Adventurer

Many a young hero leaves home, seeking fame and fortune, but lacking any major skills.  The Adventurer class represents such folk.

Role:
The Adventurer is very flexible, and can grow into whatever role you desire, though he is usually never quite as good as a more specialized character.

Hit Dice and Ability Scores

The Adventurer uses d4 Hit Dice.

Any Ability can be useful to the Adventurer — the “classless” class of Anime d20. The most important Ability depends on the character concept.

Class Skills and Skill Points

All non-combat Skills are class Skills for the Adventurer.


 
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +0  +0 +0 +0   +5 Character Points
2 +1 +0 +0 +0   +5 Character Points
3 +1  +1 +1 +1   +5 Character Points
4 +2  +1 +1 +1   +5 Character Points
5 +2  +1 +1 +1   +5 Character Points
6 +3  +2 +2 +2   +5 Character Points
7 +3 +2 +2 +2   +5 Character Points
8 +4 +2 +2 +2   +5 Character Points
9 +4 +3 +3 +3   +5 Character Points
10 +5 +3 +3 +3   +5 Character Points
11 +5 +3 +3 +3   +5 Character Points
12 +6 / +1 +4 +4 +4   +5 Character Points
13 +6 / +1 +4 +4 +4   +5 Character Points
14 +7 / +2 +4 +4 +4   +5 Character Points
15 +7 / +2 +5 +5 +5   +5 Character Points
16 +8 / +3  +5 +5 +5   +5 Character Points
17 +8 / +3 +5 +5 +5   +5 Character Points
18 +9 / +4 +6 +6 +6   +5 Character Points
19 +9 / +4 +6 +6 +6   +5 Character Points
20 +10 / +5  +6 +6 +6   +5 Character Points

Adventurers are extremely flexible, though they are built on slightly less Character Points than other classes as a result.
 

Arcane Archer [Gun Bunny]

The art of the Arcane Archer has been discovered twice in the Pellian region of Karinth, once by the Elves and once by the Halflings.  Arcane Archers focus their magical potential through archery, destroying their foes with carefully placed shots.  They learn how to enchant their weapons and even to call forth weapons from nowhere; once they start shooting, they never seem to run out of arrows.
 

Role:
While not front-line fighters, Arcane Archers can hold their own if forced to resort to melee or unarmed combat, being fairly tough.  They truly shine, however, in ranged combat.  Their skill set also makes them well suited for the jobs of investigation and bounty hunting.

Hit Dice and Ability Scores

The Arcane Archer uses d8 Hit Dice.

Dexterity is the most important Ability for an Arcane Archer. Most combat is ranged, and an Arcane Archer is more focused on avoiding damage than enduring it. Charisma is often useful, as many Arcane Archers prefer to talk their way out of any fight that starts too close to use a bow.

Class Skills and Skill Points

The Arcane Archer’s class Skills (and the key Ability for each) are:

Skill Points:
 
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +1 /  +0 +2 +0 +2 Archery
+2 Ranged Defense
Archery Feat 
Armor Proficiency (Light)
Luck
2 +2 /  +0 +3 +0 Arcane Archer Feature, Enhanced Damage 
3 +3 /  +1 +3 +1 Archery Feat, Enchant Arrow 
4 +4 /  +1 +4 +1 Luck, Arcane Archer Feature 
5 +5 /  +1 +4 +1 Enhanced Damage 
6 +6 / +1  +2 +5 +2 Archery Feat 
7 +7 / +2 +2 +5 +2 Arcane Archer Feature 
8 +8 / +3 +2 +6 +2 Luck, Enhanced Damage 
9 +9 / +4 +3 +6 +3 Archery Feat 
10 +10 / +5 +3 +7 +3 Arcane Archer Feature 
11 +11 / +6 / +1 +3 +7 +3 Enhanced Damage 
12 +12 / +7 / +2 +4 +8 +4 Luck, Archery Feat 
13 +13 / +8 / +3 +4 +8 +4 Arcane Archer Feature, +1 AC 
14 +14 / +9 / +4 +4 +9 +4 Enhanced Damage 
15 +15 / +10 / +5 +5 +9 +5 Archery Feat 
16 +16 / +11 / +6 / +1  +5 +10 +5 Luck 
17 +17 / +12 / +7 / +2 +5 +10 +5 Enhanced Damage 
18 +18 / +13 / +8 / +3 +6 +11 +6 Archery Feat 
19 +19 / +14 / +9 / +4 +6 +11 +6 +1 AC 
20 +20 / +15 / +10 / +5  +6 +12 +6 Luck, Enhanced Damage 

Arcane Archer Feature:
Pick one from this List:

Enchant Arrow:  By burning one point of Energy, the archer can enchant an arrow to have a hit and damage bonus of 1/4th his level, rounded up.

Enhanced Damage:  Each level adds +2 damage with arrows and bolts

Luck:  Each level of Luck lets you reroll one die per session of your choice.  You can take the better of the two results.
 
 
 

Barbarian

Most of the Barbarians of Karinth are humanoids, although wild elves live to the west of Alfheim and human barbarians are known to live to the distant west, beyond the mountains.  Barbarians are bold, heroic warriors, used to life in the wilderness, who go berserk in battle.  Barbarians are said to be the hardest to kill beings in the universe.

Role:
Barbarians are fairly good at wilderness survival, but are strongest as front-line melee fighters.  They can take a beating like no one's business. They also move very quickly.
 

Hit Dice and Ability Scores

The Barbarian uses d12 Hit Dice.
 

Class Skills and Skill Points

The Barbarian’s class Skills (and the key Ability for each) are:

Skill Points:
 
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +1 /  +2 +0 +0 Armor Proficiency (All)
Illiteracy
Rage 1/day
Speed 1
2 +2 /  +3 +0 +0 Uncanny Dodge 
3 +3 /  +3 +1 +1 Wilderness Survival 1
4 +4 /  +4 +1 +1 Rage 2/day
5 +5 /  +4 +1 +1 Physical Conditioning
Unflankable 
6 +6 / +1  +5 +2 +2 Speed 1 
7 +7 / +2 +5 +2 +2 Wilderness Survival 1 
8 +8 / +3 +6 +2 +2 Rage 3/day 
9 +9 / +4 +6 +3 +3 Physical Conditioning
Trap Sense 
10 +10 / +5 +7 +3 +3 Wilderness Survival 1
11 +11 / +6 / +1 +7 +3 +3 Speed 1
12 +12 / +7 / +2 +8 +4 +4 Rage 4/day 
13 +13 / +8 / +3 +8 +4 +4 Physical Conditioning
Trap Sense 
14 +14 / +9 / +4 +9 +4 +4 Wilderness Survival 1 
15 +15 / +10 / +5 +9 +5 +5 Speed 1 
16 +16 / +11 / +6 / +1  +10 +5 +5 Rage 5/day
Trap Sense
17 +17 / +12 / +7 / +2 +10 +5 +5 Physical Conditioning
18 +18 / +13 / +8 / +3 +11 +6 +6 Wilderness Survival 1 
19 +19 / +14 / +9 / +4 +11 +6 +6 Trap Sense
20 +20 / +15 / +10 / +5  +12 +6 +6 Rage 6/day
Speed 1

Illiteracy:  All Barbarians start out illiterate, and must spend 2 skill points to gain Literacy if he wants it.

Physical Conditioning:  Due to honing his body to perfection, the Barbarian gains 2 points to distrubte as he likes among Strength, Constitution, or Dexterity

Rage:  By taking an action and burning one point of Energy, the barbarian can go berserk for a number of rounds equal to his level, once per combat.  (A number of times per day dependent on level; see the chart above).

Once the rage ends, he becomes exhausted, with a -2 penalty to any physical action or reflex save for a number of rounds equal to how long his rage lasted.  He also cannot double-move or run.

Speed:  Barbarians are quick.  Each level of Speed adds 10' base movement and +2 to Initiative.

Trap Sense:  Each level of Trap Sense grants a +1 to save and AC vs. traps.

Uncanny Dodge:  The Barbarian retains his Dex bonus to his AC even when flat-footed, unless he is immobilized.

Unflankable:  The Barbarian cannot be flanked.

Wilderness Survival:  Barbarians live outdoors; for each level of this they possess, they gain a +3 to any skill checks in a particular outdoor environment which are aimed towards survival in that environment.
 

Bard

Bards are highly regarded in Karinth, both for their entertaining skills and the lore they have preserved.  Many bards are simply trained master to apprentice, but there are several bardic colleges which some bards join as well.  Such colleges are a cross between a theatre troupe and a guild.  Every race becomes bards, but humans and elves like to dispute which of them invented the profession first.

Role:
Bards are flexible characters, mixing some degree of fighting ability, some degree of magic, and a lot of ability to influence people.  They are also loremasters, well versed in the tales of the past and the world of the present.  They are good for people who wish to solve problems through diplomacy and wit.

Hit Dice and Ability Scores

The bard uses d6 Hit Dice.

Bards need Charisma most of all, though Dexerity and Intelligence also help.
 

