: Slam (1d4).
• Weapon Familiarity: Tareks are proficient with “Heartpick” (Battlepick), Impaler and shields.
• Teamwork. Tareks have developed a strong sense of teamwork. When two or more tareks threaten the same opponent with
a melee weapon, that opponent is considered flanked regardless of position. Targets normally immune to flanking are
immune to the effects of this ability.
• Ferocity. If a Tarek is reduced to 0 or less hit points, but not killed, he can continue to fight without penalty
for one additional round, before falling unconscious.
• Powerful Build. Tareks are treated as if were one size category larger, whenever doing so benefits then. However,
their space and reach remain those of a creature of medium size.
• Musk odor. –4 penalty on Disguise and Stealth checks.
• Favored Class: Gladiator or Savage.

Yuan-ti (halfblood)

• +4 Int, +2 Str, -2 Dex, -4 Cha.
• Monstrous Humanoid. 2d8 HD. BAB +2, Fort +1, Ref +3, Will +2. LA +1.
Skill points 5x(2 + Int modifier). Class skills Concentration, Craft, Knowledge, Intimidate, Perception, Stealth,
Sense Motive, and Survival. Starting Bonus Feat.
• Medium. LA +1.
• Speed 20 ft; Climb 15 ft; Swim 15 ft.
• Darkvision 60 ft.
• Natural Armor +3.
• Serpent Head. Bite: 1d6 damage (plus poison). A Yuan-ti can wield weapons in his hands, and attack with his bite
as a secondary weapon (-5 penalty on the attack roll), dealing 1d6 points of damage + 1/2 Str mod. A Yuan-ti can also
attack with a weapon (or two weapons) and make a bite attack as a secondary attack.
• Poison. Once per encounter, a Yuan-ti can deliver poison through a successful bite attack. The injuried victim must
make a Fort Save against DC 10 + ½ Yuan-ti’s level + Con Mod, or take 1d6 Con damage (frequency 3).
• Produce Acid. Once every three rounds, as a free action, a Yuan-ti can excude acid from its body. If the Yuan-ti is
grappling or pinning a foe when he uses this ability, its grasp deals an additional 3d6 points of acid damage. Also,
as a standart action, a Yuan-ti can spit a glob of acid at one target within 15 ft. dealing 3d6 points of acid damage
(treat as a ranged touch attack that provokes an attack of opportunity). In any case, the acid becomes inert when it
leaves the Yuan-ti’s body, and the Yuan-ti is immune to its effects.
• Snake Tail. If a Yuan-ti hit a medium or smaller creature with its bite attack. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a
hold and can contrict. A Yuan-ti contrict attack deals 1d6 (+1.5 x Str Mod) damage with a successful grapple check.
• +2 Racial Bonus on Perception checks.
• Scent
• Favored Class: Soldier or Wizard.

Yuan-ti Racial Feats:
• Improved Poison Attack. Add +2 to Fortitude DC of your poison attack.
• Alternate Form. Gain the racial psionic ability to assume the form of a tiny up to large viper snake.
• Chamaleon Power. Gain the racial psionic ability chamaleon power.
• Detect Hostile Intent. Gain the racial psionic ability to become aware of the presence of any creatures with
hostile intent within 30 ft. from you, and their direction from you (but not their specific location). In addition,
you cannot be surprised or caught flat-footed by creatures that are susceptble to this mind-affecting power.
• Aversion. Gain the racial psionic ability Aversion. This ability enables a Yuan-ti to psionically create a
compulsion effect targeting one creature within 30 feet. The target must succeed in a Will Save (DC 10 + ½ Yuan-ti’s
level + Yuan-ti’s Wis mod) or gain an aversion to snakes for 10 minutes. Affected creatures must stay at least 20 ft.
from any snake or Yuan-ti, alive or dead; if already within 20 ft. they move away. A subject unable to move away, or
one attacked by snakes or Yuan-ti, is overcome with revulsion. This revulsion reduces the creature Dexterity score by
4 points until the effect wears off or the subject is no longer withinh 20 ft. of a snake or Yuan-ti.
• Mass Aversion. As above, but affects all creatures within 30 ft.

Illithid

• +4 Wis, +2 Int, -2 Con, -4 Cha.
• Aberration. 2d8 HD. BAB +1. Fort +2, Ref +1, Will +3. ECL 3.
Skill points 5x(2 + Int modifier). Class skills Bluff, Concentrate, Craft (any), Gather Information, Intimidate,
Knowledge, Perception, Psycraft, Sense Motive and Stealth.
Starting Bonus Feat.
• Medium. LA +1.
• Speed 30 ft.
• Heat Sense 60 ft. Illithids can see infrared heat patterns and gain a +2 racial bonus on Perception checks at night
or in cold enviroments, such as underground. In addition, by studying subtle heat variations on a creature’s body and
face, an Illithid gain a +2 bonus on Sense Motive checks to detect if a member of another race is liying or not, or
to interpret the creature’s true emotional state, if not already apparent.
• Improved Grab: If a Illithid hit a creature up to large size with its tentacle attack, it can then attempt to start
a grapple as a free action, without provoking an attack of opportunity. If it wins the grapple check, it establishes
a hold and attaches the tentacle to the opponent’s head. If a Illithid begins its turn with at least one tentacle
attached, it can try to attach its remaining tentacles with a simple grapple check. the opponent can escape with a
successful grapple check or an Escape Artist check, but the mind flayer gets a +2 circunstance bonus for every
tentacle that was attached at the beginning of the opponent’s turn.
• Natural Weapons: 4 Tentacles (1d4). An Illithid can attack with his four tentacles dealing 1d4 + ½ Str mod each.
• Extract: A Illithid that begins its turn with all four tentacles attached and that makes a successful grapple
check can attempt to extract his opponent’s brain. The target must make a Fort Save against (DC 10 + ½ illithid’s
character level + illithid’s Str mod) or be instantly killed. This power is useless against constructs, elementals,
oozes, plants and undead. It is not instantly fatal against creatures with multiple heads.
• Telepathy: Illithids can communicate with other creatures telepathically. Treat as the psionic talent “Mental
Contact” with a skill bonus equal to Illithid’s character level + Int mod.
• Mind Blast: Illithids can muster mentals attack against other minds. Treat such an attack as the psionic talent
"Psychic Blast" with a skill bonus equal to Illithid’s character level + illithid’s Int mod.
• Light sensitivity: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds an illithid for 1
round. In addition, Illithids suffer a –1 circumstance penalty to all attacks rolls, saves, and checks while
operating in bright light.
• Heat Vulnerability: Abrupt exposure to heated air (as experienced on the surface during daylight hours) sickens an
illithid for 1 round. In addition, illithids suffer a –1 circumstance penalty to all attacks rolls, saves, and checks
while exposed to the hot air of the surface during the day.
• Favored Class: Psionic or Wizard (outcasts).

Dray

• 1st Generation: +4 Str, +2 Wis, -2 Int, -4 Cha.
• 2nd Generation: +2 Str, +2 Int, -4 Cha.
• Monstrous Humanoid. 2d8 HD. BAB +2, Fort +1, Ref +3, Will +2. LA +1.
Skill points 5x(2 + Int modifier). Class skills Concentration, Craft, Knowledge, Intimidate, Perception,
Sense Motive. Starting Bonus Feat.
• Medium. LA +1.
• Speed 30 ft.
• Darkvision 60 ft.
• Natural Armor +3.
• Natural Weapons: Primary: 2 Claws (1d4x2) and Bite (1d4). A Dray can attack with his claws (1d4) or wield weapons
with then, and attack with his bite as a secondary weapon (-5 penalty on the attack roll, provokes an attack of
opportunity), dealing 1d4 points of damage + 1/2 Str mod.
• Resistance to fire 10.
• Spell Resistance 11 + 1 per dray’s character level.
• Cold Vulnerability. Dray take +50% damage from cold-based attacks.
• Less water. Dray only need 1/2 as much of the normal water requirement for their size category when active, and
only 1/4 the requirement when they are inactive.
• Light sensitivity. Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a Dray for 1 round.
In addition, illithids suffer a –1 circumstance penalty to all attacks rolls, saves, and checks while operating in
bright light.
• Favored Class: 1st. Gen. - Cleric (Magma) and Savage. 2nd. Gen. - Soldier or Wizard.

Outsiders

Air Genasi
Earth Genasi
Fire Genasi
Water Genasi

Air Genasi

• +2 Dex, +2 Wis.
• Medium. Outsider. LA +1.
• Speed 30 ft.
• Darkvision 60 ft.
• Control Air: Can increase/decrease wind speed by one step, or chage its direction up to 90 degrees.
• +2 racial bonus on saving throws against all air spells and effects.
• Electricity resistance 5.
• Clerical focus: If cleric, must choose the Air domain. All spells from the Air Domain gain a +1 racial bonus on
Spell Save DC and caster level checks made to overcome spell resistance.

Earth Genasi

• +2 Str, +2 Con.
• Medium. Outsider. LA +1.
• Speed 30 ft.
• Darkvision 60 ft.
• Control earth: Can use pass without trace once per day, as cast by a 5th level druid.
• +2 racial bonus on saving throws against all earth spells and effects.
• Acid resistance 5.
• Clerical focus: If cleric, must choose the Earth domain. All spells from the Earth Domain gain a +1 racial bonus on
Spell Save DC and caster level checks made to overcome spell resistance.

Fire Genasi

• +2 Dex, +2 Int.
• Medium. Outsider. LA +1.
• Speed 30 ft.
• Darkvision 60 ft.
• Control flames: Can use control small flames (up to the size of a camp fire, 1d6 dmg) once per day, as cast by a
5th level psion.
• +2 racial bonus on saving throws against all fire spells and effects.
• Fire resistance 5.
• Clerical focus: If cleric, must choose the Fire domain. All spells from the Fire Domain gain a +1 racial bonus on
Spell Save DC and caster level checks made to overcome spell resistance.

Water Genasi

• +2 Con, +2 Cha.
• Medium. Outsider. LA +1.
• Speed 30 ft.
• Darkvision 60 ft.
• Create Water: Can use create water once per day, as cast by a 5th level cleric.
• +2 racial bonus on saving throws against all water spells and effects.
• Cold resistance 5.
• Clerical focus: If cleric, must choose the Water domain. All spells from the Water Domain gain a +1 racial bonus on
Spell Save DC and caster level checks made to overcome spell resistance.

Originally posted by kelsen:

CLASSES

Gladiator/Savage
Soldier/Nomad
Templar/Cleric
Rogue/Psionic
Wizard

Gladiator

HD d12, BAB +20, BDB +20, Skill Points 4 + Int mod/level, Saves: Fort +2; Ref +1; Will +0.
Weapon Groups: Basic Weapons + 5 weapon groups + light armor + medium armor + shields.

01 Unarmed Combat, Exotic Weapon
02 Improved Grab
03 Gladiator Feat
04 Bleeding Strike, Armor Optimization +1
05 Combat Maneuver +1
06 Exotic Weapon
07 Finishing Move
08 Gladiator Feat
09 Armor Optimization +2
10 Combat Maneuver +2
11 Exotic Weapon
12 Improved Bleeding Strike
13 Gladiator Feat
14 Armor Optimization +3
15 Combat Maneuver +3
16 Exotic Weapon
17 Improved Finishing Move
18 Gladiator Feat
19 Armor Optimization +4
20 Greater Bleeding Strike, Combat Maneuver +4

Unarmed Combat: You are trained in fighting even while unarmed.
Armed opponents do not get attacks of opportunity when you attack them while unarmed, and your
unarmed damage increases by one die type, as if you were one size category larger than you are (1d2 becomes 1d3, 1d3
becomes 1d4, 1d4 becomes 1d6, etc.).
You also gain the benefits of this ability while wielding punching dagger, spiked gauntlet, singing sticks, wristrazor,
puchik, tortoise blade or forearm axe. The damage dealt by these weapons is increased by one step (1d4 becomes 1d6).
Special: The benefits of this ability only apply when you wear medium, light or no armor. You cannot use this ability
when wearing heavy armor.

Improved Grab: If you hit an opponent with a melee unarmed strike or a light melee weapon, you deal normal damage and
may attempt to start a grapple as a free action without provoking an attack of opportunity (no initial touch attack
is required). If you started the grapple with a light weapon, you can use it in each round to make an attack against
the creature you are grappling.
Special: The benefits of this ability only apply when you wear medium, light or no armor. You cannot use this ability
when wearing heavy armor.

Exotic Weapon: You can replace Exotic weapon feats for Weapon Group Feats, if Arcana Unearthed optional rule is
being used.

Gladiator Feat: The gladiator may select a feat from the following list, even if he does not meet the normal
prerequisites for then: Improved Bullrush, Improved Disarm, Improved Feint, Improved Overrun, Improved Sunder and
Improved Trip.
Alternatively, the gladiator may select any Arena Feat, provided he meet the normal prerequisites for then.
The benefits of these bonus feats only apply when the gladiator wears medium, light or no armor. He loses all
benefits of these feats when wearing heavy armor.

Finishing Move: Whenever you reduces an opponent to negative hit points, you can deliver a showy Coup
of Grace as a standart action (instead of a full-round action), and may attempt to demoralize opponents
within 30 ft. If you suceed in a Intimidation Check opposed by the target’s modified level Check (1d20 +
target’s Hit Dice + Wis Mod + bonus on saves against fear), the target becomes shaken for 1d6 rounds, + 1 per
Gladiator level.

Improved Finishing Move: Whenever you reduces an opponent to negative hit points, you can deliver a showy Coup of
Grace and attempt to demoralize an opponent as a move equivalent action, instead of a standart action. In addition,
if you succeed in your Intimidation check and the target has 4 or less HD or levels lower than you, it becomes
panicked, instead of shaken.

Combat Maneuver: Add listed bonus to your Combat Maneuver Bonus (CMB), and to Feint, Intimidate and Perform Checks
directly related to melee combat (see also Complete Warrior p. 131, rules for Gladiatorial Matches).

Armor Optimazation: Starting at 4th level, the gladiator learns to move and position his armor to
absorb blows better than it normally would. The gladiator gains a +1 bonus on his armor DR rolls
with light armor. The armor DR bonus increases to +2 at 9th level, +3 at 14th level and +4 at 19th
level. The gladiator loses this bonus whenever he loses his dexterity bonus to AC.

Bleeding Strike: A gladiator can cause living opponents to bleed when hitting them with a slashing or piercing
attack. If the attack deals damage, it causes the target to take 2 additional points of damage each round.
Bleeding creatures take that amount of damage at the start of each of their turns. The bleeding can be stopped
by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this
ability does not stack with itself.

Improved Bleeding Strike: If your bleeding strike deals damage, it causes the target to take 4 additional points of
damage each round.

Greater Bleeding Strike: If your bleeding strike deals damage, it causes the target to take 6 additional points of
damage each round.

Arena Feats:

Arena Performance [Arena Feat]
Prerequisite: BAB +1, 4+ ranks in Perform (blood sport).
You can make a Perform (Blood Sport) check as a move action (instead of a standart action) to use Arena Feats
(see bellow) or try to impress the crowd at a gladiator match, and improve its attitude toward you (see Complete
Warrior p. 131, rules for Gladiatorial Matches).
Special: The benefits of this feat apply only when you wear medium, light or no armor. You cannot use this feat when
wearing heavy armor.

Eternal Glory [Arena Feat]
Prerequisites: Reputation +1 (gladiator’s class feature), 8+ ranks in Perform (blood sport).
The cheers of the crowd can encourage you to push yourself beyond your limits.
Benefit: At a gladiator match, if you have less than 1/2 of your total hp and and the crowd’s attitude toward you is
helpful, you can make a Perform (blood sport) check against DC 20 to gain extra temporary hit points equal to your
Constitution score or one-quarter of your full hit point total (rounded down), wichever is greater. This effect lasts
until the end of the combat. You can use this Feat only once per day.
Special: The benefits of this feat apply only when you wear medium, light or no armor. You cannot use this feat when
wearing heavy armor.

Roar of the Crowd [Arena Feat]
Prerequisites: Reputation +2 (gladiator’s class feature), 12+ ranks in Perform (blood sport).
You make the crowd to cheer more and more loudly for each successful blow you strike.
Benefit: At a gladiator match, if the crowd’s attitutde toward you is already helpful and you succeed in a Perform
(blood sport) check against DC 20, you can start a run of attacks that goes along with increasing support of the
crowd. You gain a +1 circunstance bonus on your damage rolls, and for each successful blow you strike aggainst your
opponents, this bonus increases by 1 point. If you miss, the bonus resets to +1. If the crowd’s attitude toward you
becomes worse than helpful, you must make a Perform Check to initiate this ability again.
Special: The benefits of this feat apply only when you wear medium, light or no armor. You cannot use this feat when
wearing heavy armor.

The Favorite [Arena Feat]
Prerequisites: Reputation +3 (gladiator’s class feature), 12+ ranks in Perform (blood sport).
Your reputation as a gladiator has reached the most obscur places on Athas. And even if they don’t know your name,
you look like a professionnal. Your very presence in the arena has an impact on the crowd.
Benefit: At a gladiator match, the crowd’s attitude toward you always starts one step better than normal (e.g., if
the crowd’s attitude toward you would start as indiferent, it starts as friendly instead).
Special: The benefits of this feat apply only when you wear medium, light or no armor. You cannot use this feat when
wearing heavy armor.

Other Feats of Interest:

Clever Wrestling.
Prerequisite: Int 13+, Improved Grapple.
Benefit: You gain a circunstance bonus to escape a grapple or pin, according to your opponent’s size: Large +2,
Huge +4, Gargantuan +6, colossal +8.
Special: The benefits of this feat apply only when you wear medium, light or no armor. You cannot use this feat when
wearing heavy armor.

Choke Hold. [Gladiator Feat]
Prerequisistes: Str 15+, Superior Grappling.
Benefit: When grappling, if you pin an opponent for 3 consecutive rounds, that opponent must succeed in a Fort save
(DC 10 + 1/2 your level + Str Mod) or fall unconscious for 1d3 rounds. Creatures two sizes larger than you or immune
to critical hits are immune to the effects of this feat.
Special: The benefits of this feat apply only when you wear medium, light or no armor. You cannot use this feat when
wearing heavy armor.

Death Hold. [Gladiator Feat]
Prerequisistes: Str 17+, Superior Grappling, Choke Hold, Finishing Move (gladiator class feature).
Benefit: When grappling, if you pin an opponent for 3 consecutive rounds, that opponent must succeed in a Fort save
(DC 10 + 1/2 your level + Str Mod) or die. Creatures two sizes larger than you or immune to critical hits are immune
to the effects of this feat.
Special: The benefits of this feat apply only when you wear medium, light or no armor. You cannot use this feat when
wearing heavy armor.

Vital Strike [Gladiator Feat]
Prerequisites: Wis 11+, Superior Unarmed Strike, Wounding (gladiator class feature).
Benefit: You learn to strike the vital spots of your opponents, whenever they leave their defenses open to your
attacks, causing then an intense and debilitating pain.
Whenever you make an unarmed strike against an humanoid opponent denied from his dexterity bonus, your attack has a
chance of causing a debilitating pain to the target. If your attack deal damage, your target must attempt a
Fortitude saving throw (DC 10 + 1/2 your level + your Wisdom modifier). If the target fails this saving throw, treat
him as staggered for 1 round and fatigued for 1d4+1 rounds (-2 penalty on Str and Dex, cannot charge or run).
Special: You can use this feat while attacking with a punching dagger, spiked gauntlet, singing sticks, wristrazor,
puchik, tortoise blade or forearm axe.

Improved Vital Strike [Gladiator Feat]
Prerequisites: Wis 13+, Superior Unarmed Strike, Vital Strike, Improved Wounding (gladiator class feature).
Benefit: Whenever you make an unarmed strike against an humanoid opponent denied from his dexterity bonus, your
attack has a chance of causing intense pain to the target. If your attack deal damage, your target must attempt a
Fortitude saving throw (DC 10 + 1/2 your level + your Wis modifier). If the target fails this saving throw, treat
him as nauseated for 1 round and exhausted for 1d4+1 rounds (-6 penalty on Str and Dex, speed reduced to one-half).
Special: You can use this feat while attacking with a punching dagger, spiked gauntlet, singing sticks, wristrazor,
puchik, tortoise blade or forearm axe.

Savage

HD d12, BAB +20, BDB +20, Skill Points 4 + Int mod/level, Saves: Fort +2; Ref +1; Will +0.
Weapon Groups: Basic Weapons + 4 weapon groups + light armor + shields.

01 Rage 1/day, Power Attack
02 Savage Feat
03 Roar 1/day
04 Damage Reduction 1/-, Rage 2/day
05 Savage Feat
06 Roar 2/day
07 Damage Reduction 2/-
08 Rage 3/day, Savage Feat
09 Roar 3/day
10 Damage Reduction 3/-
11 Savage Feat
12 Rage 4/day, Roar 4/day
13 Damage Reduction 4/-
14 Savage Feat
15 Roar 5/day
16 Damage Reduction 5/-, Rage 5/day
17 Savage Feat
18 Roar 6/day
19 Damage Reduction 6/-
20 Savage Feat, Rage 6/day

Power Attack: -1 attack = +0.5 dmg with off-hand weapon, +1 dmg with primary weapon, +1.5 dmg with 2-handed weapon

Rage: A Savage can call upon inner reserves of strength and ferocity, granting her additional combat prowess.

