Saturday, February 23, 2013

Divine Classes (Core)


Pathfinder 3.75e Character Classes

DIVINE-

Driven by their ties to the gods, their great wisdom and divine powers win the day as they heal their fallen friends and strike down the undead or call forth lightning or bear to tear the battlefield apart.



  • Primary Ability: Wis / Secondary: Cha
    • BAB: +0
    • Skills: 2+ Int
    • Saves: +2 Fort  & Will
    • HP: d8
    • Starting Wealth: 4d6x10 (140 SP) 
    • Start Age: Trained +2d6
  • Weapons: Simple / Armor: Light & Medium + Shields (except tower)
  • Spells Known: All Orisons (0-level spells) / All 1st-level spells
    • Pray daily to select spells from list to cast; 1 hour/day
    • Spontaneous Casting: substitute a memorized spell for any healing spell of the same level
    • Can't cast spells opposed to deity
  • Spells/Day: 3 Orisons / 1 1st level +1 Domain Spell +1 Wis 12+ spells
  • Spell DC: 10 + Spell Level + Wis modifier 
  • Class: Channel Energy (Burst 30' radius; power effects all in AoE / d6 dmg and/or healed / 3+ Cha/day); 2 Domain Powers (+1 Domain Spell & 1 Domain Daily Power)  
    • Good Aligned: Heal Good humanoids d6; deal d6 dmg to undead creatures 
    • Evil Aligned: Heal Undead; deal d6 dmg to living creatures
      • Will Save to avoid dmg (DC = 10 + 1/2 cleric level + Cha mod)
      • Alternate Channel Energy Powers by Domain
  • Aura: Faint aura (level 1); Moderate (levels 2-4); Strong (5-10); Overwhelming (11+)
  • Domains: Choose 2 Domains from Deity's Domains list; Both Domain Granted Power 3 + Wis modifier/Day; Domain Spell (choose 1 of 2 Domain spells at start of day); OR choose a Subdomain as a replacement. 
  • Archetypes
    • Cloistered Cleric: Armor- Light; Weapons: Club, Mace (heavy & light), Quarterstaff, and sling; Not proficient with shields; Skills: 4+ Int; Choose 1 Domain; -1 non-domain spell per level; Breadth of Knowledge- +1/2 cleric lvl to all Knowledge checks 
    • Separatist: Lose proficiency in favored weapon; Domains: select 1 Domain for deity's list and one from another deity that is of a similar alignment type; Domain powers from non-deity function 2 lower (level, Wis, and Cha) to determine uses per day and DC
    • Undead Lord: Deity Domain MUST contain the Death Domain; Must select Death and Undeath domains; Corpse Companion: 8 hour ritual- animate 1 skeleton or zombie of = HD to cleric lvl; Command Undead(feat); 
    • Crusader: -1 Domain; -1 spell per cleric lvl; Bonus Feat from list
    • Evangelist: Armor: Light, no shields; -1 Domain; Perform Class Skill; DC to hear in difficult conditions reduced by class lvl and Cha; Sermonic Performance: Perform (oratory) gain Countersong, Fascinate, and Inspire Courage (Bard Performances) - replaces Channel Energy abilities at 1st, 9th and 15th lvls; Spontaneously cast Command at lvl 1, not Cure Light Wounds
    • Merciful Healer: -1 Domain; Must select deity that grants Healing; Can't target undead; Combat Medic- doesn't provoke attacks of opportunity using Heal to stabilize or cast heal spells
  • Iconic PC: Kyra- Human Cleric