Class Skills and Skill Points

The Bard’s class Skills (and the key Ability for each) are:

Skill Points:
 
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +0  +0 +2 +2 Armor Proficiency (Light and Medium)
Art of Distraction 
Bardic Knowledge 
Bardic Music
Bardic Sorcery 
2 +1  +0 +3 +3 Bardic Knowledge
Enhanced Hearing 
3 +2  +1 +3 +3 Bardic Knowledge 
+1 AC 
4 +3  +1 +4 +4 Bardic Knowledge
Bardic Reputation 
5 +3  +1 +4 +4 Art of Distraction
Bardic Knowledge 
6 +4  +2 +5 +5 Bardic Knowledge
+1 AC 
7 +5  +2 +5 +5 Bardic Knowledge 
8 +6 / +1 +2 +6 +6 Bardic Knowledge 
Bardic Reputation 
9 +6 / +1 +3 +6 +6 Art of Distraction
Bardic Knowledge 
+1 AC 
10 +7 / +2 +3 +7 +7 Bardic Knowledge 
11 +8 / +3 +3 +7 +7 Bardic Knowledge 
12 +9 / +4 +4 +8 +8 Bardic Knowledge
Bardic Reputation 
+1 AC 
13 +9 / +4 +4 +8 +8 Art of Distraction
Bardic Knowledge 
14 +10 / +5 +4 +9 +9 Bardic Knowledge 
15 +11 / +6 / +1 +5 +9 +9 Bardic Knowledge 
+1 AC 
16 +12 / +7 / +2  +5 +10 +10 Bardic Knowledge
Bardic Reputation 
17 +12 / +7 / +2 +5 +10 +10 Art of Distraction
Bardic Knowledge 
18 +13 / +8 / +3 +6 +11 +11 Bardic Knowledge
+1 AC 
19 +14 / +9 / +4 +6 +11 +11 Bardic Knowledge 
20 +15 / +10 / +5  +6 +12 +12 Bardic Knowledge
Bardic Reputation 

Art of Distraction:  Bards are very good at drawing attention to themselves and keeping it.  In a non-combat situation, a Bard can draw and keep the attention of 10^(X-1) people by using one of his entertainment skills (Sleight of Hand, Perform, etc), where X is his level in Art of Distraction.  Those under the influence of Art of Distraction must make a Will save with a DC of the Bard's check in the skill he is using, or else they suffer 3*X as a penalty to all Spot and Listen checks and will tend to watch the Bard instead of anything else.

Bardic Knowledge:  Bards are loremasters, who accumulate vast amounts of lore.  They gain 4 skill points to be spent on Knowledge skills or Languages only at every level.

Bardic Music:  Once per day per level, the Bard can produce magical effects through musical performance.  Each has a minimal level of Perform skill required.

In addition, their use of musical magic renders them personally more resistant to verbal and sound based magics.  They may resist any such magics with a Perform check, instead of a normal save.

Bardic Reputation:  High-level Bards are eagerly sought out as entertainers and can gain access to all sorts of places which often have restricted access.  A Bard with this feature may use his Perform skill to persuade someone to invite him to a party, let him into a snooty restaurant, bring him to the secret cult meeting, etc.   For every level of Bardic Reputation he has, he makes the check at a +3.
 

Bardic Sorcery:  (22 points) Bards learn magical songs which produce effects similar to the spells of Sorcerors and Wizards.  He has no need to memorize spells or keep a songbook, but knows only a handful of spells he has intuited the use of over the years, depending on his level.

The DC to save vs. his spells is 10 + Level of Spell + Charisma Bonus.

He can only cast spells of a level equal to his Charisma - 10.  He gains Bonus spells from his Charisma.

Spells Known:
 
Level
Level
1
Level 
2
Level 
3
Level 
4
Level 
5
Level 
6
Level 
1 4
2 5 2
3 6 3
4 6 3 2
5 6 4 3
6 6 4 3
7 6 4 4 2
8 6 4 4 3
9 6 4 4 3
10 6 4 4 4 2
11 6 4 4 4 3
12 6 4 4 4 3
13 6 4 4 4 4 2
14 6 4 4 4 4 3
15 6 4 4 4 4 3
16 6 5 4 4 4 4 2
17 6 5 5 4 4 4 3
18 6 5 5 5 4 4 3
19 6 5 5 5 5 4 4
20 6 5 5 5 5 5 4

 

Spells Castable:
 
Level
Level
1
Level 
2
Level 
3
Level 
4
Level 
5
Level 
6
Level 
1 2
2 3 0
3 3 1
4 3 2 0
5 3 2 1
6 3 3 2
7 3 3 2 0
8 3 3 3 1
9 3 3 3 2
10 3 3 3 2 0
11 3 3 3 3 1
12 3 3 3 3 2
13 3 3 3 3 2 0
14 4 3 3 3 3 1
15 4 4 3 3 3 2
16 4 4 4 3 3 2 0
17 4 4 4 4 3 3 1
18 4 4 4 4 4 3 2
19 4 4 4 4 4 4 3
20 4 4 4 4 4 4 4

 

Enhanced Hearing:  +4 to Listen and Move Silently checks
 

Cleric

Every race has priests.  They serve the Saints and the Saints grant them power.  In some nations, they are respected, in others resented.  Each Saint organizes or fails to organize his servants in his own manner; PC Clerics are typically members of troubleshooter orders within the hiearchy.

Role:
Clerics make good back up combatants, and provide magical support services as well.  Their easy access to healing magics makes them invaluable to parties, as well as their powers over the undead.  Clerics are one of the major spell-casting classes.
 

Hit Dice and Ability Scores

The Cleric uses d8 Hit Dice.

Wisdom is their key Ability, although Intelligence and Charisma also help, and the physical stats if you intend to wade into combat.
 

Class Skills and Skill Points

The Cleric’s class Skills (and the key Ability for each) are:

Skill Points:
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +0  +0 +0 +2 Armor Proficiency (All)
Clerical Magic
Turn Undead 
2 +1  +0 +0 +3  
3 +2  +1 +1 +3  
4 +3  +1 +1 +4  
5 +3  +1 +1 +4  
6 +4  +2 +2 +5  
7 +5  +2 +2 +5  
8 +6 / +1 +2 +2 +6  
9 +6 / +1 +3 +3 +6  
10 +7 / +2 +3 +3 +7  
11 +8 / +3 +3 +3 +7  
12 +9 / +4 +4 +4 +8  
13 +9 / +4 +4 +4 +8  
14 +10 / +5 +4 +4 +9  
15 +11 / +6 / +1 +5 +5 +9  
16 +12 / +7 / +2  +5 +5 +10  
17 +12 / +7 / +2 +5 +5 +10  
18 +13 / +8 / +3 +6 +6 +11  
19 +14 / +9 / +4 +6 +6 +11  
20 +15 / +10 / +5  +6 +6 +12  

Clerical Magic:
Clerics pray to their gods for spells, either at dawn for good clerics, at sunset for evil clerics, and at noon for neutral clerics.  This requires one hour of meditation.

DC: 10 + Spell Level + Wisdom Bonus

Clerics know all spells of each level they can cast, and gain two domains, which they choose out of a list of domains controlled by their deity.  They can cast any spell from those domains up to the highest level they can cast.  Each domain also grants them a power.

Clerics recieve bonus spells for high Wisdom, and also can cast one Domain spell of each level of spells as a bonus spell.

A cleric may choose to convert one memorized spell into a cure spell of the same level (if good), an inflict wounds spell of the same level (if evil), or a domain spell (any alignment).  (Neutral clerics can either convert spells to cures or inflict wounds, but not both; they must choose one or the other when they take their first level as a cleric.)

Spells cast per day:
 
 
Caster
Level
0 Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 Level
1 3 1
2 4 2
3 4 2 1
4 5 3 2
5 5 3 2 1
6 5 3 3 2
7 6 4 3 2 1
8 6 4 3 3 2
9 6 4 4 3 2 1
10 6 4 4 3 3 2
11 6 5 4 4 3 2 1
12 6 5 4 4 3 3 2
13 6 5 5 4 4 3 2 1
14 6 5 5 4 4 3 3 2
15 6 5 5 5 4 4 3 2 1
16 6 5 5 5 4 4 3 3 2
17 6 5 5 5 5 4 4 3 2 1
18 6 5 5 5 5 4 4 3 3 2
19 6 5 5 5 5 5 4 4 3 3
20 6 5 5 5 5 5 4 4 4 4

Turn Undead:

3 + Char. Bonus times a day, a cleric may either turn or command undead.  Good clerics turn them, evil clerics command them, and neutral clerics pick which power they want.
 
 

Dragon-Mage [Sorceror]

It was the revolt of the Dragons which triggered the Age of Chaos.  And their greatest weapons were the Dragon-Mages, members of every race who were descended of matings with Dragons.  Many of them, perhaps most perished in the Age of Chaos, but the blood of Dragons lives on in every race, and at times, it surfaces, granting mystical powers to those who bear it.

In the Present Era, the Southern Elves are ruled by Dragon-Mages, and the decadent Cithian Empire beyond the mountains is said to be ruled by strange squid-like Dragon-Mages from beneath the earth.  Cilgin is ruled by them as well, and they are strong in Balin.

Role:
Dragon-Mages are the most flexible spell casters and can cast the most spells.  However, they have very tiny spell selection, compared to other spellcasters.  One must pick one's spells carefully as one rises in level, with an eye to the long and short term.

They are extremely flimsy, so be careful.
 

Hit Dice and Ability Scores

The Dragon-Magi uses d4 Hit Dice.