A Savage can spontaneously enter rage as a free action. Also, whenever a Savage takes damage from an attack or spell,
he may involuntary enter in rage at the start of his next action, providing he has at least one daily rage lefting.
To avoid entering in rage in response to a damaging attack or spell, the Savage must make a Will Save (DC 10 + points
of damage taken).

While in rage, a Savage gains a +4 bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves.
In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the Savage 2 hit points per
Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a
Savage cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Intimidate, and Ride)
or any ability that requires patience or concentration.

The rage lasts for a number of rounds equal to 2 + Character (original) Con Mod, but the Savage may spend additional
rages to increase the duration of his rage. A savage can end his rage as a free action, if he succeeds in a Will Save
against DC 15. After the rage ends, a savage becomes fatigued for a number of rounds equal to twice the duration of
his rage. A Savage cannot enter a new rage while fatigued but can otherwise enter rage multiple times during a single
encounter or combat.

Roar: As a free action, the savage can emit a powerful roar to demoralize his opponents. All opponents within
30 ft. radius of the savage must make a Will save (DC 10 + 1/2 level + Str mod) or become shaken for 1d4 + 1 rounds.
A target who succeeds the save becomes immune to the intimidating effect of the roar for the rest of the encounter.
The roar can affect only opponents with equal or fewer HDs or levels than the barbarian.

Savage Feats:

Expeditius Rage [Savage Feat]
Benefit: While raging, the savage gains an enhancement bonus to his speed equal to +10 feet, until his rage ends.

Unconsciousless Rage [Savage Feat]
Prerequisites: Rage (savage class feature).
Benefit: The Savage can scorn unconsciusness while in rage. Even if reduced to 0 hit points, he is not
treated as disabled, nor he is treated as dying at -1 to -9 hit points, until his rage ends. At that point, the
effects of his wounds apply normally if they have not been healed.

Deathless Rage [Savage Feat]
Prerequisites: Rage (savage class feature), Unconciousless Rage, 8th level Savage.
The Savage can scorn death while in rage. Even if reduced to -10 hit points or less, he continues
to fight normally until his rage ends. At that point, the effects of his wounds apply normally if they have not
been healed. This ability does not prevent death from massive damage or from spell effects such as disintegrate.

Control Rage [Savage Feat]
Prerequisites: Rage (savage class feature).
Benefit: You learn to control your rage. You can choose to imediatelly enter in rage even when it isn’t your
turn, and gain a +4 bonus on Will Saves to avoid involuntarily entering in rage or to end his rage.

Clear Mind [Savage Feat]
Prerequisistes: Rage (savage class feature), Control Rage.
Benefit: A savage may spend a rage to reroll a failed Will save. This power is used as an immediate action after the
save is failed. The savage must take the second result, even if it is worse.

Freedom [Savage Feat]
Prerequisistes: Rage (savage class feature), Control Rage.
Benefit: The savage may spend a rage to reroll a failed save to resist a effect that usually impedes movement, such
as paralysis, slow and web, or reroll a failed grapple check made to escape from a grapple or a pin. This power is
used as an immediate action after the save or grapple check is failed. The Savage must take the second result, even
if it is worse.

Tamed Rage [Savage Feat]
Prerequisites: Rage (savage class feature), Control Rage, 14th level Savage.
Benefit: The Savage does not take any of the penalties from his rage. This includes the penalty to Armor Class and
the restriction on what actions can be performed.

Tireless Rage [Savage Feat]
Prerequisites: Rage (savage class feature), 17th level Savage.
Benefit: The Savage no longer becomes fatigued at the end of her rage.

Greater Rage [Savage Feat]
Prerequisites: Rage (savage class feature), 11th level Savage.
Benefit: The rage bonuses increases to +6 Str, +6 Con, and +3 Will save.

Mighty Rage [Savage Feat]
Prerequisites: Rage (savage class feature), Greater Rage, 20th level Savage.
Benefit: The rage bonuses increases to +8 Str, +8 Con, and +4 Will save.

Howling Roar [Savage Feat]
Prerequisites: Roar (savage class feature).
Benefit: Increase by +30 feet the range of the savage roar.

Ferocious Roar [Savage Feat]
Prerequisites: Roar (savage class feature), Howling Roar.
Benefit: As a free action, the savage can unleashe a terrifying roar to panick his opponents. All opponents within 30
ft. radius of the savage must make a Will save (DC 10 + 1/2 level + Str mod). or become panicked for 1d4 + 1 rounds.
A target who succeeds the save becomes immune to the panicking effect of your roar for the rest of the encounter.
Ferocious Roar can only affect opponents with equal or less HDs or levels than the savage.

Battle Cry [Savage Feat]
Prerequisite: Roar (savage class feature).
Benfit: As a free action, the Savage may use a roar to gain temporary hit points equal to 1d8 + Con Mod, that last
until the end of the encounter.

Other Feats of Interest:

Extra Rage. Gain two extra rages/day.

Extended Rage. Rage lasts +5 rounds.

Extra Roar. Gain two extra roars/day.

Mighty Roar. Increase your Roar Will save DC by +2.

Toughness. Benefit: You gain +3 hit points plus 1 hit point per Hit
Die. Every time you gain a level or gain Hit Dice, you gain
+1 hit points.

Fast Healing. Pre-requisite: Damage Reduction Ability, Toughness.
Benefit: Heal hit points and ability damage ar twice faster rate than normal.

Cleave. Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a full-round action, make a single melee
attack against a foe within reach. If you hit, you deal
damage normally and can make an additional attack (at
the same bonus) against a foe that is adjacent to the f irst
and also within reach. Both of these attacks are made
at your highest attack bonus. You can only make one
additional attack in a round with this feat.

Great Cleave. Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: As a full-round action, make a single melee
attack against a foe within reach. If you hit, you deal
damage normally and can make an additional attack
(at the same bonus) against a foe that is adjacent to
the previous foe and within reach. If you hit, you can
continue to make attacks against foes adjacent to the
previous foe, so long as they are within your reach. You
cannot attack an individual foe more than once in a
round with this feat.

Soldier

HD d10, BAB +20, BDB +20, Skill Points 4 + Int mod/level, Saves: Fort +2; Ref +1; Will +0.
Weapon Groups: Basic Weapons + 5 weapon groups + light armor + medium armor + heavy armor + shields.

01 Soldier Feat, Mass Combat Feat
02 Soldier Feat
03 Mass Combat Feat
04 Soldier Feat
05 Soldier Feat
06 Mass Combat Feat
07 Soldier Feat
08 Soldier Feat
09 Mass Combat Feat
10 Soldier Feat
11 Soldier Feat
12 Mass Combat Feat
13 Soldier Feat
14 Soldier Feat
15 Mass Combat Feat
16 Soldier Feat
17 Soldier Feat
18 Mass Combat Feat
19 Soldier Feat
20 Soldier Feat

Soldier Feats:

Weapon Focus [Soldier Feat]
Prerequisites: BAB +1.
Benefit: You gain a +1 on bonus on attack rolls with a selected group of weapons.

Improved Weapon Focus [Soldier Feat]
Prerequisites: 8th level soldier, Weapon Specialization, Weapon Focus.
Benefit: You gain a +2 on bonus on attack rolls with a selected group of weapons.

Greater Weapon Focus [Soldier Feat]
Prerequisites: 16th level soldier, Weapon Specialization, Improved Weapon Specialization, Weapon Focus, Improved
Weapon Focus.
Benefit: You gain a +3 on bonus on attack rolls with a selected group of weapons.

Weapon Specialization [Soldier Feat]
Prerequisites: 4th level sodier, Weapon Focus.
Benefit: You gain a +2 on damage rolls with a selected group of weapons.
Special: Weapon Specialization bonus only applies to your primary weapon attacks, and not to your off-hand weapon
attacks.

Improved Weapon Specialization [Soldier Feat]
Prerequisites: 12th level sodier, Weapon Focus, Improved Weapon Focus, Weapon Specialization.
Benefit: You gain a +4 on damage rolls with a selected group of weapons.
Special: Weapon Specialization bonus only applies to your primary weapon attacks, and not to your off-hand weapon
attacks.

Greater Weapon Specialization [Soldier Feat]
Prerequisites: 20th level sodier, Weapon Focus, Improved Weapon Focus, Greater Weapon Focus, Weapon Specialization,
Improved Weapon Specialization.
Benefit: You gain a +6 on damage rolls with a selected group of weapons.
Special: Weapon Specialization bonus only applies to your primary weapon attacks, and not to your off-hand weapon
attacks.

Armor Focus [Soldier Feat]
Prerequisites: BAB +1.
Benefit: Choose a type of armor (light, medium or heavy). You increase Max Dex bonus by +1, and reduce armor check
penalty by 1 point and arcane spell failure by -5% while wearing armors from that type.

Improved Armor Focus [Soldier Feat]
Prerequisites: 8th level soldier, Armor Focus, Armor Specialization.
Benefit: Choose a type of armor (light, medium or heavy). You increase Max Dex bonus by +2, and reduce armor check
penalty by 2 points and arcane spell failure by -10% while wearing armors from that type. In addition, this type of
armor is treated as if were one step lighter than normal when weared by you (treat heavy armor as if were medium
armor, and medium armor as if were light armor).

Greater Armor Focus [Soldier Feat]
Prerequisites: 16th level soldier, Armor Focus, Improved Armor Focus, Improved Armor Specialization.
Benefit: Choose a type of armor (light, medium or heavy). You increase Max Dex bonus by +3, and reduce armor check
penalty by 3 points and arcane spell failure by -15% while wearing armors from that type.

Armor Specialization [Soldier Feat]
Prerequisites: 4th level soldier, Armor Focus.
Benefit: Choose a type of armor (light, medium or heavy). You gain a +1 bonus on armor DR rolls while wearing armors
from that armor type.

Improved Armor Specialization [Soldier Feat]
Prerequisites: 12th level soldier, Armor Focus, Improved Armor Focus, Armor Specialization.
Benefit: Choose a type of armor (light, medium or heavy). You gain a +2 bonus on armor DR rolls while wearing armors
from that armor type.

Greater Armor Specialization [Soldier Feat]
Prerequisites: 20th level soldier, Armor Focus, Improved Armor Focus, Greater Armor Focus, Improved Armor
Specialization.
Benefit: Choose a type of armor (light, medium or heavy). You gain a +3 bonus on armor DR rolls while wearing armors
from that armor type.

Mass Combat Feats:

-Shield Wall - If you and one or more adjacent allies with this feat and heavy shields engage in a shield wall
formation facing the same direction, you gain a +1 circunstance bonus to AC against melee attacks for each adjacent
ally you have by your side (up to +2 bonus to AC).

-Tortoise - If you and one or more adjacent allies with this feat and heavy shields engage in a tortoise formation,
you gain cover against missile attacks (+4 AC, +2 reflex saves), but take -4 penalty on melee attack rolls, and
cannot run or charge.

-Phalanx - If you attack with a long spear or other hafted reach weapon from behind an adjacentt ally who also has
this feat, you take only -2 penalty on your attack roll, instead of -4.

-Spear Wall - If you and one or more adjacent allies with this feat engage in a spear wall formation and ready
spears or other weapons that would inflict double damage against charging opponents, you gain a +2 bonus on attack
rolls against charging opponents.

-Mounted Charge - If you and one or more adjacent mounted allies with this feat and lances engage in a mounted
charge formation (by spending a move action) and make a charge attack at the same time against the same target (or
adjacent targets), you gain a +2 bonus on your charge attack roll.

-Wedge - If you and one or more adjacent allies with this feat engage in a wedge formation and hit a melee or charge
attack, as a free action you can initiate a bullrush attempt to breach the enemy lines without provoking attacks of
opportunity. Also, you get a +4 bonus on the bullrush attempt, in addition to the +2 bonus for each line your wedge
formation has in deep beyond the first.

-Missile volley - If you and one or more adjacent allies with this feat and ranged weapons engage in a missile
volley formation (spending a move action) and make a ranged attack at the same time against the same target (or
adjacent targets), you gain +2 bonus on the attack roll.

-Rotate lines - You and an adjacent ally with this feat can swap positions within 5 ft. This is a swift action that
does not provoke an attack of opportunity against you or your ally. You may not take a 5 ft. step in addition when
rotating lines.

-Teamwork - You may aid an ally as a move equivalent action (instead of a standart action). Prerequisite: BAB +3.

-Bravery - you gain a +4 bonus on morale checks and Will Saves against fear.

-Supervise Construction of defenses - Double the construction speed of ditches, pits, fiels of stakes, barricades,
sand, wood or stone fortifications.

-Supervise Construction of heavy War machines - Double the construction speed of bombardment engines (ballista,
catapult, trebuchet), crushing engines (rams and bores) and siege towers.

-Great General - When commanding troops on the battle field, you grant then +1 bonus on attack rolls and morale
checks. Required 9th level or higher.

-Strategy - when commanding troops on the battle field, you grant then +4 bonus on initiative checks (does not
stack with improved initiative feat, and does not apply in the round following a surprise attack). Required 9th level
or higher.

Other Feats of intertest in Mass Combat:

-Operate Heavy War machines - Can operate bombardment engines (ballista, catapult, trebuchet) whithout suffering
-4 penalty on attack rolls.

-Mounted Combat - Updated. Gain a +1 bonus on melee attack rolls while fighting on horseback against opponents on foot.

-Ride-by-Attack - As the updated version of Improved Overrun Feat, but its benefits apply to the mount.

-Spirited Charge - As PHB. Your mounted charge attack deals triple damage with a lance.

-Hold the line - As PHB. If you ready a spear or other weapon that inflict double damage against charging
opponents, you deal triple damage instead.

-Mounted Archery - As PHB 3.5.

-Improved Mounted Archery - See Feat description in the Complete Warrior.

-Quick Draw - Beyond its usual benefits, as a swift action you can choose to lose the benefits of wielding any
reach weapon, to attack opponents adjacent to you. With another swift action, you can regain the benefits of the
reach weapon. Normal: Shortenning haft of a reach weapon is a move action.

-Flamming arrow - Can shot an arrow lit with fire (+1d3 damage, burns for 2 rds.) without suffering -4 penalty.
Litting an arrow with fire is a standart action.
Flamming arrows may set cloth, leather or wood objects on fire. Cloth objetcs have a 80% chance of cathing
on fire, leather objects 60% chance, wood objects 40% chance, and Hardwood objects 20% chance.
An object catching fire takes 1d6 dmg/rd; after 10 minutes the fire damage increases to 2d6/rd., then after +10
minutes to 3d6/rd. and so on.

New Skills:

-Warcraft (Int) - You are knowledgeable in organized warfare, by establishing the use of a comunication system based
on signals (drums, banners, etc.) and messengers (including the relevant terminology). Each rank in this skill extend
your command range, wich enables you to assing orders to your soldiers in the battle field. Beyond your command range
, you must assign auxiliary commandants. The Warcraft Skill sets your command range, wich is equal to your Warcraft
bonus (number of ranks + Int mod) x 10 ft. radius.
For example, a 11th level soldier, with 11 ranks in the Warcraft Skill and a +2 Int Mod, would have a Command Range
of 130 ft. radius.

Morale Checks:

1d20 + Unit’s Soldier Lvl + Wis Mod + General Cha mod vs. DC 10 if -25% hp (-1/4 hp), DC 15 if -50% hp (-1/2 hp), and
DC 20 if -75% hp (-3/4 hp).

Modifiers:
+2 fighting for your homeland or other strong cause
-2 fighting for a cause opposed to your beliefs or as a mercenary
+2 leader has great reputation and renown (reputation +10 or more)
-1 leader has recruited a wizard
-2 the opposite side has a powerful wizard (do not stack modifier above)
+1 leader used to kill or impose harsh punishment on the troops that fleed from the battle field
-1 Opposite side has shown extreme acts of violence and cruelty commited against defeated foes
+1 leader has won the last battle while outnumbered or against equalsized army without losing more than 20% of his troops
-1 leader has failed in the last battle causing the death of many troops (50% or more of his army)

Morale Check results:

-If an unit fails a morale check it becomes shaken (-2 penalty on attack rolls, saving throws, skill checks, and
ability checks).

-If already shaken the unit becomes frigthened (Same as shaken, but the unit must use the withdraw action to from the
battle field. If unable to flee, it may fight).

-If already frightened the unit becomes panicked (Same as frightened, but the unit must drop anything it rolls and
use the run action to flee from the battle field. If cornered, the unit cowers and does not attack, typically using
the total defese action).

Rally Checks:

As a standart action, you may try to rally a number of units within your command range equal to 1 + your Cha Mod. If
the unit succeed in a new morale check (set the DC according to the unit’s current hit points), its state of morale
improves by one step (panicked->frigthened->shaken->normal).

Nomad

HD d10, BAB +20, BDB +20, Skill Points 4 + Int mod/level, Saves: Fort +2; Ref +1; Will +0. No spellcasting abilties.
Weapon Groups: Basic Weapons + 4 weapon groups + light armor + shields.

01 1st Favored Enemy and Terrain, Combat Style
02 Endurance
03 Fast Movement
04 Damage Reduction 1/-
05 2nd Favored Enemy and Terrain
06 Combat Style
07 Grace +1
08 Master Tracker
09 Damage Reduction 2/-
10 3rd Favored Enemy and Terrain
11 Combat Style
12 Grace +2
13 Master Scout
14 Damage Reduction 3/-
15 4th Favored Enemy and Terrain
16 Combat Style
17 Grace +3
18 Master Stalker
19 Damage Reduction 4/-
20 5th Favored Enemy and Terrain

Favored Enemy: +1 bonus on primary weapon damage rolls against selected favored Enemy. At 5th level and every
five levels thereafter (10th, 15th and 20th) the nomad may select an additional favored enemy, and the bonus
associated with every previously selected favored enemy increases by +1. Also, according to the bonus associated
with each favored enemy, the nomad may gain special abilities (also associated with each favored
enemy) as following:

Favored
Enemy Special Ability
Bonus
+1 Sudden Strike +1d6

+2 Stunning Strike*

+3 Sudden Strike +2d6

+4 Weakening Strike**

+5 Sudden Strike +3d6

+6 Death Strike*** (EPIC level)

+7 Sudden Strike +4d6 (EPIC level)

Sudden Strike: A nomad may make sudden strikes against his favored enemies (functions as sneak attack described bellow,
except that this ability do not work automatically while flanking opponents, unless they are denied from their
Dexterity bonus to AC). Nomad’s sudden strike damage varies according to the damage bonus he has associated with each
of his favored enemies. For example, a 10th level nomad with a +3 bonus associated with his 3rd favored enemy, would have a sneak attack of +2d6
against that favored enemy.

*Stunning Strike: If a nomad studies for 3 rounds a favored enemy with wich he has at least a +2 associated bonus,
and then makes a sudden strike with a melee weapon or ranged weapon (within 30 ft. range) that successfully deals
damage, the target must succeed in a Fort Save (DC 10 + 1/2 Nomad’s level + Wis Mod) or become stunned for 1d4 rounds.
If the target’s saving throw succeeds, the attack is just a normal sudden strike. In the 3 rounds of study preceding
the sudden strike, if the victim detects the nomad’s presence or recognizes him as an enemy, the stunning strike
automatically fails.

**Weakening Strike: If a nomad damages with a sudden strike a favored enemy with wich he has at least a +4 associated
bonus, that favored enemy must succeed in a Fort Save (DC 10 + 1/2 Nomad’s level + Wis Mod) or take 2 points of
Strength damage.

***Death Strike: If a nomad studies for 3 rounds a favored enemy with wich he has at least a +6 associated bonus and then
makes a sudden strike with a melee weapon or ranged weapon (within 30 ft. range) that successfully deals damage, he may
choose to either kill or paralize the target (nomad’s choice). The victim must suceed in a Fort save (DC 10 + 1/2
Nomad’s level + Wis Mod) ordie (if the killing effect was chosen) or become paralyzed for 1d6 rds. + 1 rd. x 1/2 nomads’s level
(if the paralizing effect was chosen). If the victim’s saving throw succeeds, the attack is just a normal sneak attack.
In the 3 rounds of study preceding the death attack, if the victim detects the nomad’s presence or recognizes him as an
enemy, the death strike automatically fails.

