CLASSES 
Barbarian | Bard | Cleric | Druid | Fighter | Monk | Noble Warrior | Noble Guilder | Noble Scholar || Paladin | Ranger | Rogue |Sorcerer | Wizard | Multi Class
BARBARIAN
  Alignment: Any nonlawful.
  Hit Die: d12.
Class Skills
  The barbarian's class skills (and the key ability for each skill) are Climb 
  (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen 
  (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
  Skill Points at 1st Level: (4 + Int modifier) x?4.
  Skill Points at Each Additional Level: 4 + Int modifier.
The Barbarian
| Table: 
        The Barbarian | |||||
| Level 
         | Base 
        Attack Bonus  | Fort 
        Save  | Ref 
        Save  | Will 
        Save  | Special | 
| 1st 
         | +1 
         | +2 
         | +0 
         | +0 
         | Fast 
        movement, illiteracy, rage 1/day | 
| 2nd | +2 | +3 | +0 | +0 | Uncanny 
        dodge | 
| 3rd | +3 | +3 | +1 | +1 | Trap 
        sense +1 | 
| 4th | +4 | +4 | +1 | +1 | Rage 
        2/day | 
| 5th | +5 | +4 | +1 | +1 | Improved 
        uncanny dodge | 
| 6th | +6/+1 | +5 | +2 | +2 | Trap 
        sense +2 | 
| 7th | +7/+2 | +5 | +2 | +2 | Damage 
        reduction 1/— | 
| 8th | +8/+3 | +6 | +2 | +2 | Rage 
        3/day | 
| 9th | +9/+4 | +6 | +3 | +3 | Trap 
        sense +3 | 
| 10th | +10/+5 | +7 | +3 | +3 | Damage 
        reduction 2/— | 
| 11th | +11/+6/+1 | +7 | +3 | +3 | Greater 
        rage | 
| 12th | +12/+7/+2 | +8 | +4 | +4 | Rage 
        4/day, trap sense +4 | 
| 13th | +13/+8/+3 | +8 | +4 | +4 | Damage 
        reduction 3/— | 
| 14th | +14/+9/+4 | +9 | +4 | +4 | Indomitable 
        will | 
| 15th | +15/+10/+5 | +9 | +5 | +5 | Trap 
        sense +5 | 
| 16th | +16/+11/+6/+1 | +10 | +5 | +5 | Damage 
        reduction 4/—, rage 5/day | 
| 17th | +17/+12/+7/+2 | +10 | +5 | +5 | Tireless 
        rage | 
| 18th | +18/+13/+8/+3 | +11 | +6 | +6 | Trap 
        sense +6 | 
| 19th | +19/+14/+9/+4 | +11 | +6 | +6 | Damage 
        reduction 5/— | 
| 20th | +20/+15/+10/+5 | +12 | +6 | +6 | Mighty 
        rage, rage 6/day | 
  All of the following are class features of the barbarian.
  Weapon and Armor Proficiency: A barbarian is proficient with all simple and 
  martial weapons, light armor, medium armor, and shields (except tower shields).
  Fast Movement (Ex): A barbarian's land speed is faster than the norm for his 
  race by +10 feet. This benefit applies only when he is wearing no armor, light 
  armor, or medium armor and not carrying a heavy load. Apply this bonus before 
  modifying the barbarian's speed because of any load carried or armor worn.
  Illiteracy: Barbarians are the only characters who do not automatically know 
  how to read and write. A barbarian may spend 2 skill points to gain the ability 
  to read and write all languages he is able to speak.
  A barbarian who gains a level in any other class automatically gains literacy. 
  Any other character who gains a barbarian level does not lose the literacy he 
  or she already had.
  Rage (Ex): A barbarian can fly into a rage a certain number of times per day. 
  In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus 
  to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty 
  to Armor Class. The increase in Constitution increases the barbarian's hit points 
  by 2 points per level, but these hit points go away at the end of the rage when 
  his Constitution score drops back to normal. (These extra hit points are not 
  lost first the way temporary hit points are.) While raging, a barbarian cannot 
  use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, 
  Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities 
  that require patience or concentration, nor can he cast spells or activate magic 
  items that require a command word, a spell trigger (such as a wand), or spell 
  completion (such as a scroll) to function. He can use any feat he has except 
  Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts 
  for a number of rounds equal to 3 + the character's (newly improved) Constitution 
  modifier. A barbarian may prematurely end his rage. At the end of the rage, 
  the barbarian loses the rage modifiers and restrictions and becomes fatigued 
  (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the 
  duration of the current encounter (unless he is a 17th-level barbarian, at which 
  point this limitation no longer applies; see below).
  A barbarian can fly into a rage only once per encounter. At 1st level he can 
  use his rage ability once per day. At 4th level and every four levels thereafter, 
  he can use it one additional time per day (to a maximum of six times per day 
  at 20th level). Entering a rage takes no time itself, but a barbarian can do 
  it only during his action, not in response to someone else's action.
  Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to 
  AC (if any) even if he is caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian 
  already has uncanny dodge from a different class, he automatically gains improved 
  uncanny dodge (see below) instead.
  Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex 
  saves made to avoid traps and a +1 dodge bonus to AC against attacks made by 
  traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 
  9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes 
  stack.
  Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer 
  be flanked. This defense denies a rogue the ability to sneak attack the barbarian 
  by flanking him, unless the attacker has at least four more rogue levels than 
  the target has barbarian levels. If a character already has uncanny dodge (see 
  above) from a second class, the character automatically gains improved uncanny 
  dodge instead, and the levels from the classes that grant uncanny dodge stack 
  to determine the minimum level a rogue must be to flank the character.
  Damage Reduction (Ex): At 7th level, a barbarian gains Damage Reduction. Subtract 
  1 from the damage the barbarian takes each time he is dealt damage from a weapon 
  or a natural attack. At 10th level, and every three barbarian levels thereafter 
  (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage 
  reduction can reduce damage to 0 but not below 0.
  Greater Rage (Ex): At 11th level, a barbarian's bonuses to Strength and Constitution 
  during his rage each increase to +6, and his morale bonus on Will saves increases 
  to +3. The penalty to AC remains at -2.
  Indomitable Will (Ex): While in a rage, a barbarian of 14th level or higher 
  gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks 
  with all other modifiers, including the morale bonus on Will saves he also receives 
  during his rage.
  Tireless Rage (Ex): At 17th level and higher, a barbarian no longer becomes 
  fatigued at the end of his rage.
  Mighty Rage (Ex): At 20th level, a barbarian's bonuses to Strength and Constitution 
  during his rage each increase to +8, and his morale bonus on Will saves increases 
  to +4. The penalty to AC remains at -2.
Ex-Barbarians
  A barbarian who becomes lawful loses the ability to rage and cannot gain more 
  levels as a barbarian. He retains all the other benefits of the class (damage 
  reduction, fast movement, trap sense, and uncanny dodge).
BARD
  Alignment: Any nonlawful.
  Hit Die: d6.
Class Skills
  The bard's class skills (and the key ability for each skill) are Appraise (Int), 
  Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher 
  Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information 
  (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), 
  Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive 
  (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), 
  Tumble (Dex), and Use Magic Device (Cha).
  Skill Points at 1st Level: (6 + Int modifier) x4.
  Skill Points at Each Additional Level: 6 + Int modifier.