Dragon-mages need Charisma above all else, but Intelligence is crucial for their class-skills and
 

Class Skills and Skill Points

The Dragon-Magi’s class Skills (and the key Ability for each) are:

Skill Points:
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +0  +0 +0 +2 Dragon-Magic
Familiar
2 +1  +0 +0 +3  
3 +1  +1 +1 +3  
4 +2  +1 +1 +4  
5 +2  +1 +1 +4
6 +3  +2 +2 +5
7 +3 +2 +2 +5  
8 +4 +2 +2 +6  
9 +4 +3 +3 +6
10 +5 +3 +3 +7  
11 +5 +3 +3 +7  
12 +6 / +1 +4 +4 +8  
13 +6 / +1 +4 +4 +8
14 +7 / +2 +4 +4 +9
15 +7 / +2 +5 +5 +9  
16 +8 / +3  +5 +5 +10  
17 +8 / +3 +5 +5 +10  
18 +9 / +4 +6 +6 +11  
19 +9 / +4 +6 +6 +11  
20 +10 / +5  +6 +6 +12

Dragon-Magic

The Dragon-Mage does not prepare spells in advance, rather he draws upon mystical energy as he pleases and weaves it into the mystic patterns which perform his magic.  As he grows in strength, more and more of the draconic lore latent in his veins activates, awakening new abilities.  He knows few powers compared to the breadth of a wizard, but he can use his spells more frequently than a normal Wizard.

He gains bonus spells from Charisma, and his DC for his spells is 10 + Level of the Spell + Charisma Bonus.
 

Spells castable per day:
 
 
Caster
Level
0 Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 Level
1 5 3
2 6 4
3 6 5
4 6 6 3
5 6 6 4
6 6 6 5 3
7 6 6 6 4
8 6 6 6 5 3
9 6 6 6 6 4
10 6 6 6 6 5 3
11 6 6 6 6 6 4
12 6 6 6 6 6 5 3
13 6 6 6 6 6 6 4
14 6 6 6 6 6 6 5 3
15 6 6 6 6 6 6 6 4
16 6 6 6 6 6 6 6 5 3
17 6 6 6 6 6 6 6 6 4
18 6 6 6 6 6 6 6 6 5 3
19 6 6 6 6 6 6 6 6 6 4
20 6 6 6 6 6 6 6 6 6 6

Spells Known, Per Level:
 
 
Caster
Level
0 Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 Level
1 4
2 5 2
3 5 3
4 6 3 1
5 6 4 2
6 7 4 2 1
7 7 5 3 2
8 8 5 3 2 1
9 8 5 4 3 2
10 9 5 4 3 2 1
11 9 5 5 4 3 2
12 9 5 5 4 3 2 1
13 9 5 5 4 4 3 2
14 9 5 5 4 4 3 2 1
15 9 5 5 4 4 4 3 2
16 9 5 5 4 4 4 3 2 1
17 9 5 5 4 4 4 3 3 2
18 9 5 5 4 4 4 3 3 2 1
19 9 5 5 4 4 4 3 3 3 2
20 9 5 5 4 4 4 3 3 3 3

Familiar

Dragon-Magi can choose to bond themselves to a familiar.  This strengthens the familiar and the Dragon-Mage, but at the cost of making both vulnerable to being struck at through the other.

Familiars get 40 points to distribute among their familiar qualities:

Investing 5 of your character points buys your familar 10 points.

All Familiars begin as members of the Adventurer class.  They gain half the experience points their master earns.
 

Fighter

In every era, the sturdy Fighters have been the front line of defense against foes and the first line of attack.  They are very flexible combatants, studying all the arts of battle, though usually specializing in one area.  They lack the mystic abilities of many other classes, but are generally content with their ability to hack mystics into very small bits.

The Dwarves are especially noted for their skill as Fighters, but every race has them.

Hit Dice and Ability Scores

The Fighter uses d10 Hit Dice.

Melee-Oriented Fighters need Strength to do extra damage, and Constitution to take a huge beating.  Dexterity also helps to improve their AC.

Archery-Oriented Fighters need Dexterity to aid their AC, and Constitution to take a beating when necessary.  Strength is useful if they have to fight it out hand to hand after all.
 

Class Skills and Skill Points

The Fighter’s class Skills (and the key Ability for each) are:

Skill Points:
 
 
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +1 /  +2 +0 +0 Armor Proficiency (All)
Bonus Fighter Feat
2 +2 /  +3 +0 +0 Bonus Fighter Feat
3 +3 /  +3 +1 +1 Fighter Feature 
4 +4 / +4 +1 +1 Bonus Fighter Feat 
5 +5 /  +4 +1 +1 Fighter Feature 
6 +6 / +1  +5 +2 +2 Bonus Fighter Feat
7 +7 / +2 +5 +2 +2 Fighter Feature 
8 +8 / +3 +6 +2 +2 Bonus Fighter Feat 
9 +9 / +4 +6 +3 +3 Fighter Feature 
10 +10 / +5 +7 +3 +3 Bonus Fighter Feat 
11 +11 / +6 / +1 +7 +3 +3 Fighter Feature 
12 +12 / +7 / +2 +8 +4 +4 Bonus Fighter Feat 
13 +13 / +8 / +3 +8 +4 +4 Fighter Feature 
14 +14 / +9 / +4 +9 +4 +4 Bonus Fighter Feat 
15 +15 / +10 / +5 +9 +5 +5 Fighter Feature 
16 +16 / +11 / +6 / +1  +10 +5 +5 Bonus Fighter Feat 
17 +17 / +12 / +7 / +2 +10 +5 +5 Fighter Feature 
18 +18 / +13 / +8 / +3 +11 +6 +6 Bonus Fighter Feat 
19 +19 / +14 / +9 / +4 +11 +6 +6 Fighter Feature 
20 +20 / +15 / +10 / +5  +12 +6 +6 Bonus Fighter Feat 

Bonus Fighter Feat:  The Fighter can take one feat which is an Archery, Melee, or Unarmed Feat.  Alternately, the Fighter can take Weapon Specialization as a feat, gaining a +2 bonus to damage with a weapon type.  This can be taken multiple times with the same weapon type.

Fighter Feature:  The Fighter may pick one feature from the following list each time he gets this:


 

Knight [Samurai]

In every feudal nation, a class of elite warriors arise, born to command and to follow their feudal lord.  Knights learn how to get others to follow them into battle, and how to fight in battle.  The arts of the Knights were first developed by the Elves in this region of Karinth, and have since spread to humanity.  The Gnomes and Halflings have little use for nobility, and the Dwarves are not noted for speed or grace.

Probably because of the Elvish influence, Knights are expected to have some degree of social grace and artistic skill as well as the ability to turn their foes into kibble.  The social graces are your weapons for the battle of court life, after all.

Role:
Knights are noble warriors, combining the ability to fight with the social graces of the nobility.  They are leaders and diplomats as well.

In combat, Knights tend to be front-line warriors.

Hit Dice and Ability Scores

The Knight uses d10 Hit Dice.

A Knight is very physical, with a high Strength and often higher Constitution. A Samurai also refines him or herself culturally, reflected by his or her respectable Intelligence and Charisma Scores.

Class Skills and Skill Points

The Knight’s class Skills (and the key Ability for each) are:


Skill Points:


 
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +1 /  +2 +0 +0 Armor Proficiency (All)
Improved Initiative Feat, 
Rich, 
2 +2 /  +3 +0 +0 Mighty Stroke 
3 +3 /  +3 +1 +1 Knightly Feat, Tap Reserves 
4 +4 /  +4 +1 +1 Aura of Command 
5 +5 /  +4 +1 +1 Speed 
6 +6 / +1  +5 +2 +2 Mighty Stroke 
7 +7 / +2 +5 +2 +2 Knightly Feat 
8 +8 / +3 +6 +2 +2 Aura of Command 
9 +9 / +4 +6 +3 +3 Speed 
10 +10 / +5 +7 +3 +3 Mighty Stroke 
11 +11 / +6 / +1 +7 +3 +3 Knightly Feat 
12 +12 / +7 / +2 +8 +4 +4 Aura of Command 
13 +13 / +8 / +3 +8 +4 +4 Speed 
14 +14 / +9 / +4 +9 +4 +4 Mighty Stroke 
15 +15 / +10 / +5 +9 +5 +5 Knightly Feat 
16 +16 / +11 / +6 / +1  +10 +5 +5 Aura of Command 
17 +17 / +12 / +7 / +2 +10 +5 +5 Speed 
18 +18 / +13 / +8 / +3 +11 +6 +6 Mighty Stroke 
19 +19 / +14 / +9 / +4 +11 +6 +6 Knightly Feat 
20 +20 / +15 / +10 / +5  +12 +6 +6 Aura of Command 

Aura of Command:  People naturally follow the lead of a Knight.  Each level of Aura of Command gives a +3 bonus to any skill check to motivate people to follow his lead in a situation.  This bonus also adds to his Leadership rating if he takes the Leadership feat.

Knightly Feat:  Any Melee Feat, Horsemanship Feat, or Leadership (once you are 6th level)

Rich:  Knights are typically fairly wealthy, and begin play with 600 GP worth of gear.

Mighty Stroke:  The character must choose a specialty weapon.  With that weapon, he does +2 damage for each level of this ability.

Speed:  Knights gradually learn to move faster, even in heavy armor.  Each level of Speed adds 10' base movement and +2 to Initiative.

Tap Reserves:  When desperate, the Knight can draw on his energy reserves to increase his attack potency.  He can inflict 2 extra points of damage for every point of Energy he burns, to a maximum of twice his level on any given blow.
 
 

Magical Girl

The Saints work in mysterious ways.  One of those ways, in the current age, is the selection of certain individuals (usually female), to gain mystic powers and use them for good (or sometimes for evil), with the help of an advisor sent them by the Saints.  Every race produces them, but they seem especially common among the gnomes.

Roles
Magical Girls serve as back-up fighters, with less melee ability than a top-line combatant, but still fairly skillful and fairly able to take a beating.  They have some artillery capability through their special attacks, and generally make good diplomats as well.  Their advisor usually is a source of some unusual talents for those they join.
 