Favored Terrain: +2 bonus on Craft (traps), Perception, Stealth and Survival checks while in favored terrain.
Likewise, a ranger apply one-half (rounded down) of this bonus in initiative checks when in his favored terrain.
At 5th level and every five levels thereafter (10th, 15th and 20th) the nomad may select an additional favored
terrain, and the bonus associated with every previously selected favored terrain increases by +2. Also, according
to the bonus associated with each favored enemy, the nomad may gain special abilities (also
associated with each favored terrain), as following:

Favored
Terrain Special Ability
Bonus
+2 Easy Trail*; Swift Tracker*

+4 Stealth Walk*

+6 Trackless Step*; Running Tracker*

+8 Stealth Run*

+10 Hide in Plain Sight*, Track the Trackless*

+12 Commune with nature (EPIC level) (See Monk PHB 3.5)

+14 Tongue of the sun and moon (EPIC level) (See Spell PHB 3.5)

*Easy Trail: While in a favored terrain in wich he has at least +2 associated bonus, a nomad can provide a “trail”
(see PHB, p. 164, Table 9-5: Terrain and Overland movement) for him and for up to 2 creatures/level guided by him,
thus, they can travel faster. Also, the DC to track the nomad and anyone guided by him is increased by +5 (the equivalent
of hiding the trail).

*Swift Tracker: While in a favored terrain in wich he has at least +2 associated bonus, a nomad can track while moving
up to his normal speed without penalty (instead of -5). In addiction, he can track while moving up to twice his normal
speed with -10 penalty (intead of -20).

*Stealth Walk: While in a favored terrain in wich he has at least +4 associated bonus, a nomad can use Hide and Move
Silently skills while moving up to his normal speed without penalty (instead of -5). In addiction, he can use Hide and
Move Silently skills while moving up to twice his normal speed with -10 penalty (intead of -20).

*Trackless Step: While in a favored terrain in wich he has at least +6 associated bonus, a nomad gain the benefits of the
Trackless Step ability (as Druid’s class feature described in PHB 3.5).

*Running Tracker: While in a favored terrain in wich he has at least +6 associated bonus, a nomad can Track while
moving up to twice his normal speed without penalty (instead of -20).

*Stealth Run: While in a favored terrain in wich he has at least a +8 associated bonus, a nomad can use Hide and Move Silently
skills while moving up to twice his normal speed without penalty (instead of -20).

*Hide in plain sight: While in a favored terrain in wich he has at least a +10 associated bonus, the nomad can use the Hide Skill
even while being observed, as long as there is some sort of cover or concealment within 1 ft./per rank he has in the Hide Skill.

*Track the Trackless: While in a favored terrain in wich he has at least a +10 associated bonus, the nomad can track a creature moving
under influence of pass without trace spell or a similar effect, through he takes a -20 penalty on his Survival check when doing so.

Favored terrain types: salt flats, silt sea, sandy wastes, stony barrens, rocky badlands, mountains, underground,
mudflats, marsh, scrub plains, grassland and forest.

Fast Movement: Increase nomad’s base speed by +10 ft., while wearing none or light armor.

Grace: +1 bonus on Reflex Saves. +2 bonus at 12th and +3 at 17th level., while wearing none or light armor.

Master Tracker: The nomad can choose to “take 10” on Survival Checks.

Master Scout: The nomad can choose to “take 10” on Listen and Spot Checks.

Master Stalker: The nomad can choose to “take 10” on Stealth Checks.

Combat Styles: The nomad must choose a single combat style between “two-weapon combat” or
"ranged combat". While wearing none or light armor he gains the following virtual feats
(at 1st, 6th, 11th and 16th level) according to the combat style chosen.

Two-Weapon: Two-Weapon Fighting (1st lvl), Improved Two-Weapon Fighting (6th lvl), Greater Two-Weapon Fighting (11th
lvl), Superior Two-Weapon Fighting (16th lvl), Supreme Two-Weapon Fighting (21th lvl), Perfect Two-Weapon Fighting (26th lvl).

Ranged: Rapid Shot (1st lvl), Improved Rapid Shot (6th lvl), Greater Rapid Shot (11th lvl), Superior Rapid Shot (16th
lvl), Supreme Rapid Shot (21th lvl), Perfect Rapid Shot (26th lvl).

Two-Weapon Fighting.
Prerequisites: Dex 11.
Benefit: Your penalties for fighting with two weapons are lessened by 2.

Rapid Shot.
Prerequisites: Dex 11.
Benefit: Your penalties for making rapid shots are lessened by 2.
Special: On your action, before making attack rolls for a round, you may choose to make a sequence of rapid shots,
as a full-round action. By doing so, in addition to your normal number of attacks with your ranged weapon for a round,
you get a secondary attack with it (treat an off-hand attack, with one-half Str bonus), albeit all attacks made in
that round take a -2 penalty. (Normal: You get -4 penalty).

Feats of interest:

**Close-Combat Archery. Prerequisite: Shot on the Run.
Benefit: Can make an attack with a ranged weapon from a threatened square without provoking attacks
of opportunity. However, you cannot use a bow to attack an adjacent foe.

Extra Favored Enemy. Pre-requisite: At least one favored enemy. Benefit: Select an additional favored enemy.

Extra Favored Terrain. Pre-requisite: At least one favored terrain. Benefit: Select an additional favored enemy.

Favored Enemy Specialization. Increase by +1 the bonus associated with a single subtype of an already selected
favored enemy.

Favored Terrain Specialization. Increase by +2 the bonus associated with an area of up to 30 square miles belonging
to the type of an already selected favored terrain.

Toughness. Benefit: You gain +3 hit points plus 1 hit point per Hit
Die. Every time you gain a level or gain Hit Dice, you gain
+1 hit points.

Fast Healing. Pre-requisite: Damage Reduction Ability, Toughness.
Benefit: Heal hit points and ability damage ar twice faster rate than normal.

Updated Ranged Attack Rules:

Take Aim (no feat required): If you spend a move equivalent action aiming at your target, your gain a +1 bonus on your
attack roll, and may ignore anything less than total cover or total concealment at a range of up to 30 feet.

Skills of interest:

-Uses of the Survival skill.

>Provide food and water: A successful Survival check allows a character to provide food and water for himself, and to
one other character for each 2 points his check exceeds base DC. The base DC varies according to the terrain type:

DC 20 - Barren (boulder fields, salt flats, sand wastes, stony barrens).
DC 15 - Infertile (rocky badlands, bare mountains).
DC 10 - Fertile (oases, scrub plains), Abundant (grasslands, mud flats), and Lush (forest).

Once you use this skill to provide food and water, you cannot use this skill again for the same purpose for 24 hours.

>Heat Protection: The Survival skill enables a character to use clothing and personal pacing to optimize his endurance
against the rigors of Athas heat, and thus gain limited heat protection. A successful Survival check against DC 15
allows a character moving up to one-half his normal speed to gain a +1 bonus on his heat protection level, and reduce
by one-half his water consumption.

>Predict Weather: A successful check against DC 15 allows a character predict weather up to 24 hours in advance, and
for one additional day for each 5 points by wich his check exceeds 15 (GM roll randon wheather for the next days and
inform the player).

>Safe travel: A successful check against DC 15 allows a character to keep from getting lost or avoid desert dangers,
such as quicksand, poison cactus, vermins, etc.

-Craft (trap making) - You can use this Skill to create traps, following the steps bellow:

First, choose the traps’s area of effect (individual or area effect) to find the Craft
(trap making) check base DC:

Trap type Base Craft DC

Large Area 20
(Up to 20 ft. square area)
(Reflex Save: half)

Small Area 15
(Up to 5 ft. square area)
(Reflex Save: none)

Single individual 10
(attack roll)

Second, choose the trap´s effect, the ammount of damage the traps deals (against a single individual or in an area)
and add the modifier to the base Craft DC:

Effect Craft DC mod*
per 1d6 hp damage +2

*Trap’s maximum damage is 1d6 / each two nomad’s level.

Third, set the Trap’s base attack bonus (if against a single individual) or Reflex Save DC (if area effect) and add
the modifier to the base Craft DC:

Attack Bonus** Craft DC Mod
+2 +1

**Trap’s attack bonus cannot have be higher than the nomad’s level + Int Mod.

Save DC*** Craft DC mod
10 +0
+1 +1

***Trap’s Reflex Save DC cannot be higher than 10 + 1/2 nomad’s level + Int Mod.

Finally, calcule the trap’s total Craft DC, cost (materials and worker’s wages), and crafting time:

Craft DC Cost* Time
00-14 up to 10cp 01 hours
15-19 up to 25cp 02 hours
20-24 up to 50cp 04 hours
25-29 up to 100cp 01 day (8 hours)
30-34 up to 250cp 03 days
35-39 up to 500cp 01 Week
40-44 up to 750cp 02 Weeks
45+ up to 1000cp 01 Month

If you succeed in a Craft (trap making) check against the chosen trap´s Craft DC, spend the cost and crafting time,
you set the trap. If you fail the Craft check, the one-half of the raw materials cost and time are lost.

E.g.: Pit of Stacks. Small area. 3d6 Damage. Ref Save DC 15 (none). Craft DC 26. Cost 100 cp. Time 1 Day.

Crossboll bolt. Single individual. 2d6 Damage. Attack bonus +5. Craft DC 19. Cost 25 cp. Time 2 hours.

  • You can attempt to create traps with ready avaiable materials (such as branches, stones, spikes, etc.) by taking
    a -5 to -15 penalty on your Craft check, according to the material resources avaiable in the area. If you succeed in
    your Craft check, you craft the trap at no cost. However, traps created with improvised materials remain ative
    only for a number of days equal to 1 + half your level. After that, the trap brokes and loses all effectiveness.

Originally posted by kelsen:

Cleric

HD d8, BAB +15, BDB +15, Skill Points 2 + Int mod/level, Saves: Fort +1; Ref +0; Will +2.
Weapon Groups: Basic Weapons + 3 weapon groups + light armor + medium armor + heavy armor + shields.

Level
01 Orisons, Gate Elements, Channel Divine Energy
02
03
04
05 Cleric Feat
06
07
08
09
10 Cleric Feat
11
12
13
14
15 Cleric Feat
16
17
18
19
20 Cleric Feat

Spells: Clerics are spontaneous spellcasters that use the cleric spells list from the PHB.

Key ability score: WISDON is their key ability for determing their maximum spell level, bonus spells per day, and
spell save DCs.

Spells per day: Clerics may spontaneously cast a number of spells per day, plus two bonus spells (+2)
from his assigned elemental domains:

Spells Know: A cleric has a number of spells known according to the table bellow, plus two bonus spells known (+2)
from his assigned elemental domains:

        Number of Spells

Lvl 1 2 3 4 5 6 7 8 9
01 1+2 - - - - - - - -
02 2+2 - - - - - - - -
03 3+2 1+2 - - - - - - -
04 4+2 2+2 - - - - - - -
05 4+2 3+2 1+2 - - - - - -
06 4+2 4+2 2+2 - - - - - -
07 4+2 4+2 3+2 1+2 - - - - -
08 4+2 4+2 4+2 2+2 - - - - -
09 4+2 4+2 4+2 3+2 1+2 - - - -
10 4+2 4+2 4+2 4+2 2+2 - - - -
11 4+2 4+2 4+2 4+2 3+2 1+2 - - -
12 4+2 4+2 4+2 4+2 4+2 2+2 - - -
13 4+2 4+2 4+2 4+2 4+2 3+2 1+2 - -
14 4+2 4+2 4+2 4+2 4+2 4+2 2+2 - -
15 4+2 4+2 4+2 4+2 4+2 4+2 3+2 1+2 -
16 4+2 4+2 4+2 4+2 4+2 4+2 4+2 2+2 -
17 4+2 4+2 4+2 4+2 4+2 4+2 4+2 3+2 1+2
18 4+2 4+2 4+2 4+2 4+2 4+2 4+2 4+2 2+2
19 4+2 4+2 4+2 4+2 4+2 4+2 4+2 4+2 3+2
20 4+2 4+2 4+2 4+2 4+2 4+2 4+2 4+2 4+2

Domains: A cleric must choose two non-opposite elemental domains, as following:

                     Air
                Rain     Sun 
            Water            Fire
                Silt     Magma
                    Earth

Sun Cleric - Fire and Air Domains. Opposes Rain and Mud.

Rain Cleric - Water and Air Domains. Opposes Sun and Magma.

Magma Cleric - Earth and Fire Domains. Opposes Mud and Rain.

Silt Cleric - Earth and Water Domains. Opposes Magma and Sun.

Granted Powers: According to the selected domains.

Orisons: Clerics can cast 0-level spells at will.

Gate Elements: Once per day, the cleric can gate material directly from his elemental and paraelemental planes of worship,
as following:

Air - The cleric may spend a turn/rebuke to gate a gust of wind that blows for 1 rd./level.
As a standart action, the cleric may concentrate to change the wind’s direction.

Earth - The cleric may spend a turn/rebuke to gate up 5 ft. cube/level of stone/dirt.
Earth can be gated in middle air to fall on, crush, and bury creatures beneath it.
Creatures caught in the area take 3d6 damage, or nothing if they make a DC 15 Reflex Save.
Those who fail their saves are buried (see DMG p. 90).

Fire - The cleric may spend a turn/rebuke to gate up 5 ft. cube/level of cleansing flame.
Creatures caught in the area take 2d4 fire damage +1/cleric level, or half damage
if they make a DC 15 Reflex Save. Flames can ignite cloth, wood, ropes, and other objetcs.

Water - The cleric may spend a turn/rebuke to gate up to 1 gallon of pure water/level.

Sun - The cleric may spend a turn/rebuke to gate sun light centered in an object or area, for 10 min./level.
The object or area shed ligth as brigth as full dayligth in a 60 ft. radius, and dim light for an additional 60 ft.
beyond that, as daylight spell.

Rain - The cleric may spend a turn/rebuke to gate clouds of fog that covers up to 5 ft. square/level, as Fog Cloud spell.
The effect lasts for 10 min./level.

Magma - The cleric may spend a turn/rebuke to gate lava that covers up to 5 ft. square/level.
Creatures in the area take 2d6 of damage (no save), plus 1d6 damage for 1d3 rounds after leaving the area.
Lava can ignite cloth, wood, ropes, and other objetcs.
The lava burns for 10 minutes/level, then cools off.

Silt - The cleric may spend a turn/rebuke to gate a cloud of silt particles that covers everyone and everything in
an area of up to 5 ft. cube/level, causing creatures to become blinded and visibly outlining invisible things, as
the effect created by glitterdust spell.

Channel Divine Energy: A cleric may channel divine energy (always positive or negative, according to his choice at
1st level), a number of times per day equal to 3 + her Charisma modifier.

If you channel positive energy, you unleash a wave
of positive energy in a 30-foot burst. All undead in this
radius take 1d6 points of positive energy damage plus
1d6 points of positive energy damage for every two
cleric levels you have attained beyond 1st (1d6 at 1st
level, 2d6 at 3rd, 3d6 at 5th and so on) and must flee from
you (as if frightened) for 1d4 rounds + your Charisma
modifier. Undead in this radius are allowed a Will save
that negates the frightened condition and results in half
damage. The DC of this save is equal to 10 + 1/2 your
cleric level + your Charisma modif ier. Undead who take
damage greater than their hit points crumble to dust
and are destroyed by the power of your deity. If a f leeing
undead is subject to channeled negative energy, it is not
commanded, but does receive a new saving throw to
dispel the f lee effect.

Living creatures within the area are healed a like amount
by this wave of positive energy. You can choose whether
or not to include yourself in this effect. Hit points gained
above a living creature’s total are lost.

If you channel negative energy, you unleash a wave
of negative energy in a 30-foot burst. All living creatures
in this radius take 1d6 points of negative energy damage
plus 1d6 points of negative energy damage for every two
cleric levels you have attained beyond 1st (1d6 at 1st level,
2d6 at 3rd, 3d6 at 5th and so on). Living creatures in this
radius are allowed a Will save that results in half damage.
The DC of this save is equal to 10 + 1/2 your cleric level +
your Charisma modifier. You can choose whether or not
to include yourself in this effect.

Undead creatures within the area are healed a like
amount by this wave of negative energy. Hit points
above the undead’s total are lost. Undead who are
within the area of this effect must make a Will save or
fall under your command. A cleric can command any
number of undead whose total Hit Dice do not exceed
his level. Clerics can relinquish control of undead to
gain control of new undead. Commanding undead is a
standard action that requires line of effect. Intelligent
undead receive a new saving throw each day to break
free of from your command. If a commanded undead
is subject to channeled positive energy, it might f lee,
but it also receives a new saving throw to dispel the
command effect.

Bonus Feats: Templars can select a Metamagic Feat, an Item Creation Feat, a Spell Focus Feat, a Combat Feat, or a
Cleric Feat:

Ignore Elements [Cleric Feat].
Prerequisites: Gate Elements, Ability to cast 3rd level divine spells, Acess to Air, Earth, Fire or Water domain.
Benefit: Once per day, a cleric can ignore the presence of his elemental and paraelemental planes of worship
for 1 min./level.

Water - The cleric may move through water or silt freely, as if under effect of water walk spell.

Earth - The cleric may pass through stone walls or ignore damage from a fall as if the ground were not there.

Air - The cleric may ignore the effects of a great wind or roover in middle air, as if under effect of levitate spell.

Fire - The cleric may ignore the effects of fire (even magical) or molten lava. This ability may be activated as an immediate
action.

Elemental Body I [Cleric Feat]
Prerequisites: Gate Elements, Ignore Elements, 10th level Cleric, Acess to Air, Earth, Fire or
Water domain.
Benefit: Once per day, you can assume the shape of a elemental of your planes of worship for 1rd./level. The
abilities you gain depend upon the type of elemental you change into:

Air elemental:
+4 enhancement bonus to your Dexterity.
+2 natural armor bonus.
Unarmed attack damage increase by one step.
Fly +30 feet your normal speed (perfect).
Darkvision 60 feet.
Ability to create a whirlwind.
Weapon Finesse (Natural Attacks).

Earth elemental:
+4 enhancement bonus to your Strength.
+4 natural armor bonus.
Unarmed attack damage increase by two steps.
Normal speed reduced by 10 feet (minimum 20 ft. speed).
Darkvision 60 feet.
Improved Bullrush.
Earth Glide.

Fire elemental:
+4 enhancement bonus to your Dexterity.
+2 natural armor bonus.
Unarmed attack damage increase by one step.
Normal Speed increased by 10 ft.
Darkvision 60 feet.
Fire Resistance 20.
Cold Vulnerability.
Burn (+1d4 fire damage with unarmed attacks).
Weapon Finesse (Natural Attacks).

Water elemental:
+4 enhancement bonus to your Strength.
+3 natural armor bonus.
Unarmed attack damage increase by two steps.
Swim +30 feet your normal speed.
Darkvision 60 feet.
Ability to create a vortex.
Drench (touch extinguish nonmagical fires).

Elemental Body II [Cleric Feat]
Prerequisites: Gate Elements, Ignore Elements, Elemental Shape I, 15th level Cleric, Acess to Air, Earth, Fire
or Water domain.
Benefit: Once per day, you can assume the shape of a elemental of your plane of worship for 1rd./level.
The abilities you gain depend upon the type of elemental you change into.

Air elemental:
+6 enhancement bonus to your Dexterity.
+3 natural armor bonus.
Unarmed attack damage increase by two steps.
Fly +30 feet your normal speed (perfect).
Darkvision 60 feet.
Ability to create a whirlwind.
Weapon Finesse (Natural Attacks).
Damage Reduction 5/+1 magic.

Earth elemental:
+6 enhancement bonus to your Strength, +2 bonus to your Constitution and -2 penalty to your Dexterity.
+5 natural armor bonus.
Unarmed attack damage increase by three steps.
Normal speed reduced by 10 feet (minimum 20 ft. speed).
Darkvision 60 feet.
Improved Bullrush.
Earth Glide.
Damage Reduction 5/+1 magic.

Fire elemental:
+4 enhancement bonus to your Dexterity and +2 bonus to your Constitution.
+3 natural armor bonus.
Unarmed attack damage increase by two steps.
Normal Speed increased by 10 ft.
Darkvision 60 feet.
Immunity to fire.
Cold Vulnerability.
Burn (+1d6 fire damage with unarmed attacks).
Weapon Finesse (Natural Attacks).
Damage Reduction 5/+1 magic.

Water elemental:
+4 enhancement bonus to your Strength and +2 bonus to you Constitution.
+4 natural armor bonus.
Unarmed attack damage increase by three steps.
Swim +30 feet your normal speed.
Darkvision 60 feet.
Ability to create a vortex.
Drench (touch extinguish nonmagical fires).
Damage Reduction 5/+1 magic.

Elemental Body III [Cleric Feat]
Prerequisites: Gate Elements, Ignore Elements, Elemental Shape I, Elemental Shape II, 20th level Cleric, Acess to Air,
Earth, Fire or Water domain.
Benefit: Once per day, you can assume the shape of a elemental of your plane of worship for 1rd./level.
The abilities you gain depend upon the type of elemental you change into.

Air elemental:
+8 enhancement bonus to your Dexterity and +2 bonus to your Constitution.
+3 natural armor bonus.
Unarmed attack damage increase by three steps.
Fly +60 feet your normal speed (perfect).
Darkvision 60 feet.
Ability to create a whirlwind.
Weapon Finesse (Natural Attacks).
Damage Reduction 5/+1 magic.
Elemental Subtype (immunity to poison, sleep, paralysis, stunning, critical hits and sneak attacks).
Size increase by one step (Unarmed attack damage increase by one step, gain Reach 10 ft., -1 Att, -1 AC, -4 on Hide checks, carrying capacity x2).