 
DEITIES God/Goddess of ---- (Domain List) NAMES (Favored Weapon)
  • LG- God of Farming, Hunting, Trade, Family (Animal, Community, Good, Law, Plant)
  • LG- Goddess of Valor, Rulership, Justice, Honor (Glory, Good, Law, Sun, War)
  • LG- God of the Forge, Protection, Strategy (Artifice, Earth, Good, Law, Protection)
  • NG- Goddess of the Sun, Redemption, Honesty, Healing (Fire, Glory, Good, Healing, Sun)
  • NG- Goddess of Beauty, Art, Love, Music (Air, Charm, Good, Luck, Protection)
  • CG- Goddess of Dreams, Stars, Travelers, Luck (Chaos, Good, Liberation, Luck, Travel)
  • CG- God of Freedom, Ale, Wine, Bravery (Chaos, Good, Charm, Strength, Travel)
  •  LN- God of Cities, Wealth, Merchants, Law (Earth, Law, Nobility, Protection, Travel)
  • LN- God of History, Knowledge, Self-Perfection (Healing, Knowledge, Law, Rune, Strength) 
  • N- Deity of Nature, Weather, Sea (Air, Animal, Plant, Water, Weather)
  • N- Goddess of Fate, Death, Prophecy, Birth (Death, Healing, Knowledge, Repose, Water)
  • N- God of Magic (Destruction, Knowledge, Magic, Protection, Rune)
  • CN- God of Strength, Battle, Weapons (Chaos, Destruction, Glory, Strength, War)
  • N- Goddess of Trickery, Lust, Revenge (Chaos, Charm, Knowledge, Luck, Trickery)
  • LE- God of Tyranny, Slavery, Pride, Contracts (Evil, Fire, Law, Magic Trickery)
  • LE- God of Envy, Pain, Darkness, Loss (Darkness, Death, Destruction, Evil, Law)
  • NE- Goddess of Gluttony, Disease, Undeath (Death, Evil, Magic, Strength, War)
  • NE- God of Greed, Secrets, Poison, Murder (Charm, Death, Evil, Knowledge, Trickery)
  • CE- Goddess of Madness, Monsters, Nightmares (Chaos, Evil, Madness, Strength, Trickery)
  • CE- God of Wrath, Disaster, Destruction (Chaos, Destruction, Evil, War, Weather) 
 DOMAINS (Subdomains)
  • Air: Lightning Arc (Ranged touch 30'; d6 +1 per 2 cleric lvls); obscuring mist
    • Wind: Wind Blast (30' line ranged combat maneuver vs. creatures in range; Cleric lvl = BAB bonus and Wis mod in place of Str; Bull Rush); whispering wind
  • Animal: Speak with Animals (3 + Wis mod rounds per day); calm animals
  • Artifice: Artificer's Touch (Mending- repair objects OR d6 +1 per 2 lvl to objects & Constructs- bypass DR and hardiness = Cleric Level); animate rope
  • Chaos: Touch of Chaos (Melee touch; next round roll d20 twice and take worst result); protection from law or confusion (lesser)
    • Azata: Elysium's Call (Touch- reroll save vs spells or Enchantment (Charm) spells; +2 on these saves; +2 CMD to escape Grapple; ignore 5' difficult terrain (Nimble Moves) for 1/2 cleric level rounds; save bonus is instant); expeditious retreat
  • Charm: Dazing Touch (Melee touch; dazed 1 round same or lower HD); charm person
    • Love: Adoration (Immediate Action- thwart melee/ranged attack vs. you; use before roll is made; Will save negates)
  • Community: Calming Touch (Touch- Heal d6+1 per Cleric lvl. nonlethal dmg; removes  fatigued, shaken, and sickened ); bless or alarm 
    • Family: Binding Ties (Touch ally- transfer 1 condition to self for 1 round per cleric level) 
  • Darkness: Blnd Fighting (feat); Touch of Darkness (Melee touch; 20% miss chance on all attacks for 1/2 Cleric lvl rounds); obscuring mist
    • Night: Night Hunter (Standard Action; blend into shadows in dim light/darkness; Invisible to creatures without Darkvision for 1/2 cleric lvl rounds); sleep
  • Death: Bleeding Touch (Melee touch; d6 dmg/round for 1/2 Cleric lvl or DC 15 Heal);
    cause fear
    • Undeath: Death's Kiss (Melee Touch- treat touched foe as undead for effects that heal or harm; lasts 1/2 cleric lvl rounds; Command & Turn Undead do not apply) 
  • Destruction:  Destructive Smite (Melee Attack- +dmg = 1/2 Cleric lvl); true strike
  • Earth: Acid Dart (Ranged Touch 30'; d6 +1 per 2 lvls); magic stone
    • Metal: Metal Fist (Swift Action- 1 round fists are iron hard; d6 dmg+ Str; ignore hardness of items with hardness of 10 or less)
  • Evil: Touch of Evil (Melee Touch; sickened for 1/2 cleric lvls); protection from good
    • Demon: Fury of the Abyss (Swift Action: +1/2 cleric lvl to melee attacks, dmg, and CM checks for 1 round; -2 AC); doom 
    • Devil: Corruption (Melee Touch- -2 saves and opposed skill checks rolled twice, worst result taken for 1/2 cleric lvl rounds); command
  • Fire: Fire Bolt (Ranged Touch 30'; d6 +1 per 2 lvls); burning hands
    • Smoke: Cloud of Smoke (30' range; 5' radius cloud; creatures in cloud take -2 attacks and Perception and 1 round after; Gain concealmet from foes not adjacent)
  • Glory: Touch of Glory (Touch- Bonus to any 1 Cha Skill = Cleric lvl); shield of faith
    • Honor: Honor Bound (Touch- allow save vs. Enchantment effects; allows 1 followup save on a failure) 
  • Good: Touch of Good (Touch- bonus to saves, attacks, skills, ability checks = 1/2 cleric lvl for 1 round); protection from evil or divine favor or shield of faith
    • Azata: Elysium's Call (Touch- reroll save vs spells or Enchantment (Charm) spells; +2 on these saves; +2 CMD to escape Grapple; ignore 5' difficult terrain (Nimble Moves) for 1/2 cleric level rounds; save bonus is instant); expeditious retreat
  • Healing: Rebuke Death (Touch- Heal d4 +1 per 2 Cleric lvls. on those below 0 HP);
    cure light wounds
    • Restoration: Restorative Touch (Touch- remove dazed, fatigued, shaken, sickened, or staggered conditions) 
  • Knowledge: Lore Keeper (Touch- learn about its abilities/weaknesses- Knowledge Result = 15 + Cleric lvl + Wis); comprehend languages
    • Memory: Recall (Touch- retry Knowledge check made in last minute; +Wis mod to check)
  • Law: Touch of Law (Touch- 1 round all attacks, skill, ability, or saves are treated as an 11 + creature's mods); protection from chaos or divine favor
  • Liberation: Liberation (rounds = cleric lvl freedom of movement); remove fear
    • Freedom: Liberty's Blessing (Touch- Swift Action make save vs spell/effect for 1 minute or until successful); sanctuary 
  • Luck: Bit of Luck (Touch- Roll d20 twice and take best result for next round); true strike
    • Curse: Malign Eye (30' affliction -2 saves vs your spells; 1 minute or until target hits you) bane
  • Madness: Vision of Madness (Melee Touch- Choose 1- Attacks, Saves, or Skills- receive bonus = 1/2 cleric lvl 1 category and an equal penalty on the other 2 for 3 rounds); lesser confusion
    • Nightmare: Fearful Touch (Melee Touch- 1 round; lose immunity to Fear effets; -2 attacks vs. you; - Will saves = 1/2 cleric lvl)
  • Magic: Hand of the Acolyte (Melee weapon flies from hand; 30' Ranged Attack with Wis instead of Dex); identify
    • Arcane: Arcane Beacon (15' aura; +1 caster lvl for Arcane Spells or increase DC +1); magic aura
    • Divine: Divine Vessel (When you're target of Divine Spell; 15' aura +2 next attack, skill, or ability before end next turn) 
  • Nobility: Inspiring Word (Spoken 30'; Target gets +2 attack rolls, skills, ability, saves for 1/2 cleric lvl rounds); divine favor
    • Leadership: Inspiring Command (30' range; 1 ally +1 per 3 cleric lvls; +2 AC CMD, skill checks for 1 round); bless
  • Plant: Wooden Fist (Melee attacks don't provoke attacks of opportunity, deal lethal dmg, + dmg = 1/2 cleric lvl for 3 + Wis rounds/day); entangle
  • Protection: +1 all saves; Resistant Touch (Touch- Resist bonus for 1 minute transfers to 1person); sanctuary
    • Defense: Deflection Aura (20' aura once per day for rounds = cleric level; +2 AC and CMD); shield
  • Repose: Gentle Rest (Melee touch; staggered for 1 round; staggered targets become asleep; Undead are staggered for rounds = Wis mod); deathwatch
    • Souls: Touch the Spirit World (Touch- empower weapon to harm incorporeal beings- deals 1/2 dmg or full if it is magical for rounds = cleric lvl)
  • Rune: Scribe Scroll (feat); Blast Rune (Create Rune in adjacent space- creatures entering space take d6 +1 per 2 lvl; choose dmg type; Rune is invisible lasting 1 round/cleric lvl or until discharged; DC 26 to notice or disarm); erase or comprehend languages or arcane lock
  • Strength: Strength Surge (Touch- 1 round gain +1/2 cleric lvl to attacks, combat maneuvers, Str skills); enlarge person
    • Ferocity: Ferocious Strike (Melee attack, +1/2 cleric lvl to dmg; declare before rolling attack) 
  • Sun: Sun's Blessing (Add Cleric Level to Channel Energy to harm Undead; Undead do not add channel resistance to saves); endure elements
    • Light: Blinding Flash (20' range; fewer HD blinded d4 rounds unless succeed Fort Save; Creatures dazzled 1/2 cleric lvls in AoE); faerie fire 
  • Travel: Base Speed +10'; Agile Feet (Increased Mobility for 1 round- ignore difficult terrain); longstrider
    • Exploration: Door Sight (Clairvoyance to see beyond barriers; 1 minute concentration; maintain 10 minutes; 6" +1" cleric level); expeditious retreat
  • Trickery: Bluff, Disguise, Stealth are Class Skills; Copycat (Mirror Image 1 round/cleric lvl or until destroyed); disguise self
    • Deception: Sudden Shift (Reaction- missed by melee attack; teleport 10' within reach of foe)
    • Trade: Silver-Tongued Haggler (Make Bluff, Diplomacy, or Sense Motive add 1/2 cleric lvl to roll)
  • War: Battle Rage (Touch- + melee dmg = 1/2 cleric lvl for 1 round); magic weapon
    • Tactics: Seize the Initiative (Roll for Initiative, grant 1 ally within 30' two rolls) 
  • Water: Icicle (Ranged Touch 30'; d6 +1 per 2 lvls); obscuring mist
  • Weather: Storm Burst (Ranged Touch 30'; d6 +1 per 2 lvls of nonlethal dmg; Buffeted by wind -2 attacks for 1 round); obscuring mist