Hit Dice and Ability Scores
The Magical Girl uses d8 Hit Dice

Magical Girls rely on Dexterity to avoid getting hurt and to move around quickly and nimbly.  Many are very Charismatic as well, friends to all.

Class Skills and Skill Points

The Magical Girl’s class Skills (and the key Ability for each) are:

Skill Points:
 
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +0  +0 +2 +2 Advisor, 
Transformation Sequence 
2 +1  +0 +3 +3 Special Attack 1 
3 +2  +1 +3 +3 Levitation 
4 +3  +1 +4 +4 Rejuvenation 1 
5 +3  +1 +4 +4 Flight 1, Elemental Resistance 1 
6 +4  +2 +5 +5 Super Form 
7 +5  +2 +5 +5 Special Attack 1 
8 +6 / +1 +2 +6 +6 Rejuvenation 1 
9 +6 / +1 +3 +6 +6 Flight 1 
10 +7 / +2 +3 +7 +7 Elemental Resistance 1 
11 +8 / +3 +3 +7 +7 Exalted Form 
12 +9 / +4 +4 +8 +8 Special Attack 1 
13 +9 / +4 +4 +8 +8 Rejuvenation 1, 
14 +10 / +5 +4 +9 +9 Flight 1 
15 +11 / +6 / +1 +5 +9 +9 Elemental Resistance 1 
16 +12 / +7 / +2  +5 +10 +10 Rejuvenation 1
17 +12 / +7 / +2 +5 +10 +10 Flight 1, Special Attack 1 
18 +13 / +8 / +3 +6 +11 +11 Eternal Form 
19 +14 / +9 / +4 +6 +11 +11 Flight 1 
20 +15 / +10 / +5  +6 +12 +12 Rejuvenation 1 

Advisor:  Every magical girl has some sort of advisor, which is usually a magical animal.  Your advisor starts out with half your Character Levels (or level 1 if you are level 1 in Character Levels) in the Adventurer class, and 40 discretionary Character Points.  If you have unspent Character Points, you can buy ten more discretionary character points for your advisor for every 2 of your own Character Points you spend, to a maximum of sixty.

Elemental Resistance:  The Magical Girl learns to resist one form of energy, gaining 10 points of armor against it.  She can pick a different type for each level of this, or stack it.  Most choose resistance to their own power, but you don't have to.  She can extend this protection to anyone she is touching by spending 1 Energy Point every 10 minutes.

Eternal Form:


Exalted Form:

Flight:


Levitate:  By burning 3 Energy points, the Magical Girl can cast Levitate.

Rejuvenation:  For every level of Rejuvenation, the character can, by taking a partial action, summon their will and recover five energy points or five hit points once a day.  If the character has multiple levels of Rejuvenation, they can blow all their uses in a single action if they want to.

Special Attack:
Magical Girls learn to call upon magical energies to produce a ranged (or possibly melee) attack of some form of energy or element.   It has a base range of Medium (100 feet + 10 feet / level).  It costs 1 Energy Point to use your Special Attack, which is aimed with the Special Ranged Attack skill.

Each level lets you buy one of the following qualities for it:

You can also take drawbacks up to the level of the Special Attack to gain more 'levels' to buy for it. Each time you gain a level in Special Attack, you can juggle the attack's properties around.

Super Form:


Transformation Sequence:  By expending one point of Energy and taking a partial action, the Magical Girl can transform between her 'normal' and 'magical' forms.  She must enter her magical form to use her Class Features (except for Advisor) until she gains the Exalted Form feature.  Her two forms are not recognizable as the same person and may have different colored hair, eyes, and skin tones.  The magical form may be up to six inches taller or shorter than the normal form.

She may remain transformed until she runs out of Energy points, and then turns back to normal.

If hit by a Dispel Magic successfully, the Magical Girl reverts back to her normal form, and must transform again, until she gains Exalted Form.
 
 

Martial Artist

The Old Ones developed an ancient path of mystical self-perfection, some of which is still practiced by Monks.  However, the servant races found it easier to apply the parts of the art for 'beating people down' than for 'self-perfection'.  A wide variety of such arts are practiced, especially by peasants oppressed by cruel nobles.

Every race studies Martial Arts, but the Dwarves and Gnomes and Halflings are most noted as practicioners of this art.

Role:
Martial Artists are front-line fighters, able to go toe to toe with anything which can be punched to death.  Don't count on them for ranged support, though.

Hit Dice and Ability Scores

The Martial Artist uses d10 Hit Dice.

Dexterity is most important for Martial Artists, followed by Wisdom and Intelligence.  Strength and Consitution can be very helpful.  The body and the mind must be balanced.

Class Skills and Skill Points

The Martial Artist’s class Skills (and the key Ability for each) are:

Skill Points Per Level
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +1 /  +2 +2 +0 2 Martial Arts Feats
+2 Unarmed Attack
+2 Unarmed Defense
2 +2 /  +3 +3 +0 Martial Arts Feat
3 +3 /  +3 +3 +1 Speed 1, Evasion
4 +4 /  +4 +4 +1 Physical Conditioning
5 +5 /  +4 +4 +1 Martial Arts Feat, +1 AC 
6 +6 / +1  +5 +5 +2 Speed 1
7 +7 / +2 +5 +5 +2 Martial Arts Feat
8 +8 / +3 +6 +6 +2 Physical Conditioning
9 +9 / +4 +6 +6 +3 Martial Arts Feat, Speed 1
10 +10 / +5 +7 +7 +3 +1 AC
11 +11 / +6 / +1 +7 +7 +3 Martial Arts Feat
12 +12 / +7 / +2 +8 +8 +4 Speed 1, Physical Conditioning
13 +13 / +8 / +3 +8 +8 +4 Martial Arts Feat
14 +14 / +9 / +4 +9 +9 +4 Improved Evasion
15 +15 / +10 / +5 +9 +9 +5 Martial Arts Feat, Speed 1, +1 AC
16 +16 / +11 / +6 / +1  +10 +10 +5 Physical Conditioning
17 +17 / +12 / +7 / +2 +10 +10 +5 Martial Arts Feat
18 +18 / +13 / +8 / +3 +11 +11 +6 Speed 1
19 +19 / +14 / +9 / +4 +11 +11 +6 Martial Arts Feat
20 +20 / +15 / +10 / +5  +12 +12 +6 Physical Conditioning, +1 AC 

Evasion:  As the Rogue ability (On a successful Reflex save against things which allow Reflex saves, you take no damage)
Improved Evasion:  As the Rogue ability (On a successful Reflex save against things which allow Reflex saves, you take no damage.  If you fail, you take half damage.)
Physical Conditioning:  Due to honing his body to perfection, the Martial Artist gains 2 points to distrubte as he likes among Strength, Constitution, or Dexterity
Speed:  You are quick.  Each level of Speed adds 10' base movement and +2 to Initiative.

Ninja

During the Pellian empire, the great noble houses developed their own hereditary spy networks.  These spies became semi-magical assassins and infiltrators, and their art was honed during the collapse of the empire.

The necessity of secrecy had led to the creation of entire families dedicated to this art.  These families retreated to hidden refuges and rode out the collapse of the Pellian Empire from within them.  Now they have emerged, and no one is sure what their agendas are.  Some houses serve the new nations, others run crime syndicates, and yet others pursue plans so arcane, even they often are not sure what they're doing.
 
 
 

Hit Dice and Ability Scores

The Ninja uses d8 Hit Dice.

Dexterity is the key for a Ninja. This nimble and fast assassin needs agility for acrobatics and stealth. Wisdom and Intelligence are also important since it is important to know when and how to strike at an opponent.

Class Skills and Skill Points

The Ninja’s class Skills (and the key Ability for each) are:

Skill Points:
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +0  +0 +2 +2 Exotic Gear, 
Light-Footed, 
Jumping, 
Untrackable 
+2 Balance and Tumble Skills 
2 +1  +0 +3 +3 Enhanced Hearing, Speed, 
3 +2  +1 +3 +3 Evasion, Sneak Attack 
4 +3  +1 +4 +4 Jumping, Spider Climb 
5 +3  +1 +4 +4 Darkness, Speed 
6 +4  +2 +5 +5 Dimension Door
7 +5  +2 +5 +5 Enhanced Sight 
8 +6 / +1 +2 +6 +6 Sneak Attack 
9 +6 / +1 +3 +6 +6 Invisibility, Jumping 
10 +7 / +2 +3 +7 +7 Darkvision, 
11 +8 / +3 +3 +7 +7 Cat-like Landing 
12 +9 / +4 +4 +8 +8 Speed 
13 +9 / +4 +4 +8 +8 Sneak Attack 
14 +10 / +5 +4 +9 +9 Improved Evasion 
15 +11 / +6 / +1 +5 +9 +9 Teleport 
16 +12 / +7 / +2  +5 +10 +10 Jumping 
17 +12 / +7 / +2 +5 +10 +10 Speed 
18 +13 / +8 / +3 +6 +11 +11 Sneak Attack 
19 +14 / +9 / +4 +6 +11 +11 Jumping 
20 +15 / +10 / +5  +6 +12 +12 Speed 

Cat-Like Landing:  The Ninja now halves the distance fallen when calculating falling damage.

Darkness:  By burning 3 Energy, the Ninja can produce a Darkness effect, as the spell, as if a Sorceror of his level as a Ninja. He can see in his own darkness.

Darkvision:  The Ninja gains 60' Darkvision.

Dimension Door:  By burning 5 Energy, the Ninja can use the Dimension Door spell as a Supernatural Ability.  Treat him as a Sorceror of the same level.