Earth elemental:
+8 enhancement bonus to your Strength, +4 bonus to your Constitution and -2 penalty to your Dexterity.
+5 natural armor bonus.
Unarmed attack damage increase by four steps.
Normal speed reduced by 10 feet (minimum 20 ft. speed).
Darkvision 60 feet.
Improved Bullrush.
Earth Glide.
Damage Reduction 5/+1 magic.
Elemental Subtype (immunity to poison, sleep, paralysis, stunning, critical hits and sneak attacks).
Size increase by one step (Unarmed attack damage increase by one step, gain Reach 10 ft., -1 Att, -1 AC, -4 on Hide checks, carrying capacity x2).

Fire elemental:
+6 enhancement bonus to your Dexterity and +4 bonus to your Constitution.
+3 natural armor bonus.
Unarmed attack damage increase by three steps.
Normal Speed increased by 20 ft.
Darkvision 60 feet.
Immunity to fire.
Cold Vulnerability.
Burn (+1d8 fire damage with unarmed attacks).
Weapon Finesse (Natural Attacks).
Damage Reduction 5/+1 magic.
Elemental Subtype (immunity to poison, sleep, paralysis, stunning, critical hits and sneak attacks).
Size increase by one step (Unarmed attack damage increase by one step, gain Reach 10 ft., -1 Att, -1 AC, -4 on Hide checks, carrying capacity x2).

Water elemental:
+6 enhancement bonus to your Strength and +4 bonus to you Constitution.
+4 natural armor bonus.
Unarmed attack damage increase by four steps.
Swim +60 feet your normal speed.
Darkvision 60 feet.
Ability to create a vortex.
Drench (touch extinguish nonmagical fires).
Damage Reduction 5/+1 magic.
Elemental Subtype (immunity to poison, sleep, paralysis, stunning, critical hits and sneak attacks).
Size increase by one step (Unarmed attack damage increase by one step, gain Reach 10 ft., -1 Att, -1 AC, -4 on Hide checks, carrying capacity x2).

Elemental Resistance [Cleric Feat]
Prerequisites: Gate Elements, Ability to cast 1st level divine spells, Acess to Air, Earth, Fire or Water domain.
Benefit: You gain one elemental resistance according to your plane of worship:
Air - gain electricity resistance 5.
Water - gain cold resistance 5.
Fire - gain fire resistance 5.
Earth - gain acid resistance 5.
Special: You may take this Feat multiple times. Each time you take it, you apply it to a different type of element.

Improved Elemental Resistance [Cleric Feat]
Prerequisites: Gate Elements, Elemental Resistance, Ability to cast 3rd level divine spells, Acess to Air, Earth,
Fire or Water domain.
Benefit: You improve one elemental resistance according to your plane of worship:
Air - gain electricity resistance 10.
Water - gain cold resistance 10.
Fire - gain fire resistance 10.
Earth - gain acid resistance 10.
Special: You may take this Feat multiple times. Each time you take it, you apply it to a different type of element.

Templar

HD d8, BAB +15, BDB +15, Skill Points 2 + Int mod/level, Saves: Fort +1; Ref +0; Will +2.
Weapon Groups: Basic Weapons + 3 weapon groups + light armor + medium armor + heavy armor + shields.

01 Orisons, Secular Power, Channel Divine Energy
02
03
04
05 Templar Feat
06
07
08
09
10 Templar Feat
11
12
13
14
15 Templar Feat
16
17
18
19
20 Templar Feat

Orisons: Every templar receives a sigil that is the sign of their rank and station as a templar within their city’s
Templarate. The form of the sigil is unique to each city state, but is always unmistakable for what it is. The sigil
serves as the templar’s Divine Focus, and also allows them to cast orisons (0 level divine spells) at will.

Channel Divine Energy: A Templar may channel divine energy (positive or negative, according to his Sorcerer-King
alignment) a number of times per day equal to 3 + her Charisma modifier.

If you channel positive energy, you unleash a wave
of positive energy in a 30-foot burst. All undead in this
radius take 1d6 points of positive energy damage plus
1d6 points of positive energy damage for every two
cleric levels you have attained beyond 1st (1d6 at 1st
level, 2d6 at 3rd, 3d6 at 5th and so on) and must flee from
you (as if frightened) for 1d4 rounds + your Charisma
modifier. Undead in this radius are allowed a Will save
that negates the frightened condition and results in half
damage. The DC of this save is equal to 10 + 1/2 your
cleric level + your Charisma modif ier. Undead who take
damage greater than their hit points crumble to dust
and are destroyed by the power of your deity. If a f leeing
undead is subject to channeled negative energy, it is not
commanded, but does receive a new saving throw to
dispel the f lee effect.

Living creatures within the area are healed a like amount
by this wave of positive energy. You can choose whether
or not to include yourself in this effect. Hit points gained
above a living creature’s total are lost.

If you channel negative energy, you unleash a wave
of negative energy in a 30-foot burst. All living creatures
in this radius take 1d6 points of negative energy damage
plus 1d6 points of negative energy damage for every two
cleric levels you have attained beyond 1st (1d6 at 1st level,
2d6 at 3rd, 3d6 at 5th and so on). Living creatures in this
radius are allowed a Will save that results in half damage.
The DC of this save is equal to 10 + 1/2 your cleric level +
your Charisma modifier. You can choose whether or not
to include yourself in this effect.

Undead creatures within the area are healed a like
amount by this wave of negative energy. Hit points
above the undead’s total are lost. Undead who are
within the area of this effect must make a Will save or
fall under your command. A cleric can command any
number of undead whose total Hit Dice do not exceed
his level. Clerics can relinquish control of undead to
gain control of new undead. Commanding undead is a
standard action that requires line of effect. Intelligent
undead receive a new saving throw each day to break
free of from your command. If a commanded undead
is subject to channeled positive energy, it might f lee,
but it also receives a new saving throw to dispel the
command effect.

Secular Power:

Diplomacy
Ranks Secular Power Ability
01 Permission to read and write.
01 Order slave.
01 Accuse slave (Make a Diplomacy Check against DC 5 + Slave’s level + Cha Mod. Can be opposed by a Diplomacy check of a character with Secular Power class feature or Patron Feat).
01 Judge slave (Make a Diplomacy Check against DC 5 + Slave’s level + Cha Mod. Can be opposed by a Diplomacy check of a character with Secular Power class feature or Patron Feat).
02 Intrude on freeman’s domain (Make a Diplomacy Check against DC 10 + freeman’s level + Cha Mod. Can be opposed by a Diplomacy check of a character with Secular Power class feature or Patron Feat).
03 Requisition of troops (Make a Diplomacy check. By each point you exceed 10 in your Diplomacy check, you receive a enforcement of 1 HD of troops, as following: Soldier [1 HD], Templar Centurion [2 HD], Half-Giant [2 HD]. The total HD of hired troops must be equal or fewer than yours).
04 Accuse freeman (Make a Diplomacy Check against DC 10 + freeman’s level + Cha Mod. Can be opposed by a Diplomacy check of a character with Secular Power class feature or Patron Feat).
05 Access to all areas in the Sorcerer King’s palaces, libraries and temples (except SK’s chambers).
05 Diplomatic immunity (when acredited in a foreign City-State, you cannot be arrested, accused or judged by the local templars, but can be extradicted).
06 Requisition money or gear (Make a Diplomacy check. By each point you exceed DC 15 in your Diplomacy check, you receive a support of 100 cp. Cannot make this check more than once per month).
07 Judge freeman (Make a Diplomacy Check against DC 10 + freeman’s level + Cha Mod. Can be opposed by a Diplomacy check of a character with Secular Power class feature or Patron Feat).
08 Intrude on noble’s domain (Make a Diplomacy Check against DC 15 + noble’s level + Cha Mod. Can be opposed by a Diplomacy check of a character with Secular Power class feature or Patron Feat).
09 Intrude on templar’s domain (Make a Diplomacy Check against DC 15 + templar’s level + Cha Mod. Can be opposed by a Diplomacy check of a character with Secular Power class feature or Patron Feat).
09 Requisition Wizard/Psion (As requisition of Troops, but multiply Wizard or Psion HD x 2. The wizard or psionic HD must be up to 1/2 your character level).
10 Accuse noble (Make a Diplomacy Check against DC 15 + noble’s level + Cha Mod. Can be opposed by a Diplomacy check of a character with Secular Power class feature or Patron Feat).
11 Accuse templar (Make a Diplomacy Check against DC 15 + templar’s level + Cha Mod. Can be opposed by a Diplomacy check of a character with Secular Power class feature or Patron Feat).
12 Requisition of property (Gain the use of any city property, for any purpose. Make a Diplomacy check against DC 10 [+5 if noble’s property]. You can use the property for a number of days equal to 1 + 1 for each point you exceed the Diplomacy check DC. Can be opposed by a Diplomacy check of a character with Secular Power class feature or Patron Feat.)
13 Judge noble (Make a Diplomacy Check against DC 15 + noble’s level + Cha Mod. Can be opposed by a Diplomacy check of a character with Secular Power class feature or Patron Feat).
14 Judge templar (Make a Diplomacy Check against DC 15 + templar’s level + Cha Mod. Can be opposed by a Diplomacy check of a character with Secular Power class feature or Patron Feat).
15 Grant pardom (Diplomacy check against DC 15 + Templar Judge’s level + Cha Mod).
17 Access to Sorcerer-King’s chambers (before that time the templar is restricted from SK’s chambers unless ordered to go there by the SK himself or a higher-level templar).

                                                                           Diplomacy DC

Secular Powers Modifier

Request Circumstances

Your request is believable and favors a SK’s direct interest -5
Your request is believable and but doesn’t favor a direct interest of the SK +0
Your request is hard to believe or put your SK’s interest at some risk +5
Your request is very hard to believe or entails a large risk for SK’s interest +10
Your request is incredible to consider and may result in certain punishment +15
Retry a request +5 per retry in the same month

Accuse/Judge Circunstances
Templar presents an evidence against the target varies (-2 for a little evidence, -5 for a strong evidence, -10 for a cabal proof).
Retry an accusation against the same target +5 per retry in the same month

Some of the secular authority features may allow templars to be quite arbitrary in the execution of their powers.
This is because they are quite arbitrary in the use of their authority. For characters, this may be problematic if
the DM does not keep in mind that these authorities are designed to play out amongst a highly charged political
environment. Remember that the templar’s powers do not extend beyond his City-State. Remember that templar’s have
the authority to contest one another’s rulings. Remember to apply situational modifiers: A well connected nobleman
is going to be much harder to imprison than a pottery slave. The organizations of the templars are highly competitive
and fraught with infighting and backstabbing. This can be used to keep templar characters from running amok in their
city, and can provide the motivation for numerous adventure hooks.

Bonus Feat: Templars can select a Metamagic Feat, an Item Creation Feat, a Spell Focus Feat or a Combat Feat, or a
Templar Feat:

King’s Blessing [Templar Feat]
Benefit: A templar can spend a Channel Energy to gain a bonus
equal to his Charisma bonus (if any) on all saving throws, for
1 minute.

Smite King’s Enemy [Templar Feat]
Benefit: Once per day, a Templar may attempt
to smite his enemies with one normal melee attack. He adds
his Charisma bonus (if any) to his attack roll and deals
1 extra point of damage per templar level.

Greater Authorithy [Templar Feat]
Benefit: You gain a +2 bonus on your Diplomacy checks to use Secular Power.

Spells: Templars are spontaneous spellcasters that use the cleric spells list from the PHB.

Key ability score: WISDON is their key ability for determing their maximum spell level, bonus spells per day, and
spell save DCs.

Spells per day: Templars may spontaneously cast a number of spells per day, plus two bonus spells (+2)
from his assigned sorcerer-king’s domains:

Spells Know: A templar has a number of spells known according to the table bellow, plus two bonus spells known (+2)
from his assigned SK’s domains:

        Number of Spells

Lvl 1 2 3 4 5 6 7 8 9
01 1+2 - - - - - - - -
02 2+2 - - - - - - - -
03 3+2 1+2 - - - - - - -
04 4+2 2+2 - - - - - - -
05 4+2 3+2 1+2 - - - - - -
06 4+2 4+2 2+2 - - - - - -
07 4+2 4+2 3+2 1+2 - - - - -
08 4+2 4+2 4+2 2+2 - - - - -
09 4+2 4+2 4+2 3+2 1+2 - - - -
10 4+2 4+2 4+2 4+2 2+2 - - - -
11 4+2 4+2 4+2 4+2 3+2 1+2 - - -
12 4+2 4+2 4+2 4+2 4+2 2+2 - - -
13 4+2 4+2 4+2 4+2 4+2 3+2 1+2 - -
14 4+2 4+2 4+2 4+2 4+2 4+2 2+2 - -
15 4+2 4+2 4+2 4+2 4+2 4+2 3+2 1+2 -
16 4+2 4+2 4+2 4+2 4+2 4+2 4+2 2+2 -
17 4+2 4+2 4+2 4+2 4+2 4+2 4+2 3+2 1+2
18 4+2 4+2 4+2 4+2 4+2 4+2 4+2 4+2 2+2
19 4+2 4+2 4+2 4+2 4+2 4+2 4+2 4+2 3+2
20 4+2 4+2 4+2 4+2 4+2 4+2 4+2 4+2 4+2

Sorcerer-king’s granted domains:

Andropinis, Elves (Balic, Carthagian): Trade, Travel.

Innenek, Aarakocra (Gulg, African): Plant, Renewal.

Azterzuk, Orc (Draj, Aztec): Strength, Sun.

Kalak, Ogres (Tyr, Greek-Roman): Tyranny, Knowledge.

Hamanu, Trolls (Urik, Spartan): Strength, War.

Dregoth, Giants (Raam, Egyptian): Death, Destruction.

Shadow King, Gnomes (Nibenay, Chinese): Illusion, Trickery.

Dragon of Tyr, Dwarves (Ur Draxa, None): Protection, Strength.

Originally posted by kelsen:

Rogue

HD d6, BAB +15, BDB +15, Skill Points 8 + Int mod/level, Saves: Fort +0; Ref +2; Will +1.
Weapon Groups: Basic Weapons + 3 weapon groups + light armor + shields.

01 Sneak Attack +1d6, Rogue Talent
02 Rogue Talent
03 Sneak Attack +2d6
04 Rogue Talent
05 Sneak Attack +3d6
06 Rogue Talent
07 Sneak Attack +4d6
08 Rogue Talent
09 Sneak Attack +5d6
10 Rogue Talent
11 Sneak Attack +6d6
12 Rogue Talent
13 Sneak Attack +7d6
14 Rogue Talent
15 Sneak Attack +8d6
16 Rogue Talent
17 Sneak Attack +9d6
18 Rogue Talent
19 Sneak Attack +10d6
20 Rogue Talent

Trapfinding: Removed, since the Search skill is a class skill only for rogues and nomads.

Sneak Attack: The sneak attack damage bonus only applies to your primary weapon atack. This ability can affect a
target whenever it is denied from its Dexterity bonus to AC (whether the target actually has a Dexterity bonus or
not). Also, the rogue can use this ability when flanking an opponent (wheter that opponent is denied from its
Dexterity bonus to AC or not). This ability can also be applied to ranged attacks against targets up to 30 feet
away. In addition:
-If you succeed in a Feint check to use feint in combat, you can treat that enemy as flat-footed on the next melee
attack you make against him on your current turn.
-If you succeed on a Acrobatics check to move to the other side of the enemy that is being threatened by you,
without provoking attacks of opportunitty, you can treat that enemy as flat-footed on the next melee attack you make
against him on your current turn. Special: If you choose to move through your enemy’s space (taking a -5 penalty on
your Acrobatic check), you can treat that enemy as flat-footed and gain a +2 bonus on the next melee attack you make
against him on your current turn.
-If you have the Quick Draw feat, you can draw a hidden weapon (see the skill Sleight of Hand) as a free action
(instead of move action). If your opponent is unaware of the concealed weapon (Spot Check), you can make a sneack
attack against that opponent (treat it as flat-footed).

Rogue Feats:

-Uncanny Dodge - Benefit: As in PHB.

-Improved Uncanny Dodge - Prerequisites: Uncanny Dodge. Benefit: As in PHB. Also, you cannot suffer sudden strikes
provided from tumbling maneuvers.

-Evasion - Benefit: As in PHB.

-Improved Evasion - Prerequisites: Base Ref Save +6 and Evasion. Benefit: As in PHB.

-Swift and Silent - Benefit: Can use Hide and Move Silent Skills while moving up to your normal speed without penalty
(instead of -5). In addiction, you can use Hide and Move Silent Skills while moving up to twice your normal speed
with -10 penalty (intead of -20).

-Hide in plain sight - Prerequisites: Swift and Silent. Benefit: You can use the Hide Skill even while being observed,
as long as there is some sort of cover or concealment within 1 ft./per rank you have in the Hide Skill (normal: must
suceed in a Bluff check to create a diversion to hide, then make a Hide Check with -10 penalty);

-Stunning Strike - Prerequisites: Sneak Attack +1d6.
If you study your victim for 3 rounds and then makes a sneak attack with a melee weapon or ranged
weapon (within 30 ft. range) that successfully deals damage, the target must succeed in a Fort Save (DC 10 + 1/2
Rogue’s level + Int Mod) or become stunned for 1d4 rounds. If the target’s saving throw succeeds, the attack is just
a normal sudden strike. In the 3 rounds of study preceding the sudden strike, if the victim detects the nomad’s
presence or recognizes him as an enemy, the stunning strike automatically fails.

-Weakening Strike - Prerequisites: Sneak Attack +2d6.
Benefit: If you damage an opponent with a sneak attack, that opponent must succeed in a Fort Save (DC 10 + 1/2 Rogue’s
level + Int Mod) or suffer 2 points of Strength damage.

-Death Strike - Prerequisites: Stunning Attack, Sneak Attack +3d6.
Benefit: If you study your victim for 3 rounds and then makes a sneak attack with a melee weapon or ranged
weapon (within 30 ft. range) that successfully deals damage, you may choose to either kill or paralize the target
(rogue’s choice). The victim must suceed in a Fort save (DC 10 + 1/2 Rogue’s level + Int Mod) or die (if the killing
effect was chosen) or become paralyzed for 1d6 rds. + 1 rd./rogue’s level (if the paralizing effect was chosen). If
the victim’s saving throw succeeds, the attack is just a normal sneak attack. In the 3 rounds of study preceding the
sneak attack, if the victim detects the your presence (if you are hiding) or recognizes you as an enemy (if you are
disguised, for example), the death strike automatically fails.

-Luck - Once per day, you may reroll any failed attack roll, skill check, ability check or saving Throw. However, you
must take the result of the reroll, even if it is worst than the original roll.

-Defensive Roll - Prerequisites: Evasion, Luck, Uncanny Dodge. Benefit: As in PHB, but also apply against spells.

-Slippery Mind - Prerequisites: Base Will Save +3. Benefit: As in PHB.

-Mind Blank - Prerequisites: Base Will Save +6, Slippery Mind. Benefit: You gain a +4 competence bonus on the
extra save granted by slippery mind.

-Opportunist - Prerequisites: BAB +7 or higher. Benefit: As in PHB.

-Trap Sense - Prerequisites: Uncanny Dodge and 6+ ranks in the Search Skill. Benefit: While moving up to your normal
speed, you can intuitively (without an active effort) detect the presence of any traps within 10 ft., if you succeed
in a Perception check with a -5 penalty (or no penalty, if moving up to one-half your normal speed).

-Improved Trap Sense - Prerequisites: Trap sense. Benefit: Gain +4 Bonus on Armor Class and Reflex saving throws
against traps.

-Skill Mastery - Prerequisites: 5+ ranks with each selected skills. Benefit: As in PHB.

-Social Expertise - Gain the three interaction skill tricks, as following:

Fast Talking - You can retry a failed Bluff check.
If you fail in a Bluff check, you may spend another full-round action to attempt a retry of the Bluff check, but
with a -5 penalty. If you also fail this second Bluff check, the target’s attitude towards you becomes one grade
more hostile than where when it started. The target must have an Intelligence score of 3 or higher and be able to
understand your language in order to suffer the effects of this ability. Once you use this skill trick, you cannot
use this skill trick against the same target again for 24 hours.

Social Agility - You can make a Bluff check to replace a failed Diplomacy check.
If your Diplomacy check to influence an NPC’s attitude fails, you can spend another full-minute action to attempt a
retry of the Diplomacy check, but with a -5 penalty. Use the result of this check in place of the Diplomacy check
result, except that it can’t improve the NPC’s attitude by more than one step. If you also fail this second Diplomacy
check, the target’s attitude towards you becomes one grade more hostile than where when it started. The target must
have an Intelligence score of 3 or higher and be able to understand your language in order to suffer the effects of
this ability. Once you use this skill trick, you cannot use this skill trick against the same target again for 24
hours.