| Table: 
        The Bard | ||||||||||||
|  |  |  |  |  |  | ––—— Spells per Day ——–— | ||||||
| Level 
         | Base 
        Attack Bonus  | Fort 
        Save  | Ref 
        Save  | Will 
        Save  | Special | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 
| 1st | +0 | +0 | +2 | +2 | Bardic 
        music, bardic knowledge, countersong, fascinate, inspire courage 
        +1 | 2 | — | — | — | — | — | — | 
| 2nd | +1 | +0 | +3 | +3 |  | 3 | 0 | — | — | — | — | — | 
| 3rd | +2 | +1 | +3 | +3 | Inspire 
        competence | 3 | 1 | — | — | — | — | — | 
| 4th | +3 | +1 | +4 | +4 |  | 3 | 2 | 0 | — | — | — | — | 
| 5th | +3 | +1 | +4 | +4 |  | 3 | 3 | 1 | — | — | — | — | 
| 6th | +4 | +2 | +5 | +5 | Suggestion | 3 | 3 | 2 | — | — | — | — | 
| 7th | +5 | +2 | +5 | +5 |  | 3 | 3 | 2 | 0 | — | — | — | 
| 8th | +6/+1 | +2 | +6 | +6 | Inspire 
        courage +2 | 3 | 3 | 3 | 1 | — | — | — | 
| 9th | +6/+1 | +3 | +6 | +6 | Inspire 
        greatness | 3 | 3 | 3 | 2 | — | — | — | 
| 10th | +7/+2 | +3 | +7 | +7 |  | 3 | 3 | 3 | 2 | 0 | — | — | 
| 11th | +8/+3 | +3 | +7 | +7 |  | 3 | 3 | 3 | 3 | 1 | — | — | 
| 12th | +9/+4 | +4 | +8 | +8 | Song 
        of freedom | 3 | 3 | 3 | 3 | 2 | — | — | 
| 13th | +9/+4 | +4 | +8 | +8 |  | 3 | 3 | 3 | 3 | 2 | 0 | — | 
| 14th | +10/+5 | +4 | +9 | +9 | Inspire 
        courage +3 | 4 | 3 | 3 | 3 | 3 | 1 | — | 
| 15th | +11/+6/+1 | +5 | +9 | +9 | Inspire 
        heroics | 4 | 4 | 3 | 3 | 3 | 2 | — | 
| 16th | +12/+7/+2 | +5 | +10 | +10 |  | 4 | 4 | 4 | 3 | 3 | 2 | 0 | 
| 17th | +12/+7/+2 | +5 | +10 | +10 |  | 4 | 4 | 4 | 4 | 3 | 3 | 1 | 
| 18th | +13/+8/+3 | +6 | +11 | +11 | Mass 
        suggestion | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 
| 19th | +14/+9/+4 | +6 | +11 | +11 |  | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 
| 20th | +15/+10/+5 | +6 | +12 | +12 | Inspire 
        courage +4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 
| Table: 
        Bard Spells Known | |||||||
|  | ————— Spells Known ————— | ||||||
| Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 
| 1st | 4 | — | — | — | — | — | — | 
| 2nd | 5 | 21 | — | — | — | — | — | 
| 3rd | 6 | 3 | — | — | — | — | — | 
| 4th | 6 | 3 | 21 | — | — | — | — | 
| 5th | 6 | 4 | 3 | — | — | — | — | 
| 6th | 6 | 4 | 3 | — | — | — | — | 
| 7th | 6 | 4 | 4 | 21 | — | — | — | 
| 8th | 6 | 4 | 4 | 3 | — | — | — | 
| 9th | 6 | 4 | 4 | 3 | — | — | — | 
| 10th | 6 | 4 | 4 | 4 | 21 | — | — | 
| 11th | 6 | 4 | 4 | 4 | 3 | — | — | 
| 12th | 6 | 4 | 4 | 4 | 3 | — | — | 
| 13th | 6 | 4 | 4 | 4 | 4 | 21 | — | 
| 14th | 6 | 4 | 4 | 4 | 4 | 3 | — | 
| 15th | 6 | 4 | 4 | 4 | 4 | 3 | — | 
| 16th | 6 | 5 | 4 | 4 | 4 | 4 | 21 | 
| 17th | 6 | 5 | 5 | 4 | 4 | 4 | 3 | 
| 18th | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 
| 19th | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 
| 20th | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 
| 1 Provided the bard has 
        a high enough Charisma score to have a bonus spell of this level. | |||||||
l.
Class Features
  All of the following are class features of the bard.
  Weapon and Armor Proficiency: A bard is proficient with all simple weapons, 
  plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are 
  proficient with light armor and shields (except tower shields). A bard can cast 
  bard spells while wearing light armor without incurring the normal arcane spell 
  failure chance. However, like any other arcane spellcaster, a bard wearing medium 
  or heavy armor or using a shield incurs a chance of arcane spell failure if 
  the spell in question has a somatic component (most do). A multiclass bard still 
  incurs the normal arcane spell failure chance for arcane spells received from 
  other classes.
  Spells: A bard casts arcane spells, which are drawn from the bard spell list. 
  He can cast any spell he knows without preparing it ahead of time. Every bard 
  spell has a verbal component (singing, reciting, or music). To learn or cast 
  a spell, a bard must have a Charisma score equal to at least 10 + the spell. 
  The Difficulty Class for a saving throw against a bard's spell is 10 + the spell 
  level + the bard's Charisma modifier.
  Like other spellcasters, a bard can cast only a certain number of spells of 
  each spell level per day. His base daily spell allotment is given on Table: 
  The Bard. In addition, he receives bonus spells per day if he has a high Charisma 
  score. When Table: Bard Spells Known indicates that the bard gets 0 spells per 
  day of a given spell level, he gains only the bonus spells he would be entitled 
  to based on his Charisma score for that spell level.
  The bard's selection of spells is extremely limited. A bard begins play knowing 
  four 0-level spells of your choice. At most new bard levels, he gains one or 
  more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per 
  day, the number of spells a bard knows is not affected by his Charisma score; 
  the numbers on Table: Bard Spells Known are fixed.)
  Upon reaching 5th level, and at every third bard level after that (8th, 11th, 
  and so on), a bard can choose to learn a new spell in place of one he already 
  knows. In effect, the bard "loses" the old spell in exchange for the 
  new one. The new spell's level must be the same as that of the spell being exchanged, 
  and it must be at least two levels lower than the highest-level bard spell the 
  bard can cast. A bard may swap only a single spell at any given level, and must 
  choose whether or not to swap the spell at the same time that he gains new spells 
  known for the level.
  As noted above, a bard need not prepare his spells in advance. He can cast any 
  spell he knows at any time, assuming he has not yet used up his allotment of 
  spells per day for the spell's level. 
  Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus 
  equal to his bard level + his Intelligence modifier to see whether he knows 
  some relevant information about local notable people, legendary items, or noteworthy 
  places. (If the bard has 5 or more ranks in Knowledge (history), he gains a 
  +2 bonus on this check.)
  A successful bardic knowledge check will not reveal the powers of a magic item 
  but may give a hint as to its general function. A bard may not take 10 or take 
  20 on this check; this sort of knowledge is essentially random. 
| DC | Type of Knowledge | 
| 10 
         | Common, 
        known by at least a substantial minority drinking; common legends of the 
        local population. | 
| 20 
         | Uncommon 
        but available, known by only a few people legends. | 
| 25 
         | Obscure, 
        known by few, hard to come by. | 
| 30 
         | Extremely 
        obscure, known by very few, possibly forgotten by most who once knew it, 
        possibly known only by those who don’t understand the significance of 
        the knowledge. | 
Bardic Music: Once per day per bard level, a bard can use his song or poetics 
  to produce magical effects on those around him (usually including himself, if 
  desired). While these abilities fall under the category of bardic music and 
  the descriptions discuss singing or playing instruments, they can all be activated 
  by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, 
  playing an instrument, or playing an instrument in combination with some spoken 
  performance. Each ability requires both a minimum bard level and a minimum number 
  of ranks in the Perform skill to qualify; if a bard does not have the required 
  number of ranks in at least one Perform skill, he does not gain the bardic music 
  ability until he acquires the needed ranks.
  Starting a bardic music effect is a standard action. Some bardic music abilities 
  require concentration, which means the bard must take a standard action each 
  round to maintain the ability. Even while using bardic music that doesn't require 
  concentration, a bard cannot cast spells, activate magic items by spell completion 
  (such as scrolls), or activate magic items by magic word (such as wands). Just 
  as for casting a spell with a verbal component, a deaf bard has a 20% chance 
  to fail when attempting to use bardic music. If he fails, the attempt still 
  counts against his daily limit.
  Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his 
  music or poetics to counter magical effects that depend on sound (but not spells 
  that simply have verbal components). Each round of the countersong, he makes 
  a Perform check. Any creature within 30 feet of the bard (including the bard 
  himself ) that is affected by a sonic or language-dependent magical attack may 
  use the bard's Perform check result in place of its saving throw if, after the 
  saving throw is rolled, the Perform check result proves to be higher. If a creature 
  within range of the countersong is already under the effect of a noninstantaneous 
  sonic or language-dependent magical attack, it gains another saving throw against 
  the effect each round it hears the countersong, but it must use the bard's Perform 
  check result for the save. Countersong has no effect against effects that don't 
  allow saves. The bard may keep up the countersong for 10 rounds.
  Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music 
  or poetics to cause one or more creatures to become fascinated with him. Each 
  creature to be fascinated must be within 90 feet, able to see and hear the bard, 
  and able to pay attention to him. The bard must also be able to see the creature. 
  The distraction of a nearby combat or other dangers prevents the ability from 
  working. For every three levels a bard attains beyond 1st, he can target one 
  additional creature with a single use of this ability.
  To use the ability, a bard makes a Perform check. His check result is the DC 
  for each affected creature's Will save against the effect. If a creature's saving 
  throw succeeds, the bard cannot attempt to fascinate that creature again for 
  24 hours. If its saving throw fails, the creature sits quietly and listens to 
  the song, taking no other actions, for as long as the bard continues to play 
  and concentrate (up to a maximum of 1 round per bard level). While fascinated, 
  a target takes a -4 penalty on skill checks made as reactions, such as Listen 
  and Spot checks. Any potential threat requires the bard to make another Perform 
  check and allows the creature a new saving throw against a DC equal to the new 
  Perform check result.
  Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming 
  a ranged weapon at the target, automatically breaks the effect. Fascinate is 
  an enchantment (compulsion), mind-affecting ability.
  Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use 
  song or poetics to inspire courage in his allies (including himself ), bolstering 
  them against fear and improving their combat abilities. To be affected, an ally 
  must be able to hear the bard sing. The effect lasts for as long as the ally 
  hears the bard sing and for 5 rounds thereafter. An affected ally receives a 
  +1 morale bonus on saving throws against charm and fear effects and a +1 morale 
  bonus on attack and weapon damage rolls. At 8th level, and every six bard levels 
  thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). 
