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T3 Characters Patch

Feb 17th, 2020
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  92.  
  93.         <H1 CHAPNUM="3">Classes</H1>
  94.     <P>Adventurers seek gold, glory, justice, fame, power, knowledge, or other goals — perhaps noble or perhaps base. Each chooses a different path to those goals, from brutal combat power, to mighty magic, to subtle skills. Some adventurers prevail and grow in experience, wealth, and power. Others die.</P>
  95.     <P>Your character's class is their profession or vocation. It determines what they're able to do: combat prowess, magical ability, skills, and more. Class is probably the first choice you make about your character — just ahead of race, or perhaps in conjunction with that decision. The class you choose determines where you should best place your character's ability scores and suggests which races are best to support that class choice.</P>
  96.  
  97.         <H3>The Classes</H3>
  98.     <P>The classes, in the order they're presented in this chapter, are as follows:</P>
  99.     <P><B>Bard</B>: A performer whose music works magic — a wanderer, a taleteller, and a jack-of-all trades.
  100.     <P><B>Berserker</B>: A ferocious warrior who uses fury and instinct to bring down foes.
  101.     <P><B>Cleric</B>: A master of divine magic and a capable warrior as well.
  102.     <P><B>Druid</B>: One who draws energy from the natural world to cast divine spells and gain strange magical powers.
  103.     <P><B>Fighter</B>: A warrior with exceptional combat capability and unequaled skill with weapons.
  104.     <P><B>Hedge Wizard</B>: A potent spellcaster schooled in the arcane arts.
  105.     <P><B>Monk</B>: A martial artist whose unarmed strikes hit fast and hard — a master of exotic powers.
  106.     <P><B>Paladin</B>: A champion of justice and destroyer of evil, protected and strengthened by an array of divine powers.
  107.     <P><B>Ranger</B>: A cunning, skilled warrior of the wilderness.
  108.     <P><B>Rogue</B>: A tricky, skillful scout and spy who wins the battle by stealth rather than brute force.
  109.     <P><B>Sorcerous Scion</B>: A spellcaster with inborn magical ability.
  110.  
  111.         <H4>The Multiclass Character</H4>
  112.     <P>As your character advances in level, they may add new classes. Adding a new class gives the character a broader range of abilities, but all advancement in the new class is at the expense of advancement in the character's other class or classes. A hedge wizard, for example, might become a combination hedge wizard/fighter. Adding the fighter class would give her proficiency in more weapons, better Fortitude saving throws, and so on, but it would also mean that she doesn't gain new hedge wizard abilities when she adds this second class and thus is not as powerful a hedge wizard as she otherwise would've become if she'd chosen to continue advancing as a hedge wizard. Rules for creating and advancing multiclass characters can be found before the class descriptions.</P>
  113.  
  114.         <H3>Class And Level Boni</H3>
  115. <TABLE XPad½T TextCenter BorderT3T L STYLE="margin-right: 1em; ">
  116. <CAPTION>Table 3-1: Base Saves And BAB</CAPTION>
  117. <THEAD>
  118. <TR><TH ROWSPAN="2">Class<BR>Level<TH COLSPAN="2">Base<BR>Save:<TH COLSPAN="3">BAB<BR>Factor:
  119. <TR><TH>High<TH>Low<TH>1<TH>¾<TH>½
  120. </THEAD>
  121. <TBODY>
  122. <TR><TH>1st<TD>+2<TD>+0<TD>+1<TD>+0<TD>+0
  123. <TR><TH>2nd<TD>+3<TD>+0<TD>+2<TD>+1<TD>+1
  124. <TR><TH>3rd<TD>+3<TD>+1<TD>+3<TD>+2<TD>+1
  125. <TR><TH>4th<TD>+4<TD>+1<TD>+4<TD>+3<TD>+2
  126. <TR><TH>5th<TD>+4<TD>+1<TD>+5<TD>+3<TD>+2
  127. <TR><TH>6th<TD>+5<TD>+2<TD>+6<TD>+4<TD>+3
  128. <TR><TH>7th<TD>+5<TD>+2<TD>+7<TD>+5<TD>+3
  129. <TR><TH>8th<TD>+6<TD>+2<TD>+8<TD>+6<TD>+4
  130. <TR><TH>9th<TD>+6<TD>+3<TD>+9<TD>+6<TD>+4
  131. <TR><TH>10th<TD>+7<TD>+3<TD>+10<TD>+7<TD>+5
  132. <TR><TH>11th<TD>+7<TD>+3<TD>+11<TD>+8<TD>+5
  133. <TR><TH>12th<TD>+8<TD>+4<TD>+12<TD>+9<TD>+6
  134. <TR><TH>13th<TD>+8<TD>+4<TD>+13<TD>+9<TD>+6
  135. <TR><TH>14th<TD>+9<TD>+4<TD>+14<TD>+10<TD>+7
  136. <TR><TH>15th<TD>+9<TD>+5<TD>+15<TD>+11<TD>+7
  137. <TR><TH>16th<TD>+10<TD>+5<TD>+16<TD>+12<TD>+8
  138. <TR><TH>17th<TD>+10<TD>+5<TD>+17<TD>+12<TD>+8
  139. <TR><TH>18th<TD>+11<TD>+6<TD>+18<TD>+13<TD>+9
  140. <TR><TH>19th<TD>+11<TD>+6<TD>+19<TD>+14<TD>+9
  141. <TR><TH>20th<TD>+12<TD>+6<TD>+20<TD>+15<TD>+10
  142. </TBODY>
  143. </TABLE>
  144. <TABLE XPad½T TextCenter BorderT3T R STYLE="margin-left: 1em; ">
  145. <CAPTION>Table 3-2: BAB And Iterative Attacks</CAPTION>
  146. <THEAD>
  147. <TR><TH>BAB<TH>First<BR>Attack<TH>Second<BR>Attack<TH>Third<BR>Attack<TH>Fourth<BR>Attack
  148. </THEAD>
  149. <TBODY>
  150. <TR><TD>+0<TD>+0<TD>——<TD>——<TD>——
  151. <TR><TD>+1<TD>+1<TD>——<TD>——<TD>——
  152. <TR><TD>+2<TD>+2<TD>——<TD>——<TD>——
  153. <TR><TD>+3<TD>+3<TD>——<TD>——<TD>——
  154. <TR><TD>+4<TD>+4<TD>——<TD>——<TD>——
  155. <TR><TD>+5<TD>+5<TD>——<TD>——<TD>——
  156. <TR><TD>+6<TD>+6<TD>+1<TD>——<TD>——
  157. <TR><TD>+7<TD>+7<TD>+2<TD>——<TD>——
  158. <TR><TD>+8<TD>+8<TD>+3<TD>——<TD>——
  159. <TR><TD>+9<TD>+9<TD>+4<TD>——<TD>——
  160. <TR><TD>+10<TD>+10<TD>+5<TD>——<TD>——
  161. <TR><TD>+11<TD>+11<TD>+6<TD>+1<TD>——
  162. <TR><TD>+12<TD>+12<TD>+7<TD>+2<TD>——
  163. <TR><TD>+13<TD>+13<TD>+8<TD>+3<TD>——
  164. <TR><TD>+14<TD>+14<TD>+9<TD>+4<TD>——
  165. <TR><TD>+15<TD>+15<TD>+10<TD>+5<TD>——
  166. <TR><TD>+16<TD>+16<TD>+11<TD>+6<TD>+1
  167. <TR><TD>+17<TD>+17<TD>+12<TD>+7<TD>+2
  168. <TR><TD>+18<TD>+18<TD>+13<TD>+8<TD>+3
  169. <TR><TD>+19<TD>+19<TD>+14<TD>+9<TD>+4
  170. <TR><TD>+20<TD>+20<TD>+15<TD>+10<TD>+5
  171. </TBODY>
  172. </TABLE>
  173.     <P>An attack roll, saving throw, or skill check is a combination of three numbers, each representing a different factor: a random factor(the number you roll on a d20), a number representing the character's innate abilities(the ability modifier), and a bonus representing the character's experience and training. This third factor depends, either directly or indirectly, on the character's class and level. Table 3-1: Base Saves And BAB(to the left) summarizes the figures for this third factor when it applies to base save boni and base attack boni.</P>
  174.     <P><B>Base Save</B>: The numbers given in these columns on Table 3-1 apply to saving throws. Whether a character uses the first(High) bonus or the second(Low) bonus depends on their class and the type of saving throw being attempted. For example, fighters get the lower bonus on Reflex and Will saves and the higher bonus on Fortitude saves, while rogues get the lower bonus on Fortitude and Will saves and the higher bonus on Reflex saves. Monks are good at all three types of saving throws. See each class's description to find out which bonus applies to which category of saves. If a character has more than one class(see the Multiclass Characters section), each base save bonus for each class is cumulative.</P>
  175.     <P>Base Attack Bonus(<B>BAB</B>)<B> Factor</B>: On an attack roll, apply the bonus from the appropriate column on Table 3-1 according to the character's class. Whether a character uses the first(1) BAB, second(¾) BAB, or third(½) BAB depends on their class. Berserkers, fighters, paladins, and rangers have a BAB factor of 1, so they use the first BAB column. Clerics, druids, monks, and rogues have a BAB factor of ¾, so they use the second column. Sorcerous scions and hedge wizards have a BAB factor of ½, so they use the third column. If a character has more than one class(see the Multiclass Characters section), the BAB for each class is cumulative.</P>
  176.     <P>A high BAB can also grant a character additional attacks, in accordance with Table 3-2: BAB And Iterative Attacks. BAB from multiple classes are combined for this purpose. For example, an 8th-level fighter/7th-level rogue has a BAB of +12, giving them three attacks in a full attack: one at +12, one at +7, and one at +2. This is compactly written with slashes, "+12/+7/+2" in this case. Any other modifiers on attack rolls apply to all these attacks normally, but do not grant extra attacks. Note that a character can use their attacks in any order; the first attack is "first" simply for having the first-best bonus, and so on.</P>
  177.     <P>For example, when Lidda the halfling rogue is 2nd level, she has a BAB of +1. With a thrown weapon, she adds her Dexterity bonus(+3), her size bonus(+1), and a racial bonus(+1) for a total of +6. Even though a +6 base attack bonus would grant an additional attack at +1, raising that number to +6 via ability, racial, size, weapon, or other boni doesn't grant Lidda an additional attack.</P>
  178.  
  179.         <H3 STYLE="clear: both; ">Character Level Benefits</H3>
  180. <TABLE XPad½T TextCenter BorderT3T R STYLE="margin-left: 1em; ">
  181. <CAPTION>Table 3-3: Character Level Benefits</CAPTION>
  182. <THEAD>
  183. <TR><TH ROWSPAN="2">Char<BR>Level<TH ROWSPAN="2">XP<TH COLSPAN="2"><BR>Skill Max Ranks:<TH ROWSPAN="2">Char<BR>Feat<TH ROWSPAN="2">Total<BR>Char<BR>Feats<TH ROWSPAN="2">Ability<BR>Boost<TH ROWSPAN="2">Total<BR>Ability<BR>Boosts
  184. <TR><TH>Class<TH>Cross-Class
  185. </THEAD>
  186. <TBODY>
  187. <TR><TH>1st<TD STYLE="text-align: right; ">0<TD>4<TD>2<TD>1st<TD>1<TD>——<TD>0
  188. <TR><TH>2nd<TD STYLE="text-align: right; ">1,000<TD>5<TD><TD>——<TD>1<TD>——<TD>0
  189. <TR><TH>3rd<TD STYLE="text-align: right; ">3,000<TD>6<TD>3<TD>2nd<TD>2<TD>——<TD>0
  190. <TR><TH>4th<TD STYLE="text-align: right; ">6,000<TD>7<TD><TD>——<TD>2<TD>1st<TD>1
  191. <TR><TH>5th<TD STYLE="text-align: right; ">10,000<TD>8<TD>4<TD>——<TD>2<TD>——<TD>1
  192. <TR><TH>6th<TD STYLE="text-align: right; ">15,000<TD>9<TD><TD>3rd<TD>3<TD>——<TD>1
  193. <TR><TH>7th<TD STYLE="text-align: right; ">21,000<TD>10<TD>5<TD>——<TD>3<TD>——<TD>1
  194. <TR><TH>8th<TD STYLE="text-align: right; ">28,000<TD>11<TD><TD>——<TD>3<TD>2nd<TD>2
  195. <TR><TH>9th<TD STYLE="text-align: right; ">36,000<TD>12<TD>6<TD>4th<TD>4<TD>——<TD>2
  196. <TR><TH>10th<TD STYLE="text-align: right; ">45,000<TD>13<TD><TD>——<TD>4<TD>——<TD>2
  197. <TR><TH>11th<TD STYLE="text-align: right; ">55,000<TD>14<TD>7<TD>——<TD>4<TD>——<TD>2
  198. <TR><TH>12th<TD STYLE="text-align: right; ">66,000<TD>15<TD><TD>5th<TD>5<TD>3rd<TD>3
  199. <TR><TH>13th<TD STYLE="text-align: right; ">78,000<TD>16<TD>8<TD>——<TD>5<TD>——<TD>3
  200. <TR><TH>14th<TD STYLE="text-align: right; ">91,000<TD>17<TD><TD>——<TD>5<TD>——<TD>3
  201. <TR><TH>15th<TD STYLE="text-align: right; ">105,000<TD>18<TD>9<TD>6th<TD>6<TD>——<TD>3
  202. <TR><TH>16th<TD STYLE="text-align: right; ">120,000<TD>19<TD><TD>——<TD>6<TD>4th<TD>4
  203. <TR><TH>17th<TD STYLE="text-align: right; ">136,000<TD>20<TD>10<TD>——<TD>6<TD>——<TD>4
  204. <TR><TH>18th<TD STYLE="text-align: right; ">153,000<TD>21<TD>10½<TD>7th<TD>7<TD>——<TD>4
  205. <TR><TH>19th<TD STYLE="text-align: right; ">171,000<TD>22<TD>11<TD>——<TD>7<TD>——<TD>4
  206. <TR><TH>20th<TD STYLE="text-align: right; ">190,000<TD>23<TD>11½<TD>——<TD>7<TD>5th<TD>5
  207. </TBODY>
  208. </TABLE>
  209.     <P>While the bulk of their abilities come from their class(es), all characters gain other benefits from advancing in level. Table 3-3: Character Level Benefits summarizes these additional benefits. For multiclass characters, these values are gained according to character level, not class level. Thus, a 3rd-level hedge wizard/1st-level fighter is a 4th-level character overall and eligible for their first ability score boost.</P>
  210.     <P><B>XP</B>: This column on Table 3-3 shows the experience point total needed to attain a given character level — that is, the total of all the character's level in classes. (A character's level in a specific class is called their class level.) For any character(including a multiclass one), XP determines overall character level, not individual class levels.</P>
  211.     <P><B>Skill Max Ranks(Class)</B>: The maximum number of ranks a character can have in a class skill is equal to their character level + 3. A class skill is a skill frequently associated with a particular class — for example, Spellcraft is a class skill for hedge wizards. Class skills are given in each class description in this chapter(see also Table 4-2: Skills, p63 PHB, for more information on skills).</P>
  212.     <P><B>Skill Max Ranks(Cross-Class)</B>: For cross-class skills(skills not associated with a character's class), the maximum number of ranks a character can have is half the maximum for a class skill. For example, at 1st level a hedge wizard could have 2 ranks in Move Silently, but no more. These 2 ranks in a cross-class skill would cost them 4 skill points, whereas the same 4 points would buy 4 ranks in a hedge wizard class skill, such as Spellcraft. The half ranks(½) indicated on Table 3-3 don't improve skill checks. They simply represent partial purchase of the next skill rank and indicate the character is training to improve that skill.
  213.     <P><B>Character Feats</B>: Every character gains one feat slot at 1st level, and another at every level divisible by three(3rd, 6th, 9th, 12th, 15th, and 18th level). Each slot can hold any feat, subject to prereqs as normal. These feats are in addition to any feats and feat slots granted as class features(see the class descriptions later in this chapter) and the racial feat slot granted to humans. See Chapter 5: Feats for more information about feats.
  214.     <P><B>Ability Boosts</B>: Upon attaining any level divisible by four(4th, 8th, 12th, 16th, and 20th level), a character boosts one of their ability scores by 1 point. The player chooses which ability score to improve. For example, a sorcerous scion with a starting Charisma of 16 might boost it to 17 at 4th level. At 8th level, he'll probably boost his Charisma score again(from 17 to 18), but could choose to boost some other ability instead. These improvements are permanent.</P>
  215.  
  216.         <H3>Experience And Levels</H3>
  217.     <P>Experience points(XP) measure how much your character has learned and how much they've grown in personal power. Your character earns XP by defeating monsters and other opponents. The DM assigns XP to the characters at the end of each adventure based on what they have accomplished. Characters accumulate XP from one adventure to another. When a character earns enough XP, they attain a new character level(see Table 3-3: Character Level Benefits).</P>
  218.     <P>Advancing a Level: When your character's XP total reaches at least the minimum XP needed for a new character level(see Table 3-3), they "go up a level". For example, when Tordek obtains 1,000 or more XP, he becomes a 2nd-level character. As soon as he accumulates a total of 3,000 XP or higher(2,000 more than he had when he gained 2nd level), he reaches 3rd level. Going up a level provides the character with several immediate benefits(see below).</P>
  219.     <P>Training and Practice: Characters spend time between adventures training, studying, or otherwise practicing their skills. This work consolidates what they learn on adventures and keeps them in top form. If, for some reason, a character can't practice or train for an extended time, the DM may reduce XP awards or even cause the character to lose experience points.</P>
  220.  
  221.         <H4>Level Advancement</H4>
  222.     <P>Each character class description indicates how the class features and statistics increase as a member of that class advances in level. When your character attains a new level, make these changes.</P>
  223.     <P>The default is to advance all character level components, choose a class, and then advance any class components, but the only restriction is you must choose a class before advancing any class components. Otherwise advancements can be done in any order. This is important for prereqs; for example, a single-classed fighter advancing to 3rd level gains a character feat slot(from character level 3rd) and a class feat slot(from fighter level 3rd). They can take feats in those slots in either order, so one can serve as prereq for the other.</P>
  224.  
  225.         <H5>Character Level</H5>
  226. <OL WithP>
  227.     <LI><P><B>Ability Score</B>: If your character has just attained 4th, 8th, 12th, 16th, or 20th character level, choose one of their ability scores and raise it by 1 point. (It's okay for a score to go above 18.) It's the overall character level, not any class level, that counts for this.</P>
  228.     <P>If your character's Constitution modifier increases by 1(see Table 1-1: Ability Modifiers And Bonus Spells, p8 PHB), add +1 to their HP total for every character level below the one just attained. For example, if you raise your character's Constitution from 11 to 12 at 4th level, they get +3 HP(one each for 1st, 2nd, and 3rd levels). Add these points before choosing a class and rolling for HP.</P>
  229.     <LI><P><B>Feats</B>: Upon attaining 3rd character level and at every third level thereafter(6th, 9th, 12th, 15th, and 18th level), the character gains one feat of your choice(see Table 5-1: Feats). Prereqs apply as normal. It's the overall character level, not any class level, that counts for this.</P>
  230. </OL>
  231.  