    Half-Elf Druid

    Druid: (Core Class)
    • Primary Ability: Wis / Secondary: Cha
      • Skills: 4+ Int
      • Saves: +2 Fort  & Will
      • HP: d8
      • Starting Wealth: 2d6x10 (70 SP) 
      • Start Age: Trained +2d6 
    • Weapons: Club, dagger, dart, staff, scimitar, scythe, sickle, shortspear, sling, & spear / Armor: Medium (Padded, leather or hide) +shields (wooden / except tower)
    • Spells Known: All Orisons (0-level spells) / All 1st-level spells
      • Trance 1 hour/day to select spells
      • Spontaneous Casting: substitute a memorized spell for any summoning spell of the same level
      • Can't cast spells opposed to alignment
    • Spells/Day: 3 Orisons / 1 1st level +1 Wis 12+ spells 
    • Spell DC: 10 + Spell Level + Wis modifier 
    • Class: Nature Bond- Choose 1
      •  +1 Domain: Air, Animal, Earth, Fire, Plant, Water, or Weather
        • Terrain Domains: Aquatic, Arctic, Cave, Desert, Eagle, Frog, Jungle, Monkey, Mountain, Plains, Serpent, Swamp, or Wolf
      •  Animal Companions (regain lost companion after ritual- 24 hours of prayer)
        • Ape, Badger, Bear, Bird (Eagle, Hawk, Owl), Boar, Camel, Cat (Lion, Tiger), Cat (Cheetah, Leopard), Crocodile, Dinosaur (Deinonychus or Velociraptor), Dog, Horse, Pony, Shark, Snake (Constrictor or Viper), or Wolf
    • Languages: Sylvan (optional) and Druidic (bonus)
    • Nature Sense: +2 Knowledge (Nature) & Survival checks
    • Wild Empathy: Diplomacy + Cha mod & Level to improve attitude of animals (Wild- unfriendly; Domestic- Indifferent) animal must be within 30'; takes 1 minute; -4 to influence magical animal
    • Archetypes
      • Arctic Druid - replace Woodland Stride at 2nd lvl (Arctic Native)
      • Blight Druid- Nature Bond Domains- Death, Darkness, & Destruction; Vermin Empathy
      • Desert Druid- Desert Native (replaces Woodland Stride at 2nd lvl)
      • Jungle Druid- Jungle Guardian (replaces Woodland Stride at 2nd lvl)
      • Mountain Druid- Mountaineer (replaces Woodland Stride at 2nd lvl)
      • Plains Druid- Plains Traveler (replaces Woodland Stride at 2nd lvl)
      • Swamp Druid- Marshwight (replaces Woodland Stride at 2nd lvl)
      • Urban Druid- Replace Spontaneous Casting- Summon Spells with Domain Spells of the same level; Nature Bond Domains: Charm, Community, Knowledge, Nobility, Protection, Repose, Rune, or Weather
      • Shamans- Ape, Bat, Bear, Boar, Dragon, Eagle, Lion, Saurian, Serpent, Wolf: Must select companion of like kind; +4 Wild Empathy with animals of like kind; Totem Transformation (2nd lvl) to take on 1 trait of totem animal (Senses, speed, skills, attacks)
      • Menhir Savant: (Ley Lines and Standing Stones- tap energies) Spirit Sense- detect undead, fey, outsiders, astral, ethereal and incorporeal creatures (as spell detect undead)
      • Pack Lord: must take animal companions (see description)
      • Storm Druid: Replace Spontaneous Casting- Summon Spells with Domain Spells of the same level; No animal companion- must take Domain: Air, Weather, Cloud, Storm, or Wind 
    •  Iconic PC: Lini- Gnome Druid


    Paladin: (Core Class)
    • Primary Ability: Cha / Secondary: Str
      • Skills: 2+ Int
      • Saves: +2 Fort  & Will
      • HP: d10
      • Starting Wealth: 5d6x10 (175 SP) 
      • Start Age: Self-Taught +d6 
    • Weapons: Simple; Martial / Armor: Heavy +shields (except tower)
    Human Paladin

    • Class: Aura of Good (Detect Good = level); 
      • Detect Evil (60' range) At-will move action to focus on one object or person in range as though 3 rounds had past (as per the spell)
      • Smite Evil (1x day) as a Swift Action smite a foe within in sight; add Cha bonus to attacks and add Paladin level to dmg and bypass DR / Gain a deflection bonus to AC against the target = Cha modifier- Smite remains in effect until foe is defeated
    • Oathbond Paladin (Archetype): Codes of Conduct for Paladins; gives access to new spells/abilities and replaces standard Paladin abilities
      • Oath against Corruption: Alternate abilities start at level 3; Hunt aberrations and stop them from sewing havoc as they roam free across the land
      • Oath against Fiends: Alternate abilities start at level 8; Never allow an evil outsider a foothold in the mortal realms- banish and purge them from the realms
      • Oath against Savagery: Alternate abilities start at level 2; heed the call of help from communities in danger- first in line to defend, last to retreat once all are safe
      • Oath against Undeath: Replace Detect Evil with Detect Undead; Additional abilities starting at 3rd level; Put to rest those undead or dead and cleanse the realms of their blight
      • Oath against the Wyrm: Alternate abilities start at level 4; Slay evil dragons or dragon kin and protect the realms from their predation
      • Oath of Charity: Alternate abilities start at level 2; turn over 1/5 of wealth to your temple or community; help the poor and destitute- donate to local charitable organizations
      • Oath of Chastity: Alternate abilities start at level 2; Never engage in a romantic relationship- purity of self
      • Oath of Loyalty: Replace Smite Evil with Loyal Oath (Swift Action)- once per day grant bonus to target's saves and AC equal to Cha modifier for 1 minute; if the target is struck and Paladin is adjacent to the foe he gets a free attack against the attacker; Keep you word above all- never back out of an oath once it is made
      • Oath of Vengeance: Alternate abilities start at level 4; Never let evil acts go unpunished- pursue justice at all costs
    • Archetypes: Divine Hunter; Hospitaler; Sacred Servant; Shining Knight; Undead Scourge; Warrior of the Holy Light; Anti-Paladin; Divine Hunter, Empyreal Knight, Holy Gun, Holy Tactician, Knight of the Sepulcher, and Sacred Shield
    • Iconic PC: Seelah- Human Paladin

    Divine Classes (Advanced)

    Inquisitor: (Advanced Class) Adherents to a deity but above the politics and rules of normal church life able to root out enemies or threats.