  Inspire courage is a mind-affecting ability.
  Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks 
  in a Perform skill can use his music or poetics to help an ally succeed at a 
  task. The ally must be within 30 feet and able to see and hear the bard. The 
  bard must also be able to see the ally.
  The ally gets a +2 competence bonus on skill checks with a particular skill 
  as long as he or she continues to hear the bard's music. Certain uses of this 
  ability are infeasible. The effect lasts as long as the bard concentrates, up 
  to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire 
  competence is a mind-affecting ability.
  Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform 
  skill can make a suggestion (as the spell) to a creature that he has already 
  fascinated (see above). Using this ability does not break the bard's concentration 
  on the fascinate effect, nor does it allow a second saving throw against the 
  fascinate effect.
  Making a suggestion doesn't count against a bard's daily limit on bardic music 
  performances. A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier) 
  negates the effect. This ability affects only a single creature (but see mass 
  suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, 
  language dependent ability.
  Inspire Greatness (Su): A bard of 9th level or higher with 12 or more ranks 
  in a Perform skill can use music or poetics to inspire greatness in himself 
  or a single willing ally within 30 feet, granting him or her extra fighting 
  capability. For every three levels a bard attains beyond 9th, he can target 
  one additional ally with a single use of this ability (two at 12th level, three 
  at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must 
  hear him sing. The effect lasts for as long as the ally hears the bard sing 
  and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus 
  Hit Dice (d10s), the commensurate number of temporary hit points (apply the 
  target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence 
  bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus 
  Hit Dice count as regular Hit Dice for determining the effect of spells that 
  are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
  Song of Freedom (Sp): A bard of 12th level or higher with 15 or more ranks in 
  a Perform skill can use music or poetics to create an effect equivalent to the 
  break enchantment spell (caster level equals the character's bard level). Using 
  this ability requires 1 minute of uninterrupted concentration and music, and 
  it functions on a single target within 30 feet. A bard can't use song of freedom 
  on himself.
  Inspire Heroics (Su): A bard of 15th level or higher with 18 or more ranks in 
  a Perform skill can use music or poetics to inspire tremendous heroism in himself 
  or a single willing ally within 30 feet. For every three bard levels the character 
  attains beyond 15th, he can inspire heroics in one additional creature. To inspire 
  heroics, a bard must sing and an ally must hear the bard sing for a full round. 
  A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge 
  bonus to AC. The effect lasts for as long as the ally hears the bard sing and 
  for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
  Mass Suggestion (Sp): This ability functions like suggestion, above, except 
  that a bard of 18th level or higher with 21 or more ranks in a Perform skill 
  can make the suggestion simultaneously to any number of creatures that he has 
  already fascinated (see above). Mass suggestion is an enchantment (compulsion), 
  mind-affecting, language-dependent ability.
Ex-Bards
  A bard who becomes lawful in alignment cannot progress in levels as a bard, 
  though he retains all his bard abilities.
CLERIC
  Alignment: A cleric's alignment must be within one step of his deity's (that 
  is, it may be one step away on either the lawful-chaotic axis or the good-evil 
  axis, but not both). A cleric may not be neutral unless his deity's alignment 
  is also neutral.
  Hit Die: d8.
Class Skills
  The cleric's class skills (and the key ability for each skill) are Concentration 
  (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge 
  (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession 
  (Wis), and Spellcraft (Int). 
  Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds 
  Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who 
  chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A 
  cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric 
  who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) 
  to the list. See Deity, Domains, and Domain Spells, below, for more information.
  Skill Points at 1st Level: (2 + Int modifier) x?4.
  Skill Points at Each Additional Level: 2 + Int modifier.
| Table: 
        The Cleric | |||||||||||||||
|  |  |  |  |  |  | ———————— 
        Spells per Day1 ——–————— | |||||||||
| Level | Base 
        Attack Bonus | Fort 
        Save | Ref 
        Save | Will 
        Save | Special | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 
| 1st | +0 | +2 | +0 | +2 | Turn 
        or rebuke undead | 3 | 1+1 | — | — | — | — | — | — | — | — | 
| 2nd | +1 | +3 | +0 | +3 |  | 4 | 2+1 | — | — | — | — | — | — | — | — | 
| 3rd | +2 | +3 | +1 | +3 |  | 4 | 2+1 | 1+1 | — | — | — | — | — | — | — | 
| 4th | +3 | +4 | +1 | +4 |  | 5 | 3+1 | 2+1 | — | — | — | — | — | — | — | 
| 5th | +3 | +4 | +1 | +4 |  | 5 | 3+1 | 2+1 | 1+1 | — | — | — | — | — | — | 
| 6th | +4 | +5 | +2 | +5 |  | 5 | 3+1 | 3+1 | 2+1 | — | — | — | — | — | — | 
| 7th | +5 | +5 | +2 | +5 |  | 6 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — | — | — | 
| 8th | +6/+1 | +6 | +2 | +6 |  | 6 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — | — | — | 
| 9th | +6/+1 | +6 | +3 | +6 |  | 6 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — | — | 
| 10th | +7/+2 | +7 | +3 | +7 |  | 6 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — | — | 
| 11th | +8/+3 | +7 | +3 | +7 |  | 6 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — | 
| 12th | +9/+4 | +8 | +4 | +8 |  | 6 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — | 
| 13th | +9/+4 | +8 | +4 | +8 |  | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | 
| 14th | +10/+5 | +9 | +4 | +9 |  | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | 
| 15th | +11/+6/+1 | +9 | +5 | +9 |  | 6 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | 
| 16th | +12/+7/+2 | +10 | +5 | +10 |  | 6 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | 
| 17th | +12/+7/+2 | +10 | +5 | +10 |  | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | 
| 18th | +13/+8/+3 | +11 | +6 | +11 |  | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | 
| 19th | +14/+9/+4 | +11 | +6 | +11 |  | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 
| 20th | +15/+10/+5 | +12 | +6 | +12 |  | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 4+1 | 
| 1 In addition to the stated 
        number of spells per day for 1st- through 9th-level spells, a cleric gets 
        a domain spell for each spell level, starting at 1st. The 
        “+1” in the entries on this table represents that spell. Domain spells 
        are in addition to any bonus spells the cleric may receive for having 
        a high Wisdom score. | |||||||||||||||
Class Features
  All of the following are class features of the cleric.
  Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, 
  with all types of armor (light, medium, and heavy), and with shields (except 
  tower shields).
  A cleric who chooses the War domain receives the Weapon Focus feat related to 
  his deity's weapon as a bonus feat. He also receives the appropriate Martial 
  Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
  Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly 
  powerful aura corresponding to the deity's alignment (see the detect evil spell 
  for details). Clerics who don't worship a specific deity but choose the Chaotic, 
  Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding 
  alignment.
  Spells: A cleric casts divine spells, which are drawn from the cleric spell 
  list. However, his alignment may restrict him from casting certain spells opposed 
  to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, 
  below. A cleric must choose and prepare his spells in advance (see below).
  To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 
  10 + the spell level. The Difficulty Class for a saving throw against a cleric's 
  spell is 10 + the spell level + the cleric's Wisdom modifier.
  Like other spellcasters, a cleric can cast only a certain number of spells of 
  each spell level per day. His base daily spell allotment is given on Table: 
  The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom 
  score. A cleric also gets one domain spell of each spell level he can cast, 
  starting at 1st level. When a cleric prepares a spell in a domain spell slot, 
  it must come from one of his two domains (see Deities, Domains, and Domain Spells, 
  below).
  Clerics meditate or pray for their spells. Each cleric must choose a time at 
  which he must spend 1 hour each day in quiet contemplation or supplication to 
  regain his daily allotment of spells. Time spent resting has no effect on whether 
  a cleric can prepare spells. A cleric may prepare and cast any spell on the 
  cleric spell list, provided that he can cast spells of that level, but he must 
  choose which spells to prepare during his daily meditation.
  Deity, Domains, and Domain Spells: A cleric's deity influences his alignment, 
  what magic he can perform, his values, and how others see him. A cleric chooses 
  two domains from among those belonging to his deity. A cleric can select an 
  alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that 
  domain.
  If a cleric is not devoted to a particular deity, he still selects two domains 
  to represent his spiritual inclinations and abilities. The restriction on alignment 
  domains still applies.
  Each domain gives the cleric access to a domain spell at each spell level he 
  can cast, from 1st on up, as well as a granted power. The cleric gets the granted 
  powers of both the domains selected.
  With access to two domain spells at a given spell level, a cleric prepares one 
  or the other each day in his domain spell slot. If a domain spell is not on 
  the cleric spell list, a cleric can prepare it only in his domain spell slot.
  Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can 
  channel stored spell energy into healing spells that the cleric did not prepare 
  ahead of time. The cleric can "lose" any prepared spell that is not 
  a domain spell in order to cast any cure spell of the same spell level or lower 
  (a cure spell is any spell with "cure" in its name). 