Second Impression - You can make a Bluff check to reestablish a blown disguise.
You can convince someone of your false identity even after your disguise fails. If an observer sees through your
disguise with a successful Spot check, you can (as an immediate action) attempt a Bluff check to convince him that
he’s mistaken. Use the observer’s Spot check result as the DC for your Bluff check; if you succeed, the observer
ignores the evidence of his own senses in favor of what your disguise attempts to show.
You must be aware of the observer’s discovery in order to use this trick; for example, you can’t use it against
someone viewing you secretly, nor can you use it against someone who sees through your disguise but keeps that
information secret (the DM should allow the character to make a Sense Motive check if she has any reason to fear
that his disguise has been blown). The effect of this ability extends to all viewers within 30 feet of you. For
example, you could attempt it against an entire patrol of guards confronting you just as effectively as against
a single person.
This skill trick doesn’t let you maintain a disguise that has been defeated by other means; for example, if your
disguise is penetrated by a true seeing spell, Second Impression won’t help.

-Dune Trader - Gain three skill tricks, as following:

Skilled Bargainer - You gain a +4 competence bonus on Diplomacy checks to buy or sell goods with greater discount
or increase in price. Treat this as a Diplomacy check made to influence NPCs attitudes. If the NPC’s reaction toward
you becomes friendly you can purchase or sell goods with a 10% discount/increase in price. If NPC attitude toward you
becomes helpful, you can buy or sell goods with a 20% discount/increase in price. Once you use this skill trick, you
cannot use this skill trick against the same target and goods again for 24 hours.

Track Goods - You can use the Gather Information skill to track down an item that is rare, illegal or too
expensive to be purchased in the town or settlement were you are currently located. The DC of this check is 10 +
(the item’s cp cost divided by 1000 + community size modifier). If the check is successful you learn of a merchant
who can supply the item to you, or a person or place from where it can be stolen.

Intuitive Comunication - When you are afaced with a creature whose language you do not understand, you can attempt
to communicate with it by making a successful Sense Motive check. This check requires that you expend at least 1
minute listening to the creature and watching its gestures and demeanor. The check’s base DC is 20. If the creature
is not the same type as you, the DC is 30.With a successful check, you learn the basic gist of the creature’s speech.
This ability gives you no talent to speak the creature’s tongue.

-Bardic Profile - Gain three skill tricks, as following:

Fascinating Performance - You can distract creatures with your performance.
Your performance can distract creatures, drawing their attention away from your allies as they sneak past, ready
weapons for an ambush, or take other actions. In a noncombat situation, you may make a Perform check against DC 10

  • target’s level + target’s Wis Modifier. If you succeed in this check, the audience members suffer –4 penalty to all
    Listen and Spot checks while you continue to entertain them.
    You can affect creatures within 90 ft. The targets must have an Intelligence score of 3 or higher and be
    able to understand your language in order to suffer the effects of this trick. Once you use this skill trick,
    you cannot use this skill trick against the same audience again for 24 hours.

    Inspire Confidence - You can play a song or conduct a performance that inspires himself and his allies to act with
    greater confidence and focus. To be affected, an ally must be able to hear your performance. The effect lasts
    for as long as the allies hear you perform and for 5 rounds thereafter. An affected ally receives a morale bonus to
    attacks, Will saves, skill and ability checks based on your Perform check result:

Perform Morale Bonus to Attacks,
Result Will Saves, Skill and Ability checks
20 +1
30 +2
40 +3

Manipulate Audiences - You can use your perform skill to manipulate large groups of people.
Once you have captured the audience’s attention (by using a captivating performance), you can use your Perform
Skill to manipulate large groups of people with a carefully composed oration or song. Treat this as a Diplomacy
check made to influence NPCs attitudes, but you replace the Diplomacy check for a Perform check, and you take a
penalty equal to a penalty equal to the number of targets divided by 5.
All targets must be within 90 ft. of you, be able to see and hear you clearly, and willing to pay attention to your
words. This ability requires at least 1 minute of performance to take effect, and cannot affect hostile NPCs or whose
Hit Dice that exceed one-half your level. Once you use this ability, you cannot use it against the same targets again
for 24 hours. You may incite fear, anger, or calm:

Anger: You may worsen the crowd’s attitude toward a single target or a group.
If you succeed in improving the crowd’s attitude friendly toward you, you can
instead worsen the crowd’s attitude toward a target or group by one step. If
the audience’s attitude toward you become helpful, you can instead worsen the
crowd’s attitude toward a target or group by two steps. If the crowds attitude
toward the target or group becomes hostile, you may gather a lynching mob to attack
the target or group of your choice, though they normally stop attacking if the target
defeats more than 10 percent of the crowd. In this case, the crowd reacts according
to the fear response below. Otherwise, they riot and smash windows, loot, start fires,
and otherwise spread destruction. Once a crowd is angry, you can only attempt to calm it.

Calm: If the you succeed in improving the crowd’s attitude from hostile to indiferent,
the crowd peacefully disperses. Once calmed, all Diplomacy attempts to incite it to further
action face a -10 modifier.

Fear: If you succeed in improving the crowd’s atittude to helpful toward you, your words make
the crowd panic and flee. It is now impossible to use Perform to change the crowd’s attitude
unless escape is impossible. In that case, the people in the crowd try to find cover and hide.
Otherwise, the crowd disperses.

Motivated: If you succeed in improving the crowd’s attitude to helpful toward you, the corwd
takes a course of action of your choice. You could motivate the group to help repair a wall,
douse a fire, join in the defense against attackers,and so forth. The crowd takes any action
you request, provided that it is not obviously suicidal.

  • Poison making. Prerequisite: Poison Use. Benefit: You can use the Craft (poison making) Skill to create poison when
    the task has a DC higher than 20. To create a poison, follow the steps described bellow:

First, choose the poison’s type (contact, ingested, inhaled, or injury) to find the Craft
(poison making) check base DC:

Poison Method Base Craft DC
Inhaled* 20
Contact** 15
Injury*** 10
Ingested**** 05
*Inhaled poisons are delivered through eggshell grenades (treat as a throw splash weapon with range increment of 10 ft.).
An eggshell grenade breaks on impact producing a poison smoke that fills an area of 10-foot cube, and dissipates
naturally after 1 rd. Eggshell grenades are very fragile and must be stowed carefully to avoid breakage. Whenever a
character carrying these items falls prone or suffers damage from a fall, he must make a Ref save for each eggshell
grenade (DC of 10 + amount of damage suffered from the fall) to avoid breakage. Special cases (40 cp), may hold up to
6 grenades, and give +2 bonus on Ref saving throws to avoid breakage.
**Contact poisons are delivered through a melee or a ranged touch attack.
***Injury poisons are delivered by a successful melee or ranged attack that deals damage to the victim.
****Ingested poisons are applied to food or drinks.

Second, choose the poison’s onset time (instantaneous, 1 round, 1 minute, 1 hour, 1 day) and add the
modifier to the Base Craft DC:

Onset* Craft DC mod
Instantaneous +0
1 round -1
1 minute -2
1 hour -3
1 day -4
*Onset rule: When a character is affected by a poison attack (contact, injury, inhaled or
ingested), he must make an immediate Fort Save against poison’s DC. If he succeeds, the poison
has no effect. If he fails, he takes damage after the onset period, and he must make another Fort Save
once per round afterward (according to the poison’s frequency, see below) to avoid repeated damage.

Third, choose the poison’s frequency (how many rounds a creature affected by the poison
will have to make Fort Saves to avoid repeated damage) and add the modifier to the Base Craft DC:

Frequency* Craft DC mod
1 rounds +0
2 rounds +1
3 rounds +2
4 rounds +3
5 rounds +4

*After the frequency rounds elapses, the poison is cured, regardless if the Fort Saves were successful or not.
A sucessful Fort save before the frequency rounds elapse, indicate that the creature’s body has fought off the
poison and stops taking damage.

Forth, choose the poison´s effect, the ammount of damage the poison deals against a single ability
(Str, Dex, Con, Int, Wis or Cha) and add the modifier to the base Craft DC:

Effect Craft DC mod*
1 ability damage +0
1d2 ability damage +1
1d3 ability damage +2
1d4 ability damage +3
1d6 ability damage +4
2d4 ability damage +5
2d6 ability damage +6
3d6 ability damage +8
1 ability drain +4
1d2 ability drain +6
1d3 ability drain +8
1d6 hp damage +2**
*Con Damage: if the poison deals Con damage, double the Craft DC mod.
**HP damage: This effect can be applied multiple times. For each 1d6 hp damage inflicted, you add +2 to the poison’s
Craft check DC.

Fith, set the Fort Save DC to resist the poison´s effects and add the modifier to the base
Craft DC:

Save DC* Craft DC mod
10 +0
+1 +1
*Up to 1/2 rogue’s level + Int Mod.

Finally, calcule the poison’s total Craft DC, raw material’s cost and crafting time:

Craft DC Cost* Time
00-14 10cp 01 hour
15-19 25cp 02 hours
20-24 50cp 04 hours
25-29 100cp 08 hours
30-34 250cp 16 hours
35-39 500cp 24 hours
40-44 750cp 48 hours
45+ 1000cp 72 hours

If you succeed in a Craft (poison making) check against the chosen poison´s Craft DC, spend the raw
material cost and crafting time, you create a single dose of the poison. If you fail the Craft
check, the raw materials and time are lost.

  • You can attempt to create poisons with ready avaiable materials (seeking out herbs or creatures with natural
    poison attacks), by taking a -5 to -15 penalty on your Craft check, according to the material resources avaiable in
    the area. If you succeed in your Craft check, you craft the poison at no cost. However, poisons created with
    improvised materials remain ative only for a number of days equal to 1 + half your level. After that, it spoils
    and loses all effectiveness.

Poison related Feats:

-Skill Focus (Craft [poison making]) - Gain +3 bonus on Craft (Poison Making) skill checks.

-Poison Focus. Prerequisites: Craft (poison making) 4 ranks. Benefit: Choose a type of poison (contact, ingested,
inhaled, or injury). The DC to resist damage of poisons of this type created by you increases by +2.

-Poison Mastery. Prerequisites: Poison Focus, Craft (poison making) 8 ranks. Benefit: Choose a type of poison
(contact, ingested, inhaled, or injury) for which you have selected the Poison Focus feat. The damage dealt by
poisons of this type created by you is increased by 1 point per dice.

-Extend Poison. Increase poison’s Craft DC by +1. If you succeed in the Craft check, the target of the poison you
create must succeed in two Fort saving throws in a roll (instead of one) to avoid repeated damage from that poison.

-Empower Poison. Increase poison’s Craft DC by +2. If you succeed in the Craft check, the damage dealt by the poison
you create is increased by one-half (50%).

-Maximize Poison. Increase poison’s Craft DC by +4. If you succeed in the Craft check, the poison
you create deal maximum damage.

-Quicken Poison. Increase poison’s Craft DC by +6. If you succeed in the Craft check, the poison you create deals
repeated damage twice per round (instead of once per round).

-Mass production. Calculate poison’s raw materials cost and crafting time. For that cost and that crafting time you
can create 1d4 doses of the poison instead of 1 dose.

-Poison use. Prerequisites: Poisonmaking, Poison use. Benefit: You can apply poison to a weapon as a move
action (instead of a standart action). In addition, You can apply poison to a weapon without any risk of
poisonning yourself.

-Poison Resistance. Prerequisites: Poisonmaking, Poison use. Benefit: Gain a +4 competence bonus on his Fortitude
saves against poisons.

-Poison Immunity. Prerequisites: Poisonmaking, Poison use, Poison Resistance. Benefit: You become immune to poisons.

Other Rogue Feats:

-Improved Initiative;

-Weapon Finesse;

-Quick Draw.
Benefit: As PHB. In addition, you can draw a hidden weapon (see the skill Sleight of Hand) as a free action
(instead of move action). If your opponent is unaware of the concealed weapon (Spot Check), you can make a sneack
attack against that opponent (treat it as flat-footed).

-Improved Feint. Prerequisistes: Dex 13+.
Benefit: You gain a +2 bonus on opposed Feint checks. In additon, If you fail your opposed BAB or Bluff check to use
feint in combat, you do not provoke an attack of opporttunity from the target.

-Improved Tumble. Prerequisites: Dex 15+, Acrobatics 6 ranks.
Benefit: You gain a +2 bonus on your opposed Tumble checks. In addition, if you fail on an opposed Acrobatics check
to move through an square threatened by your enemy without provoking attacks of opporttunity, you can avoid his
attack of opportunitty by moving back to the square from where you came from.

-Improved Flanking. Prerequisites: BAB +1.
Benefit: +4 bonus on attack rolls while flanking (instead of +2).

-Skill Focus. Gain a +2 bonus on checks with a single skill.

-Patron - Prerequisites: 9th level.
You attain a patron. A patron is a powerful individual or organization (such as an important templar, a
noble family, a merchant house, or a secret organization) who will do favors and protect you under his name.
In return, you are expected to perform tasks for your patron, such as theft, spying, and even assassination.
For each rank you have in the Diplomacy skill, you can select a different kind of favor that may be provided
by your Patron:

  • Provide money or gear (Make a Diplomacy check. You receive a support of up to +50 cp/point you exceed DC 15 in your Diplomacy check).

  • Provide black market goods, such as poison or spell components. (Make a Diplomacy check. You receive an item of value up to +100 cp/point you exceed DC 15 in your Diplomacy check).

  • Provide service of mercenary troops (Make a Diplomacy check. By each point you exceed 10 in your Diplomacy check, you receive a enforcement of 1 HD of troops, as following: Mercenary Soldier [1 HD], Mercenary Captain [2 HD]. The total HD of hired troops must be equal or fewer than yours).

  • Provide service of a hired mercenary (As requisition of Troops, but multiply Mercenary HD x 2. The mercenary HD must be up to 1/2 your character level).

  • Provide acess to spellcasting services (Make a Diplomacy check. You receive a spellcasting service of price up to +100 cp/point you exceed DC 15 + circunstancial modifiers in your Diplomacy check).

  • Provide access to forged materials, decipher script, spellcraft or to the services of other expert (Make a Diplomacy Check. You get the services of an NPC with a number of ranks in the appropriate skill equal to +1 for each point your Diplomacy check exceed DC 10).

  • Provide access to restricted areas - such as Noble’s Houses, Merchant’s Headquarters, Templar’s bureaus, Sorcerer King’s Palace, Veilled Alliance Quarters, etc. (Make a Diplomacy check against DC 20 for uncommon places, known by only a few people in the area; DC 25 for obscure places, known by few and hard to come by; DC 30 for extremely obscure places, known by very few).

  • Provide access to secret information (treat as a “bardic knowledge” check + circunstancial modifiers made by a bard of character level equal to yours).

  • Provide a meeting with an important NPC - templar, noble, gladiator, Merchant, Spellcaster etc. (Make a Diplomacy check DC 10 + NPC character’s level).

  • Provide a safe place to stay hidden (Make a Diplomacy check against DC 10. You can stay hidden of a number of days equal to 1 + 1 for each point you exceed the Diplomacy check DC).

  • Avoid a templar inspection (Make a Diplomacy check against DC 15 + Templar’s Diplomacy skill bonus).

  • Retrieve gear, goods or property seized by a templar (Make a Diplomacy check against DC 15 + Templar’s Diplomacy skill bonus).

  • Be released from an arrest (Make a Diplomacy check against DC 15 + Templar’s Diplomacy skill bonus);

  • Be absolved from an accusation of disloyalty (Make a Diplomacy check against DC 15 + Templar’s Diplomacy skill bonus);

  • Receive pardom from a passed judgement. Prerequisite +15th level. (Make a Diplomacy check against DC 20 + Templar’s Diplomacy skill bonus).

                                                                 Diplomacy DC
    

Patron Feat Modifier

Favor Circunstances

The aid favors your Patron direct interest -5
Request a simple aid +0
Request a lengthy or complicated aid +5
Request a dangerous aid +10
Request an aid that may result in certain punishment for your Patron +15
Additional requests per month +5 per request after the first

Liberation Circumstances

Accused has the slave status +5
Accused has the freeman status +0
Accused has the noble or templar status -5
Templar presents an evidence against the accused varies (+2 for a little evidence, +5 for a strong evidence, +10 for a cabal proof).
Accused presents an evidence of his innocense varies (+2 for a little evidence, +5 for a strong evidence, +10 for a cabal proof).
Retry a liberation attempt +5 per retry (up to one).

At DM’s discretion, some options above may be limited while others may added according to the situation and the kind of
patron you have attained. The DM has final say on the extent of favors that may be extracted from a patron at a given
time. The use of your patron’s favors is not restricted to a listed amount of times per month, but in return for one
or more favors, you will have to perform a specific task for your patron (such as arson, theft, assassitation, etc.).
The difficult of the assigned task varies according to the frequency and extent of the favors previously received. If
you refuse to perform the assigned task, you may be harassed by your patron or be targeted for assassination, because
of your disloyalty. Also, once you have a patron, the only way to leave his service is through death, since you
already know too many of his secrets and will not be allowed to “resign” in any conventional way.

Updated Skills:

-Acrobatics - Balance + Tumble + Escape Artist are unified in a single skill.

-Disable Device - Disable Device + Open Lock are unified in a single skill.

-Perception - Listen + Spot + Search are unified in a single skill (now also ofatory and taste perception checks).

-Stealth - Hide + Move Silently are unified in a single skil.

-Diplomacy - Diplomacy + Gather Information unified in a single skill.

-Linguistics - Decipher Script + Forgery + Speak Language unified in a single skill.
Learn Language: Whenever you put a rank into this skill you immediately learn to speak and read a new language.

-Use Rope - Excluded. Check to tie someone is substuted by Binder’s Dex check + 10.

-Craft (trap making) - See Nomad.

PSIONIC

HD d6, BAB +15, BDB + 15, Skill Points 8 + Int mod/level, Saves: Fort +1; Ref +0; Will +2.
Weapon Groups: Basic Weapons + 2 weapon groups + light armor + shields.

01 1st Psionic Discipline, Psionic Talent, Psionic Talent
02 Psionic Talent
03 Psionic Talent
04 Psionic Talent
05 2nd Psionic Discipline, Psionic Talent
06 Psionic Talent
07 Psionic Talent
08 Psionic Talent
09 3rd Psionic Discipline, Psionic Talent
10 Psionic Talent
11 Psionic Talent
12 Psionic Talent
13 4th Psionic Discipline, Psionic Talent
14 Psionic Talent
15 Psionic Talent
16 Psionic Talent
17 5th Psionic Discipline, Psionic Talent
18 Psionic Talent
19 Psionic Talent
20 Psionic Talent

Disciplines: A psionic starts with all five psionic skills — Psychometabolism (Con), Psychoportation (Int),
Clairsentience (Wis), Psychokinesis (Int) and Tepepaphy (Wis) — as cross-class skills. Each time he acquires
a psionic discipline (at 1st, 5th, 9th, 13th and 17th level), he may select one of these psionic skills to become
a class skill.

Psionic Talent: The psionic learns a new psionic talent.

Psionic Feats:

Empower Talent. By paying +1x Stain, you can increase the variables of a psionic talent to 150% normal.

Maximize Talent. By paying +2x Stain, you can maximize the variables of a psionic talent.

Quicken Talent. By paying +3x Stain, you can use a psionic talent that normally requires a standart action as
a move action, or a psionic talent that normally requires a move action (such as mental contact) as a swift action.

Originally posted by kelsen:

WIZARD

HD d4, BAB +10, BDB +10, Skill Points 2 + Int mod/level, Saves: Fort +0; Ref +1; Will +2.
Weapon Groups: Basic Weapons + crossbows.

01 Cantrips, Scribe Scroll, Arcane Feat.
02
03
04
05 Arcane Feat
06
07
08
09
10 Arcane Feat
11
12
13
14
15 Arcane Feat
16
17
18
19
20 Arcane Feat

Arcane Feat: The Wizard gain a Metamagic Feat, an Item Creation Feat or Spell Focus or Spell Mastery Feat.

Spells per day: Wizard may cast a number of spells per day, plus two bonus spells (+2) if he chooses to defile,
according to the table bellow:

        Number of Spells

Lvl 1 2 3 4 5 6 7 8 9
01 1+2 - - - - - - - -
02 2+2 - - - - - - - -
03 3+2 1+2 - - - - - - -
04 4+2 2+2 - - - - - - -
05 4+2 3+2 1+2 - - - - - -
06 4+2 4+2 2+2 - - - - - -
07 4+2 4+2 3+2 1+2 - - - - -
08 4+2 4+2 4+2 2+2 - - - - -
09 4+2 4+2 4+2 3+2 1+2 - - - -
10 4+2 4+2 4+2 4+2 2+2 - - - -
11 4+2 4+2 4+2 4+2 3+2 1+2 - - -
12 4+2 4+2 4+2 4+2 4+2 2+2 - - -
13 4+2 4+2 4+2 4+2 4+2 3+2 1+2 - -
14 4+2 4+2 4+2 4+2 4+2 4+2 2+2 - -
15 4+2 4+2 4+2 4+2 4+2 4+2 3+2 1+2 -
16 4+2 4+2 4+2 4+2 4+2 4+2 4+2 2+2 -
17 4+2 4+2 4+2 4+2 4+2 4+2 4+2 3+2 1+2
18 4+2 4+2 4+2 4+2 4+2 4+2 4+2 4+2 2+2
19 4+2 4+2 4+2 4+2 4+2 4+2 4+2 4+2 3+2
20 4+2 4+2 4+2 4+2 4+2 4+2 4+2 4+2 4+2

DEFILERS AND PRESERVERS:

Both defilers and preservers are members of the wizard class.