    • Primary Ability: Wis / Secondary: Cha
      • Skills: 6+ Int
      • Saves: +2 Fort  & Will
      • HP: d8
      • Starting Wealth: 4d6x10 (140 SP) 
      • Start Age: Trained +2d6 
    • Weapons: simple; hand/repeating crossbow, long/short bow, and  favored deity weapon;  Armor:  medium + shields (except tower)
    • Spells Known: 4 Orisons (0-level spells) / 2 1st-level spells
      • Pray 1 hour/day to select spells
    • Spells/Day: 1 +1 Wis 12+ spells 
    • Spell DC: 10 + Spell Level + Wis modifier
    • Class: 1 Domain- Does not gain bonus spells or spell slots; Gain Domain Power
      • Inquisitions in place of 1 Domain: Anger, Conversion, Fate, Fervor, Heresy, Imprisionment, Illumination, Justice, Oblivion, Order, Persistence, Spellkiller, Tactics, Torture, Truth, Valor, Vengeance, Zeal
    • Judgement (1x day)- Select 1 type of Judgement- can change midcombat as a Swift Action; lasts until combat ends; If Frightened, Panicked, Paralyzed, Stunned, Unconscious- suspend powers until effect ends
      • Destruction- +1 weapon dmg
      • Healing- Gain Fast Healing 1 (+1 HP/round)
      • Justice- +1 attack rolls
      • Piercing- +1 concentration checks; overcome target's resistance
      • Protection- +1 AC 
      • Purity- +1 Saves
      • Resiliency- DR 1/magic
      • Resistance- aura; 2 points energy resistance vs 1 of cold, acid, electricity, fire, or sonic)
      • Smiting- Weapons count as magical to bypass DR
    • Monster Lore: +Wis to Knowledge Checks in addition to Int
    • Stern Gaze: +1/2 level Intimidate & Sense Motive skills
    • Archetypes
      • Iconoclast: Destroy heretical artifacts; Shake Effects- +2 saves vs effects from magic items (replaces Monster Lore)
      • Spellbreaker: Strong-Willed- Roll twice on saves for effects that control, compel, or persuade; (replaces Monster Lore)
      • Witch Hunter: Hunt Sorcerers and Witches for their ties to arcane powers; Spell Sage- Add Wis mod on Spellcraft checks + Int to ID spells as they are cast; ID magic items usng Detect Magic, or decipher scrolls; (replaces Monster Lore)
      • Infiltrator: Misdirection- Daily, when praying for spells, select 1 alignment- she detects as that alignment (replaces Stern Gaze)
      • Sin Eater: Eat Sin- drain the sins of the fallen (defeated by Sin Eater in last hour with HD = 1/2 lvl of Sin Eater or more; humanoids only); 1 minute or rushed (full-round action / half benefit); provokes attacks of opportunity; Gain d8 + lvl HP (replaces Domain)

     
     Oracle: (Advanced Class) Unlike a Cleric who draws their power from their devotion to one deity, an oracle was granted her powers by several deities or patrons without her choice. As they come into their powers, they try to understand why they over others were selected and to what end are they to use their abilities.

    Saturday, February 16, 2013

    Arcane Classes (Core)

    Pathfinder 3.75e Character Classes

     

    ARCANE- Driven by their need to uncover hidden lore, their natural charisma and intelligence form the backbone of an adventuring party in combat providing needed support, but they often shine brightest outside the clash of blades. A Swiss Army Knife their spells can turn foes into say... stone, or a dog, or a chair or sunder the gates of the city.













    Elven Bard


    Bard: (Core Class) A traveling poet and singer; masters of song and wit, magic and music, lore and legend, they are welcome with open arms in most taverns and ports the world over for the stories they bring- of world events beyond the vale or untold legends of yore. 
    • Primary Ability: Cha / Secondary: Dex
      • Skills: 6+ Int
      • Saves:+2 Will; +2 Ref
      • HP: d8
      • Starting Wealth: 3d6x10 (105 SP)
      • Start Age: Self-Taught +d6
    • Weapons: Simple; long/short sword, rapier, sap, shortbow; Armor: Light + shields (except tower) 
    • Spells Known: 4 0-level spells / 2 1st-level spells
    • Spells/Day: 1 +1 Cha 12+ spells
    • Spell DC: 10 + Spell Level + Cha modifier 
    • Masterpieces: replace associated feat/spell slot at certain levels
    • Titles: Name (Perform Skills needed; Other Skill)
      • Bard: Typically either Traveling or Court- a high title for a skilled musician 
        • Traveling (Knowledge- geography; Perform- Oratory, Instrument, Sing)
        • Court (Diplomacy; Knowledge- Nobility; Perform- Oratory, Instrument, Act)
      • Skald: Poet / teller of deeds of heroes & kings (Diplomacy; Oratory; Instrument)
      • Gleeman: Known for their patchwork cloaks of many colors- gleeman are part musician, part tumbler (Acrobatics; Sleight of Hand; Perform; Instrument; Oratory; Sing)
      • Jester: (Acrobatics; Sleight of Hand; Perfrom- Comedy; Instrument; Act)
      • Minstrel: teller of deeds through song (Knowledge- History; Perform- Sing, Instrument)
    • Class: Bardic Knowledge +1/2 level ALL Knowledge Rolls
    • Bardic Performance (4 + Cha rounds per day) +2 rounds/level- Start as a Standard Action (maintain as a Free Action); Ends when killed, paralyzed, stunned, unconscious, or distracted; 1 in effect at a time
      • Countersong: Counter magic effects that depend on sound (not verbal components); Perform check (range 30'); targets can use Perform result in place of a Save if it is higher; If already under a sound spell, allows a resave using Perform check; doesn't work on spells that don't allow a save
      • Distraction: Counter spells that depend on sight (Illusion- pattern or figment) same as Countersong in all other ways
      • Fascinate: 90' range and able to see& hear bard; Bard must see targets and target must not be distracted by other effects; Targets 1 person +1 every 3 levels
        • DC Will save: 10 + 1/2 bard level + Cha to negate; success can't try for 24 hours on same target; Failure- -4 skill checks on reactions (Perception); potential threats allow a new save; obvious threats break the spell instantly
      • Inspire Courage: +1 save vs. charm and fear effects & +1 attack/damage rolls; targets must perceive the performance (use either visual or audio components)
    • Archetypes:
      • Arcane Duelist: Arcane Strike (feat- replaces Bardic Knowledge); Performance- Rallying Cry (replaces Countersong) 
      • Detective: Performance- Careful Teamwork (replaces Inspire Courage) 
      • Sandman: Performance- Stealspell (replaces inspire courage)
      • Savage Skald: Performance- Inspiring Blow (replaces Fascinate)
      • Sea Singer: Performance- Sea Shanty (replaces Countersong); World Traveler (Knowledge- local, nature, & geography + Linguistics) +1/2 bardic level; reroll result take second roll (replaces bardic knowledge)
      • Street Performer: Performance- Disappearing Act (replaces Inspire Courage); Gladhandling- (use Bluff in place of Diplomacy or Intimidate to influence crowds 1 minute; attitude becomes one step worse than original step after; Double Perform check money earned (replaces Countersong); Streetwise- +1/2 level on Bluff, Disguise, Knowledge (local), & Sleight of Hand checks and Intimidate or Diplomacy checks to influence crowds (replaces Bardic Knowledge)
      • Celebrity: Choose 1 region where bard is famous (Settlement 1000 people +1 Diplomacy & Intimidate checks- replaces Inspire Courage)
      • Daredevil: Agile (+1/2 level to Acrobatics, Bluff, Climb, and Escape Artist- replaces Bardic Knowledge); Derring-do (replaces Inspire Courage) +1 Reflex saves; +2 Dex skill checks; +1 dodge to AC if moved 10' until start of next turn (replaces Inspire Courage)
    • Iconic PC: Lem- Halfling Bard 
     

