Sorcerer
Level BAB Fort Ref Will Special 1 2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Cantrips, Specialization 3 - - - - - - - -
2 +1 +0 +0 +3 Bonus Feat 4 - - - - - - - -
3 +1 +1 +1 +3 Specialization 5 - - - - - - - -
4 +2 +1 +1 +4 Advanced Learning (1st) 6 3 - - - - - - -
5 +2 +1 +1 +4 Specialization 6 4 - - - - - - -
6 +3 +2 +2 +5 Bonus Feat 6 5 3 - - - - - -
7 +3 +2 +2 +5 Specialization 6 6 4 - - - - - -
8 +4 +2 +2 +6 Advanced Learning (3rd) 6 6 5 3 - - - - -
9 +4 +3 +3 +6 Specialization 6 6 6 4 - - - - -
10 +5 +3 +3 +7 Bonus Feat 6 6 6 5 3 - - - -
11 +5 +3 +3 +7 Specialization 6 6 6 6 4 - - - -
12 +6/+1 +4 +4 +8 Advanced Learning (5th) 6 6 6 6 5 3 - - -
13 +6/+1 +4 +4 +8 Specialization 6 6 6 6 6 4 - - -
14 +7/+2 +4 +4 +9 Bonus Feat 6 6 6 6 6 5 3 - -
15 +7/+2 +5 +5 +9 Specialization 6 6 6 6 6 6 4 - -
16 +8/+3 +5 +5 +10 Advanced Learning (7th) 6 6 6 6 6 6 5 3 -
17 +8/+3 +5 +5 +10 Specialization 6 6 6 6 6 6 6 4 -
18 +9/+4 +6 +6 +11 Bonus Feat 6 6 6 6 6 6 6 5 3
19 +9/+4 +6 +6 +11 Specialization 6 6 6 6 6 6 6 6 4
20 +10/+5 +6 +6 +12 Arcane Mastery 6 6 6 6 6 6 6 6 5

Abilities: Intelligence is the most important ability for a sorcerer, since it defines the level and number of spells he can cast and the difficulty to resist those spells. A high intelligence also grants him extra skill points. Charisma is a close second to Intelligence, as it determines the saving throw DCs of the sorcerer’s spells. Constitution and Dexterity are important for the sorcerer’s defense.

Hit Points per level: 2
Skill Points per Level: 2 + intelligence modifier
Class Skills: Arcana, Concentration, Craft, Expertise, Linguistics, Perception, and Religion.

Weapon and Armor Proficiency: Unless otherwise noted, sorcerers are proficient with simple weapons, but not with armor or shields. Normally, casting spells in armor imposes arcane spell failure. Some specializations, however, grant a sorcerer proficiency with martial weapons, armor, and shields, and the ability to cast spells in certain types of armor without arcane spell failure.

Spells: A sorcerer casts arcane spells which are drawn from the sorcerer spell list. He can cast any spell he knows without preparing it ahead of time. A sorcerer gains one spell known at each level, which must be chosen from his school of specialization, up to the highest level spells for which he has a listed number of spells per day. To cast a spell, a sorcerer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Intelligence score.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be a sorcerer spell of the chosen school of specialization. The spell must be at least one level lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Cantrips: A sorcerer may cast any number of cantrips (level 0 spells) he knows at will. A sorcerer knows 2 cantrips at first level, and gains an additional cantrip known each time he gains a new level of spells (4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th level). A sorcerer must have an Intelligence score of 10 or higher to cast cantrips, and the saving throw difficulty is 10 + the sorcerer's Charisma modifier. Cantrips cast with metamagic feats use up higher spell slots as normal. Cantrips may be chosen from any school of magic.

Specialization: At 1st level, the sorcerer chooses a school of magic in which to specialize. This determines the sorcerer’s bonus class skills, as well as which special abilities are granted at 1st level and every odd-numbered level thereafter. It also determines the school of magic from which his spell list is chosen.

Advanced Learning: At 4th level, and every 4 levels thereafter, the sorcerer learns one new sorcerer spell that may be from outside his chosen school, including Universal spells. This spell must be of a level no higher than the level indicated.

Bonus Feat: At 2nd level, and every 4 levels thereafter, the sorcerer gains a bonus feat chosen from the following list. The sorcerer must meet any prerequisites of the feat.
Augment Summoning, Eschew Materials, Extra Spell, Extra Slot, Greater Spell Focus, Greater Spell Penetration, Improved Counterspell, Improved Familiar, Obtain Familiar, Skill Focus (Arcana or Concentration), Spell Focus, Spell Penetration, or any Bloodline, Draconic, Item Creation, Metamagic, Reserve, or Spelltouched feat.

Arcane Mastery: At 20th level, the sorcerer gains a very powerful ability depending on his specialization.

Mastery of Counterspelling (Abjuration): The abjurer is able to counterspell as an immediate action, without having readied the counterspell effect. She may still ready an action to counterspell as normal, in which case she is able to counter two spells in the same round. In addition, the abjurer gains a bonus to dispel checks equal to her Intelligence bonus. This bonus does not stack with the bonus from Improved Dispelling.