Enhanced Sense:


Evasion:  As the Rogue ability (On a successful Reflex save against things which allow Reflex saves, you take no damage)

Exotic Gear:  Ninjas typically have relatively easy access to all sorts of unusual things which are often restricted or even illegal, thanks to personal and clan contacts.  They can also use their clan's organization to fence stolen goods fairly safely.

Improved Evasion:  As the Rogue ability (On a successful Reflex save against things which allow Reflex saves, you take no damage.  If you fail, you take half damage.)

Invisibility:  By burning 3 Energy, the Ninja can turn invisible, as per the spell.

Jumping:  Ninjas have incredible leaping skills, able to ignore normal restrictions on distance, and adding +20 to their Jump skill for every level of Jumping they possess.

Light-Footed:  Ninjas move on slick surfaces, such as ice, snow, sand, etc, as nimbly as they move anywhere else, suffering no penalty.

Sneak Attack:  Each level of Sneak Attack adds +1d6 to your damage when sneak-attacking.  Sneak Attacks can only be made against foes who are flat-footed or utterly unaware of your presence.  Sneak attacks gain a flat +2 to hit.

Speed:  Ninjas move at blinding speed.  Each level of Speed adds 10' base movement and +2 to Initiative.

Spider Climb:  The ninja may cast Spider Climb by burning one energy point.

Teleport:  The Ninja can now Teleport by expending 9 points of Energy.  This is...risky.

Untrackable:  It becomes progressively harder to track a Ninja; all tracking attempts suffer a penalty equal to the Ninja's Balance skill.
 

Oathbound [Sentai Member]

In union, there is strength.  Where Sacred Warriors tend to be wandering lone champions of a faith, Oathbound are those of the faithful (or groups of friends) who band together and swear a sacred oath which unites them.  Combined, their strength is greater than any of them alone.  Should they break that oath, they must atone, losing their class features until they do so.

Hit Dice and Ability Scores

The Oathbound uses d6 Hit Dice.

A Oathbound focuses on teamwork and tactics, and thus usually has a high Wisdom and Dexterity. A high Charisma is also common, reflecting his or her flamboyant attitude.

Class Skills and Skill Points

The Oathbound’s class Skills (and the key Ability for each) are:


Skill Points

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +0  +2 +0 +2 Oath Magic
Oath Shield
Powerful Blow 1
Sixth Sense (Danger to Fellow Oathbound) 
2 +1  +3 +0 +3 Special Attack 1 
3 +2  +3 +1 +3 Oath-Keeper's Luck 
4 +3  +4 +1 +4 Combined Attack 1, Rejuvenation 
5 +3  +4 +1 +4 Energy Boost 
6 +4  +5 +2 +5 Powerful Blow 1, Special Attack 1 
7 +5  +5 +2 +5 Combined Attack 1, Empathy (Fellow Oathbound) 
8 +6 / +1 +6 +2 +6 Oath-Keeper's Luck 
9 +6 / +1 +6 +3 +6 Rejuvenation 
10 +7 / +2 +7 +3 +7 Energy Boost, Special Attack 1 
11 +8 / +3 +7 +3 +7 Powerful Blow 1 
12 +9 / +4 +8 +4 +8 Combined Attack 1 
13 +9 / +4 +8 +4 +8 Oath-Keeper's Luck, Telepathy (Fellow Oathbound) 
14 +10 / +5 +9 +4 +9 Rejuvenation, Special Attack 1 
15 +11 / +6 / +1 +9 +5 +9 Energy Boost 
16 +12 / +7 / +2  +10 +5 +10 Combined Attack 1 
17 +12 / +7 / +2 +10 +5 +10 Powerful Blow 1 
18 +13 / +8 / +3 +11 +6 +11 Oath-Keeper's Luck, Special Attack 1 
19 +14 / +9 / +4 +11 +6 +11 Rejuvenation
20 +15 / +10 / +5  +12 +6 +12 Energy Boost 

Combined Attack:  The Oathbound learns how to pool his powers with those of others.  It costs 2 Energy points per person participating in the combined attack for a group of Oathbound (or others with this power) to combine their powers, in addition to the normal Energy cost of the Special Attack.  You can combine with twice your level in this Feature worth of people.  When you pool your powers, if the attack hits, you add all the damage dice together and then double the number of dice for the damage the attack does.  The target has a defense roll penalty of -1 per person involved.  The attack goes off on the worst initiative involved.

Empathy (Fellow Oathbound):  You can sense the feelings and physical condition of your fellow Oathbound (and other believers in your faith), if they are within Medium (100 feet + 10 feet per level) of you.  If they wish to hide their status, you both make opposed Will saves; whoever gets a higher total gets what they want.

Energy Boost:  The Oathbound gains 10 points of Energy

Oath-Keeper's Luck:  Once per session for each level of this, the Oathbound can reroll a single roll, and take whichever of the two results is better.

Oath-Magic:

The gods reward those who swear and keep Holy Oaths with a portion of their power, granting them spells like Clerics, if not so many as a true priest.  Evil Oathbound prepare their spells at nightfall, Good Oathbound at sunrise, and Neutral ones at Noon or Midnight, as they desire.

Save DC:  10 + Level of Spell + Wisdom Bonus of the Oathbound.

Oathbound do get bonus spells for high Wisdom.
 

Spells Castable Per Day:
 
Level 0 level 1st level 2nd level 3rd level 4th level
1 1
2 2
3 2 1
4 2 1
5 3 1 1
6 3 2 1
7 3 2 1 1
8 3 3 1 1
9 4 3 2 1 1
10 4 3 2 2 1
11 4 3 2 2 1
12 4 4 2 2 2
13 5 4 3 2 2
14 5 4 3 3 2
15 5 4 3 3 3
16 5 5 3 3 3
17 6 5 4 3 3
18 6 5 4 4 3
19 6 5 4 4 4
20 6 6 4 4 4

 

Oath Shield:  The Oath-Keeper has four points of Natural Armor.

Powerful Blow:  The Oath-Keeper may select a weapon with which she does +2 damage.  She may, if she chooses, pick the same weapon multiple times and stack the bonuses.

Rejuvenation:  For every level of Rejuvenation, the character can, by taking a partial action, summon their will and recover five energy points or five hit points once a day.  If the character has multiple levels of Rejuvenation, they can blow all their uses in a single action if they want to.

Special Attack:
Oathbound learn to call upon magical energies to produce a ranged (or possibly melee) attack of some form of energy or element.   It has a base range of Medium (100 feet + 10 feet / level).  It costs 1 Energy Point to use your Special Attack, which is aimed with the Special Ranged Attack skill.

Each level lets you buy one of the following qualities for it:

You can also take drawbacks up to the level of the Special Attack to gain more 'levels' to buy for it. Each time you gain a level in Special Attack, you can juggle the attack's properties around.

Sixth Sense (Danger to Fellow Oathbound):  If a fellow Oathbound  (and other believers in your faith) is within Medium Range (100 feet + 10 feet per level), the Oathbound senses if they are in danger automatically if they are themselves aware of it, and can make a Spot and Listen check as if present to sense imminent danger to them.

Telepathy (Fellow Oathbound):  You can now telepathically communicate with your fellow Oathbound (and other believers in your faith), if they are within Medium (100 feet + 10 feet per level) of you.  Such contact is a free action.  You can also read their surface thoughts by an effort of will (this requires a partial action.)  If they wish to hide their thoughts, you both make opposed Will saves; whoever gets a higher total gets what they want.
 
 
 

Ranger

Rangers are hunters and explorers, warriors of the forests and jungles and deep caverns, of the wild places of the world.  They have a strong bond to the animals which dwell in the wilderness, and fight well, if not quite so potently as a knight or a barbarian or a fighter.  Most Rangers are elves or humans, but every race has some.

Hit Dice and Ability Scores

The Ranger uses d8 Hit Dice.

Rangers need Wisdom and Charisma especially, though Intelligence also helps.

Class Skills and Skill Points

The Ranger’s class Skills (and the key Ability for each) are:


Skill Points:

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +1 /  +2 +2 +0 Armor Proficiency (Light and Medium)
Enhanced Senses
Favored Environment 1 
+4 Wilderness Lore
+4 Wilderness Tracking
2 +2 /  +3 +3 +0  
3 +3 /  +3 +3 +1  
4 +4 /  +4 +4 +1 Special Movement 1 
5 +5 /  +4 +4 +1 Favored Environment 1 
6 +6 / +1  +5 +5 +2 Speed 1 
7 +7 / +2 +5 +5 +2  
8 +8 / +3 +6 +6 +2 Special Movement 1 
9 +9 / +4 +6 +6 +3 Favored Environment 1 
10 +10 / +5 +7 +7 +3  
11 +11 / +6 / +1 +7 +7 +3 Speed 1 
12 +12 / +7 / +2 +8 +8 +4 Special Movement 1 
13 +13 / +8 / +3 +8 +8 +4  
14 +14 / +9 / +4 +9 +9 +4 Favored Environment 1 
15 +15 / +10 / +5 +9 +9 +5  
16 +16 / +11 / +6 / +1  +10 +10 +5 Special Movement 1 
17 +17 / +12 / +7 / +2 +10 +10 +5  
18 +18 / +13 / +8 / +3 +11 +11 +6 Speed 1 
19 +19 / +14 / +9 / +4 +11 +11 +6 Favored Environment 1 
20 +20 / +15 / +10 / +5  +12 +12 +6 Special Movement 1 

Enhanced Sense:


Favored Environment:  Rangers learn how to operate in specific environments, becoming more and more experienced over time in them.  Each time a ranger gains this Feature, he gets the following benefits:

He gets several benefits when operating in his favored environment: Ranger Magic:

Rangers are blessed by the powers of Nature, though not so much so as Druids.  Each morning, on rising, they can meditate for an hour and prepare spells from the Druid and Ranger spell lists.