    Sorcerer: (Core Class) Innate spell casters who draw their powers from their heritage-ancient bloodlines passed down through the generations. Also called Freemagic Mage; Guildless Mage; Wild Mage. Efforts are constantly made by the established Charter Guilds to bring these wilders into the fold and offer them proper, academic training.
    • Primary Ability: Cha / Secondary: Int
      • Skills: 2+ Int
      • Saves: +2 Will
      • HP: d6
      • Starting Wealth: 2d6x10 (70 SP)
      • Start Age: Intuitive +d4
    • Weapons: Simple / Armor: None
    • Spell DC: 10 + Spell Level + Cha modifier
    • Spells Known: 4 0-level spells / 2 1st level spells
    • Spells/Day: 3 +1 Cha 12+ spells
    • Class: Bloodline Powers- Bonus Spells (start at 3rd level); Bonus Feats (start at 7th level) Class Skills (1 per Bloodline is a class skill); Arcana (Bonus to certain spells); Powers (Special Bloodline spell-like abilities useable 3/day +Cha Modifier)
    • Stormborn
      Tiefling
      • Aberrant (Core)- Class Skill: Knowledge (Dungeoneering) / Arcana: Polymorph spells- increase duration 50%; doesn't stack with Extend Spell feat / Powers: Acidic Ray- (ranged touch attack; 30' range; d6 dmg +1 every 2 levels)
        • Warped: Polymorph spells allow a random effect from Warped Polymorph table
        • Bloodline Power: 30' range; target dazed 1 round (Fort save negates -DC 10 +1/2 sorcerer level + Cha (replaces Acidic Ray)
      • Abyssal (Core)- Class Skill: Knowledge (Planes) / Arcana: Summoning school- creatures summoned gain DR/good = 1/2 sorcerer level / Powers: Grow Claws- (2 claw attacks d4 dmg; Full Round Action)
      • Celestial (Core)- Class Skill: Heal / Arcana: Summoning school-creatures summoned gain DR/evil = 1/2 sorcerer level / Powers: Heavenly Fire- (ranged touch attack; 30' range; d4 dmg +1 every 2 levels to evil creatures; heals d4 +1 2/lvls to good creatures; good creatures can only be healed 1/day; Neutral characters cannot be targeted)
      • Destined (Core)- Class Skill: Knowledge (History) / Arcana: Cast spells with AoE "Personal" gain bonus = to spell's level to saves for 1 round / Powers: Touch of Destiny- (Touch- grant insight bonus on attacks, skills, ability checks, saves = 1/2 sorcerer level for 1 round)
      • Draconic (Core)-Choose a Dragon type (Chromatic or Metallic) Class Skill: Perception / Arcana: cast spells of the type of Draconic Blood +1 damage / Powers: Grow Claws- (2 claw attacks d4 dmg; Full Round Action)
      • Elemental (Core)- Choose Air, Earth, Fire, or Water Class Skill: Knowledge (Planes) / Arcana: Change damage type of spells to match your Bloodline Element / Powers: Elemental Ray (ranged touch attack; 30' range; d6 dmg +1 every 2 levels)
      • Fey (Core)- Class Skill: Knowledge (Nature) / Arcana: Increase DC of spells from Compulsion school / Powers: Laughing Touch (Target bursts out laughing for 1 round; melee touch attack; can only take move actions and defend self; Immune for 24 hours)
      • Infernal (Core)- Class Skill: Diplomacy / Arcana: Increase DC of Charm spells by +2 / Powers: Corrupting Touch (melee touch attack; target shaken for 1/2 sorcerer level; additional touches don't stack, extend duration; target radiates an evil aura for duration)
      • Undead (Core)- Class Skill: Knowledge (Religion) / Arcana: Corporeal undead that were once humanoids can be effected by certain spells / Powers: Grave Touch (melee touch attack; target shaken for 1/2 sorcerer level; Shaken targets become frightened for 1 round if its HD is lower than your sorcerer level)
      • Dreamspun (Advanced)- Class Skill: Sense Motive / Arcana: When you target a single creature gain + 1/2 level of spell for 1 round to AC and saves vs spells/attacks from creature  / Powers: Lullaby (-4 saves vs. sleep effects; lasts 1 minute)
      • Shadow (Advanced)- Class Skill: Stealth / Arcana: Spells with Darkness gain + spell's level to Stealth Checks for d4 rounds / Powers: Shadowstrike (melee touch atack; d4 nonlethal dmg +1 per 2 sorcerer levels and dazzled for 1 minute; targets with low-light or dark vision are not dazzled by this)
      • Starsoul (Advanced)- Class Skill: Knowledge (Nature) / Arcana: Cast Evocation spells, targets who fail saves are dazzled 1 round/level of spell / Powers: Minute Meteors (Standard Action; 5' wide, 30' tall column of meteors; d4 +1 per 2 sorcerer levels fire dmg; Reflex save [10+1/2 sorcerer levle + Cha] negates)
      • Stormborn (Advanced)- Class Skill: Knowledge (Nature) / Arcana: Increase electricity spell DC +1 / Powers: Thunderstaff (Give weapon shock 1/2 sorcerer level rounds) 
      • Djinni / Efreeti / Marid / Shaitan (Advanced)- Class Skill: Knowledge (Planes) / Arcana: Change energy type to electric/fire/cold/acid for damage / Powers: Electric / Fire / Frost / Acid Ray (ranged touch attack; 30' range; d6 dmg +1 every 2 levels)
    • Eschew Materials (feat)
    • Cantrips
    • Archetypes: Crossblooded (Dual blooded- choose 2 bloodlines; gain access to feats; skills; some powers of both lines; Gain Arcana of both; Select 1 Bloodline Power for either list; Drawbacks: -1 spell known at each level (includes cantrips); -2 Will saves
    • Iconic PC: Seoni- Human Sorcerer