Mastery of Worlds (Conjuration): The conjurer is able to request aid from more and more powerful creatures. When casting a spell from the Calling subschool that has a hit dice limit (such as Planar Binding or Gate), the hit dice limit is raised by 2 for each creature called. Therefore, Greater Planar Binding could be used to call a single creature of 20 HD, or two or three creatures of 11 HD each.

Mastery of Learning (9th) (Divination): The diviner gains an additional 9th-level sorcerer spell of any school, as per Advanced Learning.

Mastery of Thralls (Enchantment): The enchanter’s thrall gains one additional bonus hit die, increasing the current effective character level by one (to 12 total). The maximum effective character level is now equal to 2 + ½ the enchanter’s level (rounded down). In addition, the enchanter may gain a second thrall (through the same method as adopting a new thrall) of the same maximum effective character level. From this point forward, both thralls gain an additional hit die at each even-numbered enchanter level. Finally, the attitude of both thralls improves to fanatical.

Mastery of War (Evocation): When the evoker casts any spell altered by one or more of his metamagic feats, the total spell level increase of the spell is reduced by one. This decrease can never result in a spell level adjustment of less than 0. The spell level adjustment of all applied metamagic feats is added together before the reduction. For example, a spell altered with Still Spell, Silent Spell, and Quicken Spell would normally take up a slot 6 higher than normal. Using this ability, it takes up a slot only 5 higher than normal. This ability stacks with any other feat or class ability that reduces the spell level adjustment of metamagic feats, but can never reduce the adjustment below 0.

In addition, when the evoker makes a full attack, he gains an additional attack at his highest base attack bonus minus 10.

Mastery of Veils (Illusion): The illusionist treats the Still Spell and Silent Spell feats as if they had a +0 spell level adjustment, and can cast illusion spells as if he had the Eschew Materials feat even if he doesn’t. Furthermore, when the illusionist uses his Cloaked Casting ability, he automatically overcomes any target’s spell resistance. His Master of Shadows ability increases by another 10%.

Mastery of Death (Necromancy): The necromancer’s type changes to undead. He loses his Constitution score and his hit dice from sorcerer levels change to d12s. He becomes immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, critical hits, ability drain, nonlethal damage, fatigue and exhaustion, energy drain, and any other effect that requires a Fortitude save unless it can also affect objects, and is not subject to damage to his physical ability scores (Str, Dex, and Con). He no longer needs to breathe, eat, drink, or sleep (but can do so if he wishes). He uses his Charisma modifier for Concentration checks and abilities that depend on Constitution (such as saving throw DCs). He gains darkvision out to 60 feet. He is immediately destroyed if reduced to 0 hit points.

He is not affected by raise dead and reincarnate spells or abilities, but can be brought back to life by a resurrection or true resurrection spell. These spells turn undead creatures back into the living creatures they were before becoming undead.

The necromancer also gains the Great Cruelty ability of a cleric who channels negative energy.

Mastery of Forms (Transmutation): The transmuter gains the shapechanger subtype. He is immune to critical hits. Transmutation effects can still affect him, but he can resume his own form as a free action on his next turn. The transmuter does not take penalties to physical abilities for aging, and is not subject to magic aging, though any aging penalties he already had remain in place. Bonuses to mental abilities still accrue, and the transmuter still dies when his time is up.

The transmuter may now use his Assume Aspect abilities while in forms other than his natural one, such as while under the effect of a polymorph spell.


Specializations

Abjuration

Add Healing and Perception to the abjurer's list of class skills.

Abjurant Armor (Ex): The abjurer considers mage armor and greater mage armor to be abjuration spells. In addition, when the abjurer casts any spell that grants a bonus to armor class, the bonus is 1 point higher than normal. This bonus increases by 1 at fifth level and every five levels thereafter.

Retributive Strike (Ex): When struck in combat, the abjurer is able to respond in kind. As a full round action, the abjurer can make an attack against a creature that hit him and dealt damage within the last round. This attack gains a bonus to hit equal to the abjurer's Intelligence bonus, and deals bonus hit point damage equal to the abjurer's class level. At level 11, the abjurer may make this attack as a standard action.

Spell School Emulation (Ex): If an abjurer takes the Improved Counterspelling feat, she is able to emulate other schools of magic for the purpose of counterspelling. When she counterspells, an abjuration spell she expends is considered to be cast from the emulated school of magic in order to counterspell. She can emulate any school from which she knows a cantrip. To do so, she must make a caster level check equal to 11 + the caster level of the spell she is attempting to counterspell.

Urgent Shield (Sp): At 3rd level and above, an abjurer may create a temporary shield of force as an immediate action. The shield grants her total cover against one attack or targeted spell, as if she were taking cover behind a tower shield. She may use this ability a number of times per day equal to her Intelligence bonus. The equivalent spell level is equal to ½ her sorcerer level (minimum 1st) and the caster level is equal to her sorcerer level.

Shield Self (Sp): At 5th level, the abjurer can use a standard action to designate one creature within 10 feet per class level to share the damage she takes. As long as the subject creature remains within range, the abjurer takes only half damage from all effects that deal hit point damage, and the affected creature takes the rest. The effect ends immediately if the abjurer designates another creature or if either the abjurer or the subject dies. Any damage dealt to the abjurer after the effect ends is no longer split with the subject, but damage already split is not reassigned to the abjurer. Only one creature can be affected at a time with this ability. An unwilling target of this ability can attempt a Will save to negate the effect (DC = 10 + 1/2 the abjurer's class level + the abjurer's Charisma bonus). At level 15, the abjurer can use Shield Self as a swift action.