  An evil cleric (or a neutral cleric of an evil deity), can't convert prepared 
  spells to cure spells but can convert them to inflict spells (an inflict spell 
  is one with "inflict" in its name).
  A cleric who is neither good nor evil and whose deity is neither good nor evil 
  can convert spells to either cure spells or inflict spells (player's choice). 
  Once the player makes this choice, it cannot be reversed. This choice also determines 
  whether the cleric turns or commands undead (see below).
  Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment 
  opposed to his own or his deity's (if he has one). Spells associated with particular 
  alignments are indicated by the chaos, evil, good, and law descriptors in their 
  spell descriptions.
  Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power 
  to affect undead creatures by channeling the power of his faith through his 
  holy (or unholy) symbol (see Turn or Rebuke Undead).
  A good cleric (or a neutral cleric who worships a good deity) can turn or destroy 
  undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) 
  instead rebukes or commands such creatures. A neutral cleric of a neutral deity 
  must choose whether his turning ability functions as that of a good cleric or 
  an evil cleric. Once this choice is made, it cannot be reversed. This decision 
  also determines whether the cleric can cast spontaneous cure or inflict spells 
  (see above).
  A cleric may attempt to turn undead a number of times per day equal to 3 + his 
  Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets 
  a +2 bonus on turning checks against undead.
  Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, 
  and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, 
  respectively). These choices are in addition to the bonus languages available 
  to the character because of his race.
Ex-Clerics
  A cleric who grossly violates the code of conduct required by his god loses 
  all spells and class features, except for armor and shield proficiencies and 
  proficiency with simple weapons. He cannot thereafter gain levels as a cleric 
  of that god until he atones (see the atonement spell description).
DRUID
  Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral 
  evil.
  Hit Die: d8.
Class Skills
  The druid's class skills (and the key ability for each skill) are Concentration 
  (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge 
  (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), 
  Spot (Wis), Survival (Wis), and Swim (Str). 
  Skill Points at 1st Level: (4 + Int modifier) x?4.
  Skill Points at Each Additional Level: 4 + Int modifier.
| Table: 
        The Druid | |||||||||||||||
|  |  |  |  |  |  | ———————— 
        Spells per Day ——–————— | |||||||||
| Level | Base 
        Attack Bonus | Fort 
        Save | Ref 
        Save | Will 
        Save | Special | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 
| 1st | +0 | +2 | +0 | +2 | Animal 
        companion, nature sense, wild empathy | 3 | 1 | — | — | — | — | — | — | — | — | 
| 2nd | +1 | +3 | +0 | +3 | Woodland 
        stride | 4 | 2 | — | — | — | — | — | — | — | — | 
| 3rd | +2 | +3 | +1 | +3 | Trackless 
        step | 4 | 2 | 1 | — | — | — | — | — | — | — | 
| 4th | +3 | +4 | +1 | +4 | Resist 
        nature’s lure | 5 | 3 | 2 | — | — | — | — | — | — | — | 
| 5th | +3 | +4 | +1 | +4 | Wild 
        shape (1/day) | 5 | 3 | 2 | 1 | — | — | — | — | — | — | 
| 6th | +4 | +5 | +2 | +5 | Wild 
        shape (2/day) | 5 | 3 | 3 | 2 | — | — | — | — | — | — | 
| 7th | +5 | +5 | +2 | +5 | Wild 
        shape (3/day) | 6 | 4 | 3 | 2 | 1 | — | — | — | — | — | 
| 8th | +6/+1 | +6 | +2 | +6 | Wild 
        shape (Large) | 6 | 4 | 3 | 3 | 2 | — | — | — | — | — | 
| 9th | +6/+1 | +6 | +3 | +6 | Venom 
        immunity | 6 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | 
| 10th | +7/+2 | +7 | +3 | +7 | Wild 
        shape (4/day) | 6 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | 
| 11th | +8/+3 | +7 | +3 | +7 | Wild 
        shape (Tiny) | 6 | 5 | 4 | 4 | 3 | 2 | 1 | — | — | — | 
| 12th | +9/+4 | +8 | +4 | +8 | Wild 
        shape (plant) | 6 | 5 | 4 | 4 | 3 | 3 | 2 | — | — | — | 
| 13th | +9/+4 | +8 | +4 | +8 | A 
        thousand faces | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | — | — | 
| 14th | +10/+5 | +9 | +4 | +9 | Wild 
        shape (5/day) | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | — | — | 
| 15th | +11/+6/+1 | +9 | +5 | +9 
         | Timeless 
        body, wild shape (Huge) | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | — | 
| 16th | +12/+7/+2 | +10 | +5 | +10 | Wild 
        shape (elemental 1/day) | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | — | 
| 17th | +12/+7/+2 | +10 | +5 | +10 |  | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | 
| 18th | +13/+8/+3 | +11 | +6 | +11 | Wild 
        shape (6/day, elemental 2/day) | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | 
| 19th | +14/+9/+4 | +11 | +6 | +11 |  | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 
| 20th | +15/+10/+5 | +12 | +6 | +12 | Wild 
        shape (elemental 3/day, Huge elemental) | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | 
Class Features
  All of the following are class features of the druid.
  Weapon and Armor Proficiency: Druids are proficient with the following weapons: 
  club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. 
  They are also proficient with all natural attacks (claw, bite, and so forth) 
  of any form they assume with wild shape (see below).
  Druids are proficient with light and medium armor but are prohibited from wearing 
  metal armor; thus, they may wear only padded, leather, or hide armor. (A druid 
  may also wear wooden armor that has been altered by the ironwood spell so that 
  it functions as though it were steel. See the ironwood spell description) Druids 
  are proficient with shields (except tower shields) but must use only wooden 
  ones.
  A druid who wears prohibited armor or carries a prohibited shield is unable 
  to cast druid spells or use any of her supernatural or spell-like class abilities 
  while doing so and for 24 hours thereafter.
  Spells: A druid casts divine spells, which are drawn from the druid spell list. 
  Her alignment may restrict her from casting certain spells opposed to her moral 
  or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid 
  must choose and prepare her spells in advance (see below).
  To prepare or cast a spell, the druid must have a Wisdom score equal to at least 
  10 + the spell level. The Difficulty Class for a saving throw against a druid's 
  spell is 10 + the spell level + the druid's Wisdom modifier.
  Like other spellcasters, a druid can cast only a certain number of spells of 
  each spell level per day. Her base daily spell allotment is given on Table: 
  The Druid. In addition, she receives bonus spells per day if she has a high 
  Wisdom score. She does not have access to any domain spells or granted powers, 
  as a cleric does.
  A druid prepares and casts spells the way a cleric does, though she cannot lose 
  a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, 
  below). A druid may prepare and cast any spell on the druid spell list, provided 
  that she can cast spells of that level, but she must choose which spells to 
  prepare during her daily meditation.
  Spontaneous Casting: A druid can channel stored spell energy into summoning 
  spells that she hasn't prepared ahead of time. She can "lose" a prepared 
  spell in order to cast any summon nature's ally spell of the same level or lower. 
  Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment 
  opposed to her own or her deity's (if she has one). Spells associated with particular 
  alignments are indicated by the chaos, evil, good, and law descriptors in their 
  spell descriptions.
  Bonus Languages: A druid's bonus language options include Sylvan, the language 
  of woodland creatures. This choice is in addition to the bonus languages available 
  to the character because of her race.
  A druid also knows Druidic, a secret language known only to druids, which she 
  learns upon becoming a 1st-level druid. Druidic is a free language for a druid; 
  that is, she knows it in addition to her regular allotment of languages and 
  it doesn't take up a language slot. Druids are forbidden to teach this language 
  to nondruids.
  Druidic has its own alphabet.
  Animal Companion (Ex): A druid may begin play with an animal companion selected 
  from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, 
  horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If 
  the campaign takes place wholly or partly in an aquatic environment, the following 
  creatures are also available: crocodile, porpoise, Medium shark, and squid. 
  This animal is a loyal companion that accompanies the druid on her adventures 
  as appropriate for its kind.
  A 1st-level druid's companion is completely typical for its kind except as noted 
  below. As a druid advances in level, the animal's power increases as shown on 
  the table. If a druid releases her companion from service, she may gain a new 
  one by performing a ceremony requiring 24 uninterrupted hours of prayer. This 
  ceremony can also replace an animal companion that has perished.
  A druid of 4th level or higher may select from alternative lists of animals 
  (see below). Should she select an animal companion from one of these alternative 
  lists, the creature gains abilities as if the character's druid level were lower 
  than it actually is. Subtract the value indicated in the appropriate list header 
  from the character's druid level and compare the result with the druid level 
  entry on the table to determine the animal companion's powers. (If this adjustment 
  would reduce the druid's effective level to 0 or lower, she can't have that 
  animal as a companion.) 
  Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival 
  checks.
  Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability 
  functions just like a Diplomacy check made to improve the attitude of a person. 
  The druid rolls 1d20 and adds her druid level and her Charisma modifier 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 druid and the animal must be able to study each other, 
  which means that they must be within 30 feet of one another under normal conditions. 
  Generally, influencing an animal in this way takes 1 minute but, as with influencing 
  people, it might take more or less time.