    Wizard: (Core Class) A practitioner of the arcane arts- the wizard delves into tomes and legend as a fighter does into dungeons. Whether trained in magical universities or by the village sage, a wizard is first and foremost a scholar of magic and then a practitioner spending hours a day pouring over their books. Also called Guild Mage, Charter Mage; Non-guild mages are refered to as Mercenary Mages or Freelance Wizards
    • Primary Ability: Int / Secondary: Dex
      • Skills: 2+ Int
      • Saves:+2 Will
      • HP: d6
      • Starting Wealth: 2d6x10 (70 SP)
      • Start Age: Trained +2d6
    • Weapons: club, dagger, crossbow: heavy/light, staff  / Armor: None
    • Spell DC: 10 + Spell Level + Int modifier
    • Spellbook: must spend 1 hour a day in study + 8 hours sleep
    • Spells Known: All 0-lvl Spells minus opposed school / 3 1st level + Int modifier
      • +2 new spells/level
    • Spells/Day: 3 0-level spells (except opposed school) / 1 +1 Int 12+ 1st level spells / +1 specialist school slot
    • Class: Arcane Bond (Familiar OR Object)
    • Human Pyromancer (Evocation)
      • Arcane Bond: (amulet, ring, staff, wand, or weapon) Masterwork quality; casting without the object requires a concentration roll (DC 20 + spell level); 1/Day object can be used to cast any 1 spell in spellbook except opposition spells. If damaged, it is restored to full HP when wizard prepares spells; replaced after 1 week with a 200 SP/level ritual taking 8 hours to cast.
      • Familiar: Grant skill bonus depending on animal type; HD = master's level; HP = 1/2 Wizard's; Attacks- use BAB of wizard but animal's Str & Dex mods; Saves use either wizard's or base save of animal (Fort +2; Ref +2; Will +0); Int at level 1-2: 6
        • Wizard gains: Alertness (feat) when within arms reach; Empathic Link
        • Familiar gains: Improved Evasion (Attack with Reflex save for half allows the familiar to avoid all dmg on a save and 1/2 on a failed); Share Spells (wizard can target "you" spells on familiar; Empathic Link (1 mile range; general emotions shared)
        • Types: Bat; Cat; Hawk; Lizard; Monkey; Owl; Rat; Raven; Viper; Toad; Weasel (Core); Flying Squirrel; Fox; Goat; Otter; Pig; Raccoon (Bestiary 3); Blue-ringed octopus; Donkey Rat; Fox; Goat; Greensting Scorpion; Hedgehog; House Centipede; King Crab; Pig; Scarlet Spider; Thrush; & Turtle (Ultimate Magic)
    • Scribe Scroll (feat)
    • Arcane School (Powers) Gain bonus spells/powers; 2 schools become opposition schools (spells prepared from those schools take up 2 spell slots; -4 craft items from that school)
      •  School: Fields (Opposition Schools) / Passive Power (Description); Spell-like Power USES 3 + Int modifier/Day (Description) / Names:
      • Abjuration: Defensive/Warding (Illusion +1 Other) / Resist 5 (chosen as spells are prepared); Protective Ward (Standard Action- 10' radius field; lasts rounds = Int mod; +1 AC) / Names:Abjurer; Warder
        • Banishment: (replaces Protective Ward) Touch disrupts summoned creatures- melee touch attack; target staggered & shaken for 1/2 wizard lvls rounds
        • Disruption: (replaces Protective Ward) melee touch attack- target must make concentration check (DC 15 + 2x spell's level) for 1/2 wizard lvl rounds
      • Conjuration: Summon/Control Beasts (Divination +1 Other) / Summoner's Charm (Increase duration +1/2 wizard lvl); Acid Dart (Standard Action- ranged touch attack 30'; d6 dmg +1 per 2 wizard lvls.) / Names: Conjurer
      • Divination: Information/Remote Viewing (Conjuration +1 Other) / Forewarned (Always act during surprise round; flat-footed until action is taken; +1/2 wizard lvl to initiative); Diviner's Fortune: (Touch- grant insight; +1/2 wizard lvl to attacks; skills; abilities; saves for 1 round) / Names: Diviner; Scryer
        • Prescience: (Replaces Diviner's Fortune) Free Action roll d20 at start of turn; use the result before next turn on any roll or reroll and take second result
        • Send Senses: (Replaces Diviner's Fortune) Standard Action- place scrying sensor within 100' +10'/wizard level; clairaudience/voyance with lvl = to yours for 1/2 wizard lvl rounds
      • Enchantment: Emotions/Mind (Evocation +1 Other) / Enchanting Smile (+2 to Bluff, Diplomacy, & Intimidate); Dazing Touch (melee touch attack- dazed 1 round; creatures with more HD than wizard lvl are unaffected) / Names: Aleurier; Enchanter; Mesmer
        • Beguiling Touch: (Replaces Dazing Touch) Charm creature by touch; HD higher than wizard lvl, those in combat, or hostile are unaffected; Will save negates (DC 10 + 1/2 wizard lvl + Int) for 1/2 wizard lvl rounds as a charm monster spell
      • Evocation: Combat/Magical Energy (Enchantment +1 Other) / Intense Spells (+1/2 wizard lvl damage to evocation spells); Force Missile (Standard Action- Magic Missile d4 dmg + Intense Spell dmg) / Names: Evoker; Battle/War Mage; Shrike; Pyromancer
      • Illusion: Phantoms/Illusion (Necromancy +1 Other) / Extend Illusions (Illusions last 1/2 wizard lvl after you cease to concentrate on them); Blinding Ray (Ranged touch attack- 30'; target blinded 1 round; creatures with more HD than wizard lvl are dazzled) / Names: Illusionist; Silare; Illudere; Shadowmancer;
      • Elven Transmuter
        • Terror: (Replaces Blinding Ray) melee touch attack- provoke attack of opportunity from you or 1 ally; Targets with more HD than your wizard lvl are unaffected
        • Binding Darkness: (Replaces Blinding Ray)30' range; shadows wrap up target; ranged touch attack; 1 round +1 per 5 lvls; 1/2 duration in bright light; creature has concealment from those without darkvision
      • Necromancy: Death/Undeath (Illusion +1 Other) / Power Over Undead (Command or Turn Undead as a bonus feat- Channel Energy 3 +Int times/day; Save DC = 10 +1/2 lvl. + Cha); Grave Touch (melee touch attack; shaken 1/2 wizard lvls. rounds; shaken creatures become frightened for 1 round if it has fewer HD than you) / Names: Necromancer
      • Transmutation: Alter Reality (Abjuration +1 Other) / Physical Enhancement (+1 enhancement bonus to 1 physical ability; changeable when you prepare spells); Telekinetic Fist (Ranged touch attack, 30'; d4 dmg +1 per 2 wizard lvls.) / Names:Transmuter
        • Augment: (Replaces Telekinetic Fist) touch target to grant +2 to 1 ability OR +1 AC; lasts 1/2 wizard lvl rounds
      • Universalist: Generalist (None) / Hand of the Apprentice (melee weapon flies from hand- returns to you; ranged attack with Int modifier; 30' range) 3 +Int modifier times/day
    • Archetypes:  
      • Siege Mage: Gain Siege Engineer (feat) replaces Scribe Scroll; Bond with single siege engine within 30' to aim and fire it (Replaces Bonded Object); can bond with siege engines a number of times = to Int modifier
        • Empower Siege Engine: sacrifice spell to gain attack bonus = lvl of spell and bonus dmg = 3x spell level (Replaces Cantrips- caster gains Detect Magic and Read Magic as 1st level spells)
        • Choose 3 schools of opposition
    • Gain Arcane Discoveries in place of Bonus Feats
    • Iconic PC: Ezren- Human Wizard 