DEFILERS:

Defilers are wizards that always defile the land when they cast spells. Defilers cannot cast
spells without defiling the land around then.

In the other hand, defilers receive two bonus spell slots to prepare additional spells per level or to apply metamagic feats to the spells being cast.

Defiler Destruction Radius: Everytime a defiler casts a spell, he defiles the land around him.
The defiler destruction radius is defined according to the type of the terrain in wich he is
currently located:

Terrain Type Defiler Radius
Barren 30 ft. x Spell Level
Infertile 20 ft. x Spell Level
Fertile 10 ft. x Spell Level
Abundant 5 ft. x Spell Level
Lush 1 ft. x Spell Level

Barren - boulder fields, salt flats, sand wastes, stony barrens.
Infertile - rocky badlands, bare mountains.
Fertile - oases, scrub plains, inactive farmlands.
Abundant - grasslands, active farmlands, mud flats.
Lush - forests, gardens.

PRESERVERS:

Preservers (and only preservers) are wizards that can cast spells without defiling the land.

When a wizard chooses to defile, he receives two bonus spell slots per spell level that he can apply to metamagic feats to the spell being cast.
However, each time a preserver chooses to defile, he risks himself turning into a defiler. Each time a preserver choose to cast a spell defiling
the land, he must make a Will save (DC 10 + Spell Lvl + 1 for each previous check) or become a defiler.
A preserver that becomes a defiler (ex-presever) loses the ability to cast spells without defiling the land.

Feats of Interest:

Spell Focus.
Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select to
focus on. In addition, you gain a +2 bonus to caster level checks (1d20+caster level) to beat a creature’s spell
resistance against a spell from your choosen school of magic.

Gray spellcasting.
Pre-requisites: Ability to cast arcane spells of 3rd level or higer, Knowledge (the Gray) 6 ranks.
Benefits: Can fuel spells with energy drawn directly from the Gray rather than plant life. However, taint
effects for defiling still apply normally.
Normal: You must draw enery from plant life to fuel arcane spellcasting.

Black spellcasting.
Pre-requisites: Ability to cast arcane spells of 3rd level or higer, Knowledge (the Black) 6 ranks.
Benefits: Can fuel spells with energy drawn directly from the Black rather than plant life. However, taint
effects for defiling still apply normally.
Normal: You must draw enery from plant life to fuel arcane spellcasting.

Originally posted by kelsen:

New Skills:

-Warcraft (Int) - You are knowledgeable in organized warfare, by establishing the use of a comunication system based
on signals (drums, banners, etc.) and messengers (including the relevant terminology). Each rank in this skill extend
your command range, wich enables you to assing orders to your soldiers in the battle field. Beyond your command range
, you must assign auxiliary commandants. The Warcraft Skill sets your command range, wich is equal to your Warcraft
bonus (number of ranks + Int mod) x 10 ft. radius.

Warcraft is a class-skill for Soldiers.

-Endurance (Con) - You can push yourself beyond your physical limits. Options of use of this skill include:

Force March. You can make a Body Control check in place of a Fortitude Save when engaging in forced march.

Hold Breath. You can make a Body Control check in place of a Fortitude Save when to continue holding your breath
after your resistance elapses. Can be combined with “Slow Breathing”.

Ignore Hunger. You can make a Body Control check in place of a Fortitude Save to resist the effects of hunger.

Ignore Thrist. You can make a Survival check in place of a Fortitude Save to resist the effects of thrist.

Run. You can make a Body Control check in place of a Fortitude Save to continue running after your tolerance elapses.

Sleep in Armor. You can make a Body Control check to sleep while wearing armor (DC 10 for light armor, DC 15 for
medium armor and DC 20 for heavy armor). If you fail, you don’t sleep and become fatigued until you sleep for 8 hours.

Endurance is a class-skill for Gladiators, Savages, Soldiers and Nomads.

Updated Skills:

-Acrobatics - Balance + Tumble + Escape Artist are unified in a single skill.

-Disable Device - Disable Device + Open Lock are unified in a single skill.

-Perception - Listen + Spot + Search are unified in a single skill (now also ofatory and taste perception checks).

-Stealth - Hide + Move Silently are unified in a single skil.

-Spellcraft - Concentration + Spellcraft unified in a single skill.

-Linguistics - Decipher Script + Speak Language unified in a single skill.
Learn Language: Whenever you put a rank into this skill you immediately learn to speak and read a new language.

-Diplomacy - Diplomacy + Gather Information unified in a single skill.

Make a Diplomacy check against DC 10 + target’s level + target’s Wis Modifier. Apply a mofier to your Diplomacy
check based on the target’s current attitude toward you: hostile -15, Unfriendly -10, Indiferent -5, Friendly +0.
If the check equals or exceeds the check DC, the target’s attitude shifts one step in your favor. For each 5 points
by wich your check result exceeds the check DC, the target’s attitude toward you increases by one additional step.
A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule
in some situations.

If you fail the check by 4 or less, the character’s attitude toward you is unchanged. If you fail by 5 or more, the
character’s attitude toward you is decreased by one step, and you may not retry your Diplomacy check against him for
the rest of the encounter.

You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less.
Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the
immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer
or shorter depending upon the situation (GM discretion).

Beyond interacting with another creature to improve its attitude toward you, you can also make requests of creature.
This is an additional Diplomacy check, with the same modifiers above, plus circunstancial modifiers, according to the
difficulty of the request:
Diplomacy
Request Modifier
Give simple advice or directions +5
Give detailed advice +0
Give simple aid +0
Reveal an unimportant secret -5
Give lengthy or complicated aid -5
Give dangerous aid -10
Reveal secret knowledge -10 or more
Give aid that could result in punishment -15 or more
Additional requests -5 per request

Typical Actions According to NPC’s Attitude:
Hostile - Will take risks to hurt you Attack, interfere, berate, flee.
Unfriendly - Wishes you ill Mislead, gossip, avoid, watch suspiciously, insult.
Indifferent - Doesn’t much care Socially expected interaction.
Friendly - Wishes you well Chat, advise, offer limited help, advocate.
Helpful - Will take risks to help you Protect, back up, heal, aid.

Combat Negotiation: Sometimes you can alter an opponent’s attitude in combat.
A villain’s thugs might decide they’re better off surrendering rather than fighting
a hopeless battle. The sorcerer’s henchman might ally with you if he realizes that
you can pay him more or give him what he wants. You can attempt a Diplomacy
check in combat, but you take a -5 penalty to decrease the time needed to use this skill
from 10 rounds to 1 round. Your DM must judge that you have made a reasonable or logical
pitch to the NPC. An unfriendly foe attacks your allies but doesn’t attack you
unless you give him reason to do so. One with an indifferent or better attitude
stops fighting. A helpful one attacks your foes, even if they are normally his allies.

Political Intrigue: Throught extended Diplomacy skill checks you can manipulate others to your will.
Not only can you win their favor, you can dictate their actions, influence their attitudes and beliefs,
and slowly turn them into your puppets.

You can work to buffer your influence with the target through promises and flattery. You gain 1 manipulation token
against a target for each week that you interact with him for more than an hour, and succeed at a Diplomacy check to
improve its attitude toward you to friendly (or 2 manipulation tokens if you improve its attitude to helpful). You
gain a +2 bonus on your Diplomacy check to influence the target of a opposite check.

Futher, you can spend manipulation tokens to force the target of this ability to take certain actions.
Spending 1 manipulation token decreases by 5 the DC of your Diplomacy check to make requests from the target.
You can spend more than one token, to brougth to 0 circunstancial negative modifiers in your Diplomacy check.
Also, if the target of this ability changes his attitude toward you for any reason, you can immediately spend
manipulation tokens to improve it by one category per token spent.

You can also spend manipulation tokens to induct the target to take a desisired course of action for a longer period.
For every 5 tokens you spend, you dictate a basic course of action that lasts for a number of weeks equal to 1 + your
Charisma modifier. It may last longer if you spend 2 manipulation tokens against the target for each additional week.

You can accumulate a maximum number of unspent tokens equal to your level + 10, with each target.
For each month you stay without making any personal contact with the target, you lose 1 manipulation token.

-Use Rope - Excluded. Check to tie someone is substuted by Binder’s Dex check + 10.

-Intimidate (Cha). As a 1 minute action you can make an Intimidation check
to force a single creature with an Intelligence of 3 or higher to to back down from a
confrontation, surrender one of its possessions, reveal a piece of secret information,
provide limited aid or flee from you for a short time. The creature must be able to see you.
Your check result must be equal or exceed DC 10 + target’s character level + Wis Mod for the
intimidation attempt to suceed. Apply a modifier to the check based on the threat the target
perceives from you:

Situation Modifier
Target is helpless or completely at your mercy +5
Target is clearly outnumbered or disadvantaged +0
Target is evenly matched with you -5
You are clearly outnumbered or disadvantaged -10
You are helpless or completely at target’s mercy -15

If you succeed the target will take no action or to stop interfering
with you, give you information you desire, take actions that do not
endanger it, or otherwise offer limited assistance. You can’t force
the target to obey your every command or do something that endangers
its life or the life of its allies.

A creature you successfully intimidate becomes one step more hostile
toward you as soon as you are no longer an imminent threat. If it
become hostile, it may deceive you, report you to local authorities,
or otherwise take actions to hinder your activities.

If you fail the check by 4 or less, the target may act as normal.
If you fail by 5 or more, the target’s attitude toward you is
decreased by one step, and you may not retry your Intimidation check
against him for the rest of the encounter.

Demoralize: You can use this skill to cause your opponents
to become shaken for a number of rounds. The DC of this check is equal
to 10 + the target’s level + the target’s Str or Wis modifier. If
you are successful, the target is shaken for one round. This duration
increases by 1 round for every 5 by which you beat the DC. You can only
threaten opponents in this way if they are within 30 feet and can
clearly see and hear you.

-Warcraft (Int) - See Soldier.

-Craft (trap making) - See Nomad.

-Poison making - See Rogue.

-Survival - New uses. See Nomad.

Originally posted by kelsen:

Updated Feats:

Improved Bullrush.
Prerequisites: As PHB.
Benefit: You do not provoke an attack of opportunity from the defender and gain a +2 bonus on your
opposed bullrush checks.

Improved Disarm.
Prerequisites: As PHB.
Benefit: You do not provoke an attack of opportunity from the defender and gain a +2 bonus on your
opposed disarm checks.

Improved Grapple.
Prerequisites: As PHB.
Benefit: You do not provoke an attack of opportunity from the defender and gain a +2 bonus on your
opposed grapple checks.

Improved Overrun.
Prerequisites: As PHB.
Benefit: You do not provoke an attack of opportunity from the defender and gain a +2 bonus on your
opposed overrun checks.

Improved Parry.
Prerequisites: As PHB.
Benefit: You gain a +2 bonus on your opposed parry checks.

Improved Pin.
Prerequisites: As PHB.
Benefit: You do not provoke an attack of opportunity from the defender and gain a +2 bonus on your
opposed pin checks.

Improved Sunder.
Prerequisites: As PHB.
Benefit: You do not provoke an attack of opportunity from the defender and gain a +2 bonus on your
opposed sunder checks.

Improved Trip.
Prerequisites: As PHB.
Benefit: You do not provoke an attack of opportunity from the defender and gain a +2 bonus on your
opposed trip checks.

-Improved Feint. Prerequisistes: Dex 13+.
Benefit: You gain a +2 bonus on opposed Feint checks. In additon, If you fail on your feint check, you do not provoke
an attack of opporttunity from the defender.

-Improved Tumble. Prerequisites: Dex 15+, Acrobatics 6 ranks.
Benefit: You gain a +2 bonus on your opposed Tumble checks. In addition, if you fail on your Acrobatics check to move
through an square threatened by your enemy without provoking attacks of opporttunity, you can avoid his attack of
opportunitty by moving back to the square from where you came from.

Rapid Shot.
Prerequisites: Dex 13.
Benefit: Your penalties for making a rapid shot to get an extra attack with your ranged weapon are lessened by 2.

Improved Rapid Shot.
Prerequisites: Dex 15, Rapid Shot, base attack bonus +6 or higher.
Benefit: If you spend a full-round action to make a rapid shot, in addition to the standard single extra attack you
get with a ranged weapon, you get a second extra attack, albeit at a –5 penalty.

Greater Rapid Shot.
Prerequisites: Dex 17, Improved Rapid Shot, base attack bonus +11 or higher.
Benefit: If you spend a full-round action to make a rapid shot, in addition to the two extra attacks you get with a
ranged weapon, you get a third extra attack, albeit at a –10 penalty.

Superior Rapid Shot.
Prerequisites: Dex 19, Improved Rapid Shot, Superior Rapid Shot, base attack bonus +16 or higher.
Benefit: If you spend a full-round action to make a rapid shot, in addition to the three extra attacks you get with a
ranged weapon, you get a forth extra attack, albeit at a –15 penalty.

Updated Two-Weapon Fighting mechanics:

Normal -4 Primary Weapon /-8 (+Dex Mod) off-hand weapon

Ambidexterity
Feat or 18 Dex -4 Primary Weapon /-4 off-hand weapon

Two-Weapon
Fighting Feat -2 Primary Weapon /-2 off-hand weapon

Off-hand Weapon
ís Light 0 Primary Weapon / 0 off-hand weapon

As a standart action, you can attack with both weapons (primary and off-hand), however you apply precision-based
damage bonus (such as from favored enemy, sneak attack, weapon specialization, wounding, etc.) only to your primary
weapon.

If your base attack bonus enables you to make extra attacks with your primary weapon, you also receive the same
number of extra attacks with your secondary weapon even if you do not have the feats Improved TWF, Greater TWF
and Superior TWF. Instead, these feats will grant the following benefits:

Ambidexterity. Prerequisites: Dex 11.
Benefit: The -4 penalty for fighting with your off-hand weapon is negated.
Special: The penalty for fighting with your off-hand weapon is equal to -4 + your Dex Mod. If you have a Dex Mod
of +4 or higher you are treated as ambidexterous.

Two-Weapon Fighting.
Prerequisites: Dex 11.
Benefit: Your penalties for fighting with two weapons are lessened by 2.

Improved Two-Weapon Fighting…
Prerequisites: Dex 15, Two-Weapon Fighting, base attack bonus +6 or higher.
Benefit: In addition to the standard single extra attack you get with a off-hand weapon, you get a second extra
attack, albeit at a –5 penalty.

Greater Two-Weapon Fighting.
Prerequisites: Dex 17, Improved Two-Weapon Fighting, base attack bonus +11 or higher.
Benefit: In addition to the two extra attacks you get with your off-hand weapon, you get a third extra attack,
albeit at a –10 penalty.

Superior Two-Weapon Fighting.
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Superior Two-Weapon Fighting, base attack bonus +16 or higher.
Benefit: In addition to the two extra attacks you get with your off-hand weapon, you get a forth extra attack,
albeit at a –15 penalty.

Two-Weapon Defense.
Prerequisites: Dex 13, BAB +1.
Benefit: When fighting with two weapons, during your action, you may choose to not attack with your off-hand weapon
in order to parry attacks directed against you, gainning a +1 parry bonus to defense until your next turn of action.
You lose this bonus whenever you are denied from your Dexterity bonus to AC. You cannot use this combat maneuver with
double weapons.

Improved Two-Weapon Defense.
Prerequisites: Dex 15, BAB +8, Two-Weapon Defense.
Benefit: You gain a +2 parry bonus to defense, when you choose to not attack with your off-hand weapon in order to
parry attacks directed against you.

Greater Two-Weapon Defense.
Prerequisites: Dex 17, BAB +16, Improved Two-Weapon Fighting.
Benefit: You gain a +3 parry bonus to defense, when you choose to not attack with your off-hand weapon in order to
parry attacks directed against you.

Shield Defense.
Prerequisites: Str 11, BAB +1.
Benefit: During your action, when wearing a shield in your off-hand, if you choose to not attack with your shield,
your shield bonus to defense increase by +1 until your next turn of action. You lose this bonus whenever you are
denied from your Dexterity bonus to AC.
Special: When you wear a shield and do not use it to attack, you can apply your Str bonus to defense (instead of your
Dex bonus) against melee attacks. You lose this bonus whenever you are denied from your Dexterity bonus to AC.

Improved Shield Defense.
Prerequisites: Str 13, BAB +8, Shield Defense.
Benefit: Your shield bonus to AC increases by +2, when you wear a shield and do not use it to attack.
Special: When you wear a shield and do not use it to attack, you can apply your Str bonus to defense (instead of your
Dex bonus) against melee attacks. You lose this bonus whenever you are denied from your Dexterity bonus to AC.

Greater Shield Defense.
Prerequisites: Str 15, BAB +16, Improved Shield Defense.
Benefit: Your shield bonus to AC increases by +3, when you wear a shield and do not use it to attack.
Special: When you wear a shield and do not use it to attack, you can apply your Str bonus to defense (instead of your
Dex bonus) against melee attacks. You lose this bonus whenever you are denied from your Dexterity bonus to AC.

Single Weapon Defense.
Prerequisites: Dex 13, BAB +1.
Benefit: During your action, when wielding no weapons or shields in your off-hand, you may choose to not attack with
your off-hand, in order to dodge attacks directed against you, gainning a +1 dodge bonus to defense until your next
turn of action. You lose this bonus whenever you are denied from your Dexterity bonus to AC.
Special: Some rogues and gladiators favor this fighting style of fighting because it leaves their off-hand free for
special maneuvers, such as grappling, climbing, drawing hidden weapons, throwing grenade-like objects, etc.

Improved Single Weapon Defense.
Prerequisites: Dex 15, BAB +8.
Benefit: You gain a +2 dodge bonus to defense, when you choose to not attack with your off-hand weapon and
dodge attacks directed against you.

Greater Single Weapon Defense.
Prerequisites: Dex 17, BAB +16.
Benefit: You gain a +3 dodge bonus to defense, when you choose to not attack with your off-hand weapon and
dodge attacks directed against you.

Combat Reflexes.
Benefit: You can make two additional attacks of opportunitty attacks each round.
Normal: You can make a number of attacks of opporttunity each round equal to your Dex mod (minimum of 1).

Dodge.
You have mastered a defensive stance that allows to you easily react to your opponents.
Prerequisite: Dex 13
Benefit: You gain a +1 dodge bonus to your AC.

Cleave.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a full-round action, make a single melee attack against a foe within reach. If you hit, you deal damage
normally and can make an additional attack (at the same bonus) against a foe that is adjacent to the first and also
within reach. Both of these attacks are made at your highest attack bonus. You can only make one additional attack
in a round with this feat.

Great Cleave.
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: As a full-round action, make a single melee attack against a foe within reach. If you hit, you deal damage
normally and can make an additional attack (at the same bonus) against a foe that is adjacent to the previous foe
and within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long
as they are within your reach. You cannot attack an individual foe more than once in a round with this feat.

Power Attack.
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisite: Str 12, base attack bonus +1.
Benefit: Add an amount equal to 1 + your Strength modifier (or your base attack bonus, whichever is lower) to your
melee damage rolls for one round (in addition to the normal damage modifier from a high Strength score). Subtract the
same amount from your melee attack rolls for 1 round. If your attacks are made with a two-handed weapon, the damage
bonus is multiplyed by 1.5x; if your attacks are made with a off-hand weapon the damage bonus is multiplyed by 0.5x.

Combat Expertise.
You can increase your defense at the expense of your accuracy.
Prerequisites: Int 12.
Benefit: You can only choose to use this feat when you declare that you are making an attack or full-attack action
with a melee weapon. Add an amount equal to 1 + your Intelligence modifier (or your base attack bonus, whichever is
lower, minimum 1) as a Dodge bonus to your armor class for one round. Subtract the same amount from your melee attack
rolls for 1 round.

Called Shot.
Prerequisite: Dex 13.
You can make exceptionally deadly ranged attacks by pinpointing a target’s weak spot, at the expense of making the
attack less likely to succeed.
Prerequisite: Dex 12, base attack bonus +1.
Benefit: Add an amount equal to 1 + your Dexterity modifier (or your base attack bonus, whichever is lower) to your
damage rolls with a finessable melee weapon or a ranged weapon for one round (in addition to the normal damage
modifier from a high Strength score, if applicable). Subtract the same amount from your ranged attack rolls for
1 round. If your attacks are made with a two-handed weapon (such as a bow), the damage bonus is multiplyed by 1.5x;
if your attacks are made with a off-hand weapon the damage bonus is multiplyed by 0.5x.