Dispelling Buffer (Ex): At 7th level and above, the abjurer’s spells are more difficult to dispel. The DC to dispel an abjurer’s spells increases by her Intelligence modifier. The abjurer can ignore this if she chooses to dispel her own spells.

Share Abjurations (Ex): At 9th level, the abjurer may share her abjuration spells that she casts on herself with a number of other creatures equal to her Intelligence bonus. These other creatures must all be within 5’ of the abjurer at the time of the casting, and the effect is dispelled from the additional creatures if they move beyond 5’ from the abjurer at any time. The spells are treated as if they were cast on the other creatures normally.

Improved Dispelling (Ex): At 11th level and above, the abjurer can expend an additional spell slot as a free action when casting dispel magic, gaining a bonus to his caster level check equal to the level of the spell expended. This ability also applies to greater dispel magic and Mordenkainen’s disjunction when the abjurer is able to cast them.

Spell Regeneration (Ex): At 13th level and above, the abjurer is able to reform her spells that have been dispelled. When one of her spells has been dispelled, she may spend a swift action to attempt to resume the effect by making a caster level check (DC = 11 + caster level of the dispelling effect). If multiple spells are dispelled, she must choose which one to resume. She must resume the effect within one round of the dispelling effect. The spell continues as if it were only momentarily suppressed.

Antimagic Buffer (Ex): At 17th level and above, if an abjurer casts antimagic field, any abjuration spells she has cast on herself remain active within her own field. For example, an abjurer under the effect of a mage armor spell that she has cast on herself is still affected by the spell when she casts antimagic field.

Any creatures currently sharing the effects from abjuration spells the abjurer has cast (from Share Abjurations) also benefit from this ability while in the abjurer’s antimagic field if the abjurer chooses. She may decide whether each creature so affected gains this benefit. An antimagic field otherwise functions the same as normal, including limiting casting while it is active.

In addition, the abjurer's magic items are protected from being ruined by disjunction. Any items that the abjurer carries or holds that are targeted by a disjunction effect instead have their effects suppressed for 1d4 rounds.

Personal Touch: At 19th level, the abjurer is able to grant her allies the benefits of even personal spells. Any abjuration spell with a range of Personal can instead be cast as a touch spell on a single target.

Conjuration

Add Craft and Religion to the conjurer's list of class skills.

Practiced Summoning (Ex): A conjurer may use Summon Monster spells as a standard action instead of one round. Creatures so summoned can take only a standard action or a move action in the round that they are summoned. Summons spells cast by a conjurer last 1 minute per level instead of 1 round per level. If a conjurer takes the Augment Summoning feat, the bonus listed applies to Dexterity as well as Strength and Constitution.

Summon Cohort (Sp): At 1st level, a summoner may summon one creature from the summon monster spell as a cohort. Contacting and creating a bond with this cohort requires a ritual that takes 24 hours. Thereafter, the creature can be summoned at will in a ritual that takes 1 minute to complete and provokes attacks of opportunity. Summoning this cohort does not use up a spell slot.

The creature summoned is the same one each time, and can not be of an opposed alignment to the summoner’s. Dispel magic does not affect the cohort; however dismissal and banishment affect it normally. The summoner may choose to replace his cohort with a new one, but must first dismiss his cohort and complete a new ritual taking 24 hours.

This cohort remains indefinitely until either killed or dismissed. The summoner can dismiss the creature at will as a standard action. The cohort is automatically helpful the summoner, obeying his commands. If the cohort is killed, it returns to its native plane, and can not be summoned again for one day. If it is dismissed, it can be summoned again at any time, but with the same hit points and conditions it had when it was dismissed. If the creature remains on its home plane for one full day, it returns at full hit points and with all debilitating conditions removed.

As the summoner increases in level, he can choose to summon creatures from higher level lists, replacing the cohort he had at earlier levels. He can summon a cohort from any summon monster spell a sorcerer of his level could normally choose as a spell known, though he need not actually know a summon monster spell.

Abrupt Jaunt (Sp): At 3rd level, the conjurer gains the ability to teleport up to 10 feet as an immediate action. He may bring up along objects up to his maximum load, but may not bring any other creatures (except his familiar, if he has one). He may use this ability a number of times per day equal to his Intelligence bonus. The equivalent spell level is equal to ½ his sorcerer level (minimum 1st) and the caster level is equal to his wizard level.

Shield Master (Ex): At 5th level, a summoner’s Planar Cohort can interfere with attacks against its master. As an immediate action, an adjacent Planar Cohort can interpose on an attack targeted against its master, taking all of the damage and effects of the attack itself.

Greater Summons (Ex): At 7th level, the conjurer’s summoned creatures gain a +2 bonus to all physical ability scores. This bonus stacks with the Improved Summoning feat, if he has it.

Summon Horde +1 (Ex): At 9th level, the conjurer is able to summon additional extraplanar help. When using any summon monster spell to summon multiple creatures from a lower-level summon monster list, he summons one more creature than normal.