  A druid can also use this ability to influence a magical beast with an Intelligence 
  score of 1 or 2, but she takes a -4 penalty on the check.
  Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort 
  of undergrowth (such as natural thorns, briars, overgrown areas, and similar 
  terrain) at her normal speed and without taking damage or suffering any other 
  impairment. However, thorns, briars, and overgrown areas that have been magically 
  manipulated to impede motion still affect her.
  Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural 
  surroundings and cannot be tracked. She may choose to leave a trail if so desired.
  Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on 
  saving throws against the spell-like abilities of fey.
  Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into 
  any Small or Medium animal and back again once per day. Her options for new 
  forms include all creatures with the animal type. This ability functions like 
  the polymorph spell, except as noted here. The effect lasts for 1 hour per druid 
  level, or until she changes back. Changing form (to animal or back) is a standard 
  action and doesn't provoke an attack of opportunity.
  The form chosen must be that of an animal the druid is familiar with. 
  A druid loses her ability to speak while in animal form because she is limited 
  to the sounds that a normal, untrained animal can make, but she can communicate 
  normally with other animals of the same general grouping as her new form. (The 
  normal sound a wild parrot makes is a squawk, so changing to this form does 
  not permit speech.)
  A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 
  18th level, as noted on Table: The Druid. In addition, she gains the ability 
  to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, 
  and a Huge animal at 15th level.
  The new form's Hit Dice can't exceed the character's druid level.
  At 12th level, a druid becomes able to use wild shape to change into a plant 
  creature with the same size restrictions as for animal forms. (A druid can't 
  use this ability to take the form of a plant that isn't a creature.)
  At 16th level, a druid becomes able to use wild shape to change into a Small, 
  Medium, or Large elemental (air, earth, fire, or water) once per day. These 
  elemental forms are in addition to her normal wild shape usage. In addition 
  to the normal effects of wild shape, the druid gains all the elemental's extraordinary, 
  supernatural, and spell-like abilities. She also gains the elemental's feats 
  for as long as she maintains the wild shape, but she retains her own creature 
  type.
  At 18th level, a druid becomes able to assume elemental form twice per day, 
  and at 20th level she can do so three times per day. At 20th level, a druid 
  may use this wild shape ability to change into a Huge elemental.
  Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons. 
  A Thousand Faces (Su): At 13th level, a druid gains the ability to change her 
  appearance at will, as if using the alter self spell, but only while in her 
  normal form.
  Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability 
  score penalties for aging and cannot be magically aged. Any penalties she may 
  have already incurred, however, remain in place.
  Bonuses still accrue, and the druid still dies of old age when her time is up.
Ex-Druids
  A druid who ceases to revere nature, changes to a prohibited alignment, or teaches 
  the Druidic language to a nondruid loses all spells and druid abilities (including 
  her animal companion, but not including weapon, armor, and shield proficiencies). 
  She cannot thereafter gain levels as a druid until she atones (see the atonement 
  spell description).
THE DRUID'S ANIMAL COMPANION
  A druid's animal companion is different from a normal animal of its kind in 
  many ways. A druid's animal companion is superior to a normal animal of its 
  kind and has special powers, as described below.
| Class 
        Level  | Bonus 
        HD  | Natural 
        Armor Adj.  | Str/Dex 
        Adj. | Bonus 
        Tricks  | Special | 
| 1st–2nd 
         | +0 | +0 | +0 | 1 | Link, 
        share spells | 
| 3rd–5th 
         | +2 | +2 | +1 | 2 | Evasion | 
| 6th–8th 
         | +4 | +4 | +2 | 3 | Devotion | 
| 9th–11th 
         | +6 | +6 | +3 | 4 | Multiattack | 
| 12th–14th 
         | +8 | +8 | +4 | 5 |  | 
| 15th–17th 
         | +10 | +10 | +5 | 6 | Improved 
        evasion | 
| 18th–20th 
         | +12 | +12 | +6 | 7 |  | 
  Animal Companion Basics: Use the base statistics for a creature of the companion's 
  kind, but make the following changes.
  Class Level: The character's druid level. The druid's class levels stack with 
  levels of any other classes that are entitled to an animal companion for the 
  purpose of determining the companion's abilities and the alternative lists available 
  to the character.
  Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution 
  modifier, as normal. Remember that extra Hit Dice improve the animal companion's 
  base attack and base save bonuses. An animal companion's base attack bonus is 
  the same as that of a druid of a level equal to the animal's HD. An animal companion 
  has good Fortitude and Reflex saves (treat it as a character whose level equals 
  the animal's HD). An animal companion gains additional skill points and feats 
  for bonus HD as normal for advancing a monster's Hit Dice.
  Natural Armor Adj.: The number noted here is an improvement to the animal companion's 
  existing natural armor bonus.
  Str/Dex Adj.: Add this value to the animal companion's Strength and Dexterity 
  scores.
  Bonus Tricks: The value given in this column is the total number of "bonus" 
  tricks that the animal knows in addition to any that the druid might choose 
  to teach it (see the Handle Animal skill). These bonus tricks don't require 
  any training time or Handle Animal checks, and they don't count against the 
  normal limit of tricks known by the animal. The druid selects these bonus tricks, 
  and once selected, they can't be changed.
  Link (Ex): A druid can handle her animal companion as a free action, or push 
  it as a move action, even if she doesn't have any ranks in the Handle Animal 
  skill. The druid gains a +4 circumstance bonus on all wild empathy checks and 
  Handle Animal checks made regarding an animal companion.
  Share Spells (Ex): At the druid's option, she may have any spell (but not any 
  spell-like ability) she casts upon herself also affect her animal companion. 
  The animal companion must be within 5 feet of her at the time of casting to 
  receive the benefit. If the spell or effect has a duration other than instantaneous, 
  it stops affecting the animal companion if the companion moves farther than 
  5 feet away and will not affect the animal again, even if it returns to the 
  druid before the duration expires. 
  Additionally, the druid may cast a spell with a target of "You" on 
  her animal companion (as a touch range spell) instead of on herself. A druid 
  and her animal companion can share spells even if the spells normally do not 
  affect creatures of the companion's type (animal).
  Evasion (Ex): If an animal companion is subjected to an attack that normally 
  allows a Reflex saving throw for half damage, it takes no damage if it makes 
  a successful saving throw.
  Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against 
  enchantment spells and effects.
  Multiattack: An animal companion gains Multiattack as a bonus feat if it has 
  three or more natural attacks and does not already have that feat. If it does 
  not have the requisite three or more natural attacks, the animal companion instead 
  gains a second attack with its primary natural weapon, albeit at a -5 penalty.
  Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex 
  saving throw for half damage, an animal companion takes no damage if it makes 
  a successful saving throw and only half damage if the saving throw fails.
ALTERNATIVE ANIMAL COMPANIONS
  A druid of sufficiently high level can select her animal companion from one 
  of the following lists, applying the indicated adjustment to the druid's level 
  (in parentheses) for purposes of determining the companion's characteristics 
  and special abilities.
4th Level or Higher (Level -3)
  Ape (animal) 
  Bear, black (animal) 
  Bison (animal)
  Boar (animal) 
  Cheetah (animal) 
  Crocodile (animal)1
  Dire badger 
  Dire bat
  Dire weasel
  Leopard (animal)
  Lizard, monitor (animal)
  Shark, Large1 (animal)
  Snake, constrictor (animal)
  Snake, Large viper (animal)
  Wolverine (animal)
7th Level or Higher (Level -6)
  Bear, brown (animal) 
  Dire wolverine
  Crocodile, giant (animal) 
  Deinonychus (dinosaur) 
  Dire ape 
  Dire boar 
  Dire wolf 
  Elasmosaurus1 (dinosaur)
  Lion (animal)
  Rhinoceros (animal)
  Snake, Huge viper (animal)
  Tiger (animal)
10th Level or Higher (Level -9)
  Bear, polar (animal) 
  Dire lion 
  Megaraptor (dinosaur) 
  Shark, Huge1 (animal)
  Snake, giant constrictor (animal)
  Whale, orca1 (animal)
13th Level or Higher (Level -12)
  Dire bear 
  Elephant (animal)
  Octopus, giant1 (animal)
16th Level or Higher (Level -15)
  Dire shark1 
  Dire tiger 
  Squid, giant1 (animal)
  Triceratops (dinosaur)
  Tyrannosaurus (dinosaur)
1 Available only in an aquatic environment.
FIGHTER
  Alignment: Any.
  Hit Die: d10.
Class Skills
  The fighter's class skills (and the key ability for each skill) are Climb (Str), 
  Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), 
  and Swim (Str).
  Skill Points at 1st Level: (2 + Int modifier) x?4.