Improved Precise Shot.
Your aim is such that you can hit nearly any visible part of a target.
Prerequisites: Precise Shot.
Benefit: As a move action, you can aim at a target up to one range increment from you. You do not suffer any miss
chance due to concealment when attacking that target this round, and the target gains no bonus to its armor class
from cover. You cannot select a target with total cover or concealment.
Normal: As a move action, you can aim at a target up to 30 ft. range, to reduce any miss chance by 20%, and reduce
any cover bonus by –2.

Deadly Shot.
You can target the weak points in your opponent’s armor.
Prerequisites: Precise Shot, Improved Precise Shot, base attack bonus +6.
Benefit: As a move action, you can aim at a target up one range increment from you. You do not suffer any miss
chance due to concealment, and the target gains no bonus to its armor class from cover. In addition, the target does
not gain any armor, natural armor, or shield bonuses to its armor class. You cannot select a target with total cover
or concealment.

Far Shot.
You are more accurate at longer ranges.
Prerequisites: Point Blank Shot.
Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a –2 penalty per full range increment between you and your target when using a ranged weapon.

Shot on the Run.
You are highly trained in skirmish ranged weapon tactics.
Prerequisites: Dex 13+, Mobility.
Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during
your movement. The space where you begin your move is not considered threatened, and therefore enemies do not get
attacks of opportunity for your moving from that space. If you move into another threatened space, enemies get
attacks of opportunity for your leaving the second threatened space.
Normal: You cannot move both before and after an attack.

Shield Slam.
In the right position, your shield can be used to send opponents flying.
Prerequisites: Shield Proficiency, Two-Weapon Fighting, base attack bonus +6.
Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack
roll for the combat maneuver check. This bull rush does not provoke an attack of opportunity. Opponents who cannot
move back due to a wall or other surface are knocked prone after moving the maximum possible distance.

Toughness.
You have enhanced physical stamina.
Benefit: You gain +3 hit points plus 1 hit point per Hit Die. Every time you gain a level or gain Hit Dice, you gain
+1 hit points.

Arcane Armor Training.
You have learned how to cast spells while wearing armor, lessening the chance that your spell will fail.
Prerequisites: Armor Proficiency (Light), caster level 3rd.
Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this
round. Using this feat is a swift action.

Arcane Armor Mastery.
You have mastered the ability to cast spells while wearing armor.
Prerequisites: Arcane Armor Training, Armor Proficiency (Medium), caster level 7th.
Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this
round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training. Using this feat is a
swift action.

Spring Attack.
You can deftly move up to a foe, strike, and withdraw before he can react.
Prerequisites: Dex 13, Mobility.
Benefit: When using the attack action with a melee weapon, you
can move both before and after the attack, provided that your total
distance moved is not greater than your speed. Moving in this way
does not provoke an attack of opportunity from the defender you
attack. You can’t use this feat if you are in heavy armor.
Normal: You cannot move both before and after an attack.

Obliquous Charge.
Pre-requisites: Dex 13+, Mobility, Spring Attack.
Benefit: You can make a charge attack with a single turn of up to 45 degrees in the middle of a charge attack, or
ignore the presence of difficult terrain or obstacles (such as doors, tables, etc.).
Normal: You can only charge in a straight line with clear path.

Originally posted by kelsen:

Equipment

Weapons

Material Damage Weight HardnessHit Points*Price Weapon Type
Bone -1 Dice x1/2 6 2/5/10 1/100 Slashing/Piercing
Stone -1 Dice x2 8 2/5/10 1/100 Bludgeoning
Metal 0 x1 10 2/5/10 1 Any

  • Weapon Damage Dice
    Metal / Non-metal
    1d4 ----> 1d3
    1d6 ----> 1d4
    1d8 ----> 1d6
    1d10 ----> 1d8
    1d12 ----> 1d10

** Magical weapons have their hardness increased by a number of points equal to their magic bonus.

*** Magical weapons gain bonus hit points equal to 5 x weapons’s magic bonus.

Updated Weapons

Weapon Cost Damage Critical Weight Type Special

Simple

Ranged

Eggshell Grenade - - - B Range 10 ft., Breaks on impact delivering contact or inhaled poisons.
Blowgun 1gp 1 x2 2lb P Range 10 ft.
Needles (20) 1gp

Martial

Light

Flail, light 6gp 1d6 x2 3lb B +2 to disarm/trip
Hammer, light 8gp 1d6 x2 2lb B +2 to sunder

One-Handed

Flail, heavy 8gp 1d8 x2 5lb B +2 to disarm/trip
Hammer, heavy 12gp 1d8 x2 5lb B +2 to sunder

Two-Handed

Falchion 75gp 1d10 18-20/x2 8lb S
Great Flail 15gp 1d12 x2 10lb B +2 to disarm/trip
Maul 25gp 1d12 x2 15lb B +2 to sunder
Scythe 18gp 1d10 x4 10lb P/S

Ranged

Bolas 5cp 1d4 x2 2lb B Range 10 ft., Ranged trip.
Boomerang 10cp 1d4 x2 2lb B Range 20 ft., Return to its thrower.
Net 20cp - - 6lb. - Range 10 ft., Ranged touch attack, Entangled target has -2 on attacks, -4 on Dex, DC 20 Escape Artist or DC 25 Str Check.

Exotic

Light

Singing Sticks 5cp 1d4 x2 1lb B Non-metal. +2 to feint in combat.
Wristrazor 10gp 1d4 18-20/x2 1lb S Cannot be disarmed. +2 to disarm
Puchik 8gp 1d4 x4 2lb P Cannot be disarmed. +2 to disarm
Forearm Axe 12gp 1d4 x3 3lb S Cannot be disarmed. Function as a buckler, if used in pairs provide a +1 shield bonus even if used to attack.
Tortoise Blade 20gp 1d4 19-20/x2 4lb P Cannot be disarmed. Function as a buckler, if used in pairs provide a +1 shield bonus even if used to attack.
Impaler 10gp 1d6 x4 4lb P
Thinblade 50gp 1d6 18-20/x2 2lb P
Bard’s Friend 15gp 1d4 18-20/x2 1lb P +2 on Sleight of Hand Checks for concealment.
Holds up to 3 doses of injury poison, but only
one dose can be delivered per attack.

One-Handed

Warclub 4cp 1d8 x2 6lb B Non-metal.
Hydraflail 30gp 1d10 x2 6lb B +2 to disarm/trip
Warhammer 25gp 1d10 x2 8lb B +2 to sunder
Battlepick 20gp 1d8 x4 8lb P
Longblade 100gp 1d8 18-20/x2 3lb S Finessable
Warspear 5gp 1d8 x3 6lb P vs charge, Range 10 ft.

Two-Handed

Datchi Club 10cp 1d10 x2 10lb B Reach, Non-metal.
GrapplingHooks 50gp 1d6/1d6 x3 6lb P/S Reach, +2 to disarm/trip.
Gythka 60gp 1d8/1d8 x3 10lb P/S Range 10 ft., vs charge
Fullblade 200gp 2d8 19-20/x2 16lb S -2 penalty to attack
Fullaxe 80gp 2d8 x3 24lb S -2 penalty to attack
Fullmaul 100gp 2d8 x2 30lb B -2 penalty to attack, +2 to sunder
Fullflail 60gp 2d8 x2 20lb B -2 penalty to attack, +2 to disarm/trip
Great Spear 10gp 2d6 x3 9lb P -2 penalty to attack, Range 10 ft., vs charge
Great Scimitar250gp 2d6 18-20/x2 16lb S -2 penalty to attack
Great Scythe 80gp 2d6 x4 20lb P/S -2 penalty to attack
Double Flail 90gp 1d8/1d8 x2 12lb B +2 to disarm/trip
Double Hammer 25gp 1d8/1d8 x2 18lb B +2 to sunder
Double Scythe 60gp 1d6/1d6 x4 12lb S
DoubleScimitar125gp 1d6/1d618-20/x2 10lb S Finessable

Ranged

Barbed Bolas 10cp 1d6 x2 2lb. B Range 10 ft., Ranged trip.
Razor Net 50gp 1d6 x2 15lb. S Range 10 ft., Deal dmg whenever target attempts to escape, DC to Escape/Break increses +1 for each previous check.
Great Blowgun 5gp 1d3 x2 2lb P Range 10 ft.
Darts (10) 1gp 0.5lb
Chatkcha 5gp 1d6 x3 2lb S Range 20 ft., Return to its thrower, Can be used as melee weapon.
Greatbow 150gp 1d10 x3 6lb P Range 120 ft., -2 penalty on attack rolls
Greatbow,
Composite 200gp 1d10 x3 6lb P Range 130 ft., -2 penalty on attack rolls

Armor Cost DR Dex Check Spell Weight Harness* Hit Points**

Light (No speed penalties)

Padded 5cp 1 +7 0 5% 10lb 1 10-> Crafted with giant hair = +8 max dex, 20 Dur, 50 cp.
Leather 10cp 1d2 +6 -1 10% 15lb 2 20
Studded Leather 25cp 1d3 +5 -2 15% 20lb 3 30
Chain Shirt 100gp 1d4 +4 -3 20% 25lb 10 40

Medium (Normal speed reduced 25%)

Scalemail 50cp 1d4 +2 -5 30% 35lb 3 40
Chitin Breastplate 250cp 1d4 +3 -4 25% 30lb 6 20
Chainmail 150gp 1d5 +2 -5 30% 35lb 10 50
Breastplate 250gp 1d5 +3 -4 25% 30lb 10 50

Heavy (Normal speed reduced 50%; cannot run or charge)

Splintmail 200cp 1d5 +1 -6 35% 40lb 3 50
Chitin Platemail 500cp 1d6 +1 -7 40% 45lb 6 30
Platemail 500gp 1d7 +1 -7 40% 45lb 10 70
Full Plate 1000gp 2d4 +1 -8 45% 50lb 10 80

Shields AC

Buckler 5gp +1 0 5% 5lb * 5
Light Shield 10cp +1 -1 10% 10lb * 10
Heavy Shield 20cp +2 -2 15% 15lb * 20
Tower Shield 30cp +4 -8 45% 45lb * 40

  • Non-Proficient Armor Use: A characters wearing armor he is not proficient with, reduce Max Dex Bonus by 4 points,
    Armor Check penalty by -4, and increase Arcane Spell Failure by +20%.
  • Magical armors and shields have their hardness increased by a number of points equal to their magic bonus.

** Magical itens gain bonus hit points, depending upon the item:
-Magic Shield: bonus hit points equal to 10 x shield’s magic bonus.
-Magic Armor: bonus hit points equal to 20 x armor’s magic bonus.

Armors made of chitin have one-half less hit points.
  • Armor natural breakage: Whenever you take damage from a melee attack or a spell (failed save) that exceeds your
    armor’s hardness, your armor loses 1 hit point. If the damage exceed your armor hit points, the armor becomes
    "broken", and its bonus to AC is halved, rounding down. Broken armor also doubles armor check penalty on skills.

Repair: Non-magical items can be repaired through a Craft skill check. Generally speaking, this requires a Craft
check against DC 20, and 1 hour of work per point of damage to be repaired. Most craftsmen charge 1/10 the item’s
total cost to repair such damage (more if the item is badly damaged). If the item is magical, it can only be
repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the
item’s minimum caster level.

Armor and enviroment heat effects:

Light armor: During day time, a character wearing full suit of light armor of any sort, can fight normally
for a number of rounds equal to his Constitution Score. After that time, you must succeed in a Fort Save
against DC 15 to continue fighting normally. The DC increases by +2 per additional round. If you fail, you
become “fatigued”. If you continue fighting, and fail another Fort Save you become “exhausted”.

Medium armor: During day time, a character wearing full suit of medium armor of any sort, can fight normally
for a number of rounds equal to one-half his Constitution Score (rounded down). After that time, you must
succeed in a Fort Save against DC 15 to continue fighting normally. The DC increases by +2 per additional
round. If you fail, you become “fatigued”. If you continue fighting, and fail another Fort Save you become
"exhausted".

Heavy armor: During day time, a character wearing full suit of heavy armor of any sort, can fight normally
for a number of rounds equal to one-quarter his Constitution Score (rounded down). After that time, you must
succeed in a Fort Save against DC 15 to continue fighting normally. The DC increases by +2 per additional round.
If you fail, you become “fatigued”. If you continue fighting, and fail another Fort Save you become “exhausted”.

Metal Armor: Metal armor of any sort is treated as if were one size category heavier for purposes of determing
the effects of heat on the wearer.

Piecemeal armor: Piecemeal armor of any sort is treated as if were one size category lighter for purposes of
determing the effects of heat (if the piecemeal armor mixes metal and non-metal parts, treat it as if were made
from the material wich has most parts).

Muls: Muls are immune to the effects of fatigue and become fatigued instead of exhausted.

Elves: Elves treat the armor they are wearing as if were one size category lighter for purposes of determing the
effects of heat on the wearer.

Endure Elements spells or magic armor “of cooling”: negates the effects of heat.

Piecemeal armor AC Fullsuit Torso One Arm Two Arms One Leg Two Legs

Padded 1 0.5 0.125 0.25 0.125 0.25
Leather 2 1 0.25 0.5 0.25 0.5
Studded Leather 3 2 0.25 0.5 0.25 0.5
Chain Shirt 4 3 0.5 1 X X
Scalemail 4 2 0.5 1 0.5 1
Chitin Breastplate 4 3 X X 0.5 1
Chainmail 5 3 0.5 1 0.5 1
Breastplate 5 4 X X 0.5 1
Splintmail 5 3 0.5 1 0.5 1
Chitin Platemail 6 3 0.75 1.5 0.75 1.5
Platemail 7 4 0.75 1.5 0.75 1.5
Full Plate 8 4 1 2 1 2

Piecemeal armor. Torso costs and weights one-half listed price and weight
of the full suit. Each limb (arm or leg) costs and weights 1/8 listed price
and weight of the full suit. Chainshirt Torso costs and weights 3/4 listed
price and weight of the full suit. Chainshirt arms costs and weights 1/4
of the listed price of the fullsuit. Breastplate Torso costs the listed
price for the full suit and weights 3/4 listed weight of the full suit.
Breastplate legs are free (no cost) and weight 1/4 listed weight of the
full suit.

-If wearing up to two limbs of armor and no torso armor, treat as if wearing
no armor for determining max dex and armor check penalty. Take a -1 penalty
on DR rolls.

-If wearing only torso armor, or torso armor and up to two limbs of armor,
treat as if wearing the fullsuit of torso armor for determing max dex and
armor check penalty. Take a -1 penalty on DR rolls. Treat the armor as if
one category lighter for purposes of determing heat effects on the wearer.

-If wearing more than 3 or 4 lims of armor and no torso armor, treat as if
wearing the fullsuit of armor wich pieces are in majority, or the worst
stats in case of tie (2 pieces of one type and 2 pieces of other type).
Take a -1 penalty on DR rolls. Treat the armor as if one category lighter
for purposes of determing heat effects on the wearer.

-If wearing torso armor, and 3 or 4 limbs or armor, treat as if wearing
the fullsuit of torso armor, or of the armor wich pieces are in majority,
wichever is worst.

Originally posted by kelsen:

UPDATED RULES

Defense Bonus:

Defense Bonus = BDB + Dex Mod + Size Mod + Shield Bonus + Deflection Bonus + special bonuses + circunstance modifiers.
Bonus (such as cover).

Base Defense Bonus (BDB) is equal to a character’s Base Attack Bonus (BAB).

Shields. Characters using shields can add the shield Bonus to Defense. Characters wearing heavy or light shields can
also add their Str Bonus (instead of their Dex bonus) to Defense.

Deflection Bonus. Items or effects that provide deflection bonuses increase your Defense.

Armor bonus. Armor provide a variable Damage Reduction (DR) according to their original armor bonus:
+1 = DR 1
+2 = DR 1d2
+3 = DR 1d3
+4 = DR 1d4
+5 = DR 1d5
+6 = DR 1d6
+7 = DR 1d7
+8 = DR 2d4

Damage Reduction (from spell effects or class feature): stacks with DR provided by natural armor or with armor
variable DR roll. Example: A Thri-kreen Nomad with Natural Armor 3 and DR 2 would have DR = 3 + 2.
A savage with DR 6/- wearing a studded leather would have a DR = 1d3 + 6.

Natural Armor. Provides a fixed Damage Reduction (DR) according to the original natural armor bonus (eg.: Natural
Armor +3 = DR 3). However, DR provided by natural armor does not stack with variable DR provided by manufactured
armor. If you have both manufactured and natural armor, first, roll variable DR from manufactured armor, then add DR
provided from spell effects and or class features, if the total result if lower than your natural armor DR, you can
apply your natural armor DR.

Touch attacks. You Base Defense Bonus (BDB) do not apply against touch attacks. You defense against touch attacks is
equal to 10 + Dex Mod + Other Bonuses (such as dodge, luck, deflection, etc.).

Saves:

All characters have a Base Save bonus equal to +0.5/level, up to +10 Base Save Bonus on the 20th level.
Each class receive a bonus on Fort, Ref and Will Saves according to their affinities.
If the class has a “good” save, add +2 bonus to that save.
If the class has a “medium” save, add +1 bonus to that save.
If the class has a “poor” save, add nothing to that save.

Fort Save = BSB + Class Mod (good, medium or poor) + Con Mod

Ref Save = BSB + Class Mod (good, medium or poor) + Dex Mod

Will Save = BSB + Class Mod (good, medium or poor) + Wis Mod

      Base Save Bonus 

Level (BSB)

01 +0
02 +1
03 +1
04 +2
05 +2
06 +3
07 +3
08 +4
09 +4
10 +5
11 +5
12 +6
13 +6
14 +7
15 +7
16 +8
17 +8
18 +9
19 +9
20 +10

Updated rules for full-attack action (Concentrate attacks):

You may choose to forgo one of your extra attacks, to add your attack bonus to other attack roll made in the
same round. For example, a Soldier with three attacks at BAB +11/+6/+1 could forgo his third attack to increase his
second attack bonus and make two attacks at BAB +11/+7. This option cannot increase your attack bonus beyond your
BAB. For example, a Fighter whith four attacks at BAB +20/+15/+10/+5 could not forgo its forth attack to increase his
first attack bonus beyond +20, but he could forgo his forth attack to increase his third attack bonus and make three
attacks at +20/+15/+15.

Updated Rules for Weapon Proficiency (Weapon Groups):

Weapon groups are defined as follows:

Basic Weapons:
dagger, gauntlet, club, unarmed strike, quarterstaff, and sap.

Axes and Picks:
throwing axe, handaxe, battleaxe, greataxe, and waraxe (exotic).
sickle, light pick, heavy pick, scythe, impaler (exotic), battle pick (exotic).

Bows:
composite longbow, composite shortbow, longbow, and shortbow.

Blades:
dagger, short sword, rapier, scimitar, longsword, falchion, greatsword, bard’s friend (exotic),
thinblade (exotic), bastard sword (exotic), and longblade (exotic).

Close-quarter weapons:
punching dagger, spiked gauntlet, spiked armor, forearm axe (exotic),
puchik (exotic), singing sticks (exotic), tortoise blade (exotic), and wristrazor (exotic).

Crossbows:
hand crossbow, heavy crossbow, light crossbow,
heavy repeating crossbow, and light repeating crossbow.

Double Weapons:
dire flail, double axe, gythka, and two-bladed sword.

Flails and chains:
light flail, heavy flail, great flail, hydra flail (exotic), spiked chain (exotic), and whip (exotic).

Maces and Hammers:
Club, greatclub, Warclub (exotic), light mace, heavy mace, morningstar,
light hammer, heavy hammer, maul, warhammer (exotic), and sap.

Polearms:
glaive, guisarme, halberd, ranseur, and quarterstaff.

Spears and lances:
javelin, lance, longspear, shortspear, spear, and trident, warspear (exotic).

Thrown weapons:
blowgun, bolas, boomerang, dart, dagger, handaxe, javelin, net, sling,
barbed bolas (exotic), great blowgun (exotic), razor net (exotic), and chatkcha (exotic).

Updated rules for spells and effects: Enhancement limitation

A character can have a maximum number of 3 spells and abilities active on a creature at any one time. If another
effect is cast upon a character who already has 3 effects active, he may choose to forgo one to gain the later, or
keep the previous effects and forgo the later.