The DC to resist their magics is 10 + Spell Level + Wisdom Bonus.  They recieve bonus spells from their Wisdom.
 

Spells Castable Per Day:
 
Level 0 level 1st level 2nd level 3rd level 4th level
1 1
2 2
3 2 1
4 2 1
5 3 1 1
6 3 2 1
7 3 2 1 1
8 3 3 1 1
9 4 3 2 1 1
10 4 3 2 2 1
11 4 3 2 2 1
12 4 4 2 2 2
13 5 4 3 2 2
14 5 4 3 3 2
15 5 4 3 3 3
16 5 5 3 3 3
17 6 5 4 3 3
18 6 5 4 4 3
19 6 5 4 4 4
20 6 6 4 4 4

Special Movement:
Chose one option from the list each time this feature comes up:

Speed:  Each level of Speed adds 10' base movement and +2 to Initiative.
 

Rogue

Every race has its scalliwags and bounders, those who live by their wits instead of by their blades or their hard work.  Rogues range from heroic scouts to murderous bandits, but all are devoted to avoiding an honest day's work.  Halflings are the well noted for producing the best rogues, even though most halflings are about as far from a Rogue as you can get.

Hit Dice and Ability Scores

The Rogue uses d6 Hit Dice.

Rogues need Dexterity most of all, although Charisma to give them a silver tongue and Intelligence to plan well help.

Class Skills and Skill Points

The Rogue’s class Skills (and the key Ability for each) are:

Skill Points:
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +0  +0 +2 +0 Light Armor Proficiency
Sneak Attack 1 
2 +1  +0 +3 +0 Evasion 
3 +2  +1 +3 +1 Sneak Attack 1
Uncanny Dodge 
4 +3  +1 +4 +1 +1 AC   
5 +3  +1 +4 +1 Sneak Attack 1 
6 +4  +2 +5 +2 Rogue Training
Unflankable 
7 +5  +2 +5 +2 Sneak Attack 1 
8 +6 / +1 +2 +6 +2 +1 AC 
9 +6 / +1 +3 +6 +3 Sneak Attack 1 
10 +7 / +2 +3 +7 +3 Rogue Feature
Rogue Training 
11 +8 / +3 +3 +7 +3 Sneak Attack 1 
Trap Sense 1
12 +9 / +4 +4 +8 +4 +1 AC 
13 +9 / +4 +4 +8 +4 Rogue Feature 
Sneak Attack 1 
14 +10 / +5 +4 +9 +4 Rogue Training
Trap Sense 1 
15 +11 / +6 / +1 +5 +9 +5 Sneak Attack 1 
16 +12 / +7 / +2  +5 +10 +5 Rogue Feature
+1 AC 
17 +12 / +7 / +2 +5 +10 +5 Sneak Attack 1
Trap Sense 1 
18 +13 / +8 / +3 +6 +11 +6 Rogue Training
19 +14 / +9 / +4 +6 +11 +6 Rogue Feature
Sneak Attack 1 
20 +15 / +10 / +5  +6 +12 +6 Trap Sense 1
+1 AC 

Evasion:  On a successful Reflex save against things which allow Reflex saves, you take no damage.

Rogue Features:  Pick one of the following.

Rogue Training:  Rogues are clever, nimble, and charismatic.  Each time you recieve this feature, you can raise either your Intelligence, your Dexterity, or your Charisma by 2 points.

Sneak Attack:  Each level of Sneak Attack adds +1d6 to your damage when sneak-attacking.  Sneak Attacks can only be made against foes who are flat-footed or utterly unaware of your presence.  Sneak attacks gain a flat +2 to hit.

Trap Sense:  Each level of Trap Sense grants a +1 to save and AC vs. traps.

Uncanny Dodge:  The Rogue retains his Dex bonus to his AC even when flat-footed, unless he is immobilized.

Unflankable:  The Rogue cannot be flanked.
 

Sacred Warrior

Every faith has holy warriors, lone champions who travel about, smiting the enemies of the Faith.  The highly religious dwarves are especially noted for producing them.

Hit Dice and Ability Scores

The Sacred Warrior uses d10 Hit Dice.
 

Class Skills and Skill Points

The Holy Warrior’s class Skills (and the key Ability for each) are:

Skill Points:
 
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +0  +2 +0 +0 Armor Proficiency (All)
Divine Grace
Divine Health
Sacred Sense
Sacred Warrior Magic
2 +1  +3 +0 +0 Aura of Courage / Fear 
3 +2  +3 +1 +1 Smite Good/Evil 
4 +3  +4 +1 +1 Turn or Command Undead 
5 +3  +4 +1 +1 Remove Disease 
6 +4  +5 +2 +2 Special Mount 
7 +5  +5 +2 +2 Protection Aura 
8 +6 / +1 +6 +2 +2 Sacred Blade 
9 +6 / +1 +6 +3 +3  
10 +7 / +2 +7 +3 +3 Sacred Barrier 
11 +8 / +3 +7 +3 +3  
12 +9 / +4 +8 +4 +4  
13 +9 / +4 +8 +4 +4 Sacred Struggle 
14 +10 / +5 +9 +4 +4  
15 +11 / +6 / +1 +9 +5 +5  
16 +12 / +7 / +2  +10 +5 +5 Blade Blessing 
17 +12 / +7 / +2 +10 +5 +5  
18 +13 / +8 / +3 +11 +6 +6  
19 +14 / +9 / +4 +11 +6 +6  
20 +15 / +10 / +5  +12 +6 +6 Holy/Unholy/Lawful/Chaotic Word 

Aura of Courage/Fear:  The Sacred Warrior is now immune to Fear effects.  Good aligned SW radiate courage, Evil aligned SW radiate fear, Neutrals must choose one or the other.

Blade Blessing:  By burning Energy Points, the Sacred Warrior can extend her Sacred Blade power to any blade she touches.  She must spend a number of Energy Points equal to the number of rounds the blade will function as a Sacred Blade.

Divine Grace:  The Sacred Warrior adds her Wisdom bonus as an additional bonus to all saving throws.

Divine Health:  The Sacred Warrior is immune to all diseases, including magical ones.

Holy/Unholy/Lawful/Chaotic Word:  The Paladin can, twice per day, use the appropriate spell.

Lay on Hands:  The Sacred Warrior can either cure or inflict up to his Charisma bonus times his level in points of damage per day, in one application or multiple ones.  The recipient must be touched.  Good Sacred Warriors cure, Evil Sacred Warriors inflict.  Neutral can do either, but must choose one.  Sacred Warriors can increase this amount by burning Energy points.  Each point adds 2 points of healing or infliction.

Protection Aura:  The Sacred Warrior continually radiates Protection from X, 10' radius.  The alignment protected against is the one he senses and smites.

Remove Disease:  The Sacred Warrior can cast Remove Disease a number of times per week equal to his level.

Sacred Barrier:  By burning 3 Energy Points a round, a Sacred Warrior can radiate a 10' radius ward against magic  Any hostile magic must win a level contest against the Sacred Warrior to affect anyone in the area of effect.  Each time he successfully defeats a spell, however, he must burn 2 Energy Points from the strain.

Sacred Blade:  In the hands of the Sacred Warrior, any weapon does 1d6 extra damage to anyone of the alignment category he opposes.

Sacred Sense:  The Sacred Warrior can detect either Good, Chaos, Law, or Evil. He must choose which one at first level.  This functions as the appropriate spell, except for being continuous.

Sacred Struggle:  All allies of the Sacred Warrior within 5 feet per level of him benefit from the effects of Prayer at all times.

Sacred Warrior Magic:

Sacred Warriors are blessed by the gods they serve with a modicum of that diety's power.  Their spells are gained and function like those of clerics, except that they have no domains, and gain fewer spells per day.
 

Spells Castable Per Day:
 
Level 0 level 1st level 2nd level 3rd level 4th level
1 1
2 2
3 2 1
4 2 1
5 3 1 1
6 3 2 1
7 3 2 1 1
8 3 3 1 1
9 4 3 2 1 1
10 4 3 2 2 1
11 4 3 2 2 1
12 4 4 2 2 2
13 5 4 3 2 2
14 5 4 3 3 2
15 5 4 3 3 3
16 5 5 3 3 3
17 6 5 4 3 3
18 6 5 4 4 3
19 6 5 4 4 4
20 6 6 4 4 4

Smite Good / Evil:  Once per day, the SW can smite Evil (if Good) or Good (if Evil).  Neutral Clerics pick what they smite when they gain this.  When Smiting a foe, the SW adds his Charisma Bonus to Hit and his level to damage.

By burning 5 Energy Points each time, he can do this more than once.

Special Mount:  At 6th level, the Sacred Warrior recieves the Leadership feat for free; the Sacred Warrior's Cohort is automatically a mount.
 

Turn or Command Undead:  As per Clerics
 
 
 

Scholar

Only in more settled times has the art of Scholarship been renewed, though the Dwarves and the Gnomes and the Elves preserved much lore during the dark times.  Scholars are bound together into a loose network of correspondents who trade books and ideas across national boundaries.  Scholars are greatly respected in the civilized lands; the barbarians, on the other hand, tend to mock them.

Members of the Scholar class tend to be among the more adventurous of their fellows, the ones who go out and accidentally stir up ancient evils in pursuit of knowledge.  As a result, they have some degree of magical ability to back up their lore.

Hit Dice and Ability Scores

A Scholar uses d4 Hit Dice.

