Classes
Barbarians and Monks are not used in this campaign. Best to play a fighter and tweak it with feats and skills and ability scores to best approximate these classes.
Clerics (ability update, 10/23/10)
Clerics in this campaign have the ability to channel energy per the Pathfinder Roleplaying Game Core Rulebook, p. 40. The ability functions exactly as described in the PF RPG except for the level progression listed below:
Level Damage/Healing
1 1d6
2 -
3 -
4 2d6
5 -
6 -
7 3d6
8 -
9 -
10 4d6
11 -
12 -
13 5d6
14 -
15 -
16 6d6
17 -
18 -
19 7d6
20 -
This addition to the campaign rules set also offers the following feats to the cleric class from the PF RPG:
Alignment Channel (p. 117-118)
Channel Smite (p.119)
Improved Channel (p. 126)
Selective Channeling (p. 132-133)
There are some changes made to the Paladin and Ranger classes. Use the class descriptions listed below:
Paladin (Revised Version)
Hit Die: d10
Alignment: Lawful Good
Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Nobility & Royalty),
Knowledge (Religion), Profession, Ride, Sense Motive.
Skill Points at 1st level: (2 + INT modifier) x 4
Skill Points at Additional Levels: 2 + INT modifier
Weapon and Armor Proficiencies: The paladin is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium armor), and with shields (except tower shields).
Level Attack Bonus Fort Ref Will Special
1 +1 +2 +0 +0 Aura of Good, Detect Evil, Smite Evil 1/day
2 +2 +3 +0 +0 Divine Grace, Lay on Hands
3 +3 +3 +1 +1 Aura of Courage, Divine Health
4 +4 +4 +1 +1 Turn Undead
5 +5 +4 +1 +1 Bonus Feat*
6 +6/+1 +5 +2 +2 Remove Disease 1/week
7 +7/+2 +5 +2 +2 Smite Evil 2/day
8 +8/+3 +6 +2 +2 Bonus Feat*
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3
11 +11/+6/+1 +7 +3 +3 Bonus Feat*
12 +12/+7/+2 +8 +4 +4 Remove Disease 2/week
13 +13/+8/+3 +8 +4 +4 Smite Evil 3/day
14 +14/+9/+4 +9 +4 +4 Bonus Feat*
15 +15/+10/+5 +9 +5 +5
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5 Bonus Feat*
18 +18/+13/+8/+3 +11 +6 +6 Remove Disease 3/week
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6
Class Abilities:
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. At 6th, 12th, and 18th levels, the paladin may smite evil one additional time per day.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level X her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot or lycanthropy).
Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would. (See Turn or Rebuke Undead, page 159 of the PHB.)
Bonus Feat*: The paladin gains an additional bonus feat at 5th level and at 9th, 13th, 16th and 20th levels, provided he meets the feat's pre-requisites.
These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Endurance, Exotic Weapon Proficiency, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Favored Enemy Critical Strike, Favored Enemy Strike, Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Quick Draw, Run, Two-Weapon Fighting (Improved Two- Weapon Fighting), Weapon Finesse*, and Weapon Focus*.
Feats dependent on other feats are listed parenthetically under the prerequisite feat. A
character can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Characters must still meet all prerequisites for these feats, including ability score and base attack minimums. (See Chapter 5 in the Player's Handbook for descriptions of feats and their prerequisites).
Important: These feats are in addition to the feat that a character of any class gets every three levels (per Player's Handbook Table 4-2: Experience and Level-Dependent Benefits). The paladin is not limited to the list given here when choosing those feats.
Remove Disease (Sp): At 7th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every 6 levels after 6th (twice per week at9th, three times per week at 18th).
Spells: Paladins progress in spell ability as per page 44 in the PHB. The spell progression is copied below as a reference.
Level Spells Per Day/Spell Level
1 2 3 4
1 - - - -
2 - - - -
3 - - - -
4 0 - - -
5 0 - - -
6 1 - - -
7 1 - - -
8 1 0 - -
9 1 0 - -
10 1 1 - -
11 1 1 0 -
12 1 1 1 -
13 1 1 1 -
14 2 1 1 0
15 2 1 1 1
16 2 2 1 1
17 2 2 2 1
18 3 2 2 1
19 3 3 3 2
20 3 3 3 3
Ranger (Revised Version)
Hit Die: d10
Alignment: Any
Skill Points: 4 per level
Class Skills: Animal Empathy, Climb, Concentration, Craft, Handle Animal, Heal, Hide, Intuit Direction,
Jump, Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Spot, Swim, Use Rope,
Wilderness Lore
Skill Points at 1st level: (4 + INT modifier) x 4
Skill Points at Additional Levels: 4 + INT modifier
Weapon and Armor Proficiencies: The ranger is proficient with all simple and martial weapons, light
armor, medium armor, and all shields. Note that wearing armor heavier than leather imposes a penalty, to
the ranger skills Climb, Hide, Jump, and Move Silently. Swim checks also suffer a -1 penalty for every 5 lbs.
of armor or equipment carried.