  232.         <H5>Class Level</H5>
  233. <OL WithP>
  234.     <LI><P><B>Choose Class</B>: When a single-classed character attains a new level, it can simply be a new level in that class. If your character has more than one class or wants to acquire a new class, you choose which class goes up one level. The other class(es) stay at the previous level. (See the Multiclass Characters section.) You must choose a class before advancing any class features.</P>
  235.     <LI><P><B>New Class Proficiencies</B>: When acquiring a new class, you gain any proficiencies that the new class offers and you don't already have.</P>
  236.     <LI><P><B>BAB</B>: The BAB for fighters, berserkers, rangers, and paladins increase by 1 every level. The BAB for other characters increases at a slower rate. If your character's BAB changes, record it on your character sheet, including the possible addition of another attack.</P>
  237.     <LI><P><B>Base Saves</B>: Like BAB, base saves improve at varying rates as characters increase in level. Check your character's base saves for the class they've taken a level in to see if any of them have increased by 1. High base saves increase at every even-numbered level; Low base saves increase at every level divisible by three.</P>
  238.     <LI><P><B>HP</B>: Roll an HD, add your character's Constitution modifier, and add the total roll to their HP. Even if the character has a Constitution penalty and the roll was so low as to yield a result of 0 or fewer HP, always add at least 1 HP upon gaining a new level.</P>
  239.     <LI><P><B>Skill Points</B>: Each character gains skill points to spend on skills as detailed in the appropriate class description. For class skills, each skill point buys 1 rank, and a character's maximum rank in the skill is their character level + 3. For cross-class skills, each skill point only buys ½ rank, and the maximum rank in the skill is half that of a class skill(don't round up or down). See Table 3-3: Character Level Benefits.</P>
  240.     <P>If you've been "maxing out" a skill(putting as many skill points into it as possible), then you don't have to worry about calculating your maximum rank with it. At each new level, you can always assign 1 skill point — and just 1 — to any skill that you're maxing out. (If it's a cross-class skill, this point buys ½ rank.)</P>
  241.     <P>Remember that you buy skills based on the class you're advancing in, so only those skills given as class skills for that class can be purchased as class skills for this level, regardless of what other classes you may have levels in.</P>
  242.     <P>Your character's Intelligence modifier affects the number of skill points they get at each level(see Table 1-1: Ability Modifiers And Bonus Spells, p8 PHB). This rule represents an intelligent character's ability to learn faster over time. Use your character's current Intelligence score, including all permanent changes(such as inherent boni, ability drains, or an Intelligence boost from character level, above) but not any temporary changes(such as ability damage, or enhancement boni gained from spells or magic items, such as a Headband Of Intellect), to determine the number of skill points you gain.</P>
  243.     <LI><P><B>Spells</B>: Spellcasting characters gain the ability to cast more spells and more-powerful spellsas they advance in levels. See your character's class description later in this chapter for details.</P>
  244.     <P>For a slot-based spellcasting class, its description includes a Spell Slots By Level table, which shows the base number of spell slots(before bonus spells for high ability scores) of each spell level a character can cast, at each class level. For a spontaneous slot-based spellcasting class, its description generally includes a Spells Known By Level table, which shows the number of spells of each spell level a character knows at each class level. (Bonus spells don't apply to spells known.)</P>
  245.     <LI><P><B>Other Class Features</B>: Check your character's class description in this chapter for any new capabilities they get. Many characters gain special attacks or new special powers as they advance in levels.</P>
  246. </OL>
  247.  
  248.         <H3>Multiclass Characters</H3>
  249.     <P>A character can add new classes as they progress in level, thus becoming a multiclass character. The class abilities from a character's different classes combine to determine a multiclass character's overall abilities. Multiclassing improves a character's versatility at the expense of focus.</P>
  250.  
  251.         <H4>Class And Level Features</H4>
  252.     <P>As a general rule, the abilities of a multiclass character are the sum of the abilities of each of their classes.</P>
  253.     <P><B>Level</B>: "Character level" is a character's total number of levels. It is used to determine when feats and ability score boosts are gained, as noted on Table 3-3: Character Level Benefits(p22). "Class level" is a character's level in a particular class.</P>
  254.     <P>For a character whose levels are all in the same class, character level and class level are the same.</P>
  255.     <P><B>HP</B>: A character gains HP from each class as their class level increases, adding the new HP to the previous total. For example, Lidda the halfling began as a rogue and attained 4th level, then added levels of Hedge Wizard at her next two level advancements. As a 4th-level rogue/2nd-level hedge wizard, her total HP is 6 + 1D6 + 1D6 + 1D6 + 1D4 + 1D4.</P>
  256.     <P><B>BAB</B>: Add the BAB acquired from each class to get the character's BAB. A resulting value of +6 or higher provides the character with multiple attacks. Find the character's base attack bonus on Table 3-2: BAB And Iterative Attacks(p22) to see how many additional attacks the character gets and at what boni. For instance, a 6th-level rogue/4th-level hedge wizard would have a base attack bonus of +6(+4 for the Rogue class and +2 for the Hedge Wizard class). A base attack bonus of +6 allows a second attack with a bonus of +1, even though neither the +4 from the Rogue levels nor the +2 from the Hedge Wizard levels normally allows an extra attack.</P>
  257.     <P><B>Saves</B>: Add the base saves for each class together. For example, a 7th-level rogue/4th-level hedge wizard has a +3 base save bonus on Fortitude saving throws(+2 as a 7th-level rogue and +1 as a 4th-level hedge wizard), a +6 on Reflex saving throws(+5 and +1), and a +6 on Will saving throws(+2 and +4).</P>
  258.     <P><B>Skills</B>: If a skill is a class skill for any of a multiclass character's classes, then character level determines a skill's maximum rank. (The maximum rank for a class skill is 3 + character level.)</P>
  259.     <P>If a skill is not a class skill for any of a multiclass character's classes, the maximum rank for that skill is one-half the maximum for a class skill.</P>
  260.     <P>For example, a 7th-level rogue/4th-level hedge wizard(an 11th-level character) can have as many as 14 ranks in any skill that is a class skill for rogues or hedge wizards. That same character can have as many as 7 ranks in any skill that is not a class skill for rogues nor hedge wizards.</P>
  261.     <P><B>Class Features</B>: A multiclass character gets all the class features of all their classes but must also suffer the consequences of the special restrictions of all their classes. (Exception: A character who acquires the Berserker class does not become illiterate.) Some class features don't work well with the skills or class features of other classes. For example, although rogues are proficient with light armor, a rogue/hedge wizard still has an arcane spell failure chance if wearing armor.</P>
  262.     <P>In the special case of turning undead, both clerics and experienced paladins have the same ability. If the character's paladin level is 4th or higher, her effective turning level is her cleric level plus her paladin level minus 3. Thus a 5th-level paladin/4th-level cleric turns undead as a 6th-level cleric.</P>
  263.     <P>In the special case of Uncanny Dodge, both experienced berserkers and experienced rogues have the same ability. When a berserker/rogue would gain Uncanny Dodge a second time(for her second class), they instead have Improved Uncanny Dodge. Their Berserker and Rogue levels stack to determine the Rogue level an attacker needs to flank them. For example, a 2nd-level berserker/4th-level rogue could only be flanked by a rogue of at least 10th level.</P>
  264.     <P><B>Feats</B>: A multiclass character gains a character feat every three character levels, regardless of individual class levels(see Table 3-3: Character Level Benefits).</P>
  265.     <P><B>Ability Boosts</B>: A multiclass character boosts one ability score by 1 point every four character levels, regardless of individual class levels(see Table 3-3: Character Level Benefits).</P>
  266.     <P><B>Spells</B>: The character gains spells from all their spellcasting classes separately. Thus, an experienced ranger/druid may have access to the spell Protection From Elements both as a ranger and as a druid. Since the spell's effect is based on the class level of the caster, the player must keep track of whether the character is preparing and casting Protection From Elements as a ranger or as a druid.</P>
  267.  
  268.         <H4>Adding A Second Class</H4>
  269.     <P>When a character with one class gains a level, they can choose to increase the level of a class they already have or pick up a new class at 1st level. (A character can't gain 1st level in the same class more than once, even if this would allow them to select different class features, such as a different set of domains for a cleric.) The DM may restrict the choices available based on the way they handle classes, skills, experience, and training. For instance, the character may need to find a tutor to teach them the ways of the new class. Additionally, the DM may require the player to declare what class the character is "working on" before they make the jump to the next level, so the character has time to practice new skills.</P>
  270.     <P>The character gains the 1st-level BAB, base saves, class skills, proficiencies, spells, and other class features of the new class, HP of the appropriate HD type, and the new class's number of skill points gained at each additional level(not that number × 4, as is the case for a 1st level character).</P>
  271.     <P>Picking up a new class is not exactly the same as starting a character in that class. When picking up a new class, a character does not receive the following starting boni given to characters who begin their careers in that class:</P>
  272. <UL>
  273.     <LI>Maximum HP from the first HD.
  274.     <LI>Quadruple the skill points per level.
  275.     <LI>Starting equipment.
  276.     <LI>Starting gold.
  277. </UL>
  278.  
  279.         <H4>Advancing A Level</H4>
  280.     <P>A multiclass character who attains a new level either takes an additional level in one of their current classes or picks up a new class at 1st level.</P>
  281.     <P>When a multiclass character advances a level in a current class, they get all the standard benefits that a character normally receives for attaining that level in that class: more HP, possible boni on attack rolls, Armor Class and saving throws(depending on the class and the new level), possible new class features(as defined by the class), possible new spells, and new skill points.</P>
  282.     <P>Skill points are spent according to the class that the multiclass character just advanced in(see the class entry for details). Skills purchased from Table 4-2: Skills are purchased at the cost appropriate for that class.</P>
  283.  
  284.         <H4>Worked Example Of Multiclassing</H4>
  285.     <P>Lidda, a 4th-level halfling rogue, decides to expand her repertoire by learning some wizardry. She locates a mentor who teaches her the ways of a hedge wizard, and she spends a lot of time looking over the shoulder of Mialee, her party's hedge wizard, while the latter prepares her spells each morning. When Lidda amasses 10,000 XP, she becomes a 5th-level character. Instead of becoming a 5th-level rogue, however, she becomes a 4th-level rogue/1st-level hedge wizard. Now, instead of gaining the benefits of attaining a new level as a rogue, she gains the benefits of becoming a 1st-level hedge wizard. She gains a hedge wizard's HD(D4), a 1st-level hedge wizard's +2 base bonus on Will saves, and 4 skill points(2 for one Hedge Wizard level and +2 for her Intelligence score of 14) that she can spend as a hedge wizard. These benefits are added to the scores she already had as a rogue. Her base attack bonus, Reflex save bonus, and Fortitude save bonus do not increase because these numbers are +0 for a 1st-level hedge wizard. She gains a 1st-level hedge wizard's beginning spellbook and spells per day. Her rogue skills and sneak attack capability, however, do not improve. She could spend some of her 4 skill points to improve her rogue skills, but, since they would be treated as cross-class skills for a hedge wizard, these skill points would each buy only one-half rank. (The exceptions are any Craft or Profession skills she may have, since Craft and Profession are class skills for both Rogue and Hedge Wizard.)</P>
  286.     <P>On reaching 15,000 XP, she becomes a 6th-level character. She decides she'd like to continue along the hedge wizard path, so she increases her Hedge Wizard level instead of her rogue level. Again she gains the hedge wizard's benefits for attaining a new level rather than the rogue's. As a 2nd-level hedge wizard, she gains another D4 HD, her base attack bonus and Will save bonus each go up by +1, she gains 4 more skill points, and she can now prepare another 0-level spell and another 1st-level spell each day(in accordance with the Hedge Wizard Spell Slots By Level table). Additionally, as a 6th-level character overall she gets her third feat(as per Table 3-3: Character Level Benefits, p22).</P>
  287.     <P>At this point, Lidda is a 6th-level character: a 4th-level rogue/2nd-level hedge wizard. She casts spells as a 2nd-level hedge wizard does, and she sneak attacks as a 4th-level rogue does. Her combat skill is a little better than a 4th-level rogue's would be, because she has learned something about fighting during her time as a hedge wizard. (Her base attack bonus went up +1 when she became a 2nd-level hedge wizard.) Her base Reflex save bonus is +4(+4 from her rogue class and +0 from her Hedge Wizard class), better than a 6th-level hedge wizard's but not as good as a 6th-level rogue's. Her base Will save bonus is +4(+1 from her rogue class and +3 from her Hedge Wizard class), better than a 6th-level rogue's but not as good as a 6th-level hedge wizard's.</P>
  288.     <P>At each new level, Lidda must decide whether to increase her rogue level or her hedge wizard level. Of course, if she really wants to have diverse abilities, she could even acquire a third class — maybe Fighter.</P>
  289.  
  290.         <H3>Class Descriptions</H3>
  291.     <P>The rest of this chapter describes the character classes in alphabetical order. Each description begins with a general discussion in "game world" terms, the sort of description that characters in the world could understand and the way such a character might describe themself. This is followed by game rule information. Not all of the following categories apply to every class.</P>
  292.     <P>This information is followed by brief advice on such a character's typical role in a group of adventurers. These descriptions are general stereotypes; individual members of a class will differ in their attitudes, outlooks, and other aspects.</P>
  293.     <P>Adventures</P>
  294.     <P>Characteristics</P>
  295.     <P>Alignment</P>
  296.     <P>Religion</P>
  297.     <P>Background</P>
  298.     <P>Other Classes</P>
  299.     <P>Role</P>
  300. <BR>
  301.     <P><B>Ability Scores</B>: The Abilities entry tells you which abilities are most important for a character of that class. Players are welcome to "play against type", but a typical character of that class will have their highest ability scores where they'll do the most good(or, in game world terms, be attracted to the class they're best qualified for or that most suits their talents, and then focus their training in the most useful areas).</P>
  302.     <P><B>Restrictions</B>: A few classes("restricted classes") have special restrictions, like race or alignment. For example, a berserker must have a non-Lawful alignment, a dwarven defender must be of the dwarf race.</P>
  303.     <P><B>Ex-Members</B>: If a character takes a restricted class and then violates its restrictions, then they're forced to give up the class, which is detailed in this section. Except as stated, an ex-member of a class retains everything they've gained, and merely can't advance further in that class. However, restricted classes often strip important class features.</P>
  304. <BR>
  305.     <P><B>BAB Factor</B></B>: The class's BAB factor: 1, ¾, ½. The BAB at each class level can be looked up on Table 3-1, or calculated by multiplying class level by BAB factor. For example, a hedge wizard(BAB factor ½) at 5th level has a BAB of +2, half(round down) of 5.</P>
  306. <TABLE XPad½T BorderT3T R STYLE="margin-left: 1em; ">
  307. <THEAD>
  308. <TR><TH>HD Type<TH>Class
  309. </THEAD>
  310. <TBODY>
  311. <TR><TD>D12<TD>Berserker
  312. <TR><TD>D10<TD>Fighter, Paladin
  313. <TR><TD>D8<TD>Cleric, Druid, Monk, Ranger
  314. <TR><TD>D6<TD>Bard, Rogue
  315. <TR><TD>D4<TD>Hedge Wizard, Sorcerous Scion
  316. </TBODY>
  317. </TABLE>
  318.     <P><B>HD Type</B>: The type of Hit Die(HD) used by characters of the class determines the number of hit points(HP) gained per level.</P>
  319.     <P>A character rolls one HD each time they gain a new level, then applies any Constitution modifier to the roll, and adds the result to their HP total. Thus, a character normally has the same number of HD as levels. For their first HD, a 1st-level character gets the maximum HP rather than rolling(although Constitution modifiers, positive or negative, still apply to this maximized roll).</P>
  320.     <P>For example, Vadania gets a D8 Hit Die because she's a druid. At 1st level, she gets 8 HP instead of rolling. Since she has a Constitution score of 13, she applies a +1 bonus, raising her HP to 9. When she reaches 2nd level(and every level thereafter), Vadania's player rolls a D8, adds 1(for her Constitution bonus), and then adds the total to Vadania's HP.</P>
  321.     <P>If your character has a Constitution penalty and gets a result of 0 or lower after the penalty is applied to the roll, ignore the roll and add 1 to your character's HP total anyway. It is not possible to lose HP(or not receive any) when gaining a level, even for a character with a rotten Constitution score.</P>
  322.     <P><B>Fort Save</B>: The base save bonus on Fortitude saving throws: High or Low. The character's Constitution modifier also applies.
  323.     <P><B>Ref Save</B>: The base save bonus on Reflex saving throws: High or Low. The character's Dexterity modifier also applies.
  324.     <P><B>Will Save</B>: The base save bonus on Will saving throws: High or Low. The character's Wisdom modifier also applies.
  325.     <P><B>SP/Lev</B>: How many skill points the class grants at each level(other than a character's first). A character gets some number of skill points each level, depending on the class in question, such as 6 for a ranger or 8 for a rogue. To this number, apply the character's Intelligence modifier(and, if the character is human, their racial 1 bonus skill point) to determine the total skill points gained each level. As with HP, if this number would be less than 1, then the character gets 1 skill point for that level. A 1st-level character starts with four times this number of skill points.</P>
  326.     <P>Since the maximum ranks in a class skill for a character is the character's level + 3, a single-classed character can keep a number of skills maxxed equal to their SP/Lev plus modifiers(like Intelligence and race).</P>
  327.     <P>For example, Vadania is a half-elf druid, so she gets 4 skill points per level. She has a +1 Intelligence modifier, so that goes up to 5 skill points per level. At 1st level, she gets four times that amount, or 20 skill points. Her maximum rank for a class skill at 1st level is 4, so she could spend those 20 points among five class skills with 4 ranks each. (It's more useful to have a higher score in a few skills than a lower score in many.)</P>
  328. <BR>
  329.     <P><B>Class Skills</B>: This section of a class description gives the class's list of class skills, and the base ability score for each skill. You can also buy skills that aren't on your class skill list, but each skill point only buys ½ rank in these cross-class skills, and you can buy only half the maximum ranks a class skill would have(thus, the maximum rank for a cross-class skill at 1st level is 2).