Scholars especially need Intelligence, followed by Charisma for debating and Wisdom, for knowing when it is too dangerous to follow a line of knowledge.
 

Class Skills and Skill Points

The Scholar’s class Skills (and the key Ability for each) are:

Skill Points
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +0  +0 +2 +2 Academic Contacts
Benefit of Experience 1
Bonus Feat
Scholarly Reputation
Wizardry
2 +1 +0 +3 +3 Cramming 
Mental Conditioning 
3 +1  +1 +3 +3 Long Hours 
4 +2  +1 +4 +4 Trivia 1 
5 +2  +1 +4 +4 Benefit of Experience 1
6 +3  +2 +5 +5 Debate 1
Mental Conditioning
7 +3 +2 +5 +5 Bonus Feat
Long Hours 
8 +4 +2 +6 +6 Trivia 1 
9 +4 +3 +6 +6 Benefit of Experience 1
Long Hours
10 +5 +3 +7 +7 Mental Conditioning 
11 +5 +3 +7 +7 Debate 1 
12 +6 / +1 +4 +8 +8 Long Hours
Trivia 1 
13 +6 / +1 +4 +8 +8 Benefit of Experience 1
Bonus Feat
14 +7 / +2 +4 +9 +9 Debate 1
Mental Conditioning
15 +7 / +2 +5 +9 +9 Long Hours 
16 +8 / +3  +5 +10 +10 Trivia 1 
17 +8 / +3 +5 +10 +10 Benefit of Experience 1 
18 +9 / +4 +6 +11 +11 Long Hours
Mental Conditioning
19 +9 / +4 +6 +11 +11 Debate 1 
20 +10 / +5  +6 +12 +12 Bonus Feat
Trivia 1 

Academic Contacts:  Scholars keep in touch and have many correspondence friends.  When entering a community for the first time, you may make a Diplomacy check with a difficulty set by the size of the town.  If you make it, you have an academic contact there, who will happily put you up for a number of days equal to your level.  You gain a +4 bonus to any Gather Information checks in a town where you have a contact.

Benefit of Experience:  It's a little easier for a scholar to avoid making mistakes as he gains experience; for each level he has of this, he can reroll one die per session and take the better of the two results.

Cramming:  Scholars learn how to study very intensely in order to have vital knowledge when they need it, though it doesn't last long.  A scholar with access to appropriate materials can gain a knowledge skill for a number of days equal to his Intelligence Bonus with a rating of his Intelligence Bonus by studying for four hours per point gained.  This requires a Concentration check with a difficulty of 10 + 2*Bonus to be gained.

Debate:  Each level of Debate grants a +4 bonus to Bluff and Diplomacy checks intended to persuade someone to accept an academic argument made by the Scholar.

Long Hours:  The scholar learns how to get by on minimal levels of sleep.  Each level of Long Hours reduces his need for sleep by one hour.  (Every two levels reduces the amount of sleep he needs to get before memorizing new spells by one hour also.)

Mental Conditioning:  Over time, the Scholar hones his mind, gaining +2 to either Intelligence, Wisdom, or Charisma for every level he has of this.

Scholarly Reputation:  Scholars are well-respected figures; they can use their best Knowledge skill instead of Charisma to make checks to try to improve people's attitudes to them, unless the person they are influencing utterly hates all Scholars.

Trivia:  Over time, Scholars learn many bits of Trivia.  For each level they have of it, they can use 4 Knowledge skills unskilled.

Wizardry:  Scholars dabble in magic, but are not as good at it as full Wizards or Sorcerors.  They can use the full range of Wizard spells, if they can accumulate them, and keep spell books just like Wizards.

Scholars begin with four zero level spells in their spellbook, and gain one spell at each level, in addition to any accumulated as they go along.
 

Spells Castable Per Day:
 
Level 0 level 1st level 2nd level 3rd level 4th level
1 1
2 2
3 2 1
4 2 1
5 3 1 1
6 3 2 1
7 3 2 1 1
8 3 3 1 1
9 4 3 2 1 1
10 4 3 2 2 1
11 4 3 2 2 1
12 4 4 2 2 2
13 5 4 3 2 2
14 5 4 3 3 2
15 5 4 3 3 3
16 5 5 3 3 3
17 6 5 4 3 3
18 6 5 4 4 3
19 6 5 4 4 4
20 6 6 5 5 4

 
 
 
 

Shapechanger

The exact source of the shifting powers of some humans, demi-humans, and humanoids remains debated.  Most believe it is probably the result either of the meddling of Dragons which produced the Dragon-Mages, or possibly due to some forgotten experiment of the Old Ones.  Regardless, it remains the case that some individuals develop the ability to shapeshift as they age.  Shapechangers are often not trusted, and many fear them.  The abilities are rarer, but more openly embraced by the humanoid races.
 

Hit Dice and Ability Scores
The Shapechanger uses d8 Hit Dice.

As a being that mimics others constantly, Charisma is the most important Ability for a Shapechanger. Dexterity and Intelligence also help with the disguises, and escaping capture if discovered.

Class Skills and Skill Points

The Shapechanger’s class Skills (and the key Ability for each) are:


Skill Points:


 
 
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus
Character
Points
(If any)
1 +0  +2 +0 +0 Animal Form
Bluff +4
Change Self
Claws 1 
+1 AC
Unarmed Attack +4
Unarmed Defense +4
2 +1  +3 +0 +0 Elasticity 1 
3 +2  +3 +1 +1 Alter Self 
Extended Change Self 
+1 AC 
4 +3  +4 +1 +1 Claws 1 
Fast Healing 
5 +3  +4 +1 +1 Extended Alter Self 
+1 AC 
6 +4  +5 +2 +2 Polymorph Self, Shifter Conditioning 
7 +5 +5 +2 +2 Claws 1, Elasticity 1 
+1 AC 
8 +6 / +1 +6 +2 +2 Organ Reconfiguration
9 +6 / +1 +6 +3 +3 Mimic 
+1 AC 
10 +7 / +2 +7 +3 +3 Claws 1, 
Shifter Conditioning 
Slow Aging 
11 +8 / +3 +7 +3 +3 Aided Shapeshifting 
+1 AC 
12 +9 / +4 +8 +4 +4 Elasticity 1
Organ Regeneration 
13 +9 / +4 +8 +4 +4 Claws 1 
+1 AC 
14 +10 / +5 +9 +4 +4 Shifter Conditioning 
15 +11 / +6 / +1 +9 +5 +5 Forced Shifting 
+1 AC 
16 +12 / +7 / +2  +10 +5 +5 Claws 1 
17 +12 / +7 / +2 +10 +5 +5 Elasticity 1 
+1 AC 
18 +13 / +8 / +3 +11 +6 +6 Shifter Conditioning 
19 +14 / +9 / +4 +11 +6 +6 Claws 1 
+1 AC 
20 +15 / +10 / +5  +12 +6 +6 Immortality 

Animal Form:  You may take one animal form, which may range in size from a mouse to a dog.  You can assume this form, enjoying all its benefits, whenever you please, though it takes a partial action to change forms.

Aided Shapeshifting:  By burning 7 energy points, the Shifter can enable another person to enjoy the benefits of the Polymorph Other spell.  Its duration is set by the Shifter's level.

Alter Self: As the spell Alter Self, except the change is permanent until the Shifter changes shape again.  It costs 3 Energy Point to change shape in this way.  At 5th level, you gain the ability to use this on others, with their consent.

Change Self: As the spell Change Self, except the change is permanent until the Shifter changes shape again.  It costs 1 Energy Point to change shape in this way.  At 3rd level, you gain the ability to use this on others, with their consent.

Claws:  The character can sprout claws or fangs when they want to.  Their body weaponry does damage according to how many levels of this they have:

  1. 1d4
  2. 1d6
  3. 1d8
  4. 1d10
  5. 2d6
  6. 2d8
  7. 3d6


Elasticity:  Each level of Elasticity adds +2 to Grappling checks, +1 to hit with Unarmed attacks, and enables you to stretch one of your limbs up to five times its normal length.  This effectively gives you 5 times your normal Reach.

Fast Healing:  You have the ability to speed your own healing; you can burn Energy and convert it into recovered Hit Points at a rate of 2 HP gained per Energy point spent.

Forced Shifting:  You can, by touch, cause others to suffer the effects of Polymorph Other, into a form of your choice.  This costs you 9 Energy Points.  Their saving throw has a DC of 18 + your Charisma Bonus.

Immortality:  Your body no longer ages.

Mimic:  This costs 9 Energy points and lasts for 10 minutes / level.  It enables the shifter to pass as another person, shapeshifting into a precise physical duplicate.  They gain access to that person's skills for the duration of the effect.

Organ Reconfiguration:  You have learned to move your vital organs around to where people wouldn't expect them to be, while appearing normal.  You are not subject to critical hits.

Organ Regeneration:  You can regrow lost bodyparts, given enough time.  An eye takes a day, an arm will take about a week.  You must eat like crazy during this time.

Polymorph Self:  As the spell Polymorph Self, treated as if you were a Sorceror of the same level.  It costs 7 Energy Points to activate this power.

Shifter Conditioning:  Your constant alterations to your body have made it stronger, or possibly your constant shifts of perspective have improved your mind.  Each time you gain a level of Shifter Conditioning, you can add 2 points to a single stat of your choice.

Slow Aging:  You now age at 1/5th the normal speed.
 
 

Student

The student is not native to this world, but comes from Modern Earth, where he or she had a fairly normal life before being sent to another world, usually because they are the chosen one.  Or because they cut the Chosen One off in traffic and happened to intercept the Chosen One's teleport ray by accident...

This class can also be used to build other relatively normal people from Earth.