    Arcane Classes (Advanced)

    Pathfinder 3.75e Character Classes

     

    ARCANE- Driven by their need to uncover hidden lore, their natural charisma and intelligence form the backbone of an adventuring party in combat providing needed support, but they often shine brightest outside the clash of blades. A Swiss Army Knife their spells can turn foes into say... stone, or a dog, or a chair or sunder the gates of the city.

    Advanced classes- check with your GM before rolling up a character of these classes.












    Alchemist: (Advanced Class)
    • Primary Ability: Int / Secondary: Dex
      • Skills: 4+ Int
      • Saves:+2 Fort; +2 Ref
      • HP: d8
      • Starting Wealth: 3d6x10 (105 SP)
      • Start Age: Trained +2d6
    • Weapons: Simple + Bombs / Armor: Light
    • Formula Book- With 2+ Extracts
      • Potent for 1 day; takes 1 minute to mix 1 extract; Draw and drink as a Standard Action; Can't be made from spells that have a focus requirement; can learn new formulas from a Wizard's spell book
      • Extracts Known: 2 + Int Modifier
      • Extracts/Day: 1 +1 Int 12+
      • Save DC = 10 + Extract Level + Alchemist's Int modifier
    • Class: Alchemy
      • Brew Potion (feat) of any formula he knows up to level 3
      • Throw Anything (feat)
      • Mutagens: 1 at a time / 1 hour brew (transformative elixirs- enhance physical abilities)
        • Lasts until used or a new mutagen is brewed
        • Select 1 from Str (Int), Dex (Wis), or Con (Cha) at time of creation
          • Drinking: (Standard Action) +2 AC; +4 to ability selected for 10 minutes/level; -2 to mental ability listed next to physical ability enhanced
          • Non-alchemist rolls Fort save (DC 10 + 1/2 alchemist's level + Int mod) or is nauseated for 1 hour and does not gain benefits of it
      • Bombs: Brew a number/day = Class level + Int Modifier
        • Created at the moment of use; requires 1 vial with 1 oz components from lab; most are mixed at the start of the day at camp from the Alchemist's Lab and are inert until a catalyst is added right before it is used
        • Range Increment: 20 (max 5 increments); Deal d6 explosion splash damage + Int modifier (+d6 per odd numbered level); Splash damage = minimum damage (Reflex save for 1/2 dmg; DC = 10 + 1/2 Alchemist's level + Int modifier)
      • Discoveries: Made at level 2 and every even level after that (Core List / Ultimate Magic / Ultimate Combat)
      • Craft (Alchemy) Skill: Alchemical Remedies / Tools / Weapons / Poisons
        • Require Craft Tools
          • Find price in BP (1 sp = 10 bp) 
          • Find DC from Item table
          • Pay 1/3 the item's price for raw materials
          • See Craft Skill
    • Archetypes:
      • Chirurgeon: (Healer) At level 2; cure spells gain the infusion trait (can be used by characters other than him); fills an extract slot per day but can be given out to others (Replaces Poison Use)
      • Internal Alchemist: Breath Mastery (Without preparation- hold breath rounds = Con  then make Con checks to avoid suffocation; With 1 full-round prep- hold breath 1 hour per point of Con); live 2x as long without food or water; Suspended Animation (move action) Unconscious and appear dead; awakens at preset time or condition set at onset (replaces Throw Anything)
      • MindChemist: Replace Mutagens with Cognatogen which enhances a mental ability at the expense of a physical attribute: Int (Str); Wis (Dex); Cha (Con)


    Magus
    "Bladesinger" (Ultimate Magic) Battle mages who wield sword and spell with equal deadliness. Part Duelist, part Bravo, Maguses find freelance work as Mercenary Mages, bounty hunters, town guards, or bandit lords; Guilded Maguses support their order on the front lines of battle or as emissaries to kings or guilds; bodyguards to wealthy merchants or nobles. 
    • Primary Ability: Int / Secondary: Dex
      • Skills: 2+ Int
      • Saves:+2 Fort; +2 Will
      • HP: d8
      • Starting Wealth: 4d6x10 (140 SP)
      • Start Age: Trained +2d6
    • Weapons: Simple; Martial / Armor: Light
    • Spells Known: All 0-level spells / 3 1st level
    • Spells/Day: 3 0-level spells / 1 +1 Int 12+ 1st level spells from the Magus Spell List
    • Spell DC: 10 + Spell Level + Int modifier
    • Spellbook: must spend 1 hour a day in study + 8 hours sleep
    • Class: Arcane Pool (1/2 lvl. + Int) / Day
      • Spend 1 point: +1 weapon bonus for 1 minute
    • Spell Combat (Attack -2 melee weapon & cast spell with off hand); -2 to attack with spell
      • Cast Defensively: take up to Int mod. as a melee penalty and gain the same bonus to Concentration checks to cast a spell
    • Magus Arcana: 3rd level+ gain 1 Arcana Ability; spent Arcane Points grant the use of a special ability
    • Cantrips
    • Archetypes
      • Kensai:Proficient with 1 martial or exotic melee weapon; Not proficient with armor or shields; -1 spell cast per day/level; Canny Defense: +1/level added to AC along with Dex mod while wielding melee weapon; Flat-footed loses this bonus
        • Weapon Focus (feat) on 1 chosen weapon
      • Skirnir: Shieldmaiden; -1 spell cast per day/level; Arcane Bond- Shield (except tower) can use Arcane pool to power shield or weapon; Proficient with all shields and do not suffer arcane spell failure with them. (replaces spell combat); Spellstrike: deliver touch spells through shield or weapon as part of a melee attack