  330.     <P><B>Proficiency</B>: This section details which weapons and armor types the character is proficient with. Regardless of training, cumbersome armor interferes with certain skills(such as Climb) and with the casting of most arcane spells. Characters can become proficient with other weapon or armor types by acquiring the appropriate proficiency feats. (See Chapter 5: Feats.)</P>
  331. <BR>
  332.     <P><B>Class Features</B>: A table of special characteristics of the class, by class level, and then descriptions of them. Class features are usually abilities, but classes with restrictions and disadvantages also list those as class features.</P>
  333.     <P>Some abilities are supernatural or spell-like. Using a spell-like ability is essentially like casting a spell(but without components; see Components, p174), and it provokes attacks of opportunity. Using a supernatural ability is not like casting a spell. (See Chapter 8: Combat, especially Attacks of Opportunity, p137, and Use Special Ability, p142.)</P>
  334.     <P>Class features include some or all of the following:</P>
  335.     <P><B>Spells</B>: Hedge wizards, sorcerous scions, clerics, druids, bards use spells. Fighters, berserkers, rogues, monks do not. Paladins and rangers gain the ability to use spells at 4th level.</P>
  336.     <P>Spellcasting can be "prepared" or "spontaneous". A prepared spellcaster can know any number of spells. They must choose and prepare their spells ahead of time, which generally takes 1 hour after a good night's sleep. While studying, they decide which spells to prepare.</P>
  337.     <P>Spellcasting can be "arcane" or "divine". `</P>
  338.     <P>Spellcasting is generally based on an ability score. This score must be at least [10 + Spell Level] to cast spells of that level; this score is used to determine bonus spells; and this score's modifier applies to spell save DCs.</P>
  339.     <P><B>Spell Slots By Level</B>: How many spells of each spell level the character can cast each day, as a table based on class level. If the entry is "——" for a given level of spells, then the character can't cast any spells of that level. If the entry is "0", then the character can cast spells of that level only if they have bonus spells from a high ability score tied to spellcasting. (Bonus spells for hedge wizards are based on Intelligence; bonus spells for sorcerous scions are based on Charisma; bonus spells for clerics, druids, paladins, and rangers are based on Wisdom. See Table 1-1: Ability Modifiers And Bonus Spells, p8 PHB.) If the entry is a number other than 0, the character may cast that many spells plus any bonus spells each day.</P>
  340.     <P>A character can always choose to heighten a lower-level spell to fill a higher-level slot(see Spell Slots, p178 PHB).</P>
  341.     <P><B>Spells Known By Level</B>: How many spells of each spell level the character knows, as a table based on class level. If the entry is "——" for a given level of spells, then the character can't cast any spells of that level.</P>
  342.     <P><B>Other Features</B>: Each class has certain unique capabilities. Some, such as the rogue, have few; others, such as the monk, have many.</P>
  343. <BR>
  344.     <P><B>Starting Package</B>: This section provides suggested feats, skills, equipment, and other details for a 1st-level character of this class. You can ignore this information and create a character from scratch, or use the package as-is for your first character(simply copying the details onto your character sheet), or take some portions of the package(such as equipment) and choose other details(such as skills) yourself. Dungeon Masters can also use these packages to quickly create 1st-level nonplayer characters.</P>
  345.     <P>The starting packages assume that you spend 4 skill points on every skill you start with(so as to excel in a few things rather than dabble in many). The skill table in each package presents the skills in order of probable importance to the character.</P>
  346.     <P>Each starting package is associated with a race. The packages do not take into account racial traits, so be sure to note your character's racial traits(described in Chapter 2: Races), including ability modifiers and boni on skill checks. The package also does not list all class features, so note your character's class features as well.</P>
  347.     <P>Gear for a character means adventuring gear, not clothes. Assume that your character owns at least one outfit of normal clothes. Pick any one of the following clothing outfits for free: artisan's outfit, entertainer's outfit, explorer's outfit, monk's outfit, peasant's outfit, scholar's outfit, or traveler's outfit. (See Clothing in Chapter 7: Equipment for details.)</P>
  348.  
  349.  
  350.  
  351.         <H2>Beastmaster</H2>
  352.     <P>`</P>
  353.  
  354.  
  355.  
  356.         <H2>Hedge Witch</H2>
  357.     <P>A hedge witch is not an archmage of old, but they still deliver power with a few unintelligible words and fleeting gestures. These simple acts make magic seem easy, but they only hint at the time the hedge witch must spend poring over their spellbook preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic.</P>
  358.     <P>Hedge witches depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can. For a hedge witch, magic is not a talent but a difficult, rewarding art.</P>
  359. <DL SET DTB>
  360. </DL>
  361. <TABLE XPad½T BorderT3T R STYLE="margin-left: 1em; ">
  362. <THEAD>
  363. <TR><TH>Level<TH>Class Features
  364. </THEAD>
  365. <TBODY>
  366. <TR><TH>All<TD>Spells, Raise The Roof, Heighten Spell
  367. <TR><TH>1st<TD>Feat Slot, Bonus Languages
  368. <TR><TH>4th<TD>Feat Slot
  369. <TR><TH>8th<TD>Feat Slot
  370. <TR><TH>12th<TD>Feat Slot
  371. <TR><TH>16th<TD>Feat Slot
  372. <TR><TH>20th<TD>Feat Slot
  373. </TABLE>
  374. <TABLE XPad½T TextRLT BorderT3T R STYLE="margin-left: 1em; ">
  375. <THEAD>
  376. <TR><TH COLSPAN="6" STYLE="text-align: center; ">Class Metrics
  377. </THEAD>
  378. <TBODY>
  379. <TR><TH>BAB Factor<TD>½
  380. <TR><TH>HD Type<TD>D6
  381. <TR><TH>Fort Save<TD>Low
  382. <TR><TH>Ref Save<TD>Low
  383. <TR><TH>Will Save<TD>High
  384. <TR><TH>SP/Lev<TD>2
  385. </TBODY>
  386. </TABLE>
  387. <DL SET DTB>
  388.     <DT>Ability Scores<DD><P>All mental abilities are important to a hedge witch. <B>Charisma</B> determines how powerful a spell they can cast, and how hard those spells are to resist. <B>Wisdom</B> determines how many spells they can cast. <I>Intelligence</I> determines how many spells they know to start, and how easy it is to learn spells later.</P>
  389.     <P>For the lightly-armored, <B>Dexterity</B> score controls AC and <B>Constitution</B> controls HP, which a hedge witch is otherwise very low on. However, these are much less important. <B>Strength</B> hauls stuff and that's about it.</P>
  390. <BR>
  391.     <DT>Class Skills<DD><P>Concentration(CON), Craft: *(INT), Decipher Script(INT), Heal(WIS), Knowledge: *(INT), Profession: *(WIS), Spellcraft</P>
  392. </DL>
  393.  
  394.  
  395. <TABLE XPadT BorderT3T TextCenter>
  396. <THEAD>
  397. <TR><TH ROWSPAN="2">Spell Level<TH COLSPAN="5">MP Cost By Metamagic
  398. <TR>    <TH>None/+0 <TH>+1  <TH>+2  <TH>+3  <TH>Per +4
  399. </THEAD>
  400. <TBODY>
  401. <TR><TH>Cantrip <TD>1   <TD>1   <TD>1   <TD>2   <TD>&times;2
  402. <TR><TH>1st <TD>2   <TD>2   <TD>3   <TD>3   <TD>&times;2
  403. <TR><TH>2nd <TD>4   <TD>5   <TD>6   <TD>7   <TD>&times;2
  404. <TR><TH>3rd <TD>8   <TD>10  <TD>11  <TD>13  <TD>&times;2
  405. <TR><TH>4th*    <TD>16  <TD>19  <TD>23  <TD>27  <TD>&times;2
  406. <TR><TH>5th*    <TD>32  <TD>38  <TD>45  <TD>54  <TD>&times;2
  407. <TR><TH>6th*    <TD>64  <TD>76  <TD>91  <TD>108 <TD>&times;2
  408. <TR><TH>7th*    <TD>128 <TD>152 <TD>181 <TD>215 <TD>&times;2
  409. <TR><TH>8th*    <TD>256 <TD>304 <TD>362 <TD>431 <TD>&times;2
  410. <TR><TH>9th*    <TD>512 <TD>609 <TD>724 <TD>861 <TD>&times;2
  411. </TBODY>
  412. </TABLE>
  413.     <P>* This spell level can only be achieved via means like Greater Evocation.</P>
  414.  
  415.  
  416.  
  417.         <H2>Hedge Wizard</H2>
  418.     <P>A hedge wizard is not an archmage of old, but they still deliver power with a few unintelligible words and fleeting gestures. These simple acts make magic seem easy, but they only hint at the time the hedge wizard must spend poring over their spellbook preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic.</P>
  419.     <P>Hedge wizards depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can. For a hedge wizard, magic is not a talent but a difficult, rewarding art.</P>
  420. <DL SET DTB>
  421.     <DT>Adventures<DD><P>Hedge wizards conduct their adventures with caution and forethought. When prepared, they can use their spells to devastating effect. When caught by surprise, they are vulnerable. They seek knowledge, power, and the resources to conduct their studies. They may also have any of the noble or ignoble motivations that other adventurers have.</P>
  422.     <DT>Characteristics<DD><P>The hedge wizard's strength is their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience, and they can also learn them from other hedge wizards. In addition to learning new spells, a hedge wizard can, over time, learn to manipulate their spells to go farther, work better, or be improved in some other way.</P>
  423.     <P>Some hedge wizards prefer to specialize in a certain type of magic. Specialization makes them more powerful in their chosen field, but less powerful outside it. (See School Specialization for rules on this.)</P>
  424.     <DT>Alignment<DD><P>Hedge wizards show a slight tendency toward law over chaos because the study of magic rewards those who are disciplined, but in general run the gamut of alignments. The sort of hedge wizard who lives solitary in their tower generally cultivates neutrality with respect to good and evil, and this stereotype colors ordinary people's views of all hedge wizards.</P>
  425.     <DT>Religion<DD><P>Hedge wizards are not known for their religious devotion, but a large minority are personally religious. Among that minority, worship of Boccob(god of magic) is most common. Some, especially necromancers or simply more misanthropic hedge wizards, prefer Wee Jas(goddess of death and magic). Evil necromancers are known to worship Nerull(god of death).</P>
  426.     <DT>Background<DD><P>Hedge wizards recognize each other as comrades or rivals. Even hedge wizards from very different cultures or magical traditions have much in common because they all conform to the same laws of magic. Unlike fighters or rogues, hedge wizards see themselves as members of a distinct, if diverse, group. In civilized lands where hedge wizards study in academies, schools, or guilds, hedge wizards also identify themselves and others according to membership in these formal organizations. But while a guild magician may look down her nose at a rustic hedge wizard who learned his arts from a doddering hermit, she nevertheless can't deny the rustic's identity as a hedge wizard.</P>
  427.     <DT>Other Classes<DD><P>Hedge wizards prefer to work with members of other classes. They love to “magic up” rogues and send them out to scout, to cast their spells from behind buffed fighters, and to rely on the divine healing of clerics. They may find members of certain classes(such as rogues, sorcerous scions, and bards) to be not quite serious enough, but they're not judgmental.</P>
  428.     <DT>Role<DD><P>The hedge wizard's role depends somewhat on their spell selection, but most hedge wizards share certain similarities in function. They are among the most offensively minded of the spellcasting classes, with a broad range of options available for neutralizing enemies. Some hedge wizards provide great support to their comrades by way of their spells, while others may focus on divination or other facets of wizardry.</P>
  429. </DL>
  430. <BR>
  431. <TABLE XPad½T BorderT3T R STYLE="margin-left: 1em; ">
  432. <THEAD>
  433. <TR><TH>Level<TH>Class Features
  434. </THEAD>
  435. <TBODY>
  436. <TR><TH>All<TD>Spells, Bonus Languages, Heighten Spell
  437. <TR><TH>1st<TD>Feat Slot
  438. <TR><TH>2nd<TD>School Specialization
  439. <TR><TH>3rd<TD>Raise The Roof
  440. <TR><TH>4th<TD>Feat Slot
  441. <TR><TH>8th<TD>Feat Slot
  442. <TR><TH>12th<TD>Feat Slot
  443. <TR><TH>16th<TD>Feat Slot
  444. <TR><TH>20th<TD>Feat Slot
  445. </TABLE>
  446. <TABLE XPad½T TextRLT BorderT3T R STYLE="margin-left: 1em; ">
  447. <THEAD>
  448. <TR><TH COLSPAN="6" STYLE="text-align: center; ">Class Metrics
  449. </THEAD>
  450. <TBODY>
  451. <TR><TH>BAB Factor<TD>½
  452. <TR><TH>HD Type<TD>D4
  453. <TR><TH>Fort Save<TD>Low
  454. <TR><TH>Ref Save<TD>Low
  455. <TR><TH>Will Save<TD>High
  456. <TR><TH>SP/Lev<TD>2
  457. </TBODY>
  458. </TABLE>
  459. <DL SET DTB>
  460.     <DT>Ability Scores<DD><P>Most critical for a hedge wizard is <B>Intelligence</B>; it determines how powerful a spell they can cast, how many spells they can cast, and how hard those spells are to resist. A high <B>Dexterity</B> score is helpful for classes that typically wear little or no armor, because it provides a bonus to AC. A good <B>Constitution</B> score gives extra HP, a resource that a hedge wizard is otherwise very low on.</P>
  461. <BR>
  462.     <DT>Class Skills<DD><P>Concentration(CON), Craft: *(INT), Decipher Script(INT), Knowledge: *(INT), Profession: *(WIS), Spellcraft</P>
  463.     <DT>Proficiency<DD><P>Simple Weapons</P>
  464.     <DT>Note<DD><P>Hedge wizards aren't proficient with armor or shields. Even if they learn to be proficient, armor and shields interfere with a hedge wizard's movements, which can cause their spells with somatic components to fail.</P>
  465. </DL>
  466.  
  467.         <H5>Spells</H5>
  468. <TABLE XPad½T TextRLT BorderT3T R STYLE="margin-left: 1em; clear: right; ">
  469. <CAPTION>Hedge Wizard Spell Slots By Level</CAPTION>
  470. <THEAD>
  471. <TR><TH>Level<TH>Cantrip<TH>1st<TH>2nd<TH>3rd<TH>4th<TH>5th<TH>6th<TH>7th<TH>8th<TH>9th
  472. </THEAD>
  473. <TBODY>
  474. <TR><TH>1st<TD>3<TD>1<TD>——<TD>——<TD>——<TD>——<TD>——<TD>——<TD>——<TD>——
  475. <TR><TH>2nd<TD>4<TD>2<TD>——<TD>——<TD>——<TD>——<TD>——<TD>——<TD>——<TD>——
  476. <TR><TH>3rd<TD>4<TD>2<TD>1<TD>——<TD>——<TD>——<TD>——<TD>——<TD>——<TD>——
  477. <TR><TH>4th<TD>4<TD>3<TD>2<TD>——<TD>——<TD>——<TD>——<TD>——<TD>——<TD>——
  478. <TR><TH>5th<TD>4<TD>3<TD>2<TD>1<TD>——<TD>——<TD>——<TD>——<TD>——<TD>——
  479. <TR><TH>6th<TD>4<TD>3<TD>3<TD>2<TD>——<TD>——<TD>——<TD>——<TD>——<TD>——
  480. <TR><TH>7th<TD>4<TD>4<TD>3<TD>2<TD>1<TD>——<TD>——<TD>——<TD>——<TD>——
  481. <TR><TH>8th<TD>4<TD>4<TD>3<TD>3<TD>2<TD>——<TD>——<TD>——<TD>——<TD>——
  482. <TR><TH>9th<TD>4<TD>4<TD>4<TD>3<TD>2<TD>1<TD>——<TD>——<TD>——<TD>——
  483. <TR><TH>10th<TD>4<TD>4<TD>4<TD>3<TD>3<TD>2<TD>——<TD>——<TD>——<TD>——
  484. <TR><TH>11th<TD>4<TD>4<TD>4<TD>4<TD>3<TD>2<TD>1<TD>——<TD>——<TD>——
  485. <TR><TH>12th<TD>4<TD>4<TD>4<TD>4<TD>3<TD>3<TD>2<TD>——<TD>——<TD>——
  486. <TR><TH>13th<TD>4<TD>4<TD>4<TD>4<TD>4<TD>3<TD>2<TD>1<TD>——<TD>——
  487. <TR><TH>14th<TD>4<TD>4<TD>4<TD>4<TD>4<TD>3<TD>3<TD>2<TD>——<TD>——
  488. <TR><TH>15th<TD>4<TD>4<TD>4<TD>4<TD>4<TD>4<TD>3<TD>2<TD>1<TD>——
  489. <TR><TH>16th<TD>4<TD>4<TD>4<TD>4<TD>4<TD>4<TD>3<TD>3<TD>2<TD>——
  490. <TR><TH>17th<TD>4<TD>4<TD>4<TD>4<TD>4<TD>4<TD>4<TD>3<TD>2<TD>1
  491. <TR><TH>18th<TD>4<TD>4<TD>4<TD>4<TD>4<TD>4<TD>4<TD>3<TD>3<TD>2
  492. <TR><TH>19th<TD>4<TD>4<TD>4<TD>4<TD>4<TD>4<TD>4<TD>4<TD>3<TD>3
  493. <TR><TH>20th<TD>4<TD>4<TD>4<TD>4<TD>4<TD>4<TD>4<TD>4<TD>4<TD>4
  494. </TBODY>
  495. </TABLE>
  496.     <P>A hedge wizard casts prepared arcane spells, based on INT. Their caster level is equal to their class level. Their class spell list is the Sorcerer/Wizard spell list, including "wizard only" spells, but only up to 3rd spell level. Their spell slots are given to the right. Note that they get spell slots above 3rd level — these are for spells augmented by metamagic.</P>
  497.     <P>A hedge wizard preparing their spells is studying their spellbook. Without their spellbook, they can't prepare spells.</P>
  498.  
  499.         <H5>Bonus Languages</H5>
  500.     <P>Add Draconic to a hedge wizard's list of bonus languages.</P>
  501.  
  502.         <H5>Heighten Spell</H5>
  503.     <P>A hedge wizard has Heighten Spell as a bonus feat.</P>
  504.  
  505.         <H5>Feat Slot</H5>
  506.     <P>At each indicated level, a hedge wizard gains a feat slot. Each slot can take any item creation feat, any metamagic feat, or any mystic feat, all subject to prereqs as normal.</P>
  507.  
  508.         <H5>School Specialization</H5>
  509.     <P>At 2nd level, a hedge wizard chooses whether to study as a generalist or a school specialist, and if specialist, which school. This choice is irrevocable once made. Normally, only six of the eight schools of magic are available to specialize in: Abjuration, Divination, Enchantment, Evocation, Illusion, Necromancy. Notably, the "false school" of Universal is never available to specialize in.</P>
  510.     <P>A generalist hedge wizard uses these rules unmodified. A specialist hedge wizard has +1 caster level for spells in their chosen school, but -1 caster level for spells in any other school — except the "false school" of Universal. Specialist hedge wizards cast Universal spells with unmodified caster level.</P>
  511.  