Revised spells:

Mirror Image - produces 3 images of the caster (all images stay on caster space). The images vanish if hit by attacks
or spells. (2nd level spell)

Displacement - 1 fixed image (50% miss chance) (3rd level spell)

Woodenskin: DR 5/- (4th level spell)

Stoneskin: DR 8/- (6th level spell)

Ironskin: DR 10/- (8th level spell)

Lighting bolt - maximum damage 8d6 (3rd level spell)

Fireball - maximum damage 8d6 (3rd level spell)

Cone of Cold - maximum damage 12d6 (5th level spell)

Chain Lightining - maximum damage 16d6 (7th level spell)

Delayed Blast Fireball - maximum damage 16d6 (7th level spell)

Meteor Swarm - maximum damage 20d6 (10 meteors deal fire or cold damage) (9th level spell)

Updated rules for Dying condition:

A dying creature is unconscious and near death. Creatures that have negative hit points are dying. A dying creature
can take no actions. At the end of each round (starting with the round in which the creature dropped below 0 hit
points), the creature rolls d% to see whether it becomes stable. The creature has a 10% chance to become stable.
If it does not, it loses 1 hit point. If a dying creature has an amount of negative hit points equal to its
Constitution score (or –10, whichever is lower), it dies.

Originally posted by kelsen:

Updated Rules for Special Maneuvers (CMB):

CMB = Target’s Base attack bonus + STR mod (or Dex Mod, with Weapon finesse) + Size Mod + special maneuver Feat mod.

To achieve a combat maneuver you must make a Maneuver check (1d20 + your CMB) against DC 15 + target’s CMB.

Grapple

As an attack action, you may attempt to start a grapple with your opponent, but you provoke an attack of
opportunity from the defender.
If the attack of opportunity from the defender deals any damage, your grapple attempt automatically fails.
Special: If you have the Improved Grapple Feat, your grapple attempt does not provoke an attack of opportunity
from the defender.

You have to make a grapple check (DC 15 + target’s CMD) to attempt to grapple the target.
Special: If you have the Improved Grapple Feat, you gain a +2 bonus on your grapple checks.
Special: You may combine a charge attack with a grapple attempt, as long as you don’t exceed your normal movement
limit. You gain a +2 circunstance bonus on your grapple check.

If you succeed in your grapple check, you and your opponent are now grappling.
Grappling: While grappling you and the target cannot move, do not threaten any surrounding square, take a –2 penalty
to AC against non-grappling opponents, and a –2 penalty on all attack rolls and combat maneuver checks, except those
made to grapple or escape a grapple. In addition, while grappling, you cannot make melee attacks with one-handed or
two-handed weapon (only with unarmed strikes, natural weapons or light weapons).
A grappled character that attempts to cast a spell must make a Spellcraft check (DC 15 + the spell’s level) or lose
the spell. Grappled creatures cannot make attacks of opportunity.

Special:
If your check result exceed the grapple check DC by 5 or more, you can combine a grapple with another maneuver.
-If you combine it with a trip maneuver, you grapple the target, and then knocks the target down prone.
-If you combine it with a bullrush maneuver, you grapple the targert, and then move with the target 5 feet backwards.

While grappling an opponent, a successful grapple check allows you to perform one of the following actions:

Pin: If you are already grappling, as a melee attack you may attempt to pin your opponent. If you succeed in your
grapple check (DC 15 + target’s CMD), the target is automatically pinned until the start of your next turn.
Pinned: While pinned, the target cannot move or take any action, except attempt to free itself, usually through a
grapple check or Escape Artist check. In addition, it loses its dexterity bonus (if any) to AC, and takes
a –4 penalty to his armor class. At your option, you can also prevent a pinned character from speaking.

Attack opponent while grappling or pinning: While grappling or pinning your opponent, you can make a grapple check
(DC 10 + target’s CMB) to damage your opponent with an unarmed strike, natural weapon or light weapon. If you succeed
in a grapple check, you deals damage as a normal melee attack.

Escape from a grapple: If you are grappled or pinned, as an attack action you can attempt to break the grapple by
making a grapple check (DC 15 + opponent’s CMB, this does not provoke an attack of opportunity) or Escape Artist
check (DC 15 + opponent’s CMB). If you succeed, you escape the grapple or break the pin and can act normally.

Use Opponent’s Weapon: If you are already pinning your opponent and he is holding a light weapon, you may use it to
attack him. If you succeed in a grapple check (DC 15 + target’s CMD), you damage the target with its own weapon.
The damage is equal to target’s weapon damage + your Str bonus.

Seize object worn by the target: If you are already pinning your opponent, you can attempt to seize any object worn
by him. If you succeed in a disarm check, you grab away the object worn by the target (well secured objects
such as rings, grant the target a +4 bonus in his opposed disarm check, while poorly secured objects, such as rings
or cloacks, impose to the target a penalty of -4 in his opposed disarm check).
Special: If you have the Improved Disarm Feat, you gain a +2 bonus on yourdisarm checks to seize objects
worn by pinned opponents.

Trip

As an attack action, you may attempt to trip your opponent, but you provoke an attack of
opportunity from the defender.
If the attack of opportunity from the defender deals any damage, your grapple attempt automatically fails.
Special: If you have the Improved Trip Feat, your trip attempt does not provoke an attack of opportunity
from the defender.

You have to make a trip check (DC 15 + target’s CMD) to attempt to trip the target.
Special: If you have the Improved Trip Feat, you gain a +2 bonus on your trip checks.
Special: You may combine a charge attack with a trip attempt, as long as you don’t exceed your normal movement
limit. You gain a +2 circunstance bonus on your grapple check.

If you succeed in your trip check the target falls prone in its space.

Special:
If your check result exceed the trip check DC by 5 or more, you can combine a trip with another maneuver.
-If you combine it with a grapple maneuver, you knock the target down prone, and grapple the target.
-If you combine it with a bullrush maneuver, you knock the target down prone, and pushes the target 5 feet back.

Bullrush

As an attack action, you may attempt to bullrush your opponent, but you provoke an attack of
opportunity from the defender.
If the attack of opportunity from the defender deals any damage, your bullrush attempt automatically fails.
Special: If you have the Improved Bullrush Feat, your bullrush attempt does not provoke an attack of opportunity
from the defender.

You have to make a bullrush check (DC 15 + target’s CMD) to attempt to bullrush the target.
Special: If you have the Improved Bullrush Feat, you gain a +2 bonus on your bullrush checks.
Special: You may combine a charge attack with a bullrush attempt, as long as you don’t exceed your normal movement
limit. You gain a +2 circunstance bonus on your bullrush check.

If you succeed in your bullrush check, the target is pushed 5 feet back.
If you choose to move with the target (provoking attacks of opportunity from threatening opponents, but not from the
target itself), you can push him back an additional 5 feet for each 5 points your bullrush result exceed the check DC.
You can’t, however, exceed your normal movement limit.

Special:
If your check result exceed the bullrush check DC by 5 or more, you can combine a bullrush with another maneuver.
-If you combine it with a grapple maneuver, you move with the target 5 feet backwards, then grapple the target.
-If you combine it with a trip maneuver, you push the target 5 feet backwards, and knock him down prone in its space.

Overrrun (Trample)

As move action, you may move in a straight line passing through spaces occupied by your opponents (up to your normal
movement limit).

If the defender chooses to avoid you, he moves to the nearest unoccupied space and cannot make an attack of
opportunitty against you. If there are none unoccupied spaces within 5ft. of the defender, he cannot choose
to avoid you.

If the defender chooses to block you, he can make an attack of opportunity against you.
If the attack of opportunity from the defender deals any damage, your overrun attempt automatically fails.
Special: If you have the Improved Overrun Feat, your bullrush attempt does not provoke an attack of opportunity
from the defender.

You have to make a overrun check (DC 15 + target’s CMD) to attempt to overrun the target.
Special: If you have the Improved Overrun Feat, you gain a +2 bonus on your overrun checks.
Special: You may combine a charge attack with a overrun attempt, as long as you don’t exceed your normal movement
limit. You gain a +2 circunstance bonus on your overrun check. This charge bonus only applies to the first overrun
attempt made in the same round.

If you succeed in your overrun check, you deal non-lethal damage to the target equal to your unarmed damage + 0.5x
your Str Mod and can continue your movement as normal or choose to stay in his square.
Special: If you are wearing a spiked armor, you can replace your non-lethal unarmed damage for your spiked armor
lethal damage. If you combine a overrun with a shield charge, you can replace your non-lethal unarmed damage for
your shield damage (light spiked shields deal 1d4 dmg, and heavy spiked shields deal 1d6 dmg).

Special:
If your check result exceed the overrun check DC by 5 or more, the target also falls prone in its space.

If you choose to continue your movement, your move through the target’s space costs two spaces, instead of one.
There is no maximum number of opponents you can overrun in a round (as long as you do not exceed your normal movement
limit), but you take a -2 cumulative penalty in your overrun checks, for each previous overrun attempt made in the
same round.

If you choose to stay in the target’s square, you and the target are now grappling (your overrun check have knocked
the defender down prone).

If you fail your Overrun check, you take non-lethal damage from your opponent equal to his unarmed damage + 0.5x his
Str Mod.

Disarm

As an attack action, you may attempt to disarm your opponent’s weapon, but you provoke an attack of
opportunity from the defender.
If the attack of opportunity from the defender deals any damage, your disarm attempt automatically fails.
Special: If you have the Improved Disarm Feat, your disarm attempt does not provoke an attack of opportunity
from the defender.

You have to make a disarm check (DC 15 + target’s CMD) to attempt to disarm the target’s weapon.
Special: You gain a +2 bonus on your disarm check for each size category your weapon is larger than your opponent’s
weapon, and you take a -2 penalty on your disarm check for each size category your opponent’s weapon is larger than
yours.
Special: If you have the Improved Disarm Feat, you gain a +2 bonus on your disarm checks.

If you succeed in your disarm check, the target is disarmed and the weapon falls on the ground, in the target’s
square.
For each 5 points by wich your disarm check result exceeds the disarm check DC, the target’s weapon is thrown
5 feet away in a random direction.

Expert Disarm: If you take a -5 penalty on your disarm check, you can make an expert disarm to take the opponent’s
weapon from his hands, or choose the direction and range the weapon will be thrown (up to 5 feet + 5 feet for each
5 points by wich your disarm check result exceeds the disarm check DC).

Special:
If your check result exceed the disarm check DC by 5 or more, you can combine a disarm with sunder maneuver.
-If you combine it with a sunder maneuver, you disarm the target (his weapon is on the ground in its square) and deal
damage to his weapon.

Pin

As an attack action, you may attempt to pin your opponent’s weapon, but you provoke an attack of
opportunity from the defender.
If the attack of opportunity from the defender deals any damage, your pin attempt automatically fails.
Special: If you have the Improved Pin Feat, your pin attempt does not provoke an attack of opportunity
from the defender.

You have to make a pin check (DC 15 + target’s CMD) to attempt to pin the target’s weapon.
Special: You gain a +2 bonus on your pin check for each size category your weapon is larger than your opponent’s
weapon, and you take a -2 penalty on your disarm check for each size category your opponent’s weapon is larger than
yours.
Special: If you have the Improved Pin Feat, you gain a +2 bonus on your pin checks.

If you succeed in your pin check, you trap your opponent’s weapon against his body, a wall, or some other sort of
obstruction, making impossible for him to attack with it until the start of your next action.

Pinning: While pinning, you cannot attack with the weapon you used to pin the defender’s weapon, but can attack with
an unarmed strike or secondary weapon (if fighting with two weapons).

Weapon pinned: If your weapon is pinned, you may choose to attack with an unarmed strike or a secondary weapon
(if fighting with two-weapons), or even drop the pinned weapon on the ground and draw another weapon to attack (but
doing so, you provoke an attack of opportunity from the opponent that is pinning your weapon).

Break the pin: If your weapon is pinned, as an attack action you can attempt to break the pin by making a pin
check (DC 15 + opponent’s CMB, this does not provoke an attack of opportunity). If you succeed, you break the pin
and can attack normally with your weapon.

Special:
If your check result exceed the pin check DC by 5 or more, you can combine a pin with sunder maneuver.
-If you combine it with a sunder maneuver, you pin the target’s weapon and deal damage to it.

Sunder

As an attack action, you may attempt to sunder an item held or worn by your opponent, but you provoke an attack of
opportunity from the defender.
If the attack of opportunity from the defender deals any damage, your sunder attempt automatically fails.
Special: If you have the Improved Sunder Feat, your sunder attempt does not provoke an attack of opportunity
from the defender.

You have to make a sunder check (DC 15 + target’s CMD) to attempt to sunder the target’s item.
Special: You gain a +2 bonus on your pin check for each size category your weapon is larger than your opponent’s
item, and you take a -2 penalty on your disarm check for each size category your opponent’s item is larger than
your weapon (if the item target is an armor, treat it as if were a two-handed weapon for purposes of determing
the special size modifiers).
Special: If you have the Improved Sunder Feat, you gain a +2 bonus on your sunder checks.

If you succeed in your sunder check, you deal damage to defender’s item normally.

If the damage you deal exceeds the object’s hardness and hit points, the object gains the “broken” condition.

If the object is already broken and the damage you deal exceeds the object’s hardness and hit points, you destroy it.

Special:
If your check result exceed the sunder check DC by 5 or more, you can combine a sunder with another maneuver.
-If you combine it with a disarm maneuver, you disarm the target (his weapon is on the ground in its square) and deal
damage to his weapon.
-If you combine it with a pin maneuver, you pin the target’s weapon and deal damage to it.

Item Hardness and Hit Points:
Item HardnessHit Points*
Light Weapon * 2
One-handed Weapon * 5
Two-handed Weapon * 10
Buckler * 5
Light Shield * 10
Heavy Shield * 20
Tower Shield * 40
Armor * armor bonus x 10****

  • Item hardness varies by material: Padded 1, Leather 2, Hide, Scale or Studded Leather 3, Wood 5, Bone or Chitin 6,
    Stone 8, Metal 10.

** Magical itens have their hardness increased by a number of points equal to their magic bonus.

*** Magical itens gain bonus hit points, depending upon the item:
-Magic Weapon: bonus hit points equal to 5 x weapons’s magic bonus.
-Magic Shield: bonus hit points equal to 10 x shield’s magic bonus.
-Magic Armor: bonus hit points equal to 20 x armor’s magic bonus.

**** Armors made of chitin have one-half less hit points.

Broken: The broken condition has the following effects, depending upon the item:
– Weapon: if the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls.
Such weapons only score a critical hit on a natural 20 and only deal x2 damage.
– Armor or Shield: If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down.
Broken armor doubles its armor check penalty on skills.
– Tool: If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty.
– Wand: If the item is a wand or staff, it uses up twice as many charges when used.
– Other itens: If the item does not fit into any of these categories, the broken condition has no effect on its use.
Items with the broken condition, regardless of type, are worth 75% of their normal value.

Repair: Non-magical items can be repaired through a Craft skill check. Generally speaking, this requires a Craft
check against DC 20, and 1 hour of work per point of damage to be repaired. Most craftsmen charge 1/10 the item’s
total cost to repair such damage (more if the item is badly damaged). If the item is magical, it can only be
repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the
item’s minimum caster level.

Armor natural breakage: Whenever you take damage from a melee attack or a spell (failed save) that exceeds your
armor’s hardness, your armor loses 1 hit point. If the damage exceed your armor hit points, the armor becomes
"broken", and its bonus to AC is halved, rounding down. Broken armor also doubles armor check penalty on skills.

Parry

In your turn of action, you may “save” one or more attacks with your primary weapon or off-hand weapon (including a
shield), to deflect attacks delivered by your opponents in their turn of action.

In the turn of action of your opponents, as an immediate action, you may spend one of your “saved” attacks to attempt
to parry a melee attack directed against you or an ally.

You have to make a parry check (DC 15 + target’s CMD) to attempt to parry your opponent’s attack.
Special: You gain a +2 bonus on your disarm check for each size category your weapon is larger than your opponent’s
weapon, and you take a -2 penalty on your disarm check for each size category your opponent’s weapon is larger than
yours (if you are parrying with a shield, treat it as if were one size larger for purposes of determing the special
size modifiers it is considered one size category larger for purposes of determining
parry modifiers).
Special: If you have the Improved Disarm Feat, you gain a +2 bonus on your disarm checks.

If you succeed in your parry check, you parry your opponent’s attack and it doesn’t deal any damage to you or to your
ally.

Shield block: If you are parrying with a shield, for purposes of parrying only, a shield is considered a weapon
one size heavier than it actually is. Thus, a Heavy shield is considered a two-handed weapon, a light shield is
considered a one-handed weapon, and a buckler is considered a light weapon for purposes of parry. You cannot use
a tower shield to parry. If you save your off-hand attacks with a shield to parry your opponent’s attacks, you lose
your shield bonus to AC until your next turn of action.

Special:
If your check result exceed the parry check DC by 5 or more, you can combine a parry with another maneuver.
-If you combine it with a disarm maneuver, you parry the target’s attack and disarm his weapon (his weapon is on the
ground in its square).
-If you combine it with a sunder maneuver, you parry the target’s attack and deal damage to his weapon.
-If you combine it with a pin maneuver, you parry the target’s attack and pin his weapon until your next turn of
action.
You cannot, however, combine a parry with none of the maneuvers above, while parrying with a shield.

Feint

As a move action, you can attempt to feint your opponent in combat.

You have to make a feint check (1d20 + BAB + Dex Mod or 1d20 + Bluff skill bonus) against DC 10 +
target’s BAB + Wis Mod or DC 10 + Target’s Sense Motive Skill bonus, to attempt to feint your opponent in combat.
Special: If you have the Improved Feint Feat, you gain a +2 bonus on your feint checks.

If you succeed in your feint check, the target is considered flat-footed on the next attack you make against him on
your current turn.

If you fail in your feint check, the defender can make an attack of opportunity against you.
Special: If you have the Improved Feint Feat, your failed feint attempt does not provoke an attack of opportunity
from the defender.

Tumble

As a move action, you may attempt to tumble past your opponents without provoking attacks of opportunity, and
position yourself in the opposite side of the target you were threatening before the start of your movement.

You have to make a Tumble Skill check against DC 10 + target’s BAB + Dex Mod or DC 10 + Target’s Acrobatics Skill
bonus), to attempt to tumble past your target without provoking attacks of opportunity from him.
Special: If you have the Improved Tumble Feat, you gain a +2 bonus on your Tumble checks.

If you succeed in your Tumble check, the target is considered flat-footed on the next attack you make against him on
your current turn.

If you fail in your tumble check, you move to the opposite side of the target, but provoke an attack of
opportunity from the defender as normal, and he is not considered flat-footed to you.
Special: If you have the Improved Tumble Feat, your failed tumble attempt does not provoke an attack of opportunity
from the defender.

Special: If there are other opponents (beyond the defender) threatening the spaces you move past, you must make a
Tumble check against each opponent (DC 12 + opponent’s BAB + Dex Mod or DC 10 + opponent’s Acrobatics Skill bonus),
to avoid provoking attacks of opportunity from then. The Tumble check base DC increases by +2 for each additional
opponent avoided in the same round.

Acrobatic Tumble: If you take a -5 penalty on your Tumble check, you can make a acrobatic tumble to move through
your opponent’s square, and end your movement at the opposite side, without provoking attacks of opportunity.

If you succeed in your cinematic tumble check, the target is considered flat-footed and suffer a -2 penalty in his
armor class on the next attack you make against him on your current turn.

If you fail in your cinematic tumble check, your movement ends before you enter the opponent’s space and you provoke
an attack of opportunity as normal (except, if you have the Improved Tumble Feat).

Originally posted by brun01:

[quote]RACES

Human
Half-Elf
Mul
Elf
Halfling
Dwarf
Half-Yuan-ti (pureblood)
Dromite
Felinian
Tleilaxu (facial dancer)
Half-Giant
Lizardman
Aarakocra
Thri-kreen
Tarek
Yuan-ti (halfblood)
Illithid
Dray[/quote]
Why are you mixing up DS and Dune in the same setting? I assume the felinians you talk about are the Futars, right?

Originally posted by kelsen:

Thanks for your interest in the conversion Bruno.

I am not mixing Dune with DS, just borrowed some ideas.

The name Tleilaxu sounds really nice (better than “changeling” from Eberron) for a race designed to play the role of masters of intrigue, and renowed for its volatile sense of loyalty.

Felinians aren’t inspired in the Futars. The Futars are described in the Heretics of Dune (the Google told me), however, I still reading the God-Emperor of Dune (by the way, it is a fantastic book, isn’t it?).

The Felinians are supposed to be human/feline race extremely beautiful in appearance and graceful in movement. They look mostly like humans, with some light felinian traces (e.g. cat eyes, sharp needles that can be used to climb or as natural weapons, some of then may have a tail… could we say… “thundercats”?). They can easily pass as humans. They are supposed to play the role of rogues, specialty rogues that favor social skills and abilities (e.g. manipulation through sex and seduction). They are found in the Tyr Region.

Other races described in this chapter aren’t present in Tyr Region. This is the case of the Illithids and Dromites. The Illithid, I confess, is totally inspired in the excellent work of Pennarin (I just made someminor changes to adapt then to my psionic rules — that’s why they hava greater Wis bonus). They inhabit a special region I created in the south, beyond the dead lands. I can give more details about this region, if you desire.

Other races inhabit mostly “Athas East”. This is the case of the Yuan-ti and its Empire (except by some outcasts, that have founded nests on the Tyr Region), and the lizardman (however none of then were ever found in the Tyr Region).

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