Enhanced Summons (Ex): At 11th level, the conjurer's summons are particularly tough to dispel and dismiss. The conjurer adds his Charisma bonus, if any, to both the DC of the caster level check to dispel his summoned creatures and his summoned creatures' saving throws versus dismissal and banishment.

Accurate Teleportation (Ex): By 13th level, a conjurer is normally adept at avoiding mishaps while teleporting. When using a teleportation spell, the conjurer never risks taking damage from teleporting into solid wood or experiencing a mishap.

In addition, the conjurer is considered as having greater familiarity with an area than normal. His level of familiarity increases by one step, so "Viewed Once" is treated as "Seen Casually," "Seen Casually" is treated as "Studied Carefully," and "Studied Carefully is treated as "Very Familiar." When teleporting to a "Very Familiar" location, the conjurer always arrives on target. A conjurer teleporting to a "False Destination" still arrives at a similar area.

These benefits apply to all other targets affected by the teleportation spells.

Life Bond: At 15th level, the summoner and his Planar Cohort effectively share a single pool of hit points. Any amount of damage to the cohort can be immediately transferred to the summoner and vice versa. This does not require any action on the part of either summoner or cohort. In this way, a summoner may choose to take some damage dealt to the cohort in order to keep it around for longer, or to shift damage taken by the summoner to the cohort in order to keep himself alive. This ability only works while the cohort is summoned.

Mighty Summons (Ex): At 17th level, the conjurer's summoned creatures gain a further +2 bonus to all physical ability scores. This bonus stacks with those from Augment Summoning and Greater Summons.

Summon Horde x2 (Ex): At 19th level, the conjurer summons double the number of creatures when using summon monster to summon from a lower-level list (roll twice and add the totals). This replaces the benefit gained at 9th level.

Divination

Add Perception and any one other skill to the diviner's list of class skills.

Diviner Bonus Feats: When selecting a bonus feat at levels 2, 6, 10, 14, or 18, the diviner is not limited to the standard sorcerer bonus feat list. She may choose any feat for which she qualifies.

Diviner Lore (Ex): The diviner has a wealth of knowledge about legends and obscure topics, just as a bard does. She may make a special knowledge check with a bonus equal to her sorcerer level + her Intelligence modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (If the diviner has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check.)

A successful diviner lore check will not reveal the powers of a magic item but may give a hint as to its general function. A diviner may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Prescience (Ex): Once per encounter as a free action, a diviner can reroll one failed d20 roll (ability check, caster level check, attack roll, skill check, or similar). The diviner gains a bonus on this reroll equal to her Wisdom modifier.

Glimpse Peril (Sp): At 3rd level, the diviner gets brief flashes of insight from seconds in the future. As an immediate action, she may add an insight bonus equal to her Wisdom bonus to all saving throws and armor class (including touch and flat-footed). This bonus applies to the next attack made against her, or to the next saving throw she makes, before the end of her next turn. She may use this ability a number of times per day equal to her Intelligence bonus.

Evasion (Ex): A diviner can avoid even magical and unusual attacks with great agility. Starting at 5th level, if she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the diviner is unarmored. A helpless diviner does not gain the benefit of evasion.

Twist Fate (Sp): At 7th level, the diviner learns to predict and alter the success of her actions. The diviner can choose to undo a single standard, move, swift, or immediate action. After she learns the consequences of an action, including success or failure or any and all checks involved in the action, damage dealt on attacks, triggering readied actions or attacks of opportunity, setting off traps, and so on, she may decide that the action was only a premonition, and did not actually take place. She makes this decision before taking another action or ending her turn.

All consequences of the action are undone, returning all affected to the state before the action was taken. Spells, items, or other consumables are unexpended, any damage dealt is healed (even if it caused the death of a character), penalties or bonuses incurred are negated, status conditions applied are removed, creatures that moved are returned to their prior position, any changes to the landscape are undone, and so on. The only thing that changes is that the diviner loses the use of this ability for the present encounter.

Once she has used this ability, she can take another action in place of the one undone, or she may attempt the same action again, rerolling any dice necessary. She can apply special abilities that she did not use on the undone action. Use of this ability takes no time.

Uncanny Dodge (Ex): A diviner can react to danger before her senses would normally allow her to do so. Starting at 9th level, she cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. If a diviner already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Improved Twist Fate (Sp): At 11th level, the diviner’s ability to adjust her actions improves. Instead of undoing a single action, she can now undo her entire turn, taking all actions on that turn again. This ability otherwise functions as Twist of Fate.

Improved Evasion (Ex): At 13th level, a diviner’s Evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but now she only takes half damage on a failed save. A helpless diviner does not gain the benefit of Improved Evasion.

Greater Twist Fate (Ex): At 15th level, the diviner’s ability to twist fate reaches its peak. In addition to changing her own actions, the diviner may apply this ability on behalf of another creature, whether ally or enemy. This ability otherwise works as Twist of Fate.

Improved Uncanny Dodge (Ex): At 17th level, a diviner can no longer be flanked. This defense denies a rogue the ability to sneak attack the diviner by flanking her, unless the attacker has at least four more rogue levels than the target does sorcerer levels. If a character has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Foresight (Ex): At 19th level, a diviner gains a powerful sixth sense, as if the subject of a continuous foresight spell. She is never surprised or flat-footed, and gains a +2 insight bonus to AC and Reflex saves. In addition, the diviner always gets a surprise round in which to act.