  512.         <H5>Raise The Roof</H5>
  513.     <P>Starting at 3rd level, caster level caps on spells don't apply to Hedge Wizard spells. For example, the damage of Burning Hands is 1D4 per caster level, max 5th; however, a 7th-level hedge wizard deals 7D4 damage with Burning Hands.</P>
  514.  
  515.  
  516.  
  517.         <H2>Monk</H2>
  518.     <P>`</P>
  519.  
  520.         <H5>Stunning Synergy</H5>
  521.     <P>A monk with Stunning Fist can use it [Monk Level] times per turn. This applies whether they have Stunning Fist as a class bonus feat, or from another source.</P>
  522.  
  523.  
  524.  
  525.         <H1 CHAPNUM="4">Skills</H1>
  526.  
  527.  
  528.  
  529.         <H1 CHAPNUM="5">Feats</H1>
  530.     <P>A feat is a special feature that either gives your character a new capability or improves one they already have. For example, Lidda(a halfling rogue) chooses to take the Improved Initiative feat in her 1st-level slot. That feat gives her +4 to initiative, so she reacts sooner than others and can get the drop on them. At 3rd level she gets another character feat slot(see Table 3-3: Character Level Benefits), and she takes Dodge. That feat allows her to avoid attacks by improving her AC.</P>
  531.     <P>For most feats, you either have them or you don't. When it matters, these feats are all 1st feat level. &lt;Levelled&gt; feats have a level that can vary; each time you take the feat, that's a feat level.</P>
  532.  
  533.         <H3>Acquiring Feats</H3>
  534.     <P>Unlike skills, feats aren't bought with points. Each feat slot lets you take a feat. Each character gets one feat slot at creation. At 3rd level and every three levels thereafter(6th, 9th, 12th, 15th, and 18th), they gain another feat(see Table 3-3: Character Level Benefits). Feats are gained according to character level, regardless of individual class levels.</P>
  535.     <P>Some races and classes grant feat slots, which may or may not have unusual rules. For example, being human grants a regular feat slot, and Fighter levels grant feat slots restricted to Fighter bonus feats.</P>
  536.     <P>Some races and classes grant bonus feats as racial abilities or class features. These bonus feats ignore the usual prereqs and such, unless stated otherwise.</P>
  537.  
  538.         <H3>Prereqs</H3>
  539.     <P>Some feats have prereqs. Your character must have at least the indicated ability score, class feature, feat, skill, BAB, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which they gain the prerequisite. For example, at 3rd level, Krusk, the half-orc barbarian, could spend 1 skill point on the Ride skill(gaining his first rank in Ride) and select the Mounted Combat feat at the same time.</P>
  540.     <P>A character can’t use a feat if they've lost a prerequisite. For example, if your character’s Strength drops below 13 because a Ray Of Enfeeblement spell, they can’t use the Cleave feat until the prerequisite is once again met.</P>
  541.  
  542.         <H3>Types Of Feats</H3>
  543.     <P>Some feats are general, meaning that no special rules govern them as a group. Others are item creation feats, which allow spellcasters to create magic items of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were a higher level than it actually is. A Fighter bonus feat or mystic feat can be taken in the appropriate class feat slots.</P>
  544.  
  545.         <H4>Tags</H4>
  546.     <P>Cutting across the basic types of feats are two rule tags, and a variety of match tags. A feat of any type can have no tags, or any combination of tags. Each rule tag appears in &lt;pointy brackets&gt;, and applies a set of rules to the feat. Each match tag appears in «French quotes», and carries no rules; it exists only to be matched by other rules. For example, the Drain Resistance feat is &lt;Levelled&gt;. This means you can take it twice, to get it at 2nd feat level. The Hollow Heart feat requires 3 levels of «Necromancy» feats. The Skeletal Minion and Drain Resistance feats are both «Necromancy», which means if you've taken Skeletal Minion and 2 levels of Drain Resistance, then you can take Hollow Heart. The rules of &lt;Levelled&gt; apply to Drain Resistance, while «Necromancy» merely makes feats available to be matched by things like Hollow Heart's prereq.</P>
  547.     <P>Various match tags can exist, but these are the rule tags:</P>
  548.  
  549. <DL SET>
  550.     <DT>&lt;Levelled&gt;<DD>`
  551.     <DT>&lt;Split&gt;<DD>`
  552. </DL>
  553.  
  554.         <H4>Fighter Bonus Feats</H4>
  555.     <P>Fighters gain class feat slots, which can only take Fighter bonus feats. This designation doesn't restrict characters of other classes from taking these feats, nor does it restrict other feat slots a fighter might have.</P>
  556.  
  557.         <H4>Mystic Feats</H4>
  558.     <P>Hedge wizards gain class feat slots, which can only take mystic feats. This designation doesn't restrict characters of other classes from taking these feats, nor does it restrict other feat slots a hedge wizard might have.</P>
  559.  
  560.         <H4>Item Creation Feats</H4>
  561.     </P>`</P>
  562.     <P>Individual items have their own prereqs to meet before you can create them; see the DMG for prereqs and other information on magic items.
  563. When you create an item, you set the caster level, which can be no higher than your own caster level, but must be sufficient to cast the spell it stores or meet the prereqs.
  564. </P>
  565.     <P>Based on the item's base price, enchanting it takes one day per 1,000gp, 1 XP per 25gp, and 1gp in raw materials per 2gp. Any magic item that stores a spell with a costly material component or an XP cost also carries a commensurate cost. Some magic items that don't store a spell nevertheless incur extra costs in material components or XP, as noted in their descriptions. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the item.</P>
  566.     <P>Item creation feats also enable you to mend a broken magic item if it's one you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place — including any extra material component or XP costs.</P>
  567.  
  568.         <H4>Metamagic Feats</H4>
  569.     <P>As a spellcaster’s knowledge of magic grows, she can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. For example, a spellcaster can learn to cast a spell without having to say its verbal component, to cast a spell for greater effect, or even to cast it with nothing but a moment’s thought. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible.</P>
  570.     <P>For instance, at 3rd level, Mialee chooses to gain Silent Spell, the feat that allows her to cast a spell without its verbal component. The cost of doing so, however, is that in preparing the spell, she must use up a spell slot one spell level higher than the spell actually is. Thus, if she prepares charm person as a silent spell, it takes up one of her 2nd-level slots. It is still only a 1st-level spell, so the DC for the Will save against it does not go up. Mialee cannot prepare a 2nd-level spell as a silent spell because she would have to prepare it as a 3rd-level spell, and she can’t use 3rd-level spell slots until she reaches 5th level.</P>
  571.  
  572.         <H5>Prepared Spellcasting</H5>
  573.     <P>Hedge wizards and divine spellcasters(clerics, druids, paladins, and rangers) must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats(and thus which ones take up higher-level spell slots than normal).</P>
  574.  
  575.         <H5>Spontaneous Spellcasting</H5>
  576.     <P>Sorcerers and bards choose spells as they cast them. Additionally, clerics and druids can spontaneously cast certain spells from slots prepared with other spells. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot.</P>
  577.  
  578.         <H5>Effects Of Metamagic Feats On A Spell</H5>
  579.     <P>Metamagic feats apply metamagic to spells, at a cost of making those spells take up higher-level slots. This doesn't increase the spell's actual spell level(unless otherwise stated). In all ways, a metamagic spell operates at its original spell level, even though it's prepared and cast as a higher-level spell. This includes the spell's save DC being based on its original spell level, not the spell level of slot needed to store it.</P>
  580.     <P>Metamagic feats that eliminate components of a spell(such as Silent Spell and Still Spell) don’t eliminate the attack of opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an attack of opportunity.</P>
  581.     <P>Metamagic feats can't be used with all spells. See the specific feat descriptions for the spells that a particular feat can and can’t modify.</P>
  582.  
  583.         <H5>Multiple Metamagic Feats On A Spell</H5>
  584.     <P>A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. A silent, stilled version of Charm Person, for example, would be prepared and cast as a 3rd-level spell(a 1st-level spell, increased by one spell level for each of the metamagic feats). You can’t apply the same metamagic feat more than once to a single spell(for instance, you can’t cast a twice-empowered magic missile to get +100% damage).</P>
  585.  
  586.         <H5>Magic Items And Metamagic Spells</H5>
  587.     <P>Metamagic feats only apply metamagic to spells cast from the feat user's own abilities. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, potion, or any other magic item that stores a spell. However, such items can be crafted for metamagic versions of spells, as if they were plain spells of the higher spell level(after the application of the metamagic feat). Yes, this means the higher spell level counts against level limits for potions and wands. The character providing the spell to the enchantment process(usually the enchanter themself) needs the metamagic feat, in order to provide a metamagic version of the spell. Then, the user of the item does <I>not</I>. Anyone can drink a potion of extended Bear's Endurance and experience the effect for the longer duration.</P>
  588.  
  589.         <H5>Counterspelling Metamagic Spells</H5>
  590.     <P>Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell(see Counterspells, p170 PHB).</P>
  591.  
  592. <TABLE XPad100 BorderT3T>
  593. <CAPTION>Table 5-1: Feats</CAPTION>
  594. <THEAD>
  595. <TR><TH><BR>General Feat<TH>Prereqs<TH>Benefit
  596. </THEAD>
  597. <TBODY>
  598. <TR><TH>Acrobatic<TD><TD>+2 to Jump and Tumble.
  599. <TR><TH>Agile<TD><TD>+2 to Balance and Escape Artist.
  600. <TR><TH>Alertness<TD><TD>+2 to Listen and Spot.
  601. <TR><TH>Animal Affinity<TD><TD>+2 to Handle Animal and Ride.
  602. <TR><TH>Armor Proficiency<TD>proficient with lighter armor<TD>Proficient with the chosen armor.
  603. <TR><TH>Athletic<TD><TD>+2 to Climb and Swim.
  604. <TR><TH>Deceitful<TD><TD>+2 to Disguise and Forgery.
  605. <TR><TH>Deft Hands<TD><TD>+2 to Sleight Of Hand and Use Rope.
  606. <TR><TH>Diligent<TD><TD>+2 to Appraise and Decipher Script.
  607. <TR><TH>Great Fortitude &lt;Levelled&gt;<TD><TD>+[2 &times; Level] to Fortitude saves.
  608. <TR><TH>Iron Will &lt;Levelled&gt;<TD><TD>+[2 &times; Level] to Will saves.
  609. <TR><TH>Lightning Reflexes &lt;Levelled&gt;<TD><TD>+[2 &times; Level] to Reflex saves.
  610. <TR><TH>Magical Aptitude<TD><TD>+2 to Spellcraft and Use Magic Device.
  611. <TR><TH>Natural Spell<TD>WIS: 13, Wild Shape ability<TD>Cast spells in wild shapes.
  612. <TR><TH>Negotiator<TD><TD>+2 to Diplomacy and Sense Motive.
  613. <TR><TH>Nimble Fingers<TD><TD>+2 to Disable Device and Open Lock.
  614. <TR><TH>Persuasive<TD><TD>+2 to Bluff and Intimidate.
  615. <TR><TH>Self-Sufficient<TD><TD>+2 to Heal and Survival.
  616. <TR><TH>Shield Proficiency<TD><TD>Proficient with bucklers, small shields, and large shields.
  617. <TR><TH>Stealthy<TD><TD>+2 to Hide and Move Silently.
  618. <TR><TH>Tower Shield Proficiency<TD>proficient with shields<TD>Proficient with tower shields.
  619. <TR><TH> <TD> <TD>
  620. </TBODY>
  621. <THEAD>
  622. <TR><TH><BR>Fighter Bonus Feat<TH>Prereqs<TH>Benefit
  623. </THEAD>
  624. <TBODY>
  625. <TR><TH>Blind-Fight<TD><TD>In melee, reroll concealment-related miss chances, and defend normally against invisible attackers.
  626. <TR><TH>Cleave<TD>STR: 13, Combat Stances<TD>In melee, extra attack after dropping target.
  627. <TR><TH>Combat Reflexes<TD><TD>Unlimited attacks of opportunity, even while flat-footed.
  628. <TR><TH>Combat Stances<TD><TD>You're trained at adjusting your melee stance to suit the flow of battle, fighting cautiously or recklessly, striking heavily or precisely.
  629. <TR><TH>Dodge<TD>DEX: 13<TD>+1 Dodge bonus to AC.
  630. <TR><TH>Knight Moves<TD>BAB: +1<TD>You're good at a variety of combat maneuvers.
  631. <TR><TH>Stunning Fist<TD>DEX: 13, WIS: 13, Improved Unarmed Strike, BAB: +8<TD>Stun targets with your unarmed attacks.
  632. <TR><TH>Stunning Fist Power<TD>Stunning Fist<TD>Gives Stunning Fist +4 save DC, +5 rounds duration, and supernaturally doesn't count as a crit.
  633. <TR><TH>Toughness<TD><TD>+[Level] HP per HD.
  634. <TR><TH>Trample<TD>Ride 1 rank, Mounted Combat<TD>You're better at overrunning while mounted.
  635. <TR><TH>Two-Weapon Defense<TD>DEX: 15, Two-Weapon Fighting<TD>+1(or +2) shield bonus while dual wielding.
  636. <TR><TH>Two-Weapon Fighting<TD>DEX: 13<TD>Also attack with off-hand weapon(s) with only mild penalties.
  637. <TR><TH>Weapon Finesse<TD>BAB: +1<TD>Use DEX mod instead of STR mod on some attack rolls.
  638. <TR><TH>Weapon Focus<TD>proficiency with chosen weapon, BAB: +1<TD>+1 to hit and damage with your chosen weapon; bigger boni with Fighter levels.
  639. <TR><TH>Weapon Mastery<TD>Weapon Focus, Fighter level 1st<TD>Weapon Focus with all weapons you're proficient with.
  640. <TR><TH>Whirlwind Attack<TD>DEX: 13, INT: 13, Combat Stances, Dodge, Mobility, Spring Attack, BAB: +4<TD>Strike all nearby opponents in an amazing, spinning attack.
  641. <TR><TH> <TD> <TD>
  642. </TBODY>
  643. <THEAD>
  644. <TR><TH><BR>Mystic Feat<TH>Prereqs<TH>Benefit
  645. </THEAD>
  646. <TBODY>
  647. <TR><TH>Arcane In Armor<TD><TD>Ignore 5% ASF from armor/shields.
  648. <TR><TH>Arcane In Armor II<TD>Arcane In Armor<TD>Ignore 10% ASF from armor/shields.
  649. <TR><TH>Arcane In Armor III<TD>Arcane In Armor, Arcane In Armor II<TD>Ignore 20% ASF from armor/shields.
  650. <TR><TH>Augment Summoning<TD>Spell Focus (Conjuration)<TD>Summoned creatures gain +4 STR, +4 CON.
  651. <TR><TH>Aura Of Protection<TD><TD>Protect target against one negative condition magic.
  652. <TR><TH>Combat Casting<TD><TD>+4 to Concentration checks to cast on the defensive.
  653. <TR><TH>Conjuration Specialization<TD>spellcasting class that offers School Specialization<TD>Specialize in Conjuration.
  654. <TR><TH>Divine Enchantment<TD>any spell list<TD>Add a Cleric or Druid spell to your spell list.
  655. <TR><TH>Domain Devotion<TD>contract with a powerful being<TD>Gain a domain granted power.
  656. <TR><TH>Domain Magic<TD>Domain Devotion for same domain, WIS: [10 + Level], sufficient Will save or caster level<TD>Use a domain spell 1/day.
  657. <TR><TH>Drain Resistance<TD><TD>Resist ability damage, ability drain, energy drain.
  658. <TR><TH>Energy Affinity<TD>caster level 1st<TD>+1 caster level with spells of the chosen energy.
  659. <TR><TH>Energy Resistance Resistance<TD>caster level 1st<TD>Overcome some ER.
  660. <TR><TH>Greater Evocation<TD>ability to cast evocation spells<TD>Add a (powerful) evocation spell to your spell list.
  661. <TR><TH>Hollow Heart<TD>3 levels of «Necromancy» feats<TD>Crit resistance.
  662. <TR><TH>Master Of Rope<TD>DEX: 11, Use Rope 4 ranks<TD>Use Rope skill lets you cast Animate Rope and possibly Rope Trick.
  663. <TR><TH>Metabolic Isolation<TD><TD>Resist sleep, stun, paralysis, poison, disease.
  664. <TR><TH>Skeletal Minion<TD><TD>A loyal undead minion serves you.
  665. <TR><TH>Spontaneous Dispelling<TD>caster level 1st<TD>Spontaneously cast Dispel Magic.
  666. <TR><TH>Summon Familiar<TD><TD>Summon a small magical creature, who assists you.
  667. <TR><TH>Transmutation Specialization<TD>spellcasting class that offers School Specialization<TD>Specialize in Transmutation.
  668. <TR><TH>Undead Apotheosis<TD>Metabolic Isolation 2 levels, Drain Resistance, Hollow Heart<TD>Willingly join the ranks of the undead.
  669. </TBODY>
  670. <THEAD>
  671. <TR><TH><BR>Item Creation Feat<TH>Prereqs<TH>Benefit
  672. </THEAD>
  673. <TBODY>
  674. <TR><TH>Brew Potion<TD>caster level 3rd<TD>Create magic potions.
  675. <TR><TH>Craft Magic Arms And Armor<TD>caster level 5th<TD>Create magic weapons, armor, and shields.
  676. <TR><TH>Craft Rod<TD>caster level 9th<TD>Create magic rods.
  677. <TR><TH>Craft Staff<TD>caster level 12th<TD>Create magic staves.
  678. <TR><TH>Craft Wand<TD>caster level 5th<TD>Create magic wands.
  679. <TR><TH>Craft Wondrous Item<TD>caster level 3rd<TD>Create magic items not covered under another item creation feat.
  680. <TR><TH>Forge Ring<TD>caster level 12th<TD>You can create magic rings, which have varied magical effects.
  681. <TR><TH>Scribe Scroll<TD>caster level 1st<TD>You can create scrolls, from which you or another spellcaster can cast the scribed spells.
  682. </TBODY>
  683. <THEAD>
  684. <TR><TH>Metamagic Feat<TH>Prereqs<TH>Benefit
  685. </THEAD>
  686. <TBODY>
  687. <TR><TH> <TD> <TD>
  688. </TBODY>
  689. </TABLE>
  690.  
  691.         <H3>Feat Descriptions</H3>
  692.         <H5 TypeOfFeatFeat>Feat Name</H5>
  693. <DL SET>
  694.     <DT>Description<DD>What the feat does or represents, in plain language.