Hit Dice and Ability Scores

A Student uses d4 Hit Dice.

A Student (at least a successful Student) has a high Intelligence and Dexterity, necessary to earn good grades and avoid the local bully.

Class Skills and Skill Points

The Student’s class Skills (and the key Ability for each) are:

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +0  +0 +2 +0 Cramming
Divine Relationship
Long Hours
Special Power
+1 AC
2 +1 +0 +3 +0 Diverse Skills
Growth of Heroism
3 +1  +1 +3 +1 Divine Relationship
Special Power
4 +2  +1 +4 +1 Diverse Skills
Growth of Heroism
5 +2  +1 +4 +1 Divine Relationship
Long Hours
Special Power
+1 AC
6 +3  +2 +5 +2 Diverse Skills
Growth of Heroism
7 +3 +2 +5 +2 Divine Relationship
Special Power
8 +4 +2 +6 +2 Diverse Skills
Growth of Heroism
9 +4 +3 +6 +3 Divine Relationship
Long Hours
Special Power
+1 AC
10 +5 +3 +7 +3 Diverse Skills
Growth of Heroism
11 +5 +3 +7 +3 Divine Relationship
Special Power 
12 +6 / +1 +4 +8 +4 Diverse Skills
Growth of Heroism
13 +6 / +1 +4 +8 +4 Divine Relationship
Long Hours
Special Power
+1 AC
14 +7 / +2 +4 +9 +4 Diverse Skills
Growth of Heroism
15 +7 / +2 +5 +9 +5 Divine Relationship
Special Power 
16 +8 / +3  +5 +10 +5 Diverse Skills
Growth of Heroism
17 +8 / +3 +5 +10 +5 Divine Relationship
Long Hours
Special Power
+1 AC 
18 +9 / +4 +6 +11 +6 Diverse Skills
Growth of Heroism
19 +9 / +4 +6 +11 +6 Divine Relationship
Special Power 
20 +10 / +5  +6 +12 +6 Diverse Skills
Growth of Heroism

Cramming:  Scholars learn how to study very intensely in order to have vital knowledge when they need it, though it doesn't last long.  A scholar with access to appropriate materials can gain a knowledge skill for a number of days equal to his Intelligence Bonus with a rating of his Intelligence Bonus by studying for four hours per point gained.  This requires a Concentration check with a difficulty of 10 + 2*Bonus to be gained.

Diverse Skills:  Over time, Students pick up the basics of many things.  Each time they get this, they may learn a new skill at level 4.

Divine Relationship:  Each level of Divine Relationship  lets you reroll one die per session of your choice.  You can take the better of the two results.

Growth of Heroism:  Over time, dimension-travelling students grow from normal kids and adults into heroic figures.  Each time they get this Feature, they gain 2 Characteristic points.

Long Hours:  The scholar learns how to get by on minimal levels of sleep.  Each level of Long Hours reduces his need for sleep by one hour.  (Every two levels reduces the amount of sleep he needs to get before memorizing new spells by one hour also.)

Special Powers:
Students taken to another world always seem to develop special powers.  Each time you get this Feature, you get four Character Points to spend on Features which grant supernatural abilities, such as Shapeshifting, Oath-Magic, or Special Attack.  They can also be spent to buy better saving throws or a higher/extra hit die for that level.

It is possible to buy abilities which cost more than 4 points, but this puts you in hock; once you do so, then you have to spend all four points each time this feature comes up until you pay it off.
 
 
 
 
 

Wizard

Wizardry is the ancient lore of the Old Ones.  They are gone, but fragments of their mighty lore remains.  Wizards study that lore, seeking to regain the lost powers of ancient days.  Wizards keep spellbooks, which contain the arcane formulae that instruct them on how to perform magic through foci, spoken word, and gesture. The Elves are the greatest mastery of Wizardry, while the Halflings tend to be the least adept in this art, not counting the humanoids, who are usually too illiterate to manage it.

Wizards and Dragon-Mages often do not get along, as each sees the other as crude fumblers who don't understand the true path.  Wizards often clash with Clerics as well, over whether divine or arcane magic is 'better'.
 

Hit Dice and Ability Scores

The Wizard uses d4 Hit Dice.
 

Class Skills and Skill Points

The Wizard’s class Skills (and the key Ability for each) are:

Skill Points:
 
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +0  +0 +0 +2 Parma Magica
Scribe Scroll Bonus Feat
Wizardry
2 +1  +0 +0 +3  
3 +1  +1 +1 +3  
4 +2  +1 +1 +4  
5 +2  +1 +1 +4 Bonus Wizard Feat
6 +3  +2 +2 +5
7 +3 +2 +2 +5  
8 +4 +2 +2 +6  
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Bonus Wizard Feat 
11 +5 +3 +3 +7  
12 +6 / +1 +4 +4 +8  
13 +6 / +1 +4 +4 +8
14 +7 / +2 +4 +4 +9
15 +7 / +2 +5 +5 +9 Bonus Wizard Feat 
16 +8 / +3  +5 +5 +10  
17 +8 / +3 +5 +5 +10  
18 +9 / +4 +6 +6 +11  
19 +9 / +4 +6 +6 +11  
20 +10 / +5 +6 +6 +12 Bonus Wizard Feat

Parma Magica (Magical Shield)

Wizards learn how to not die at the hands of their own and other's magics.  Any Bard, Sorceror, or Wizard spell cast at a Wizard can be defended against by the Wizard's Parma Magica.  The Wizard makes an opposed Spellcraft check against his foe's Spellcraft.  If he wins, the spell fails to effect him.  If he loses, he then gets a normal saving throw against it.

Unfortunately, Divine Magics laugh at the Parma Magica and he just gets to make a normal save.

Wizardry

Wizardry is the ancient lore of the Old Ones.  They are gone, but fragments of their mighty lore remains.  Wizards study that lore, seeking to regain the lost powers of ancient days.  Wizards keep spellbooks, which contain the arcane formulae that instruct them on how to perform magic through foci, spoken word, and gesture.  After getting 8 hours of sleep, they can memorize these formulae for later use; the act of spellcasting itself burns the formula out of their minds.  A wizard must spend ten * (highest level of spells he can cast) in minutes doing his memorizations to be able to memorize spells to fill his empty slots.

He gains bonus spells from Intelligence, and his DC for his spells is 10 + Level of the Spell + Int. Bonus.

Wizards begin with all zero level spells and 3 + Int. Bonus in first level spells.  They gain 2 spells per level for free from their continuing studies, and must find or purchase all other spells.

To copy a spell into his spellbook, the Wizard must make a Spellcraft check with a DC of 15 + Level of the spell.  If he fails, he cannot try again with that copy of the spell until he gains another add of Spellcraft.
 

Spells castable per day:
 
 
Caster
Level
0 Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 Level
1 3 1
2 4 2
3 4 2 1
4 4 3 2
5 4 3 2 1
6 4 3 3 2
7 4 4 3 2 1
8 4 4 3 3 2
9 4 4 4 3 2 1
10 4 4 4 3 3 2
11 4 4 4 4 3 2 1
12 4 4 4 4 3 3 2
13 4 4 4 4 4 3 2 1
14 4 4 4 4 4 3 3 2
15 4 4 4 4 4 4 3 2 1
16 4 4 4 4 4 4 3 3 2
17 4 4 4 4 4 4 4 3 2 1
18 4 4 4 4 4 4 4 3 3 2
19 4 4 4 4 4 4 4 4 3 3
20 4 4 4 4 4 4 4 4 4 4

 
 
 



 
 
 
 
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +0  +0 +2 +2  
2 +1  +0 +3 +3  
3 +2  +1 +3 +3  
4 +3  +1 +4 +4  
5 +3  +1 +4 +4  
6 +4  +2 +5 +5  
7 +5  +2 +5 +5  
8 +6 / +1 +2 +6 +6  
9 +6 / +1 +3 +6 +6  
10 +7 / +2 +3 +7 +7  
11 +8 / +3 +3 +7 +7  
12 +9 / +4 +4 +8 +8  
13 +9 / +4 +4 +8 +8  
14 +10 / +5 +4 +9 +9  
15 +11 / +6 / +1 +5 +9 +9  
16 +12 / +7 / +2  +5 +10 +10  
17 +12 / +7 / +2 +5 +10 +10  
18 +13 / +8 / +3 +6 +11 +11  
19 +14 / +9 / +4 +6 +11 +11  
20 +15 / +10 / +5  +6 +12 +12  

 
 
 
 
 
 
 
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class 
Features
Bonus 
Character
Points
(If any)
1 +1 /  +2 +2 +0  
2 +2 /  +3 +3 +0  
3 +3 /  +3 +3 +1  
4 +4 /  +4 +4 +1  
5 +5 /  +4 +4 +1  
6 +6 / +1  +5 +5 +2  
7 +7 / +2 +5 +5 +2  
8 +8 / +3 +6 +6 +2  
9 +9 / +4 +6 +6 +3  
10 +10 / +5 +7 +7 +3  
11 +11 / +6 / +1 +7 +7 +3  
12 +12 / +7 / +2 +8 +8 +4  
13 +13 / +8 / +3 +8 +8 +4  
14 +14 / +9 / +4 +9 +9 +4  
15 +15 / +10 / +5 +9 +9 +5  
16 +16 / +11 / +6 / +1  +10 +10 +5  
17 +17 / +12 / +7 / +2 +10 +10 +5  
18 +18 / +13 / +8 / +3 +11 +11 +6  
19 +19 / +14 / +9 / +4 +11 +11 +6  
20 +20 / +15 / +10 / +5  +12 +12 +6