Level Attack Bonus Fort Ref Will Special
1 +1 +2 +0 +0 1st Favored Enemy, Nature Sense, Track
2 +2 +3 +0 +0 Bonus Feat*, Wild Empathy
3 +3 +3 +1 +1 Endurance, Uncanny Dodge (Dex to AC)
4 +4 +4 +1 +1 Animal Companion
5 +5 +4 +1 +1 Woodland Stride
6 +6/+1 +5 +2 +2 Improved Uncanny Dodge (Can’t be flanked), Trap Sense +1
7 +7/+2 +5 +2 +2 Bonus Feat*
8 +8/+3 +6 +2 +2 2nd Favored Enemy, Swift Tracker
9 +9/+4 +6 +3 +3 Evasion
10 +10/+5 +7 +3 +3 Bonus Feat*
11 +11/+6/+1 +7 +3 +3
12 +12/+7/+2 +8 +4 +4 Camouflage, Trap Sense +2
13 +13/+8/+3 +8 +4 +4 3rd Favored Enemy
14 +14/+9/+4 +9 +4 +4 Bonus Feat*
15 +15/+10/+5 +9 +5 +5
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5 Bonus Feat*
18 +18/+13/+8/+3 +11 +6 +6 Trap Sense +3
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6
Class Abilities:
Favored Enemy: At 1st level, a ranger may select a type of creature (dragons, giants, goblinoids, undead etc.) as a favored enemy. (Only evil rangers can select their own race as a favored enemy.) Due to their extensive study of their foes and training in the proper techniques for combating them, rangers gain a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness checks when using these skills against this type of creature. Likewise, rangers get the same bonus to weapon damage rolls against creatures of this type. A ranger also gets this damage bonus with ranged weapons, but only against targets within 30 feet (the ranger cannot strike with deadly accuracy beyond that range). The strike with bonus doesn't apply to damage against creatures that are immune to critical hits.
At 8th and 13th levels, the ranger may select a new favored enemy, and the bonus associated with every previously selected favored enemy goes up by +1. For example, a 14th-level ranger will have three favored enemies, with bonuses of +3, +2, and + 1.
Rangers may not select "humanoid" or "outsider" as a favored enemy but they may select a more narrowly defined type of humanoid (such as goblinoids, humans, or reptilian humanoids) or outsider (such as devils, efreet, or slaadi). See the Monster Manual for more information on types of creatures. A ranger can only select his own race as a favored enemy if the character is evil. The Ranger Favored Enemies table that follows lists possible categories for a ranger's favored enemy.
Ranger Favored Enemies List
Type - Example
Aberrations - Beholders
Animals - Bears
Beasts - Owlbears
Constructs - Golems
Dragons - Black dragons
Elementals - Xorns
Fey - Dryads
Giants - Ogres
Humanoid type
Magical beasts - Displacer beasts
Oozes - Gelatinous Cubes
Outsider type
Plants - Shambling mounds
Shapechangers - Werewolves
Undead - Zombies
Vermin - Giant spiders
Nature Sense: A ranger can identify plants and animals (their species and special traits) with perfect accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).
Track: The Ranger gains the Track feat at 1st level.
Bonus Feat*: The ranger gains an additional bonus feat at 2nd level and at 7th, 10th, 14th, and 17th levels, provided he meets the feat's prerequisites. These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Endurance, Exotic Weapon Proficiency, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Favored Enemy Critical Strike, Favored Enemy Strike, Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Quick Draw, Run, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, and Weapon Focus*. Feats dependent on other feats are listed parenthetically under the prerequisite feat. A character can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Characters must still meet all prerequisites for these feats, including ability score and base attack minimums. (See Chapter 5 in the Player's Handbook for descriptions of feats and their prerequisites).
Important: These feats are in addition to the feat that a character of any class gets every three levels (per Player's Handbook Table 4-2: Experience and Level-Dependent Benefits). The ranger is not limited to the list given here when choosing those feats.
Wild Empathy: A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or monitor lizard). This ability functions just like a diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds hisranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing and animal this waytakes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an intelligence score of 1 or 2 (such as a basilisk or a girallon), but he takes a -4 penalty on the check.
Endurance: The Ranger gains the Endurance feat at 2nd level.
Uncanny Dodge (Ex): The Ranger gains Uncanny Dodge as per the rogue special ability at 3rd level.
Animal Companion: The Ranger gains an animal companion at 4th level.
Woodland Stride(Ex): Starting at 4th level, a ranger may move through natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without suffering damage or other impairment. However, thorns, briars and overgrown areas that are magically enchanted to impede motion still affect the ranger. The ranger must be in light or no armor and not heavily encumbered for this special ability to function.
Improved Uncanny Dodge (Ex): The Ranger gains Uncanny Dodge as per the rogue special ability at 3rd level.
Trap Sense (Ex): At 6th level, a ranger gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the ranger reaches 12th level and +3 when he reaches 18th level. Trap sense bonuses gained from multiple classes stack.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20 penalty) when moving up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Spells: Rangers progress in spell ability as per page 46 in the PH. The spell progression is copied below as a reference.
Level Spells Per Day/Spell Level
1 2 3 4
1 - - - -
2 - - - -
3 - - - -
4 0 - - -
5 0 - - -
6 1 - - -
7 1 - - -
8 1 0 - -
9 1 0 - -
10 1 1 - -
11 1 1 0 -
12 1 1 1 -
13 1 1 1 -
14 2 1 1 0
15 2 1 1 1
16 2 2 1 1
17 2 2 2 1
18 3 2 2 1
19 3 3 3 2
20 3 3 3 3