Enchantment

Add Performance and Persuasion to the enchanter’s list of class skills.

Mind Darts (Sp): The enchanter is adept at using her mental influence to disrupt her enemies. As a standard action, she can fire a mental dart as a ranged touch attack. This dart deals 1d4 points of damage per 2 levels (minimum 1d4). When her base attack bonus grants her more than one attack, she can use this ability as a full round action to make as many attacks as her base attack bonus allows. The darts appear translucent, and are fired from her forehead.

Thrall: The enchanter begins play with the service of a creature that has been charmed into his service. This creature can be of any humanoid race with no level adjustment. At first level, this creature has hit points equal to two plus the thrall’s Constitution modifier, +0 BAB, +0 for all base saves, no skill ranks, no special abilities, and no armor or weapon proficiencies. The thrall has ability scores of 15, 14, 13, 12, 10, and 8, arranged in any order chosen by the enchanter. The thrall is considered to have half a hit die.

As the enchanter gains levels, so does her thrall. At 2nd level, the thrall gains its first class level, replacing the half hit die with its first full hit die. It gains all the abilities according to its chosen class and feats according to its effective character level as normal. The thrall gains an additional level when the enchanter gains level 4 and every 2 enchanter levels thereafter. A thrall may not have thralls of its own, nor cohorts, familiars, followers, or the like.

The enchanter can choose to release the thrall from her service at any time. The thrall’s attitude returns to its former level (her original thrall was formerly neutral). She may choose to adopt a new thrall once her original is released, or if it dies. The enchanter can have only one thrall at a time. To adopt a new thrall, the enchanter must first successfully affect a creature with a charm effect. During the duration of this charm effect, the enchanter can force a second saving throw to cause the affected creature to become her thrall. The target of this ability can have an effective character level of no more than half the enchanter’s level and an Intelligence score of no less than 3.

A thrall has a “helpful” attitude toward the enchanter, travels with her on her adventures, and will obey her commands to the best of his ability, but will not do anything obviously suicidal or against its alignment or basic character (such as hurting other friends). The enchanter can force the thrall to act against its alignment or character with an opposed Charisma check. The effect of creating a thrall is not subject to dispelling, but can be removed with break enchantment.

Instant Daze (Sp): Starting at 3rd level, an enchanter may render an enemy dazed as an immediate action in response to being targeted by an attack or spell. The target receives a will saving throw with a DC equal to 10 + ½ sorcerer level + Charisma modifier. Failure renders the target dazed until the end of the enchanter’s next turn. The enchanter must be adjacent to the target or within its threatened area. The enchanter may use this ability a number of times per day equal to her Intelligence bonus.

Pressured Enchantment (Ex): At 5th level, targets of the enchanter’s charm spells no longer gain a bonus to saving throws due to being currently threatened or attacked by the enchanter or her allies.

Practiced Enchanter (Ex): The enchanter is so intimately familiar with spells that affect the mind that she learns to guard herself against them. Starting at 7th level, whenever an enchanter would roll a saving throw against a mind-affecting spell or effect, she rolls twice and uses the better of the two values.

Piercing Enchantment (Ex): At 9th level, the enchanter becomes so adept at influencing other minds that she becomes able to affect those normally immune. If a target of an enchanter’s mind-affecting spell has immunity to such a spell normally (such as through mind blank, creature type, or class ability), she still has a chance of affecting it. The target makes a saving throw as normal, but gains a +5 bonus.

Improved Thrall: At 11th level, the enchanter’s thrall gains a bonus hit dice. The thrall continues to gain an additional hit die at each even-numbered level, and the maximum effective character level for her thrall is now equal to ½ her level (rounded down) plus one.

Punishing Enchantment (Ex): At 13th level and above, the enchanter learns to affect even those who resist their spells. When an enchanter casts a mind-affecting spell that is negated on a successful save, it instead leaves the target mentally dazzled, imposing a -1 penalty on its d20 rolls for 1 round.

Pushy Enchantment (Ex): At 15th level, subjects of the enchanter’s compulsion spells no longer gain a bonus to saving throws due to being forced to take an action against their natures. In addition, no Charisma check is required to force targets who have been charmed to act against their natures.

Persistent Enchantment (Ex): Starting at 17th level, any creature that successfully saves against an enchantment spell must save again 1 round later (as if you had cast the spell again) with a +5 bonus.

Penetrating Enchantment (Ex): By 19th level, the enchanter is so adept at influencing other minds that those normally immune to mind-affecting spells no longer gain the bonus to the saving throw from Piercing Enchantment.

Evocation

Add Intimidation and Tactics to the evoker’s list of class skills.

Arcane Channeling (Su): The evoker can use a swift action to infuse a melee attack with a spell he knows and deliver the spell through a weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less, and must normally affect a creature or creatures other than yourself (no personal range spells, for example). The next melee attack the evoker makes in this round causes the spell to discharge. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. The spell is resolved normally with the exception that it only affects the target of the attack. For example, an arcane channeled fireball would deal damage only to the creature hit by the attack, and would deal half damage on a successful reflex save. The spell uses up a spell slot as normal. If the attack misses, or if no attack is made during this turn, the spell is lost with no effect.