    Summoner: (Advanced Class) Seen by Charter Magic Guilds to be an unlicensed practice of magic- existing outside guild law and unregulated. Efforts have been made to bring them into the fold of Charter Magic and end their dealings with the otherworldly beings- eidolons- from which they draw their knowledge.
    • Primary Ability: Cha / Secondary: Dex
      • Skills: 2+ Int
      • Saves: +2 Will
      • HP: d8
      • Starting Wealth: 2d6x10 (70 SP)
      • Start Age: Self-Taught +d6 
    • Weapons: Simple / Armor: Light
    • Spells Known: 4 0-level spells / 2 1st level spells
    • Spells/Day: 1 +1 Cha 12+ spells
    • Spell DC: 10 + Spell Level + Cha modifier 
    • Class: Eidolon (Summoned Creature)
      • Same alignment as Summoner; Speak all languages she does; Sent back at -HP = Con Score; Can touck/attack creatures protected by wards; Takes 1 minute to summon (HP remain same as when last summoned); Cannot be dispelled
      • Evolution Pool: use points to buy advantages at each level; redistribute on new abilities each level (New Evolutions)
      • Forms: Serpentine; Quadruped; Biped; Aquatic
    • Life Link:When eidolon is hurt, summoner can sacrifice HP; must remain within 100' to remain at full strength; 1000' away = -50% HP; 10,000' away = -75% HP; over 10,000' dismissed
    • Summon Monster I: (3/day + Cha modifier / remains 1 minute/lvl); cannot have Eidolon summoned to use power
      • 1st: Dire Rat; Dog; Dolphin; Eagle; Fire Beetle; Poisonous Frog; Pony; or Viper
    • Archetypes: Master Summoner- Lesser Eidolon (1/2 level used to determine eidolon's powers); Summoning Mastery- 5/day + Cha modifier (can summon 1 creature when eidolon is present OR use Summon Monster ability multiple times if eidolon is not present)





    Witch: (Advanced Class) Powerful magicians who draw their powers from otherworldly patrons and their familiars. Most witches are, rightfully, shunned and feared by most with the exception of Hedge Witches whose powers, while feared, are too useful for most rural communities to do without.
    • Primary Ability: Int / Secondary: Cha
      • Skills: 2+ Int
      • Saves:+2 Will
      • HP: d6
      • Starting Wealth: 3d6x10 (105 SP)
      • Start Age: Self-Taught +d6  
    • Weapons: Simple / Armor: None
    • Spells Known: All 0-level / 3 1st-level +Int Modifier  
      • Spells stored with Familiar / 1 hour commune to prepare
    • Spells/Day: 3 0-level spells / 1 + 1 Int 12+1st level spells
    • Spell DC: 10 + Spell Level + Int modifier 
    • Class: Hex (1 at 1st lvl)
      • Hex: (Target) Effect; DC = 10 + 1/2 witch's level + Int modifier
      • Beast of Ill-Omen: (Familiar + next person to see it) Will or suffer bane; range 60' to effect familiar; range 60' to effect creature; closest to familiar suffers curse
      • Blight: (animal, land, or plant) Takes 1 round; Land- within 1 week crops whither and die; AoE of level x 10'; Creature- Melee touch attack (Will save 1/day; effect -1 Con)
      • Cackle: (creature) Move action; 30' range; extend duration of agony, evil eye, fortune, or misfortune hex 1 round
      • Cauldron: Brew Potion (feat) +4 on Craft (Alchemy) checks
        • Poison Steep: Cauldron to steep fruits/foods as poison spell; takes 1 hour for 1 lb. of food; lasts 24 hours; taste unchanged; magic detects
      • Charm: (Animal/humanoid) 30' range; improves attitude 1 step; lasts rounds = Int mod; Will save negates; limit 1/day on same target 
      • Child Scent: Scent ability on children/immature animals
      • Disguise: Change appearance hours = class level as disguise self.
      • Evil Eye: (1 target) 30' range; -2 on 1 of AC, ability checks, attack rolls, saves, or skill checks; lasts rounds = 3 + Int mod (failed save) OR 1 round successful save
      • Feral Speech: Speak with Animals- select 1 type per hex
      • Flight: 1st level = Feather Fall & +4 Swim; 3rd level = Levitate; 5th level = Flight
      • Fortune: grant good luck to 1 target within 30' for 1 round; reroll ability checks, attacks, saves, or skill checks; once per target per day
      • Healing: cure light wounds spell on 1 target once/day
      • Misfortune: 30' range; roll 1 ability, skill, save, attack twice and take worse result 
      • Scar: Target touched gains scars of witch's choice; Will resists; can channel hexes through scars up to 1 mile away; can scry/divination through scar; Maintain # = Int modifier; remove at any range as a move action
      • Slumber: 30' range; Will save negates; Asleep for 1 round/level; Hex ends if it takes damage, noise/light doesn't wake it; can't target same person more than 1/day
      • Tongues: Understand any spoken language 1 minute/day per level as comprehend languages
      • Unnerve Beasts: Target becomes offensive to animals; Will negates; Animals becoem aggressive/upset for 1 hour/Int mod
      • Ward: Portective field grants +2 AC; +2 saves; lasts until creature is hit or fails a save; 1 ward active at a time; cannot target self
      • Water Lung: Air-breather can breathe in water; water-breather can breathe on land lasts 1 minute; if cast on self, witch can maintain it even while asleep
    • Familiar: (Store Spells; Special Abilities) +2 spells/level gained; Receive bonus to skill as wizard
      • Abilities: learn spells from another Familiar; spend 1 hour/level of spell; Spellcraft (DC 15 + spell level) to learn it; Failed roll; need new rank in Spellcraft to attempt again
        • Learn from Scroll: 1 hour/level of spell; scroll burned and fed to familiar; Spellcraft (DC 15 + spell level)
        • 3rd Level Familiars can deliver touch spells or hexes
      • Replaced after 1 day; Ritual costs 500 SP/Witch Level; 8 hours to complete
        • All 0-level spells / +2 per level of spells a former familiar knew
    • Patron: Choose 1 Patron; the force granting her power; listed by theme; grant bonus spells every even level
    • Cantrips
    • Archetypes: 
      • Beast Bonded: Transfer Feats (Familiar can gain bonus feats instead of witch; if familiar dies, witch can reclaim these slots); Suggested Hexes: Beast of Ill Omen, Charm, Feral Speech, & Ward
      • Gravewalker: Replace 4th, 6th, 12th, 14th, and 16th Patron Spells; Spell Poppet (replaces familiar) Evil aligned witch; Aura of Desecration (20' radius)
      • Hedge Witch: Healing Patron; Spontaneous Healing- channel stored spells into healing spell of same level; Suggested Hexes: Cauldron, Feral Speech, Healing, Tongues
      • Sea Witch: Patron Spell list changed; Know Direction (within 1 mile of large body of water; Sea Creature Empathy (Replaces 1st lvl hex; Wild Empathy [Druid Ability] to influence coastal animals; Suggested Hexes: Charm, Flight, & Water Lung