  695.     <DT>Prereq<DD>A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or a class level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
  696.     <DT>Benefit<DD>
  697.     <P>What the feat enables the character(“you” in the feat description) to do. If a character has the same feat more than once, its benefits don't stack, unless the feat is &lt;Levelled&gt;(in which case the "duplicates" simply count as additional levels). In general, having a feat twice is the same as having it once.</P>
  698.     <DT>Normal<DD>What a character who lacks this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, then this entry is absent.
  699.     <DT>Special<DD>Additional rules or the like that apply to the feat in an unusual way.
  700.     <DT>Note<DD>Additional facts about the feat that may be helpful when you decide whether to acquire the feat.
  701. </DL>
  702.  
  703.         <H5 GeneralFeat>Acrobatic</H5>
  704. <DL SET>
  705.     <DT>Description<DD>You have excellent body awareness and coordination.
  706.     <DT>Benefit<DD>
  707.     <P>+2 untyped bonus on all Jump checks and Tumble checks.</P>
  708. </DL>
  709.  
  710.         <H5 GeneralFeat>Agile</H5>
  711. <DL SET>
  712.     <DT>Description<DD>You are particularly flexible and poised.
  713.     <DT>Benefit<DD>
  714.     <P>+2 untyped bonus on all Balance checks and Escape Artist checks.</P>
  715. </DL>
  716.  
  717.         <H5 GeneralFeat>Alertness</H5>
  718. <DL SET>
  719.     <DT>Description<DD>You have finely tuned senses.
  720.     <DT>Benefit<DD>
  721.     <P>+2 untyped bonus on all Listen checks and Spot checks.</P>
  722.     <DT>Note<DD>The master of a familiar(see the Summon Familiar feat) gains the benefit of the Alertness feat whenever the familiar is within arm's reach.
  723. </DL>
  724.  
  725.         <H5 GeneralFeat>Animal Affinity</H5>
  726. <DL SET>
  727.     <DT>Description<DD>You are good with animals.
  728.     <DT>Benefit<DD>
  729.     <P>+2 untyped bonus on all Handle Animal checks and Ride checks.</P>
  730. </DL>
  731.  
  732.         <H5 MysticFeat>Arcane In Armor</H5>
  733. <DL SET>
  734.     <DT>Benefit<DD>
  735.     <P>You ignore the first 5% in arcane spell fail chance from armor and/or shields.</P>
  736. </DL>
  737.  
  738.         <H5 MysticFeat>Arcane In Armor II</H5>
  739. <DL SET>
  740.     <DT>Prereq<DD>Arcane In Armor
  741.     <DT>Benefit<DD>
  742.     <P>Increase Arcane In Armor to 10%.</P>
  743. </DL>
  744.  
  745.         <H5 MysticFeat>Arcane In Armor III</H5>
  746. <DL SET>
  747.     <DT>Prereq<DD>Arcane In Armor II (Arcane In Armor)
  748.     <DT>Benefit<DD>
  749.     <P>Increase Arcane In Armor to 20%.</P>
  750. </DL>
  751.  
  752.         <H5 GeneralFeat>Armor Proficiency<SPAN SM> &lt;Split&gt;</SPAN></H5>
  753. <DL SET>
  754.     <DT>Split<DD>Choose a type of armor: Light Armor, Medium Armor, Heavy Armor.
  755.     <DT>Prereq<DD>Some armor proficiencies have prereqs. Medium Armor requires you be proficient in light armor. Heavy Armor requires you be proficient in medium armor.
  756.     <DT>Benefit<DD>
  757.     <P>You're proficient with the chosen type of armor(see Table 7-6: Armor And Shields, p123, PHB).</P>
  758.     <DT>Note<DD>When you wear armor you're proficient with, its armor check penalty only applies to checks for &lt;ACP&gt; skills.
  759.     <DT>Normal<DD>A character wearing armor they aren't proficient with applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.
  760. </DL>
  761.  
  762.         <H5 GeneralFeat>Athletic</H5>
  763. <DL SET>
  764.     <DT>Description<DD>You have a knack for athletic endeavors.
  765.     <DT>Benefit<DD>
  766.     <P>+2 untyped bonus on all Climb checks and Swim checks.</P>
  767. </DL>
  768.  
  769.         <H5 MysticFeat>Augment Summoning</H5>
  770. <DL SET>
  771.     <DT>Description<DD>Your summoned creatures are more powerful than normal.
  772.     <DT>Prereq<DD>Spell Focus (Conjuration)
  773.     <DT>Benefit<DD>
  774.     <P>Each creature you conjure with any Summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.</P>
  775. </DL>
  776.  
  777.         <H5 MysticFeat>Aura Of Protection<SPAN SM> &lt;Levelled&gt; (Sp) «Abjuration»</SPAN></H5>
  778. <DL SET>
  779.     <DT>Benefit<DD>
  780.     <P>[Level] times per day, with a touch, you can bestow a protective aura that shields against magical attacks. The aura has a duration of 25 hours, but is usually expended before then. Each subject can only have one Aura Of Protection at a time.</P>
  781.     <P>When a magical effect that can inflict a negative condition would affect the subject, the effect is instead dispelled, and the aura is expended.</P>
  782. </DL>
  783.  
  784.         <H5 FighterBonusFeat>Blind-Fight</H5>
  785. <DL SET>
  786.     <DT>Description<DD>You know how to fight in melee without being able to see your foes.
  787.     <DT>Benefit<DD>
  788.     <P>In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.</P>
  789.     <P>An invisible attacker gets no advantages related to hitting you in melee; you don't lose your Dexterity bonus to AC, and the attacker doesn't get +2 for being invisible. The invisible attacker's boni do still apply for ranged attacks, however.</P>
  790.     <P>You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to ¾ normal, instead of ½.
  791.     <DT>Normal<DD>Concealment-related miss chances apply. (See Concealment, p152 PHB.) Regular attack roll modifiers apply for invisible attackers trying to hit you, and you lose your Dexterity bonus to AC. (See Table 8-5: Attack Roll Modifiers and Table 8-6: Armor Class Modifiers, p151 PHB.) The speed reduction for darkness and poor visibility also applies. (See Table 9-4: Hampered Movement, p163 PHB.)
  792.     <DT>Note<DD>The Blind-Fight feat is of no use against a character who is the subject of a Blink spell.
  793. </DL>
  794.  
  795.         <H5 ItemCreationFeat>Brew Potion</H5>
  796. <DL SET>
  797.     <DT>Description<DD>You can create potions, which carry spells within themselves. See the DMG for rules on potions.
  798.     <DT>Prereq<DD>caster level 3rd
  799.     <DT>Benefit<DD>
  800.     <P>You can create a potion of any spell you know up to 3rd spell level, so long as it targets one or more creatures. The base price of a potion is its [Spell Level × Caster Level × 50]gp.</P>
  801.     <P>When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.</P>
  802. </DL>
  803.  
  804.         <H5 FighterBonusFeat>Cleave</H5>
  805. <DL SET>
  806.     <DT>Description<DD>You can follow through with powerful blows.
  807.     <DT>Prereq<DD>STR: 13, Combat Stances
  808.     <DT>Benefit<DD>
  809.     <P>Once per turn, if you "drop" a creature in melee(i.e. offensively take them out of the fight, typically by damaging them below 0 HP or killing them), you get an immediate, extra melee attack against another creature within reach. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature.</P>
  810.     <DT>Note<DD>This doesn't let you take a 5' step before making the extra attack.
  811. </DL>
  812.  
  813.         <H5 MysticFeat>Combat Casting</H5>
  814. <DL SET>
  815.     <DT>Description<DD>You're adept at casting spells in combat.
  816.     <DT>Benefit<DD>
  817.     <P>+4 untyped bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive(see Casting On The Defensive, p140, PHB), while grappling, or while pinned.</P>
  818. </DL>
  819.  
  820.         <H5 FighterBonusFeat>Combat Reflexes</H5>
  821. <DL SET>
  822.     <DT>Description<DD>You can respond quickly and repeatedly to opponents who let their defenses down.
  823.     <DT>Benefit<DD>
  824.     <P>When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, a fighter with a Dexterity of 15 can make a total of three attacks of opportunity in 1 round — the one attack of opportunity any character is entitled to, plus two more because of his +2 Dexterity bonus. If four goblins move out of the character's threatened squares, he can make one attack of opportunity each against three of the four. You can still make only one attack of opportunity per opportunity.</P>
  825.     <P>With this feat, you may also make attacks of opportunity while flat-footed.</P>
  826.     <DT>Normal<DD>A character without this feat can make only one attack of opportunity per round, and can't make attacks of opportunity while flat-footed.
  827. </DL>
  828.  
  829.         <H5 FighterBonusFeat>Combat Stances</H5>
  830. <DL SET>
  831.     <DT>Description<DD>You're trained at adjusting your melee stance to suit the flow of battle, fighting cautiously or recklessly, striking heavily or precisely.
  832.     <DT>Benefit<DD>
  833.     <P>You gain all of these abilities, each of which can be a separate prereq for other feats and abilities. The modifiers(before any doubling) can't exceed your BAB, and penalties and boni alike last until your next turn, unless otherwise stated.</P>
  834.     <P>A damage modifier applies with natural weapons(like unarmed strikes), but not with other light weapons(regardless of how many hands you use), even though the opposite modifier applies. It's doubled with a weapon wielded two-handed(usually a purpose-made two-handed weapon). Normally, a double weapon is wielded as a one-handed weapon and a light weapon; you can instead wield it as a two-handed weapon, attacking with only one end of it in a round, notably in order to gain a bigger damage bonus.
  835. </P>
  836.     <DL SET>
  837.         <DT>Combat Expertise<DD>When you use the attack action or the full attack action in melee, you can take a penalty on all melee attack rolls in exchange for an equal and opposite Dodge bonus to your AC. This stacks with fighting defensively.
  838.         <DT>Power Attack<DD>On your action, before making attack rolls for a round, you can take a penalty on all melee attack rolls in exchange for an equal and opposite untyped bonus on all melee damage rolls.
  839.         <DT>Probing Attack<DD>On your action, before making attack rolls for a round, you can take a penalty on all melee damage rolls in exchange for an equal and opposite untyped bonus on all melee attack rolls.
  840.         <DT>Reckless Assault<DD>When you use the attack action or the full attack action in melee, you can take a penalty on your AC in exchange for an equal and opposite untyped bonus on all melee attack rolls.
  841.         <DT>Follow Up Strike<DD>Before rolling an attack roll, you can take a penalty on it, in exchange for an equal and opposite untyped bonus on your next attack. This bonus expires when used, or <I>after</I> your next turn without using it.
  842.     </DL>
  843.     <DT>Normal<DD>Any character can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 Dodge bonus to AC.
  844. </DL>
  845.  
  846.         <H5 MysticFeat>Conjuration Specialization<SPAN SM> «Conjuration»</SPAN></H5>
  847. <DL SET>
  848.     <DT>Prereq<DD>spellcasting class that offers School Specialization
  849.     <DT>Benefit<DD>
  850.     <P>Add Conjuration to the list of schools you can specialize in.</P>
  851. </DL>
  852.  
  853.         <H5 ItemCreationFeat>Craft Magic Arms And Armor</H5>
  854. <DL SET>
  855.     <DT>Description<DD>You can create magic weapons, armor, and shields.
  856.     <DT>Prereq<DD>caster level 5th
  857.     <DT>Benefit<DD>
  858.     <P>You can create magic weapons, armor, and shields. In addition to the usual costs, this takes a masterwork weapon, suit of armor, or shield which will carry the enchantment.</P>
  859. </DL>
  860.  
  861.         <H5 ItemCreationFeat>Craft Rod</H5>
  862. <DL SET>
  863.     <DT>Description<DD>You can create magic rods, which have varied magical effects.
  864.     <DT>Prereq<DD>caster level 9th
  865.     <DT>Benefit<DD>
  866.     <P>You can create magic rods. Some rods store a spell for unlimited use, others have their own effects; see the individual rod's description. A rod that stores a spell for unlimited use requires <I>a hundred times</I> any material component and XP costs of a single casting of the spell.</P>
  867. </DL>
  868.  
  869.         <H5 ItemCreationFeat>Craft Staff</H5>
  870. <DL SET>
  871.     <DT>Description<DD>You can create magic staves, each of which has multiple magical effects.
  872.     <DT>Prereq<DD>caster level 12th
  873.     <DT>Benefit<DD>
  874.     <P>You can create magic staves. Details vary, see the individual staff's description. A newly created staff has 50 charges.</P>
  875. </DL>
  876.  
  877.         <H5 ItemCreationFeat>Craft Wand</H5>
  878. <DL SET>
  879.     <DT>Description<DD>You can create wands, each of which holds charges of a spell.
  880.     <DT>Prereq<DD>caster level 5th
  881.     <DT>Benefit<DD>
  882.     <P>You can create a wand of any spell you know up to 4th spell level. The base price of a wand is its [Spell Level × Caster Level × 750]gp. A newly created wand has 50 charges. A wand requires <I>fifty times</I> any material component and XP costs of a single casting of the spell it stores.</P>
  883. </DL>
  884.  
  885.         <H5 ItemCreationFeat>Craft Wondrous Item</H5>
  886. <DL SET>
  887.     <DT>Description<DD>You can create a wide variety of magic items, such as a crystal ball or a flying carpet.
  888.     <DT>Prereq<DD>caster level 3rd
  889.     <DT>Benefit<DD>
  890.     <P>You can enchant wondrous items. Details vary considerably, see the individual item's description.</P>
  891. </DL>
  892.  
  893.         <H5 GeneralFeat>Deceitful</H5>
  894. <DL SET>
  895.     <DT>Description<DD>You have a knack for disguising the truth.
  896.     <DT>Benefit<DD>
  897.     <P>+2 untyped bonus on all Disguise checks and Forgery checks.</P>
  898. </DL>
  899.  
  900.         <H5 GeneralFeat>Deft Hands</H5>
  901. <DL SET>
  902.     <DT>Description<DD>You have exceptional manual dexterity.
  903.     <DT>Benefit<DD>
  904.     <P>+2 untyped bonus on all Sleight Of Hand checks and Use Rope checks.</P>
  905. </DL>
  906.  
  907.         <H5 GeneralFeat>Diligent</H5>
  908. <DL SET>
  909.     <DT>Description<DD>Your meticulousness allows you to analyze minute details that others miss.
  910.     <DT>Benefit<DD>
  911.     <P>+2 untyped bonus on all Appraise checks and Decipher Script checks.</P>
  912. </DL>
  913.  
  914.         <H5 MysticFeat>Divine Enchantment<SPAN SM> &lt;Split&gt; «Enchantment»</SPAN></H5>
  915. <DL SET>
  916.     <DT>Prereq<DD>any spell list
  917.     <DT>Split<DD>Choose a Cleric or Druid spell, of a level you can cast.
  918.     <DT>Benefit<DD>
  919.     <P>The chosen spell also appears on your spell list, as a Enchantment spell. If it has a "DF" component, change that to "F/DF", with the arcane focus being something unique to the spell that's worth 1gp.</P>
  920. </DL>
  921.  
  922.         <H5 FighterBonusFeat>Dodge</H5>
  923. <DL SET>
  924.     <DT>Description<DD>You are adept at dodging blows.
  925.     <DT>Prereq<DD>DEX: 13
  926.     <DT>Benefit<DD>
  927.     <P>+1 Dodge bonus to AC.</P>
  928.     <DT>Note<DD>A condition that makes you lose your Dexterity bonus to AC(if any) also makes you lose Dodge boni. Also, Dodge boni(such as this one and a dwarf's racial bonus to dodge giants) stack with each other, unlike most other types of boni.
  929. </DL>
  930.  
  931.         <H5 MysticFeat>Domain Devotion<SPAN SM> &lt;Split&gt;</SPAN></H5>
  932. <DL SET>
  933.     <DT>Split<DD>Choose a clerical domain.
  934.     <DT>Prereq<DD>You must contract with a powerful being, usually a deity or infernal, appropriate to the domain. They'll typically demand worship in exchange, and you must uphold this to maintain the prereq. At creation, work out the details with the GM.
  935.     <DT>Benefit<DD>
  936.     <P>You gain the granted power for the chosen domain.</P>
  937. </DL>
  938.  
  939.         <H5 MysticFeat>Domain Magic<SPAN SM> &lt;Split&gt; &lt;Levelled&gt; (Sp)</SPAN></H5>
  940. <DL SET>
  941.     <DT>Split<DD>Choose a clerical domain.
  942.     <DT>Max Level<DD>9
  943.     <DT>Prereq<DD>Domain Devotion for same domain, WIS: [10 + Level], effective caster level(see below) of [Level × 2 - 1]
  944.     <DT>Benefit<DD>
  945.     <P>At first feat level, you gain the 1st-level domain spell 1/day as a spell-like ability; at second feat level, you gain the 2nd-level domain spell 1/day as a spell-like ability; etc.</P>
  946.     <P>These abilities are based on Wisdom. Your effective caster level for purposes of these abilities is the higher of your base Will save and your highest actual caster level.</P>
  947. </DL>
  948.  
  949.         <H5 MysticFeat>Drain Resistance<SPAN SM> &lt;Levelled&gt; (Su) «Necromancy»</SPAN></H5>
  950. <DL SET>
  951.     <DT>Benefit<DD>
  952.     <P>+[4 × Level] untyped bonus on all saves vs ability damage, ability drain, energy drain.</P>
  953. </DL>
  954.  
  955.         <H5 MysticFeat>Energy Affinity<SPAN SM> &lt;Split&gt; «Evocation»</SPAN></H5>
  956. <DL SET>
  957.     <DT>Prereq<DD>caster level 1st
  958.     <DT>Split<DD>Choose an energy type: acid, cold, electricity, fire, or sonic.
  959.     <DT>Benefit<DD>
  960.     <P>+1 caster level for purposes of spells of the chosen energy type.</P>
  961. </DL>
  962.  
  963.         <H5 MysticFeat>Energy Resistance Resistance<SPAN SM> &lt;Levelled&gt; «Evocation»</SPAN></H5>
  964. <DL SET>
  965.     <DT>Description<DD>Your energy damage spells can ignore some or all of a target's Energy Resistance.
  966.     <DT>Prereq<DD>caster level 1st
  967.     <DT>Benefit<DD>
  968.     <P>[Feat Level] times per day, as you cast a spell, you can modify it to resist Energy Resistance itself. Against that spell, any target's ER is reduced by [10 × Level]. Normally, the minimum is 0; however, if the target has any DR/——, then the minimum is their amount of that DR. If the target has at least as much DR/—— as their ER, then their ER can't be affected by Energy Resistance Resistance.</P>
  969.     <DT>Note<DD>This has no effect on /immunity/ to an energy damage type, nor on targets that don't have ER vs the spell's energy type.</P>
  970. </DL>
  971.  
  972.         <H5 ItemCreationFeat>Forge Ring</H5>
  973. <DL SET>
  974.     <DT>Description<DD>You can create magic rings, which have varied magical effects.