At 11th level, the evoker’s arcane channeled spells affect all melee attacks he makes this round, not just one. Each creature hit in melee by the evoker is affected by the spell. Doing so discharges the spell at the end of the round. A single creature can be affected no more than once per channeling.

In addition, if an evoker makes a successful melee attack roll against a creature, he receives a +1 bonus to overcome that creature’s spell resistance for the remainder of the encounter. This bonus increases by 1 at 5th level and every 5 levels thereafter.

Energy Affinity (Ex): At 1st level, the evoker chooses one energy type (acid, cold, electricity, fire, or sonic). This choice affects several of the evoker’s class abilities. Beginning at 1st level, the evoker gains energy resistance equal to his class level for the chosen type. The evoker may change his chosen energy type each time he gains the Specialization class feature.

Whenever an evoker casts a spell (including spells cast from magic items) that deals hit point damage, he deals bonus damage of the chosen energy type equal to his Charisma bonus plus his level. For instance, if a 1st-level evoker with 17 Charisma and Energy Affinity (fire) casts magic missile, he deals 1d4+1 points of force damage, plus 4 points of fire damage. At 8th level, the evoker would deal 11 points of bonus fire damage. The bonus from the Energy Affinity special ability applies only to evocation spells that he gains from this class.

Bonus damage dealt by a spell enhanced with Energy Affinity applies to each creature affected each time damage is rolled. For instance, a fireball deals the extra damage to all creatures in the area it affects, and a magic missile deals the extra damage on each missile. If a spell deals damage for more than 1 round, it deals this extra damage in each round.

Martial Mage (light armor): An evoker is proficient with all martial weapons. An evoker’s list of bonus feats includes Fighter bonus feats as well as the standard sorcerer list. The evoker gains a +1 bonus to all attack rolls. An evoker is proficient with light armor, and can ignore arcane spell failure of these items when casting spells.

Counter Fire (Sp): At 3rd level and above, when a visible enemy within 60 feet targets you with an attack or spell, you can respond with a glowing arrow of energy as an immediate action. This requires a ranged touch attack to hit and deals 1d6 points of damage per two class levels (minimum 1d6). The damage is of the type chosen for Energy Affinity. An evoker may use this ability a number of times per day equal to his Intelligence bonus.

Overcome Resistance (Ex): At 5th level and above, the evoker can overcome resistance to energy when casting an evocation spell. As a free action that must be declared before the spell is cast, the evoker can choose to treat every creature affected by the spell as if its resistance to the spell's energy type was 5 points lower, to a minimum of 0. This lowered resistance applies only to this spell; other effects with the same energy descriptor must get through the creature's normal resistance. The Overcome Resistance ability does not give the affected spell any ability to affect creatures with immunity to the spell's energy type, nor does the affected spell have any additional effect on creatures that do not have resistance to energy. An evoker may use this ability one time per day for every 5 levels, and the amount increases by 5 points for every 5 levels (twice a day for 10 points at level 10, three times a day for 15 points at level 15, and four times a day for 20 points at level 20).

Martial Mage (light shields): At 7th level, the evoker gains proficiency with light shields and bucklers, and suffers no chance of arcane spell failure for using them when casting spells. His bonus to attack rolls increases to +2.

Sudden Metamagic (Ex): At 9th level, the evoker may apply the effect of any metamagic feat he knows to an evocation spell without increasing the effective level of the spell. The metamagic feat must have a spell level adjustment no greater than the evoker’s Charisma modifier. At 9th level, the evoker can reduce the adjusted level of one spell per day, and gains an additional use every three levels thereafter. Each use affects a single metamagic feat, so an Empowered Maximized fireball would expend two daily uses of this ability.

Martial Mage (medium armor): At 11th level, the evoker gains proficiency with medium armor, and suffers no chance of arcane spell failure for using them when casting spells. His bonus to attack rolls increases to +3.

Sustained Evocation (Ex): At 13th level, the evoker’s spells remain effective for longer than normal. Any creature that fails its save against one of the evoker’s evocation spells must make another save on each subsequent round or take the additional damage from his Energy Affinity. Once the target makes a successful save, this effect ends. The evoker can suppress or activate this ability as a free action each time he casts a spell.

Martial Mage (heavy shields): At 15th level, the evoker gains proficiency with heavy shields (except tower shields), and suffers no chance of arcane spell failure for using them when casting spells. His bonus to attack rolls increases to +4.

Enhanced Metamagic (Ex): At 17th level, the evoker can use his metamagic feats to greater effect. When a metamagic feat the evoker uses adjusts a spell’s effect by a multiple or a flat number, this number is increased by half. For example, Extend Spell would cause a spell to have its duration increased 150% instead of 100%, and Empower Spell would increase the variable numeric effects of a spell by 75% instead of 50%. This does not cause any further increase to the spell’s level.

Martial Mage (heavy armor): At 19th level, the evoker gains proficiency with heavy armor and tower shields, and suffers no chance of arcane spell failure for using them when casting spells. His bonus to attack rolls increases to +5.

Illusion

Add Deception and Stealth to the illusionist’s list of class skills.