  Skill Points at Each Additional Level: 2 + Int modifier.
| Table: The Fighter | |||||
| Level | Base 
        Attack Bonus | Fort 
        Save | Ref 
        Save | Will 
        Save | Special | 
| 1st | +1 | +2 | +0 | +0 | Bonus 
        feat | 
| 2nd | +2 | +3 | +0 | +0 | Bonus 
        feat | 
| 3rd | +3 | +3 | +1 | +1 |  | 
| 4th | +4 | +4 | +1 | +1 | Bonus 
        feat | 
| 5th | +5 | +4 | +1 | +1 |  | 
| 6th | +6/+1 | +5 | +2 | +2 | Bonus 
        feat | 
| 7th | +7/+2 | +5 | +2 | +2 |  | 
| 8th | +8/+3 | +6 | +2 | +2 | Bonus 
        feat | 
| 9th | +9/+4 | +6 | +3 | +3 |  | 
| 10th | +10/+5 | +7 | +3 | +3 | Bonus 
        feat | 
| 11th | +11/+6/+1 | +7 | +3 | +3 |  | 
| 12th | +12/+7/+2 | +8 | +4 | +4 | Bonus 
        feat | 
| 13th | +13/+8/+3 | +8 | +4 | +4 |  | 
| 14th | +14/+9/+4 | +9 | +4 | +4 | Bonus 
        feat | 
| 15th | +15/+10/+5 | +9 | +5 | +5 |  | 
| 16th | +16/+11/+6/+1 | +10 | +5 | +5 | Bonus 
        feat | 
| 17th | +17/+12/+7/+2 | +10 | +5 | +5 |  | 
| 18th | +18/+13/+8/+3 | +11 | +6 | +6 | Bonus 
        feat | 
| 19th | +19/+14/+9/+4 | +11 | +6 | +6 |  | 
| 20th | +20/+15/+10/+5 | +12 | +6 | +6 | Bonus 
        feat | 
Class Features
  All of the following are class features of the fighter.
  Weapon and Armor Proficiency: A fighter is proficient with all simple and martial 
  weapons and with all armor (heavy, medium, and light) and shields (including 
  tower shields).
  Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition 
  to the feat that any 1st-level character gets and the bonus feat granted to 
  a human character. The fighter gains an additional bonus feat at 2nd level and 
  every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 
  18th, and 20th). These bonus feats must be drawn from the feats noted as fighter 
  bonus feats. A fighter must still meet all prerequisites for a bonus feat, including 
  ability score and base attack bonus minimums.
  These bonus feats are in addition to the feat that a character of any class 
  gets from advancing levels. A fighter is not limited to the list of fighter 
  bonus feats when choosing these feats.
MONK
  Alignment: Any lawful.
  Hit Die: d8.
Class Skills
  The monk's class skills (and the key ability for each skill) are Balance (Dex), 
  Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist 
  (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) 
  (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense 
  Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
  Skill Points at 1st Level: (4 + Int modifier) x?4.
  Skill Points at Each Additional Level: 4 + Int modifier.
| Table: 
        The Monk | |||||||||
| Level | Base 
        Attack Bonus | Fort 
        Save | Ref 
        Save | Will 
        Save | Special | Flurry 
        of Blows Attack Bonus | Unarmed 
        Damage1 | AC 
        Bonus | Unarmored  Speed Bonus | 
| 1st | +0 | +2 | +2 | +2 | Bonus 
        feat, flurry of blows, unarmed strike | –2/–2 | 1d6 | +0 | +0 
        ft. | 
| 2nd | +1 | +3 | +3 | +3 | Bonus 
        feat, evasion | –1/–1 | 1d6 | +0 | +0 
        ft. | 
| 3rd | +2 | +3 | +3 | +3 | Still 
        mind | +0/+0 | 1d6 | +0 | +10 
        ft. | 
| 4th | +3 | +4 | +4 | +4 | Ki 
        strike 
        (magic),  slow 
        fall 20 ft. | +1/+1 | 1d8 | +0 | +10 
        ft. | 
| 5th | +3 | +4 | +4 | +4 | Purity 
        of body | +2/+2 | 1d8 | +1 | +10 
        ft. | 
| 6th | +4 | +5 | +5 | +5 | Bonus 
        feat,  slow 
        fall 30 ft. | +3/+3 | 1d8 | +1 | +20 
        ft. | 
| 7th | +5 | +5 | +5 | +5 | Wholeness 
        of body | +4/+4 | 1d8 | +1 | +20 
        ft. | 
| 8th | +6/+1 | +6 | +6 | +6 | Slow 
        fall 40 ft. | +5/+5/+0 | 1d10 | +1 | +20 
        ft. | 
| 9th | +6/+1 | +6 | +6 | +6 | Improved 
        evasion | +6/+6/+1 | 1d10 | +1 | +30 
        ft. | 
| 10th | +7/+2 | +7 | +7 | +7 | Ki 
        strike 
        (lawful),  slow 
        fall 50 ft. | +7/+7/+2 | 1d10 | +2 | +30 
        ft. | 
| 11th | +8/+3 | +7 | +7 | +7 | Diamond 
        body,  greater 
        flurry | +8/+8/+8/+3 | 1d10 | +2 | +30 
        ft. | 
| 12th | +9/+4 | +8 | +8 | +8 | Abundant 
        step,  slow 
        fall 60 ft. | +9/+9/+9/+4 | 2d6 | +2 | +40 
        ft. | 
| 13th | +9/+4 | +8 | +8 | +8 | Diamond 
        soul | +9/+9/+9/+4 | 2d6 | +2 | +40 
        ft. | 
| 14th | +10/+5 | +9 | +9 | +9 | Slow 
        fall 70 ft. | +10/+10/+10/+5 | 2d6 | +2 | +40 
        ft. | 
| 15th | +11/+6/+1 | +9 | +9 | +9 | Quivering 
        palm | +11/+11/+11/+6/+1 | 2d6 | +3 | +50 
        ft. | 
| 16th | +12/+7/+2 | +10 | +10 | +10 | Ki 
        strike 
        (adamantine), slow fall 80 ft. | +12/+12/+12/+7/+2 | 2d8 | +3 | +50 
        ft. | 
| 17th | +12/+7/+2 | +10 | +10 | +10 | Timeless 
        body, tongue of the sun and moon | +12/+12/+12/+7/+2 | 2d8 | +3 | +50 
        ft. | 
| 18th | +13/+8/+3 | +11 | +11 | +11 | Slow 
        fall 90 ft. | +13/+13/+13/+8/+3 | 2d8 | +3 | +60 
        ft. | 
| 19th | +14/+9/+4 | +11 | +11 | +11 | Empty 
        body | +14/+14/+14/+9/+4 | 2d8 | +3 | +60 
        ft. | 
| 20th | +15/+10/+5 | +12 | +12 | +12 | Perfect 
        self,  slow 
        fall any distance | +15/+15/+15/+10/+5 | 2d10 | +4 | +60 
        ft. | 
| 1 The value shown is for 
        Medium monks. See Table: Small or Large Monk Unarmed Damage for Small 
        or Large monks. | |||||||||
Class Features
  All of the following are class features of the monk.
  Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light 
  or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, 
  siangham, and sling.
  Monks are not proficient with any armor or shields
  When wearing armor, using a shield, or carrying a medium or heavy load, a monk 
  loses her AC bonus, as well as her fast movement and flurry of blows abilities.
  AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus 
  (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. 
  This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, 
  +3 at 15th, and +4 at 20th level).
  These bonuses to AC apply even against touch attacks or when the monk is flat-footed. 
  She loses these bonuses when she is immobilized or helpless, when she wears 
  any armor, when she carries a shield, or when she carries a medium or heavy 
  load.
  Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows 
  at the expense of accuracy. When doing so, she may make one extra attack in 
  a round at her highest base attack bonus, but this attack takes a -2 penalty, 
  as does each other attack made that round. The resulting modified base attack 
  bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. 
  This penalty applies for 1 round, so it also affects attacks of opportunity 
  the monk might make before her next action. When a monk reaches 5th level, the 
  penalty lessens to -1, and at 9th level it disappears. A monk must use a full 
  attack action to strike with a flurry of blows.
  When using flurry of blows, a monk may attack only with unarmed strikes or with 
  special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). 
  She may attack with unarmed strikes and special monk weapons interchangeably 
  as desired. When using weapons as part of a flurry of blows, a monk applies 
  her Strength bonus (not Str bonus x ?1-1/2 or x?1/2) to her damage rolls for 
  all successful attacks, whether she wields a weapon in one or both hands. The 
  monk can't use any weapon other than a special monk weapon as part of a flurry 
  of blows.
  In the case of the quarterstaff, each end counts as a separate weapon for the 
  purpose of using the flurry of blows ability. Even though the quarterstaff requires 
  two hands to use, a monk may still intersperse unarmed strikes with quarterstaff 
  strikes, assuming that she has enough attacks in her flurry of blows routine 
  to do so. 
  When a monk reaches 11th level, her flurry of blows ability improves. In addition 
  to the standard single extra attack she gets from flurry of blows, she gets 
  a second extra attack at her full base attack bonus.
  Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus 
  feat. A monk's attacks may be with either fist interchangeably or even from 
  elbows, knees, and feet. This means that a monk may even make unarmed strikes 
  with her hands full. There is no such thing as an off-hand attack for a monk 
  striking unarmed. A monk may thus apply her full Strength bonus on damage rolls 
  for all her unarmed strikes.
  Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal 
  nonlethal damage instead with no penalty on her attack roll. She has the same 
  choice to deal lethal or nonlethal damage while grappling.