  975.     <DT>Prereq<DD>caster level 12th
  976.     <DT>Benefit<DD>
  977.     <P>You can create magic rings. Details vary, see the individual item's description.</P>
  978. </DL>
  979.  
  980.         <H5 GeneralFeat>Great Fortitude<SPAN SM> &lt;Levelled&gt;</SPAN></H5>
  981. <DL SET>
  982.     <DT>Description<DD>You are tougher than normal.
  983.     <DT>Benefit<DD>
  984.     <P>+[2 &times; Level] untyped bonus on all Fortitude saving throws.</P>
  985. </DL>
  986.  
  987.         <H5 MysticFeat>Greater Evocation<SPAN SM> «Evocation» &lt;Split&gt;</SPAN></H5>
  988. <DL SET>
  989.     <DT>Prereq</DD>ability to cast evocation spells
  990.     <DT>Split<DD>Choose one of your spellcasting class(es). Choose an evocation spell from any spell list.
  991.     <DT>Benefit<DD>
  992.     <P>Add the chosen spell to your spell list for the chosen class.</P>
  993.     <DT>Note</DD>This <I>does</I> allow a hedge wizard to add an evocation spell of a higher level than would normally be on their spell list.
  994. </DL>
  995.  
  996.         <H5 MysticFeat>Hollow Heart<SPAN SM> &lt;Levelled&gt; (Su) «Necromancy»</SPAN></H5>
  997. <DL SET>
  998.     <DT>Prereq<DD>3 levels of «Necromancy» feats
  999.     <DT>Max Level<DD>5
  1000.     <DT>Benefit<DD>
  1001.     <P>You gain resistance(or immunity) to critical hits, as the Fortification armor special abilities. The amount depends on the feat level.</P>
  1002.     <P>Resistance is rolled separately against each attack where it matters. If you succeed, then you're treated as immune to critical hits for purposes of that attack.</P>
  1003. </DL>
  1004. <TABLE XPad½T TextCenter BorderT3T>
  1005. <THEAD>
  1006. <TR><TH>Feat Level<TH>Fortification
  1007. </THEAD>
  1008. <TBODY>
  1009. <TR><TH>1<TD>25%
  1010. <TR><TH>2<TD>50%
  1011. <TR><TH>3<TD>75%
  1012. <TR><TH>4<TD>90%
  1013. <TR><TH>5<TD>Immune To Critical Hits
  1014. </TBODY>
  1015. </TABLE>
  1016.  
  1017.         <H5 GeneralFeat>Iron Will<SPAN SM> &lt;Levelled&gt;</SPAN></H5>
  1018. <DL SET>
  1019.     <DT>Description<DD>You have a stronger will than normal.
  1020.     <DT>Benefit<DD>
  1021.     <P>+[2 &times; Level] untyped bonus on all Will saving throws.</P>
  1022. </DL>
  1023.  
  1024.         <H5 FighterBonusFeat>Knight Moves</H5>
  1025. <DL SET>
  1026.     <DT>Description<DD>You're good at a variety of combat maneuvers.
  1027.     <DT>Prereq<DD>BAB: +1
  1028.     <DT>Benefit<DD>
  1029.     <P>+4 untyped bonus on opposed resistance checks involved in overrunning, bull rushing, disarming, and tripping. This applies both using and resisting such maneuvers.</P>
  1030.     <P>Your attempts to disarm and trip don't give the target a free attempt to do the same to you.</P>
  1031.     <P>You don't provoke attacks of opportunity by bull rushing, disarming, sundering, or tripping.</P>
  1032.     <P>+4 untyped bonus on attack rolls to sunder.</P>
  1033.     <P>The target of your overrun can't simply choose to avoid you.</P>
  1034.     <P>A Bluff check to feint in combat takes a move action, not a standard action.</P>
  1035.     <P>When you perform a shield bash with shield you're proficient with, you don't lose the shield's shield bonus to your AC.</P>
  1036.     <P>If you successfully trip an opponent in melee combat, then you immediately get a free melee attack against that opponent — as if you hadn't used your attack for the trip attempt.</P>
  1037.     <P>When you charge, you gain a +4 Dodge bonus to AC until the start of your next turn. (This offsets and then some the -2 penalty for charging.)</P>
  1038.     <P>At any point during your movement, you can spend 10' of movement to take a 5' step. As normal for a step, this doesn't provoke attacks of opportunity. This step doesn't count for purposes like the 10'+ of straight-line movement in a charge.</P>
  1039.     <P>For purposes of prereqs, you count as also having these feats: Improved Bull Rush, Improved Disarm, Improved Shield Bash, Improved Sunder, Improved Trip.</P>
  1040. </DL>
  1041.  
  1042.         <H5 GeneralFeat>Lightning Reflexes<SPAN SM> &lt;Levelled&gt;</SPAN></H5>
  1043. <DL SET>
  1044.     <DT>Description<DD>You have faster than normal reflexes.
  1045.     <DT>Benefit<DD>
  1046.     <P>+[2 &times; Level] untyped bonus on all Reflex saving throws.</P>
  1047. </DL>
  1048.  
  1049.         <H5 GeneralFeat>Magical Aptitude</H5>
  1050. <DL SET>
  1051.     <DT>Description<DD>You have a knack for magical endeavors.
  1052.     <DT>Benefit<DD>
  1053.     <P>+2 untyped bonus on all Spellcraft checks and Use Magic Device checks.</P>
  1054. </DL>
  1055.  
  1056.         <H5 MysticFeat>Master Of Rope</H5>
  1057. <DL SET>
  1058.     <DT>Prereq<DD>DEX: 11, Use Rope 4 ranks
  1059.     <DT>Benefit<DD>
  1060.     <P>At a cost of 2 subdual HP, you can attempt to cast Animate Rope. Once the casting time is spent, make a DC: 21 Use Rope check, or the spell fizzles.</P>
  1061.     <P>If you have at least DEX: 12 and 6 ranks in Use Rope, then at a cost of 4 subdual HP, you can attempt to cast Rope Trick. Once the casting time is spent, make a DC: 23 Use Rope check, or the spell fizzles.</P>
  1062.     <P>Both spells have Dexterity as their base caster ability score, and a caster level 3 less than your Use Rope ranks.</P>
  1063. </DL>
  1064.  
  1065.         <H5 MysticFeat>Metabolic Isolation<SPAN SM> &lt;Levelled&gt; (Su) «Necromancy»</SPAN></H5>
  1066. <DL SET>
  1067.     <DT>Benefit<DD>
  1068.     <P>+[2 × Level] untyped bonus on all saves vs sleep, stun, paralysis, poison, disease.</P>
  1069. </DL>
  1070.  
  1071.         <H5 GeneralFeat>Natural Spell<SPAN SM> &lt;Levelled&gt;</SPAN></H5>
  1072. <DL SET>
  1073.     <DT>Description<DD>You can cast spells while in a wild shape.
  1074.     <DT>Prereq<DD>WIS: 13, Wild Shape ability
  1075.     <DT>Benefit<DD>
  1076.     <P>You can complete the verbal and somatic components of spells while in a wild shape, so long as their spell level is less than Natural Spell's feat level. For example, with 2 levels of Natural Spell, you could substitute screeches and gestures with your talons while in the form of a hawk for the normal verbal and somatic components of cantrips and 1st-level spells, but not 2nd-level spells or higher. You can also use any material components or focuses you have for such spells, even if such items are melded within your current form.</P>
  1077.     <DT>Note<DD>This feat doesn't enable the use of magic items while in a form that couldn't ordinarily use them, nor does it grant the ability to speak while in a wild shape.</P>
  1078. </DL>
  1079.  
  1080.         <H5 GeneralFeat>Negotiator</H5>
  1081. <DL SET>
  1082.     <DT>Description<DD>You are good at gauging and swaying attitudes.
  1083.     <DT>Benefit<DD>
  1084.     <P>+2 untyped bonus on all Diplomacy checks and Sense Motive checks.</P>
  1085. </DL>
  1086.  
  1087.         <H5 GeneralFeat>Nimble Fingers</H5>
  1088. <DL SET>
  1089.     <DT>Description<DD>You are adept at manipulating small, delicate objects.
  1090.     <DT>Benefit<DD>
  1091.     <P>+2 untyped bonus on all Disable Device checks and Open Lock checks.</P>
  1092. </DL>
  1093.  
  1094.         <H5 GeneralFeat>Persuasive</H5>
  1095. <DL SET>
  1096.     <DT>Description<DD>You have a way with words and body language.
  1097.     <DT>Benefit<DD>
  1098.     <P>+2 untyped bonus on all Bluff checks and Intimidate checks.</P>
  1099. </DL>
  1100.  
  1101.         <H5 ItemCreationFeat>Scribe Scroll</H5>
  1102. <DL SET>
  1103.     <DT>Description<DD>You can create scrolls, from which you or another spellcaster can cast the scribed spells. See the DMG for rules on scrolls.
  1104.     <DT>Prereq<DD>caster level 1st
  1105.     <DT>Benefit<DD>
  1106.     <P>You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.</P>
  1107.     <P>Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.</P>
  1108. </DL>
  1109.  
  1110.         <H5 GeneralFeat>Self-Sufficient</H5>
  1111. <DL SET>
  1112.     <DT>Description<DD>You can take care of yourself in harsh environments and situations.
  1113.     <DT>Benefit<DD>
  1114.     <P>+2 untyped bonus on all Heal checks and Survival checks.</P>
  1115. </DL>
  1116.  
  1117.         <H5 GeneralFeat>Shield Proficiency</H5>
  1118. <DL SET>
  1119.     <DT>Description<DD>You are proficient with bucklers, small shields, and large shields.
  1120.     <DT>Benefit<DD>
  1121.     <P>You're proficient with shields, including bucklers, small shields, and large shields, but <I>not</I> including tower shields. (See Table 7-6: Armor And Shields, p123, PHB.)</P>
  1122.     <DT>Note<DD>When you wear armor you're proficient with, its armor check penalty only applies to checks for &lt;ACP&gt; skills.
  1123.     <DT>Normal<DD>A character using a shield they aren't proficient with applies its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
  1124. </DL>
  1125.  
  1126.         <H5 MysticFeat>Skeletal Minion<SPAN SM> «Necromancy»</SPAN></H5>
  1127. <DL SET>
  1128.     <DT>Benefit<DD>
  1129.     <P>With a supernatural ceremony that takes 24 hours and uses up materials worth 100gp, you can obtain an undead minion(a human warrior skeleton, or equivalent with the GM's permission). This creature is a loyal servant that follows your commands, and accompanies you on adventures if desired. Its destruction causes you no ill effects, and you can replace it by performing the ceremony again. Your caster level for this is equal to your HD.</P>
  1130.     <P>At 1st caster level, the skeleton is completely typical, but it gains power as you level up. Its HD equals your caster level. It gains an untyped bonus to its natural armor bonus equal to half your caster level. It gains an untyped bonus to its STR and DEX scores equal to one-third of your caster level.</P>
  1131. </DL>
  1132.  
  1133.         <H5 MysticFeat>Spontaneous Dispelling<SPAN SM> «Abjuration»</SPAN></H5>
  1134. <DL SET>
  1135.     <DT>Prereq<DD>caster level 1st
  1136.     <DT>Benefit<DD>
  1137.     <P>You can spontaneously cast the spell Dispel Magic. This ability is similar to the cleric's ability to spontaneously cast Cure spells, with a few exceptions. You can spend a 3rd-level prepared spell or unused spell slot, or any combination adding up to at least 3 levels. (Cantrips count as ½ level each.) You can spend more levels to spont Dispel Magic more powerfully, but only up to a spell level of half your caster level, round up. You can apply metamagic you know as normal within the limit of the spell levels spent.</P>
  1138.     <DT>Note<DD>You can use this in conjunction with a readied action to use dispel magic as a counterspell.
  1139. </DL>
  1140.  
  1141.         <H5 GeneralFeat>Stealthy</H5>
  1142. <DL SET>
  1143.     <DT>Description<DD>You are particularly good at avoiding notice.
  1144.     <DT>Benefit<DD>
  1145.     <P>+2 untyped bonus on all Hide checks and Move Silently checks.</P>
  1146. </DL>
  1147.  
  1148.         <H5 FighterBonusFeat>Stunning Fist</H5>
  1149. <DL SET>
  1150.     <DT>Description<DD>You know how to strike opponents in vulnerable areas.
  1151.     <DT>Prereq<DD>DEX: 13, WIS: 13, Improved Unarmed Strike, BAB: +8
  1152.     <DT>Benefit<DD>
  1153.     <P>Once per turn, you can make an unarmed attack stunning. You must declare this before the attack roll(thus, a failed attack roll wastes the stun).</P>
  1154.     <P>A target hit by a stunning attack, in addition to damage and any other effects of the attack, must make a Fort save or be stunned. Your save DC is [10 + ½HD + WIS Mod], and the duration of your stun is [WIS Mod] rounds. (The stun ends right before your turn, that many rounds later.)</P>
  1155.     <P>A stunning attack doesn't have its stunning effect on creatures immune to critical hits — constructs, oozes, plants, undead, incorporeal creatures, and others.</P>
  1156.     <DT>Note<DD>A stunned character can't act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC.
  1157. </DL>
  1158.  
  1159.         <H5 FighterBonusFeat>Stunning Fist Power</H5>
  1160. <DL SET>
  1161.     <DT>Description<DD>You can use mystic power to stun foes more effectively.
  1162.     <DT>Prereq<DD>Stunning Fist
  1163.     <DT>Benefit<DD>
  1164.     <P>Your Stunning Fist attacks have +4 to the save DC, and +5 rounds to the duration. Both of these boni are untyped.</P>
  1165.     <P>As a supernatural ability, your stunning attacks do have their stunning effect on creatures immune or resistant to critical hits.</P>
  1166. </DL>
  1167.  
  1168.         <H5 MysticFeat>Summon Familiar<SPAN SM> «Conjuration»</SPAN></H5>
  1169. <DL SET>
  1170.     <DT>Benefit<DD>
  1171.     <P>You can call a familiar — a small, magical animal companion that serves you. For some, their familiar is their only true friend.</P>
  1172. </DL>
  1173.  
  1174.         <H5 FighterBonusFeat>Toughness<SPAN SM> &lt;Levelled&gt;</SPAN></H5>
  1175. <DL SET>
  1176.     <DT>Description<DD>You are tougher than normal.
  1177.     <DT>Benefit<DD>
  1178.     <P>+[Level] HP per HD. This applies equally to present and future HD.</P>
  1179. </DL>
  1180.  
  1181.         <H5 GeneralFeat>Tower Shield Proficiency</H5>
  1182. <DL SET>
  1183.     <DT>Description<DD>You are proficient with tower shields.
  1184.     <DT>Prereq<DD>proficient with shields
  1185.     <DT>Benefit<DD>
  1186.     <P>You're proficient with tower shields(see Table 7-6: Armor And Shields, p123 PHB).</P>
  1187.     <DT>Note<DD>When you wear armor you're proficient with, its armor check penalty only applies to checks for &lt;ACP&gt; skills.
  1188.     <DT>Normal<DD>A character using a shield they aren't proficient with applies its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
  1189. </DL>
  1190.  
  1191.         <H5 GeneralFeat>Track</H5>
  1192. <DL SET>
  1193.     <DT>Description<DD>You can follow the trails of creatures and characters across most types of terrain.
  1194.     <DT>Benefit<DD>
  1195.     <P>To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.</P>
  1196.     <P>You move at half your normal speed(or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface, with modifiers for the prevailing conditions, as given on the tables below:</P>
  1197. <TABLE XPad½T CenterButLast BorderT3T>
  1198. <THEAD>
  1199. <TR><TH>Ground<TH>Survival<BR>DC<TH>Description
  1200. </THEAD>
  1201. <TBODY>
  1202. <TR><TH>Very Soft<TD>5<TD>Any surface(fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
  1203. <TR><TH>Soft<TD>10<TD>Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
  1204. <TR><TH>Firm<TD>15<TD>Most normal outdoor surfaces(such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces(thick rugs and very dirty or dusty floors). The creature might leave some traces(broken branches or tufts of hair), but it leaves only occasional or partial footprints.
  1205. <TR><TH>Hard<TD>20<TD>Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces(scuff marks or displaced pebbles).
  1206. </TBODY>
  1207. </TABLE>
  1208. <TABLE XPad½T CenterButFirst BorderT3T>
  1209. <THEAD>
  1210. <TR><TH>Condition<TH>Survival<BR>DC<BR>Modifier
  1211. </THEAD>
  1212. <TBODY>
  1213. <TR><TD>Every three creatures in the group being tracked<TD>+1
  1214. <TR><TD COLSPAN="2">Size of creature or creatures being tracked:&sup1;
  1215. <TR><TD STYLE="padding-left: 1em; ">&bullet; Fine<TD>+8
  1216. <TR><TD STYLE="padding-left: 1em; ">&bullet; Diminutive<TD>+4
  1217. <TR><TD STYLE="padding-left: 1em; ">&bullet; Tiny<TD>+2
  1218. <TR><TD STYLE="padding-left: 1em; ">&bullet; Small<TD>+1
  1219. <TR><TD STYLE="padding-left: 1em; ">&bullet; Medium<TD>+0
  1220. <TR><TD STYLE="padding-left: 1em; ">&bullet; Large<TD>-1
  1221. <TR><TD STYLE="padding-left: 1em; ">&bullet; Huge<TD>-2
  1222. <TR><TD STYLE="padding-left: 1em; ">&bullet; Gargantuan<TD>-4
  1223. <TR><TD STYLE="padding-left: 1em; ">&bullet; Colossal<TD>-8
  1224. <TR><TD>Every 24 hours since the trail was made<TD>+1
  1225. <TR><TD>Every hour of rain since the trail was made<TD>+1
  1226. <TR><TD>Fresh snow cover since the trail was made<TD>+10
  1227. <TR><TD COLSPAN="2">Poor visibility:&sup2;
  1228. <TR><TD STYLE="padding-left: 1em; ">&bullet; Overcast or moonless night<TD>+6
  1229. <TR><TD STYLE="padding-left: 1em; ">&bullet; Moonlight<TD>+3
  1230. <TR><TD>Fog or precipitation<TD>+3
  1231. <TR><TD>Tracked party hides trail(and moves at half speed)<TD>+5
  1232. </TBODY>
  1233. </TABLE>
  1234.     <P>&sup1; For a group of mixed sizes, apply only the modifier for the largest size category.</P>
  1235.     <P>&sup2; Apply only the largest modifier from this category.</P>
  1236.     <P>If you fail a Survival check, you can retry after 1 hour(outdoors) or 10 minutes(indoors) of searching.</P>
  1237.     <DT>Normal<DD>Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature's passage using the DCs given above, but you can't use Search to follow tracks, even if someone else has already found them.
  1238.     <DT>Note<DD>This feat doesn't let you find or follow the tracks made by a subject of a Pass Without Trace spell, or a user of Trackless Step. Those leave no tracks.