Cloaked Casting (Ex): When an illusionist casts a spell against a target who would be denied his Dexterity bonus to AC, the spell’s saving throw DC is increased by 1, and the illusionist gains a +1 bonus on rolls to overcome the target’s spell resistance. This bonus increases by 1 at level 5 and every 5 levels thereafter. An illusionist can use the casting of a spell to feint in melee as if wielding a weapon.

Shadow Servant (Sp): An illusionist can summon a shadowy translucent, quasi-real illusory duplicate of himself. This duplicate can perform any task as per the unseen servant spell, and has the same statistics except as noted here. The illusory servant lasts until it is dispelled, destroyed, or moves outside the range of an unseen servant spell. The illusionist can summon it again, and it appears with no damage or other ill effects. The illusionist can summon or dismiss the servant as a standard action. The servant is obviously illusory, requiring no saving throw to recognize this. While the shadow servant is summoned, the illusionist casts no shadow.

Brief Figment (Sp): At 3rd level and above, an illusionist can summon his shadow servant to his current space as an immediate action. The duplicate appears in the same square as the illusionist. If the shadow servant was already summoned, it disappears from its current location and appears in the same space as the illusionist. Any attack targeting the illusionist (including the one that triggered the use of this ability) has a 50% chance of hitting the figment instead. The image is dismissed when struck or until the start of your next turn. You may use this ability a number of times per day equal to your Intelligence bonus.

Chains of Disbelief (Ex): At 5th level and above, even if a viewer disbelieves an illusion created by an illusionist and communicates the details of the illusion to other creatures, those other creatures do not receive the normal +4 bonus on their saving throws to disbelieve the illusion. Furthermore, even when presented with incontrovertible proof that the illusion isn't real, creatures must still succeed on a Will saving throw to see objects or creatures that the illusion obscures, although they get a +10 bonus on the saving throw.

Practiced Feint (Ex): At 7th level and higher, the illusionist can feint as a move action (or a swift action if he also has the Improved Feint feat).

Improved Shadow Servant (Sp): At 9th level and above, the shadow servant is able to perform more tasks than before. It is now able to threaten enemies in order to provide flanking benefits and can make an attack to use the Aid Another action, as if it had a natural attack with 5’ of reach. Its base attack bonus and Strength score increase to one-half the illusionist’s base attack bonus, rounded down (with a minimum Strength score of 2). The servant’s attacks deal no damage.

No Delusions (Ex): At 11th level, an illusionist has such complete mastery of illusion spells that he no longer needs to interact with them to merit a saving throw. If he can see or otherwise witness the illusory effect, he can attempt a save.

Master of Shadows (Ex): At 13th level and above, an illusionist’s shadow spells are more potent than normal. Any Shadow subschool spell that expresses a partial effect as a percentage or fraction (such as 20%, one-fifth, half, etc) has the percentage adjusted by 10% up or down, whichever is more beneficial to you. For example, Shadow Conjuration and Shadow Evocation have a 30% effect on a successful Will save instead of 20%. Shadow subschool spells that create creatures or items, such as Simulacrum, have 10% more hit points than normal, and Shadow subschool spells that grant concealment or total concealment increase the miss chance by 10%. This ability never increases the effect of the spell to over 100% or decreases it to under 0%.

Dismiss Proof (Ex): At 15th level and above, creatures no longer gains a +10 bonus to disbelieve an illusionist’s spells even when presented with proof that an illusion isn’t real. Additionally, if a creature succeeds on a saving throw to disbelieve an illusionist’s spell and afterwards interacts with the spell again, it must make another successful saving throw to disbelieve.

Hide in Plain Sight (Ex): At 17th level and above, the illusionist no longer requires cover or concealment to make a Stealth check to hide.

Greater Shadow Servant (Sp): The illusionist’s shadow servant improves dramatically. It is a much closer facsimile of the illusionist, requiring a Will save (DC = 10 + ½ the illusionist’s level + the illusionist’s Charisma modifier) to recognize that it is not the real thing after interacting with it. This does not affect the servant’s ability to attack or otherwise interact with other creatures or objects.

The illusionist can now control the servant as a free action, and communicate with it telepathically. The illusionist can see and hear through its eyes and ears, but becomes unable to see through his own, becoming blinded and deafened. Switching back and forth is a swift action.

The shadow servant’s ability scores, base attack bonus, hit points, base saves, and attack bonus equal that of the illusionist, but does not include bonuses from equipment, spells, or other special circumstances. It gains a touch attack that deals 1d6 Strength damage. It is able to pick up, wear, and use equipment, but has none when manifested.

Any illusion spell (other than personal range spells) that the illusionist can cast can originate from the shadow servant instead of himself, but doing so counts as the type of action needed to cast the spell for both the illusionist and servant.

Necromancy

Add Intimidation and Religion to the necromancer’s list of class skills.

Damage Reduction: A necromancer has damage reduction equal to half his class level, minimum DR 1/-.

Channel Negative Energy: A necromancer can Channel Energy as a cleric of his level, but does not need a holy symbol through which to channel it. Necromancers can only channel negative energy, regardless of alignment. In addition, a necromancer automatically gains the Rebuke Undead Cruelty.