  A monk's unarmed strike is treated both as a manufactured weapon and a natural 
  weapon for the purpose of spells and effects that enhance or improve either 
  manufactured weapons or natural weapons.
  A monk also deals more damage with her unarmed strikes than a normal person 
  would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is 
  for Medium monks. A Small monk deals less damage than the amount given there 
  with her unarmed attacks, while a Large monk deals more damage; see Table: Small 
  or Large Monk Unarmed Damage.
| Table: Small or Large Monk 
        Unarmed Damage | ||
| Level | Damage  (Small Monk) | Damage (Large Monk) | 
| 1st–3rd 
         | 1d4 | 1d8 | 
| 4th–7th 
         | 1d6 | 2d6 | 
| 8th–11th 
         | 1d8 | 2d8 | 
| 12th–15th 
         | 1d10 | 3d6 | 
| 16th–19th 
         | 2d6 | 3d8 | 
| 20th 
         | 2d8 | 4d8 | 
Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning 
  Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or 
  Deflect Arrows as a bonus feat. At 6th level, she may select either Improved 
  Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites 
  normally required for these feats to select them.
  Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving 
  throw against an attack that normally deals half damage on a successful save, 
  she instead takes no damage. Evasion can be used only if a monk is wearing light 
  armor or no armor. A helpless monk does not gain the benefit of evasion.
  Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, 
  as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load 
  loses this extra speed.
  Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws 
  against spells and effects from the school of enchantment.
  Ki Strike (Su): At 4th level, a monk's unarmed attacks are empowered with ki. 
  Her unarmed attacks are treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. Ki strike improves with the character's 
  monk level. At 10th level, her unarmed attacks are also treated as lawful weapons 
  for the purpose of dealing damage to creatures with damage reduction. At 16th 
  level, her unarmed attacks are treated as adamantine weapons for the purpose 
  of dealing damage to creatures with damage reduction and bypassing hardness.
  Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall 
  can use it to slow her descent. When first using this ability, she takes damage 
  as if the fall were 20 feet shorter than it actually is. The monk's ability 
  to slow her fall (that is, to reduce the effective distance of the fall when 
  next to a wall) improves with her monk level until at 20th level she can use 
  a nearby wall to slow her descent and fall any distance without harm.
  Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except 
  for supernatural and magical diseases.
  Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. 
  She can heal a number of hit points of damage equal to twice her current monk 
  level each day, and she can spread this healing out among several uses.
  Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. She 
  still takes no damage on a successful Reflex saving throw against attacks, but 
  henceforth she takes only half damage on a failed save. A helpless monk does 
  not gain the benefit of improved evasion.
  Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.
  Abundant Step (Su): At 12th level or higher, a monk can slip magically between 
  spaces, as if using the spell dimension door, once per day. Her caster level 
  for this effect is one-half her monk level (rounded down).
  Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her 
  current monk level + 10. In order to affect the monk with a spell, a spellcaster 
  must get a result on a caster level check (1d20 + caster level) that equals 
  or exceeds the monk's spell resistance.
  Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within 
  the body of another creature that can thereafter be fatal if the monk so desires. 
  She can use this quivering palm attack once a week, and she must announce her 
  intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal 
  creatures, and creatures immune to critical hits cannot be affected. Otherwise, 
  if the monk strikes successfully and the target takes damage from the blow, 
  the quivering palm attack succeeds. Thereafter the monk can try to slay the 
  victim at any later time, as long as the attempt is made within a number of 
  days equal to her monk level. To make such an attempt, the monk merely wills 
  the target to die (a free action), and unless the target makes a Fortitude saving 
  throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If 
  the saving throw is successful, the target is no longer in danger from that 
  particular quivering palm attack, but it may still be affected by another one 
  at a later time.
  Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties 
  to her ability scores for aging and cannot be magically aged. Any such penalties 
  that she has already taken, however, remain in place. Bonuses still accrue, 
  and the monk still dies of old age when her time is up.
  Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with 
  any living creature.
  Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal 
  state for 1 round per monk level per day, as though using the spell etherealness. 
  She may go ethereal on a number of different occasions during any single day, 
  as long as the total number of rounds spent in an ethereal state does not exceed 
  her monk level.
  Perfect Self: At 20th level, a monk becomes a magical creature. She is forevermore 
  treated as an outsider rather than as a humanoid (or whatever the monk's creature 
  type was) for the purpose of spells and magical effects. Additionally, the monk 
  gains damage reduction 10/magic, which allows her to ignore the first 10 points 
  of damage from any attack made by a nonmagical weapon or by any natural attack 
  made by a creature that doesn't have similar damage reduction. Unlike other 
  outsiders, the monk can still be brought back from the dead as if she were a 
  member of her previous creature type.
Ex-Monks
  A monk who becomes nonlawful cannot gain new levels as a monk but retains all 
  monk abilities.
  Like a member of any other class, a monk may be a multiclass character, but 
  multiclass monks face a special restriction. A monk who gains a new class or 
  (if already multiclass) raises another class by a level may never again raise 
  her monk level, though she retains all her monk abilities.
Raised among the comforts and constrains of civilization, nobles are usually educated, wealthy individuals born into a high rank in society. Nobles are concerned with a wide range of societal activities, including the use of arms, the administration of laws, mercantile enterprise, and other highly skilled trades.
The noble class is the PC class counterpart to the NPC Aristocrat class presented in the Dungeon Masters Guide. Just as the warrior class represents experience, but not the sophisticated training in fighting possessed by Fighters, the aristocrat class represents experience, but not sophisticated training in the art of command. Courtiers, functionaries, and minor diplomats are members of the NPC aristocrat class. The Noble class represents characters with sophisticated training in the art of command and in the garnering and managing of political influence. The noble class should generally be reserved for the ruling regents of long dynasties and their family members.
Adventures: Nobles in Cerilia tend to believe in the adage If you want a job done correctly, you must do it yourself. Trained since birth in their duty to family and country, nobles lead armies to war, route bandits, investigate disturbances, and involve themselves in the great intrigues for which Cerilian politics is famous. Although nobles can delegate a great deal of such responsibility, the best and most able leaders have always been those whom are actively involved in the defence and maintenance of their interests regardless of the personal risks which such activities may pose.
Characteristics: Nobles are trained to defend the interests of their family by both strength of arm and quickness of wit. Nobles must be at ease on both the battlefield and on the dance floor. They are familiar with most martial weaponry and armour and furthermore, have both the freedom and the finances to train in the skills of their choice. As they gain experience, nobles get more opportunities to develop their skills. Some chose to focus on combat maneuvers, others choose to develop skills that are useful in more subtle endeavours. Nobles are exceptionally flexible and each develops those skills and abilities they feel most useful in meeting their duties and obligations.
Noble is a class that a character is born into and hence a character must start out with the class in order to gain the benefits of it. The single exception is the scion class, which a character can take prior to having a class level in noble. The character must take a level of noble as his first non-scion class if he is to claim being derived from nobility to the extent that he gains the class features. After taking a level in noble the character is free to take levels in other classes and return to advance in noble following the normal rules for multiclassing.
Alignment: Nobles may be of any alignment. Most seem to lean toward lawful alignments, however, as self-indulgent or inconsistent nobles are more likely to fail than those strongly committed to their duties.
Religion: Nobles tend to worship (or at least pay lip-service to) the state religion of the area in which they hold influence. Most also honour Haelyn in his role as the lord of the sacred feudal order which defines their privileges and obligations.
Preferred Class Races/Cultures: Most nobles are humans from civilized cultures such as Anuire, Brechtür, or Khinasi. The less civilized human cultures generally do not afford their leaders the necessary leisure time to develop the skills common among a cultured upper class. Most elves, on the other hand, easily have the leisure time to develop such a class, but have chosen not to. Perhaps due to their longevity, there are very few social ranks among the elves and thus most elves devote their energies towards more arcane pursuits. Half-elf nobles are also rare as half-elves are generally distrusted as rulers among humans and elves alike. Although exceptionally civilized, Cerilian dwarves tend to have a less marked differentiation between their leaders and common-folk. Most dwarven leaders prefer to devote themselves to a more traditional profession and to lead by example rather than through the mastery of a staggering array of leadership skills. The halflings of the Burrows lack the concept of an upper-class, but halfling nobles are not uncommon among the few halfling families that have earned positions of high rank in human lands.
Other classes: Although some nobles are aloof or arrogant, most deal exceptionally well with others. Nobles, on the whole, recognize that their skills are primarily focused on personal interaction and conflict resolution. Very few nobles could travel in the wild unaided - they are, for the most part, dependent on the comforts of civilization. Thus, nobles tend to work exceptionally well with others, particularly lawful minded warriors and clerics. Nobles are bred to the concept of giving and obeying fair and necessary orders from their superiors and tend to work well in any party with a strong party leader (often themselves).
Game Rule Information
  All Nobles have the following game statistics:
Abilities: Charisma is especially important for nobles because it improves their social skills and leadership potential. Intelligence is also particularly useful, as a high intelligence not only improves a large number of important skills, but it also provides the noble with extra skill points. Strength and dexterity are also important for situations in which they find themselves unable to come to a peaceful agreement with their opponents.