  1239. </DL>
  1240.  
  1241.         <H5 FighterBonusFeat>Trample</H5>
  1242. <DL SET>
  1243.     <DT>Description<DD>You're trained in using your mount to knock down opponents.
  1244.     <DT>Prereq<DD>Ride 1 rank, Mounted Combat
  1245.     <DT>Benefit<DD>
  1246.     <P>When you attempt to overrun an opponent while mounted, your target can't simply choose to avoid you. Your mount can make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets(see Overrun, p157 PHB).</P>
  1247. </DL>
  1248.  
  1249.         <H5 MysticFeat>Transmutation Specialization<SPAN SM> «Transmutation»</SPAN></H5>
  1250. <DL SET>
  1251.     <DT>Prereq<DD>spellcasting class that offers School Specialization
  1252.     <DT>Benefit<DD>
  1253.     <P>Add Transmutation to the list of schools you can specialize in.</P>
  1254. </DL>
  1255.  
  1256.         <H5 FighterBonusFeat>Two-Weapon Defense</H5>
  1257. <DL SET>
  1258.     <DT>Description<DD>Your two-weapon fighting style bolsters your defense as well as your offense.
  1259.     <DT>Prereq<DD>DEX: 15, Two-Weapon Fighting
  1260.     <DT>Benefit<DD>
  1261.     <P>With a double weapon or two weapons(not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.</P>
  1262.     <P>While fighting defensively, using the total defense action, or using Combat Stances to boost your AC, this shield bonus increases to +2.</P>
  1263. </DL>
  1264.  
  1265.         <H5 FighterBonusFeat>Two-Weapon Fighting</H5>
  1266. <DL SET>
  1267.     <DT>Description<DD>You can fight with a weapon in each hand. You can make one extra attack each round with each secondary weapon.
  1268.     <DT>Prereq<DD>DEX: 13
  1269.     <DT>Benefit<DD>
  1270.     <P>Your penalties on attack rolls for fighting with multiple weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand(s) lessens by 6.</P>
  1271.     <P>If you have at least BAB: +6, then you gain the Improved Two-Weapon Fighting ability, which gives you a second attack with your off-hand weapon(s), albeit with a -5 iterative penalty.</P>
  1272.     <P>If you have at least BAB: +11, then you gain the Greater Two-Weapon Fighting ability, which gives you a third attack with your off-hand weapon(s), albeit with a -10 iterative penalty.</P>
  1273.     <P>Each additional +5 BAB gives you one more attack with your off-hand weapon(s), with the iterative penalty worsening by -5 each time. However, these are not named abilities.</P>
  1274.     <DT>Normal<DD>See Two-Weapon Fighting and Table 8-10: Two-Weapon Fighting Penalties, both on p160 PHB.
  1275. </DL>
  1276.  
  1277.         <H5 MysticFeat>Undead Apotheosis<SPAN SM> «Necromancy»</SPAN></H5>
  1278. <DL SET>
  1279.     <DT>Prereq<DD>Metabolic Isolation 2 levels, Drain Resistance, Hollow Heart
  1280.     <DT>Benefit<DD>
  1281.     <P>Your creature type changes to Undead. (You keep all relevant subtypes.) You lose the traits of your old type and gain the traits of the Undead type. This doesn't affect the features of your existing levels, although you can level up as an undead henceforth, if for some reason you want to.</P>
  1282.     <P>If you don't have an entry describing weapons and armor, then your entry has none.</P>
  1283. </DL>
  1284.  
  1285.         <H5 FighterBonusFeat>Weapon Finesse</H5>
  1286. <DL SET>
  1287.     <DT>Description<DD>You are especially skilled at using weapons that can benefit as much from Dexterity as from Strength.
  1288.     <DT>Prereq<DD>BAB: +1
  1289.     <DT>Benefit<DD>
  1290.     <P>With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you can use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</P>
  1291.     <DT>Note<DD>Natural weapons are always considered light weapons.
  1292. </DL>
  1293.  
  1294.         <H5 FighterBonusFeat>Weapon Focus &lt;Levelled&gt;</H5>
  1295. <DL SET>
  1296.     <DT>Special<DD>Choose a weapon type, such as greataxe. You can also choose unarmed strike, grapple, or ray(such as the one produced by the Ray Of Frost spell) as your weapon for purposes of this feat.
  1297.     <DT>Description<DD>With your chosen weapon, you're especially accurate and you know how to make it really hurt.
  1298.     <DT>Prereq<DD>proficiency with chosen weapon, BAB: +1
  1299.     <DT>Max Level<DD>Fighter level if any, otherwise 1
  1300.     <DT>Benefit<DD>
  1301.     <P>At first feat level, +1 untyped bonus on all attack and damage rolls with your chosen weapon. Second feat level adds +2 to both, bringing each to a total of +3; third feat level adds +3, for a total of +6; fourth feat level adds +4, for a total of +10; etc.</P>
  1302. </DL>
  1303.  
  1304.         <H5 FighterBonusFeat>Weapon Mastery</H5>
  1305. <DL SET>
  1306.     <DT>Description<DD>Your accuracy and power don't depend on your weapon.
  1307.     <DT>Prereq<DD>Weapon Focus, Fighter level 1st
  1308.     <DT>Benefit<DD>
  1309.     <P>You have Weapon Focus with all weapons you're proficient with, including unarmed strikes, grapples, and rays.</P>
  1310. </DL>
  1311.  
  1312.         <H5 FighterBonusFeat>Whirlwind Attack<SPAN SM> &lt;Levelled&gt;</SPAN></H5>
  1313. <DL SET>
  1314.     <DT>Description<DD>You can strike nearby opponents in an amazing, spinning attack.
  1315.     <DT>Prereq<DD>DEX: 13, INT: 13, Combat Stances, Dodge, Mobility, Spring Attack, BAB: +4
  1316.     <DT>Benefit<DD>
  1317.     <P>When you use the full attack action, you can give up your regular attacks and any bonus attacks in a full attack(such as from a Haste spell), and instead make [Level] melee attacks at your full base attack bonus against each opponent within reach. However, you do get bonus attacks that result from these attacks(such as via the Cleave feat).</P>
  1318. </DL>
  1319.  
  1320.  
  1321.  
  1322.         <H1 CHAPNUM="???">Spell Lists</H1>
  1323.         <H3>Hand Domain</H3>
  1324. <DL SET>
  1325.     <DT>Granted Powers<DD>You can use Mage Hand once per day as a spell-like ability.
  1326.     <DT>1st<DD>Burning Hands
  1327.     <DT>2nd<DD>Spectral Hand
  1328.     <DT>3rd<DD>Helping Hand
  1329.     <DT>4th<DD>Divine Power
  1330.     <DT>5th<DD>Bigby's Interposing Hand
  1331.     <DT>6th<DD>Bigby's Forceful Hand
  1332.     <DT>7th<DD>Bigby's Grasping Hand
  1333.     <DT>8th<DD>Bigby's Clenched Fist
  1334.     <DT>9th<DD>Bigby's Crushing Hand
  1335. </DL>
  1336.  
  1337. </BODY>
  1338. </HTML>
  1339.  
  1340.  
  1341.  
  1342.  
  1343.  
  1344. <!--
  1345.  
  1346.         <H5 FighterBonusFeat>Deflect Arrows</H5>
  1347. <DL SET>
  1348.     <DT>Description<DD>You can deflect incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.
  1349.     <DT>Prereq<DD>DEX: 13, Improved Unarmed Strike
  1350.     <DT>Benefit<DD>
  1351.     <P>You must have at least one hand free(holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons, such as boulders hurled by giants, can't be deflected.</P>
  1352. </DL>
  1353.  
  1354.         <H5 GeneralFeat>Diehard</H5>
  1355. <DL SET>
  1356.     <DT>Description<DD>You can remain conscious after attacks that would fell others.
  1357.     <DT>Prereq<DD>Endurance
  1358.     <DT>Benefit<DD>
  1359.     <P>When reduced to between -1 and -9 HP, you automatically become stable. You don't have to roll 1D100 to see if you lose 1 hit point each round.</P>
  1360.     <P>When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative HP(even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.</P>
  1361.     <P>When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full-round action. You can take a move action without further injuring yourself, but if you perform any standard action(or any other action the DM deems as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.</P>
  1362.     <DT>Normal<DD>A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying, as described in Chapter 8: Combat.
  1363. </DL>
  1364.  
  1365.         <H5 GeneralFeat>Endurance</H5>
  1366. <DL SET>
  1367.     <DT>Description<DD>You are capable of amazing feats of stamina.
  1368.     <DT>Benefit<DD>
  1369.     <P>+4 untyped bonus on the following checks and saves: Swim checks made to resist nonlethal damage(see p84 PHB), Constitution checks made to continue running(see p144 PHB), Constitution checks made to avoid nonlethal damage from a forced march(see p164 PHB), Constitution checks made to hold your breath(see p84 PHB), Constitution checks made to avoid nonlethal damage from starvation or thirst(see p304 DMG), Fortitude saves made to avoid nonlethal damage from hot or cold environments(see p302..303 DMG), and Fortitude saves made to resist damage from suffocation(see p304 DMG). Also, you may sleep in light or medium armor without becoming fatigued.</P>
  1370.     <DT>Normal<DD>A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.</P>
  1371. </DL>
  1372.  
  1373.         <H5 MysticFeat>Eschew Materials</H5>
  1374. <DL SET>
  1375.     <DT>Description<DD>You can cast spells without relying on material components.
  1376.     <DT>Benefit<DD>
  1377.     <P>You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.</P>
  1378. </DL>
  1379.  
  1380.         <H5 FighterBonusFeat>Exotic Weapon Proficiency<SPAN SM> &lt;Split&gt;</SPAN></H5>
  1381. <DL SET>
  1382.     <DT>Split<DD>Choose a type of exotic weapon, such as dire flail or shuriken(see Table 7-5: Weapons, p116 PHB, for a list of exotic weapons).
  1383.     <DT>Description<DD>You understand how to use the chosen type of weapon in combat.
  1384.     <DT>Prereq<DD>BAB: +1. Bastard sword and dwarven waraxe have an additional prereq of STR: 13.
  1385.     <DT>Benefit<DD>
  1386.     <P>You make attack rolls with the weapon normally.</P>
  1387.     <DT>Normal<DD>A character takes a -4 penalty on attack rolls with weapons they aren't proficient with.
  1388. </DL>
  1389.  
  1390.         <H5 GeneralFeat>Extra Turning<SPAN SM> &lt;Levelled&gt;</SPAN></H5>
  1391. <DL SET>
  1392.     <DT>Description<DD>You can turn or rebuke creatures more often than normal.
  1393.     <DT>Prereq<DD>ability to turn or rebuke creatures
  1394.     <DT>Benefit<DD>
  1395.     <P>You can use your ability to turn or rebuke creatures [4 &times; Level] more times per day than normal.</P>
  1396.     <P>If you have the ability to turn or rebuke more than one kind of creature(such as a good-aligned cleric with access to the Fire domain, who can turn undead, and also turn water creatures and rebuke fire creatures), each of your turning/rebuking abilities gains four additional uses per day.</P>
  1397.     <DT>Normal<DD>Without this feat, a character can typically turn/rebuke a number of times per day equal to 3 + their Charisma modifier.
  1398. </DL>
  1399.  
  1400.         <H5 FighterBonusFeat>Far Shot</H5>
  1401. <DL SET>
  1402.     <DT>Description<DD>You can get greater distance out of a ranged weapon.
  1403.     <DT>Prereq<DD>Point Blank Shot
  1404.     <DT>Benefit<DD>
  1405.     <P>When you use a projectile weapon, such as a bow, its range increment increases by half(multiply by 1½). When you use a thrown weapon, its range increment is doubled.</P>
  1406. </DL>
  1407.  
  1408.         <H5 FighterBonusFeat>Great Cleave</H5>
  1409. <DL SET>
  1410.     <DT>Description<DD>You wield melee weapons with such power that you can strike multiple times when you fell your foes.
  1411.     <DT>Prereq<DD>STR: 13, Cleave, Combat Stances, BAB: +4
  1412.     <DT>Benefit<DD>
  1413.     <P>Cleave no longer has any restriction on how many times you can use it in a turn.</P>
  1414. </DL>
  1415.  
  1416.         <H5 MysticFeat>Greater Spell Focus<SPAN SM> &lt;Split&gt;</SPAN></H5>
  1417. <DL SET>
  1418.     <DT>Split<DD>Choose a school of magic.
  1419.     <DT>Description<DD>Your spells of the chosen school are now even more potent than before.
  1420.     <DT>Prereq<DD>Spell Focus with the same school
  1421.     <DT>Benefit<DD>
  1422.     <P>Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.</P>
  1423. </DL>
  1424.  
  1425.         <H5 MysticFeat>Greater Spell Penetration</H5>
  1426. <DL SET>
  1427.     <DT>Description<DD>Your spells are remarkably potent, breaking through spell resistance more readily than normal.
  1428.     <DT>Prereq<DD>Spell Penetration
  1429.     <DT>Benefit<DD>
  1430.     <P>+2 untyped bonus on caster level checks(1D20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.</P>
  1431. </DL>
  1432.  
  1433.         <H5 MysticFeat>Improved Counterspell</H5>
  1434. <DL SET>
  1435.     <DT>Description<DD>You understand the nuances of countermagic to such an extent that you can counter your opponent's spells with great efficiency.
  1436.     <DT>Benefit<DD>
  1437.     <P>When counterspelling, you can use any spell of the same school that is one or more spell levels higher than the target spell.</P>
  1438.     <DT>Normal<DD>Without this feat, you may counter a spell only with the same spell, or with a spell specifically designated as countering the target spell.
  1439. </DL>
  1440.  
  1441.         <H5 FighterBonusFeat>Improved Critical<SPAN SM> &lt;Split&gt;</SPAN></H5>
  1442. <DL SET>
  1443.     <DT>Split<DD>Choose a weapon type, such as greataxe. You can also choose unarmed strike, grapple, or ray(such as the one produced by the Ray Of Frost spell) as your weapon for purposes of this feat.
  1444.     <DT>Description<DD>You know how to hit where it hurts with your chosen weapon.
  1445.     <DT>Prereq<DD>proficient with chosen weapon, BAB: +8
  1446.     <DT>Benefit<DD>
  1447.     <P>You double the threat range of your chosen weapon. For example, a longsword usually threatens a critical hit on a roll of 19..20(two numbers). If a character using a longsword has Improved Critical(Longsword), the threat range becomes 17..20(four numbers).</P>
  1448.     <DT>Special<DD>This effect doesn't stack with any other effect that expands the threat range of a weapon(such as the keen edge spell).
  1449. </DL>
  1450.  
  1451.         <H5 FighterBonusFeat>Improved Grapple</H5>
  1452. <DL SET>
  1453.     <DT>Description<DD>You are skilled at grappling opponents.
  1454.     <DT>Prereq<DD>DEX: 13, Improved Unarmed Strike
  1455.     <DT>Benefit<DD>
  1456.     <P>You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.</P>
  1457.     <DT>Normal<DD>Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.
  1458. </DL>
  1459.  
  1460.         <H5 FighterBonusFeat>Improved Initiative</H5>
  1461. <DL SET>
  1462.     <DT>Description<DD>You can react more quickly than normal in a fight.
  1463.     <DT>Benefit<DD>
  1464.     <P>+4 bonus on initiative checks.</P>
  1465. </DL>
  1466.  
  1467.         <H5 FighterBonusFeat>Improved Precise Shot</H5>
  1468. <DL SET>
  1469.     <DT>Description<DD>Your ranged attacks can ignore the effects of cover or concealment.
  1470.     <DT>Prereq<DD>DEX: 19, Point Blank Shot, Precise Shot, BAB: +11
  1471.     <DT>Benefit<DD>
  1472.     <P>Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.</P>
  1473.     <P>In addition, when you shoot or throw ranged weapons at a grappling opponent, you don't roll randomly to see which grappler you hit.</P>
  1474.     <DT>Normal<DD>See p150..152 PHB for rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.
  1475. </DL>
  1476.  
  1477.         <H5 GeneralFeat>Improved Turning</H5>
  1478. <DL SET>
  1479.     <DT>Description<DD>Your turning or rebuking attempts are more powerful than normal.
  1480.     <DT>Prereq<DD>ability to turn or rebuke creatures
  1481.     <DT>Benefit<DD>
  1482.     <P>You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.</P>
  1483. </DL>
  1484.  
  1485.         <H5 FighterBonusFeat>Improved Unarmed Strike</H5>
  1486. <DL SET>
  1487.     <DT>Description<DD>You are skilled at fighting while unarmed.
  1488.     <DT>Benefit<DD>
  1489.     <P>You are considered to be armed even when unarmed — that is, you don't provoke attacks or opportunity from armed opponents when you attack them while unarmed, you get an attack of opportunity against any opponent who makes an unarmed attack on you, and your unarmed strikes can deal lethal or nonlethal damage without penalty.</P>
  1490.     <DT>Normal<DD>Without this feat, you always deal nonlethal damage with an unarmed strike.
  1491. </DL>
  1492.  
  1493.         <H5 GeneralFeat>Investigator</H5>
  1494. <DL SET>
  1495.     <DT>Description<DD>You have a knack for finding information.
  1496.     <DT>Benefit<DD>
  1497.     <P>+2 untyped bonus on all Gather Information checks and Search checks.</P>
  1498. </DL>
  1499.  
  1500.         <H5 GeneralFeat>Leadership</H5>
  1501. <DL SET>
  1502.     <DT>Description<DD>You are the sort of person others want to follow, and you have done some work attempting to recruit cohorts and followers.
  1503.     <DT>Prereq<DD>ECL 6th
  1504.     <DT>Benefit<DD>
  1505.     <P>You can attract loyal companions and devoted followers, subordinates who assist you. Your DM has information on what sort of cohort and how many followers you can recruit.</P>
  1506.     <DT>Special<DD>Check with your DM before selecting this feat, and work with your DM to determine an appropriate cohort and followers for your character(the DMG has more information on cohorts and followers).
  1507. </DL>
  1508.  
  1509.         <H5 FighterBonusFeat>Manyshot</H5>
  1510. <DL SET>
  1511.     <DT>Description<DD>You can fire multiple arrows simultaneously against a nearby target.
  1512.     <DT>Prereq<DD>DEX: 17, Point Blank Shot, Rapid Shot, BAB: +6
  1513.     <DT>Benefit<DD>
  1514.     <P>As a standard action, you may fire multiple arrows at a single opponent within 30 feet. All these arrows use the same attack roll(with a -4 penalty) to determine success, and deal damage normally(except as listed under Special).</P>
  1515.     <P>For every five points of BAB you have above +1, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll(for a total penalty of -6 for three arrows and -8 for four).</P>
  1516.     <P>Damage reduction and other resistances apply separately against each arrow fired.</P>
  1517.     <DT>Special<DD>Regardless of the number of arrows you fire, you apply precision-based damage(such as sneak attack damage and critical damage) only to the first. All others deal regular damage.