Skeletal Minion: A necromancer begins play at 1st level with a level 1 human warrior skeleton under his control as if commanded by his Rebuke Undead ability. He can give it instructions as a free action by speaking. This skeleton counts against the necromancer’s total hit dice that he can control. If destroyed or dismissed, he can create a new one in a ritual taking one minute and the required components (a human corpse).

Cursed Glance: At 3rd level and above, you may respond to an attack with a curse. When a visible enemy within 60 feet targets you with an attack or spell, you can use an immediate action to force the enemy to make a Will save (DC 10 + ½ your class level + your Charisma bonus) or lose that action.

Mental Resistance: At 5th level, the necromancer gains a +2 bonus on saves made to resist fear, sleep, stun, paralysis, poison, or disease.

Undead Mastery: When a necromancer of 7th level or above uses the animate dead spell to create undead, she can control 4 + her Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell). Similarly, when a necromancer casts the control undead spell, the spell targets up to (2 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell. In addition, undead created or summoned by a necromancer gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per hit die.

Negative Energy Resistance: Beginning at 9th level, the necromancer gains a +2 bonus on saving throws made to resist ability damage, ability drain, death effects, energy drain, and negative energy effects.

Cruelty: At 11th level, the necromancer learns one additional Cruelty as a cleric of his level.

Light Fortification: At 13th level and above, the necromancer has a 25% chance to ignore extra damage from critical hits and precision damage such as sneak attacks.

Improved Resistance: At 15th level, the necromancer’s bonus on saves made to resist sleep, stun, paralysis, poison, or disease increases to +4, as do his saves to resist ability damage, ability drain, death effects, energy drain, and negative energy effects.

Moderate Fortification: At 17th level and above, the necromancer has a 50% chance to ignore extra damage from critical hits and precision damage such as sneak attacks. This replaces Light Fortification.

Cruelty: At 19th level, the necromancer learns one additional Cruelty as a cleric of his level.

Transmutation

Add Acrobatics and Athletics to the transmuter’s list of class skills.

Assume Aspect (least) (Su): Beginning at 1st level, the transmuter is able to assume an aspect of another creature. These aspects can only be assumed in the transmuter’s natural form.

At 1st level, the transmuter can assume one aspect chosen from the eidolon’s list of 1-point evolutions. As the transmuter gains levels, he becomes able to assume more aspects chosen from higher-order lists. Each aspect requires a standard action to assume and lasts until dismissed as a swift action. The transmuter can dismiss multiple aspects with the same swift action. The transmuter treats his sorcerer level as his summoner level and eidolon hit dice for the purpose of meeting evolution requirements. This otherwise works as the metamorph Evolution Surge ability.

Morphmagus (Su): A transmuter may change his own minor physical features at will. For example, he might change his hair colour, the length of his beard, add a scar, lighten or darken his skin, and so on. These changes persist until the transmuter chooses to change them or becomes unconscious. The changes are not significant enough to merit any mechanical benefit (he is always recognizable).

Natural Spell: The transmuter qualifies for the Natural Spell feat as if he had the Wild Shape class feature, but only benefits from this ability when casting transmutation spells.

Sudden Shift (Sp): At 3rd level and above, the transmuter can move up to his speed in any movement mode he has available as an immediate action. This ability can be used a number of times per day equal to his Intelligence bonus.

Assume Aspect (lesser) (Su): At 5th level and higher, the transmuter can assume aspects as if he had 2 evolution points instead of 1, so he could assume two 1-point evolutions or a single 2-point evolution.

Transmute Spell (Ex): At 7th level and higher, the transmuter can alter the way his spells work. Once per encounter, he may cast one spell he knows from any school other than transmutation as if it were a transmutation spell. Any feats or abilities he has that affect transmutation spells (such as spell focus) affect the transmuted spell as if it were from the transmutation school. Casting a transmuted spell uses a greater than normal action as if it were affected by a metamagic feat.

Assume Aspect (moderate): At 9th level and higher, the transmuter can assume aspects as if he had 3 evolution points.

Transform Spell (Ex): A transmuter of 11th level or higher may enter a meditative state to rearrange his mind, preparing a single casting of one spell he knows into another spell that he does not know. The chosen spell must be of the same school and level as the one transformed. After meditating, one of his daily spell slots of that level is lost, but he gains a single spell slot of that level with which he can only cast the chosen spell. Any metamagic feats he wishes to apply must be done so in advance, applying the spell level adjustment against the spell slot sacrificed. Preparing a transformed spell requires 1 minute per level of the spell slot.

Assume Aspect (greater): At 13th level and higher, the transmuter can assume aspects as if he had 4 evolution points.

Resistant Transmutation (Ex): At 15th level and higher, when a transmuter’s transmutation spell is successfully dispelled, it remains in effect for 1 round and then ends as normal for dispelling. If a creature is responsible for the dispelling effect, it knows that the spell has been dispelled but is functioning for another round.

Assume Aspect (ultimate): At 17th level and higher, the transmuter can assume aspects as if he had 5 evolution points.

Reflexive Change (Ex): At 19th level and higher, a transmuter can adopt an aspect of another form as an immediate action. Using this ability allows him to dismiss any number of currently held aspects and assume a single aspect. For example, the transmuter might use Assume Aspect to gain fire resistance in response to falling into a lake of lava. By performing a reflexive change, the transmuter gives up his next turn of actions.

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