  1518. </DL>
  1519.  
  1520.         <H5 GeneralFeat>Martial Weapon Proficiency &lt;Split&gt;</H5>
  1521. <DL SET>
  1522.     <DT>Split<DD>Choose a martial weapon type, such as greataxe.
  1523.     <DT>Description<DD>You understand how to use the chosen weapon in combat. Use this feat to expand the list of weapons you're proficient with beyond the basic list in your class description.
  1524.     <DT>Benefit<DD>
  1525.     <P>You're proficient with your chosen weapon, and thus make attack rolls with them normally.</P>
  1526.     <DT>Normal<DD>You take a -4 penalty on attack rolls with a weapon you aren't proficient with.
  1527. </DL>
  1528.  
  1529.         <H5 FighterBonusFeat>Mobility</H5>
  1530. <DL SET>
  1531.     <DT>Description<DD>You are skilled at dodging past opponents and avoiding blows.
  1532.     <DT>Prereq<DD>DEX: 13, Dodge
  1533.     <DT>Benefit<DD>
  1534.     <P>+4 Dodge bonus to AC against attacks of opportunity caused when you move out of or within a threatened area.</P>
  1535.     <DT>Note<DD>A condition that makes you lose your Dexterity bonus to AC(if any) also makes you lose Dodge boni. Dodge boni(such as this one and a dwarf's racial bonus to dodge giants) stack with each other, unlike most types of boni.
  1536. </DL>
  1537.  
  1538.         <H5 FighterBonusFeat>Point Blank Shot</H5>
  1539. <DL SET>
  1540.     <DT>Description<DD>You are skilled at making well-placed shots with ranged weapons at close range.
  1541.     <DT>Benefit<DD>
  1542.     <P>+1 untyped bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.</P>
  1543. </DL>
  1544.  
  1545.         <H5 FighterBonusFeat>Point Blank Shot Mastery</H5>
  1546. <DL SET>
  1547.     <DT>Description<DD>You are skilled at making well-placed shots with ranged weapons.
  1548.     <DT>Benefit<DD>
  1549.     <P>The boni from Point Blank Shot are increased to +2, and apply regardless of range.</P>
  1550. </DL>
  1551.  
  1552.         <H5 FighterBonusFeat>Precise Shot</H5>
  1553. <DL SET>
  1554.     <DT>Description<DD>You are skilled at timing and aiming ranged attacks.
  1555.     <DT>Prereq<DD>Point Blank Shot
  1556.     <DT>Benefit<DD>
  1557.     <P>You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll(see Shooting Or Throwing Into A Melee, p140 PHB).</P>
  1558. </DL>
  1559.  
  1560.         <H5 FighterBonusFeat>Quick Draw</H5>
  1561. <DL SET>
  1562.     <DT>Description<DD>You can draw weapons with startling speed.
  1563.     <DT>Prereq<DD>BAB: +1
  1564.     <DT>Benefit<DD>
  1565.     <P>You can draw and sheathe a weapon as a free action(instead of a move action). You can draw a hidden weapon, or return a weapon to a hidden sheath, as a move action(instead of a standard action). See the Sleight Of Hand skill, p81 PHB, for more about hiding weapons.</P>
  1566.     <P>You can throw weapons at your full normal rate of attacks(much like a character with a bow).</P>
  1567.     <P>If you draw a weapon, strike a blow with it that drops a creature, and sheathe it all in quick succession, then you can make an Intimidate check on the spot as a reaction, usually for the Demoralize Opponent use of Intimidate.</P>
  1568.     <DT>Normal<DD>Without this feat, you can draw a weapon as a move action, or (if your BAB is +1 or higher) as a free action as part of movement(see p142 PHB). Without this feat, you can draw a hidden weapon as a standard action.</P>
  1569. </DL>
  1570.  
  1571.         <H5 FighterBonusFeat>Rapid Reload<SPAN SM> &lt;Split&gt;</SPAN></H5>
  1572. <DL SET>
  1573.     <DT>Split<DD>Choose a type of crossbow: Hand, Light, Heavy.
  1574.     <DT>Description<DD>You can reload a crossbow of the chosen type more quickly than normal.
  1575.     <DT>Prereq<DD>proficient with chosen crossbow type
  1576.     <DT>Benefit<DD>
  1577.     <P>The time required for you to reload your chosen type of crossbow is reduced to a free action(for a hand or light crossbow) or a move action(for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.</P>
  1578.     <P>If you have this feat for hand crossbow or light crossbow, then you can fire that weapon as many times in a full attack action as you could attack if you were using a bow.</P>
  1579.     <DT>Normal<DD>A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.
  1580. </DL>
  1581.  
  1582.         <H5 FighterBonusFeat>Rapid Shot</H5>
  1583. <DL SET>
  1584.     <DT>Description<DD>You can use ranged
  1585. weapons with exceptional
  1586. speed.
  1587.     <DT>Prereq<DD>DEX: 13, Point Blank Shot
  1588.     <DT>Benefit<DD>
  1589.     <P>You can get one extra attack per
  1590. round with a ranged weapon. The attack is at your
  1591. highest base attack bonus, but each attack you
  1592. make in that round (the extra one and the normal
  1593. ones) takes a -2 penalty. You must use the full
  1594. attack action (see page 143) to use this feat.</P>
  1595. </DL>
  1596.  
  1597.         <H5 GeneralFeat>Run</H5>
  1598. <DL SET>
  1599.     <DT>Description<DD>You are fleet of foot.
  1600.     <DT>Benefit<DD>
  1601.     <P>Your run multipliers improve by +1. That is, you move five times(not four times) your normal speed while running with no more than light encumbrance, and four times(not three times) your normal speed while running with medium or heavier encumbrance.</P>
  1602.     <P>+4 untyped bonus on Jump checks to jump after a running start(see the Jump skill description, p77 PHB).</P>
  1603.     <P>You don't lose your Dexterity bonus to AC because of running.</P>
  1604. </DL>
  1605.  
  1606.         <H5 GeneralFeat>Simple Weapon Proficiency</H5>
  1607. <DL SET>
  1608.     <DT>Description<DD>You understand how to use simple weapons in combat. (See Table 7-5: Weapons, p116 PHB, for a list of simple weapons.)
  1609.     <DT>Benefit<DD>
  1610.     <P>You're proficient in all simple weapons, and thus make attack rolls with them normally.</P>
  1611.     <DT>Normal<DD>You take a -4 penalty on attack rolls with any weapon you aren't proficient with.
  1612.     <DT>Note<DD>All characters except for druids and monks are automatically proficient with all simple weapons. This feat isn't useful to them. The self-only Sor/Wiz spell Tenser's Transformation grants proficiency with all simple weapons for the duration.
  1613. </DL>
  1614.  
  1615.         <H5 GeneralFeat>Skill Focus<SPAN SM> &lt;Split&gt;</SPAN></H5>
  1616. <DL SET>
  1617.     <DT>Split<DD>Choose a skill, such as Move Silently.
  1618.     <DT>Description<DD>You have a special knack with the chosen skill.
  1619.     <DT>Benefit<DD>
  1620.     <P>+3 untyped bonus on all checks involving that skill.</P>
  1621. </DL>
  1622.  
  1623.         <H5 FighterBonusFeat>Snatch Arrows</H5>
  1624. <DL SET>
  1625.     <DT>Description<DD>You are adept at grabbing incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.
  1626.     <DT>Prereq<DD>DEX: 15, Deflect Arrows, Improved Unarmed Strike
  1627.     <DT>Benefit<DD>
  1628.     <P>When using the Deflect Arrows feat, you can catch the weapon instead of just deflecting it. Thrown weapons, such as spears or axes, can immediately be thrown back at the original attacker(even though it isn't your turn) or kept for later use.</P>
  1629.     <P>You must have at least one hand free(holding nothing) to use this feat.</P>
  1630. </DL>
  1631.  
  1632.         <H5 MysticFeat>Spell Focus<SPAN SM> &lt;Split&gt;</SPAN></H5>
  1633. <DL SET>
  1634.     <DT>Split<DD>Choose a school of magic, such as Illusion.
  1635.     <DT>Description<DD>Your spells of the chosen school are more potent than normal.
  1636.     <DT>Benefit<DD>
  1637.     <P>+1 untyped bonus to the save DC of all your spells from the chosen school of magic.</P>
  1638. </DL>
  1639.  
  1640.         <H5 MysticFeat>Spell Mastery<SPAN SM> &lt;Split&gt;</SPAN></H5>
  1641. <DL SET>
  1642.     <DT>Prereq<DD>spellcasting via spellbook
  1643.     <DT>Split<DD>Choose [INT Mod] spells that you already know. (When your INT mod improves, choose additional spells.)
  1644.     <DT>Description<DD>You are so intimately familiar with the chosen spells that you don't need a spellbook to prepare them anymore.
  1645.     <DT>Benefit<DD>
  1646.     <P>You can prepare the chosen spells without referring to a spellbook.</P>
  1647.     <DT>Normal<DD>Without this feat, spellbook-based casters must use their spellbook to prepare all spells except read magic.
  1648. </DL>
  1649.  
  1650.         <H5 MysticFeat>Spell Penetration</H5>
  1651. <DL SET>
  1652.     <DT>Description<DD>Your spells are especially potent, breaking through spell resistance more readily than normal.
  1653.     <DT>Benefit<DD>
  1654.     <P>+2 untyped bonus on caster level checks(1D20 + caster level) made to overcome a creature's spell resistance.</P>
  1655. </DL>
  1656.  
  1657.         <H5 FighterBonusFeat>Spring Attack</H5>
  1658. <DL SET>
  1659.     <DT>Description<DD>You are trained in skirmish tactics, fast attacks, and fancy footwork.
  1660.     <DT>Benefit<DD>
  1661.     <P>When using the attack action, as a move action you can move both before and after the attack, provided that your total distance moved is not greater than your speed.</P>
  1662.     <P>When you perform a charge, you can move and attack as if with a standard charge and then move again, continuing the straight line of the charge. Your total movement for the round can't exceed double your speed.</P>
  1663.     <P>This feat works both on foot and mounted.</P>
  1664.     <P>If you move at least 5' both before and after your attack, then this movement doesn't provoke attacks of opportunity from the target you attack, on yourself or on your mount. (It can still provoke attacks of opportunity from other creatures, if appropriate.)</P>
  1665. </DL>
  1666.  
  1667.         <H4>"The Ride skill is a prerequisite for the feats Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge, Trample."</H4>
  1668.  
  1669.         <H5 FighterBonusFeat>Mounted Archery</H5>
  1670. <DL SET>
  1671.     <DT>Description<DD>You are skilled at using ranged weapons while mounted.
  1672.     <DT>Prereq<DD>Ride 1 rank, Mounted Combat
  1673.     <DT>Benefit<DD>
  1674.     <P>You don't take penalties for using a ranged weapon from a moving mount.</P>
  1675.     <P>While making ranged attacks on a target your mount is moving towards(within &plusmn;45&deg;), you deal +1 damage per 5' your mount moved.</P>
  1676.     <DT>Normal<DD>Without this feat, you take a -4 penalty to use a ranged weapon while your mount double-moves, and a -8 penalty to use a ranged weapon while your mount runs. (See Mounted Combat, p157 PHB/)
  1677. </DL>
  1678.  
  1679.         <H5 FighterBonusFeat>Mounted Combat</H5>
  1680. <DL SET>
  1681.     <DT>Description<DD>You are skilled in mounted combat.
  1682.     <DT>Prereq<DD>Ride 1 rank
  1683.     <DT>Benefit<DD>
  1684.     <P>While mounted, you have a +1 untyped bonus on attack rolls, damage rolls, and AC.</P>
  1685.     <P>While mounted, roll initiative separately for your mount; you both have the higher of the two initiative rolls.</P>
  1686.     <P>Whenever your mount is hit in combat, you can attempt a Ride check(as a reaction) to negate the hit. The hit becomes a miss if your Ride check result is greater than the opponent's attack roll. (Essentially, the Ride check result becomes the mount's AC, if it's better.)</P>
  1687.     <DT>Normal</DD>Without this feat, you can either roll initiative for yourself and use it for both(your mount delays until your action), or roll initiative separately and act separately.
  1688. </DL>
  1689.  
  1690.         <H5 FighterBonusFeat>Ride-By Attack</H5>
  1691. <DL SET>
  1692.     <DT>Description<DD>You are skilled at making fast attacks for your mount.
  1693.     <DT>Prereq<DD>Ride 1 rank, Mounted Combat
  1694.     <DT>Benefit<DD>
  1695.     <P>When you perform a mounted charge, deal +1 damage per 5' your mount moved. If you also have Spring Attack, then include movement after the attack.</P>
  1696. </DL>
  1697.  
  1698.         <H5 FighterBonusFeat>Spirited Charge</H5>
  1699. <DL SET>
  1700.     <DT>Description<DD>You are trained at making a devastating mounted charge.
  1701.     <DT>Prereq<DD>Ride 1 rank, Mounted Combat, Ride-By Attack
  1702.     <DT>Benefit<DD>
  1703.     <P>In a mounted charge, you deal double damage with a melee weapon, and double its threat range. If it's a lance, then instead deal triple damage and triple its threat range.</P>
  1704. </DL>
  1705.  
  1706.  
  1707.  
  1708.  
  1709.  
  1710.         <H5 MetamagicFeat>Empower Spell</H5>
  1711. <DL SET>
  1712.     <DT>Description<DD>You can cast spells to greater effect.
  1713.     <DT>Benefit<DD>
  1714.     <P>You can empower a spell, at the cost of requiring a slot of +2 spell levels.</P>
  1715.     <P>All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. For example, an empowered magic missile deals 1½ times its normal damage(roll 1D4+1 and multiply the result by 1½ for each missile). Saving throws and opposed rolls(such as the one you make when you cast Dispel Magic) are not affected, nor are spells without random variables.</P>
  1716. </DL>
  1717.  
  1718.         <H5 MetamagicFeat>Enlarge Spell</H5>
  1719. <DL SET>
  1720.     <DT>Description<DD>You can cast spells farther than normal.
  1721.     <DT>Benefit<DD>
  1722.     <P>You can enlarge a spell, at the cost of requiring a slot of +1 spell level.</P>
  1723.     <P>The range of an enlarged spell is doubled. Spells whose ranges aren't defined by distance(including Touch and Personal) are unaffected. An enlarged spell's Close is 50' + 5'/level, Medium is 200' + 20'/level, and Long is 800' + 80'/level.</P>
  1724. </DL>
  1725.  
  1726.         <H5 MetamagicFeat>Extend Spell</H5>
  1727. <DL SET>
  1728.     <DT>Description<DD>You can cast spells that last longer than normal.
  1729.     <DT>Benefit<DD>
  1730.     <P>An extended spell lasts twice as long as normal. A spell with a duration of Concentration, Instantaneous, or Permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.</P>
  1731. </DL>
  1732.  
  1733.         <H5 MetamagicFeat>Heighten Spell</H5>
  1734. <DL SET>
  1735.     <DT>Description<DD>You can cast a spell as if it were a higher-level spell than it actually is.
  1736.     <DT>Benefit<DD>
  1737.     <P>A heightened spell has a higher spell level than normal(up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level(such as saving throw DCs and ability to penetrate a Lesser Globe Of Invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level. For example, a cleric could prepare Hold Person as a 4th-level spell(instead of a 2nd-level spell), and it would in all ways be treated as a 4th-level spell.</P>
  1738. </DL>
  1739.  
  1740.         <H5 MetamagicFeat>Maximize Spell</H5>
  1741. <DL SET>
  1742.     <DT>Description<DD>You can cast spells to maximum effect.
  1743.     <DT>Benefit<DD>
  1744.     <P>All variable, numeric effects of a spell modified by this feat are maximized. A maximized spell deals maximum damage, cures the maximum number of HP, affects the maximum number of targets, etc, as appropriate. For example, a maximized fireball deals 6 damage per caster level. Saving throws and opposed rolls(such as the one you make when you cast Dispel Magic) are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level.</P>
  1745.     <DT>Special<DD>An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result. The damage of an empowered, maximized fireball cast by a 10th-level hedge wizard is 60 plus half of 10D6.
  1746. </DL>
  1747.  
  1748.         <H5 MetamagicFeat>Quicken Spell</H5>
  1749. <DL SET>
  1750.     <DT>Description<DD>You can cast a spell with a moment's thought.
  1751.     <DT>Benefit<DD>
  1752.     <P>You can quicken a spell, at the cost of requiring a slot of +4 spell levels.</P>
  1753.     <P>A quickened spell's casting time is reduced. If its casting time was already 1 round or less, then its casting time is reduced to a quick action. Otherwise, its casting time is halved. (Round up if needed.)</P>
  1754.     <P>Once per turn, you can take a quick action as a free action that doesn't provoke attacks of opportunity. This lets you use your standard and move actions for other things, including casting other spells. If you've already used your one free quick action per turn, then any further quick actions that turn can be taken as move actions, and provoke attacks of opportunity as normal.</P>
  1755. </DL>
  1756.  
  1757.         <H5 MetamagicFeat>Silent Spell</H5>
  1758. <DL SET>
  1759.     <DT>Description<DD>You can cast spells without words.
  1760.     <DT>Benefit<DD>
  1761.     <P>You can silence a spell, at the cost of requiring a slot of +1 spell level.</P>
  1762.     <P>A silent spell can be cast with no verbal components. Spells without verbal components are not affected.</P>
  1763.     <DT>Special<DD>Bard spells can't be silenced.
  1764. </DL>
  1765.  
  1766.         <H5 MetamagicFeat>Still Spell</H5>
  1767. <DL SET>
  1768.     <DT>Description<DD>You can cast spells without gestures.
  1769.     <DT>Benefit<DD>
  1770.     <P>You can still a spell, at the cost of requiring a slot of +1 spell level.</P>
  1771.     <P>A stilled spell can be cast with no somatic components. Spells without somatic components are unaffected.</P>
  1772. </DL>
  1773.  
  1774.         <H5 MetamagicFeat>Widen Spell</H5>
  1775. <DL SET>
  1776.     <DT>Description<DD>You can increase the area of your spells.
  1777.     <DT>Benefit<DD>
  1778.     <P>You can widen a spell, at the cost of requiring a slot of +3 spell levels.</P>
  1779.     <P>A widened spell increases any burst, emanation, line, or spread shaped area. Any numeric measurements of one of these areas increase by 100%. For example, a widened Fireball spell fills a 40'-radius spread, instead of a 20'-radius spread. Spells that do not have an area of one of these four sorts are not affected by widening.</P>
  1780. </DL>
  1781.  
  1782. -->
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