Alignment: Any
Class Hit Die: d8
Class Skills
  The noble's class skills (and the key ability for each) are Administrate (Wis), 
  Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), 
  Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all 
  skills taken individually) (Int), Lead (Cha), Listen (Wis), Perform (Cha), Ride 
  (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Survival (Wis), Swim 
  (Str), and Warcraft (Int).
  Skill Points at 1st Level: (6 + Int bonus) x 4
  Skill Points at Each Additional Level: 6 + Int bonus
Class Features
  The following are class features of the noble.
  Weapon and Armour Proficiency: The noble is proficient in the use of all simple 
  and martial weapons, heavy, medium and light armour, and shields. The noble 
  is also proficient in the elite regional arms and armour of his nation. Note 
  that armour check penalties for armour heavier than leather apply to all applicable 
  skills.
Starting Gear: 6d8 x 10 gp worth of equipment
Favoured Region (Ex): At 1st level, a noble may select a regional area (such 
  as the Southern Coast, Western Coast, Heartlands, Northern Marches, or Eastern 
  Marches of Anuire). Due to his extensive experience with the people, customs, 
  and attitudes of the nobles and training in techniques for manipulating the 
  nobility of this region, the noble gains a +2 bonus on Bluff, Diplomacy, Gather 
  Information, Intimidate, Knowledge (Nobility), and Sense Motive checks when 
  using these skills in relation to regents and members of the upper class of 
  this region.
  At 5th level and every five levels thereafter (10th, 15th, and 20th), the noble 
  may select an additional favoured region. In addition, at each such interval 
  the bonus in any one favoured region (including the one just selected, if desired) 
  increases by 2.
Resources (Ex): A noble gains the ability to requisition resources and information by drawing on their reputation, personal and family wealth, and the promise of future favours. To successfully use their influence to gain access to resources, the noble rolls 1d20 and adds his noble level and his Charisma modifier to determine the resources check result. The DM sets the checks DC. Simple favours have a DC 10, while expensive or illegal favours have a DC of 25 or higher.
A noble can only throw around so much influence before exhausting their goodwill. At 1st level, a noble can requisition resources a number of times equal to his Charisma modifier per adventure (or Domain turn, if more appropriate), with a minimum of 1 attempt per adventure at 1st level (even with a Charisma modifier of 0 or less). He may make an additional attempt per adventure or domain turn at 5th level and every 5 levels thereafter (10th, 15th, and 20th). A failed check doesnt expend any of the nobles influence, but the noble cannot attempt to access the same resource (or contact) and suffers a cumulative 2 to every subsequent attempt that domain turn made to gain the same benefit from other resources. The DM should carefully monitor the use of this ability to ensure that it isnt abused.
Resources are comprised of physical holdings that generate income and contacts 
  or individuals or organizations that the noble has connections with. The income 
  that can be accessed is equal to 50 gp per Noble level per successful attempt. 
  Accessing these monetary assets is considered a simple favour (DC 10) when done 
  in person. This means that the noble must be physically present in his home 
  province when this action is attempted. The difficulty of this action is increased 
  when the noble is further away. These assets should be carefully documented 
  between the player and DM.
  Example: A 1st level noble with a Charisma of 15 (+2) could make 2 resource 
  checks per adventure or domain turn with a +3 to the check. If he used these 
  to access personal funds, he would gain 50 gp per successful attempt, or 100 
  gp maximum. The same noble, upon reaching 12th level, has with an effective 
  Charisma score of 18 (+1 at 4th level, +2 Presence), and can now requisition 
  resources 6 times per adventure or domain turn (4 for Charisma, +2 at 10th level), 
  and would obtain 600 gp from his economic resources for each successful attempt.
Behind the Curtain: How to handle a nobles contacts. A nobles resources are all physical resources. The contacts are individuals and it is important to have them identified in order to prevent this from being reduced to simple die roll. By using this philosophy a failed resource check can actually be an indication of trouble brewing on the horizon. For example one of the nobles contacts is an administrator in Prince Avans court, who happens to owe the noble a favour. When the noble taps this resource to find out whether or not Prince Avan is attempting to muster up his troops, by checking correspondences or supplies, the resource check fails. It would be up to the DM to decide if this failure is a result of no information being available, or if in fact the nobles contact has been compromised leading to future political ramifications. Regardless of how this is handled the individuality of the contacts should be emphasized.
Leadership: At 2nd level, the nobles growing status among the social elite, and his training in how to command and inspire others, manifests itself in his ability to lead and attract followers. The noble gains Leadership as a bonus feat.
Coordinate (Ex): At 3rd level, the noble gains the ability to guide the cooperation of other characters by making a Lead check (DC 15 + the number of characters commanded). If successful, this increases the bonus granted by cooperation by +2.
Look of the Noble (Ex): When a noble appears on the field and presents himself as a leader, it inspires himself and his followers, soldiers, hirelings, or other loyal subjects who can see and hear him. At 4th level, the noble and those that look to him for guidance (such as his employees, followers, or sworn subjects) gain a +1 morale bonus based on the nobles path. Warrior path nobles grant a +1 bonus to attack, weapon damage rolls and Will saving throws against fear and mind-influencing enchantments (such as charm person). Presenting himself is a free action but entails standing tall and proud along with shouting (or forcefully giving) directions, and the bonuses last a number of rounds equal to the nobles Charisma modifier. This ability may be used a number of times per day equal to the nobles Charisma modifier.
Bonus Feat: At 6th level the noble gains a bonus feat from the list for his path. He gains an additional bonus feat from this list every 5 levels thereafter (11th and 16th levels). He must meet all of the required prerequisites for any feat selected. In addition to those feats listed the noble may choose any regional feat for his homeland since they are commonly available.
Warrior path bonus feats: Acrobatic, Combat Expertise1, Combat Reflexes, Great Leader*, Military Genius*, Mounted Combat1, Point Blank Shot1, Power Attack1, Regent Focus*, Weapon Focus1.
1 Any feat in the chain for which this feat is listed is also available.
  * Denotes feats with a domain-level effect.
Inspire Loyalty (Ex): Beginning at 8th level, the noble can use oratory to 
  inspire long lasting confidence in his loyal followers. To inspire loyalty, 
  the noble must speak for at least one round and make a Diplomacy check with 
  a DC equal to 10 +1 per five allies to be inspired (including the noble). An 
  ally inspired gains a +1 morale bonus to attacks and damage, a +1 morale bonus 
  on Will saving throws against fear and mind-influencing enchantments, and a 
  +1 bonus to all skill checks. The effect begins with the conclusion of the nobles 
  oratory, and lasts for 1 minute per round the noble spent inspiring the allies, 
  to a maximum of 1 hour for 60 rounds of inspirational speech. This ability is 
  an enhancement of the nobles Look of the Noble ability; each use of Inspire 
  Loyalty counts as one use of the Look of the Noble ability. Both abilities may 
  be used in any combination a total number of times per day equal to the nobles 
  Charisma modifier.
  The confidence inspired by the noble increases as the noble attains levels. 
  For every five levels after 8th, the bonus increase by +1, to a maximum of +3 
  at 18th level.
Presence (Ex): Beginning at 9th level, the noble has mastered the art of manipulation and command. For the purposes of noble class special abilities, skill checks, charisma checks, and the leadership feat, treat him as having a Charisma score 2 points higher than it actually is. This bonus increases by 2 points at 14th level and 19th level.
The Noble/Warrior
Level/ Attack Bonus/ Fort. Save/ Ref. Save/ Will Save/ Special
1/ +1/ +2/ +0/ +0/ 1st Favoured region, Resources
  2/ +2/ +3/ +0/ +0/ Leadership
  3/ +3/ +3/ +1/ +1/ Coordinate +2
  4/ +4/ +4/ +1/ +1/ Look of the noble
  5/ +5/ +4/ +1/ +1/ 2nd Favoured region, Resources +1
  6/ +6/+1/ +5/ +2/ +2/ Bonus Feat
  7/ +7/+2/ +5/ +2/ +2/
  8/ +8/+3/ +6/ +2/ +2/ Inspire Loyalty +1
  9/ +9/+4/ +6/ +3/ +3/ Presence +2
  10/ +10/+5/ +7/ +3/ +3/ 3rd Favoured region, Resources +2
  11/ +11/+6/+1/ +7/ +3/ +3/ Bonus Feat
  12/ +12/+7/+2/ +8/ +4/ +4/
  13/ +13/+8/+3/ +8/ +4/ +4/ Inspire Loyalty +2
  14/ +14/+9/+4/+9/+4/+4/ Presence +4
  15/ +15/+10/+5/+9/+5/+5/ 4th Favoured region, Resources +3
  16/ +16/+11/+6/+1/+10/+5/+5/ Bonus Feat
  17/ +17/+12/+7/+2/+10/+5/+5/
  18/ +18/+13/+8/+3/+11/+6/+6/ Inspire Loyalty +3
  19/ +19/+14/+9/+4/+11/+6/+6/ Presence +6
  20/ +20/+15/+10/+5/+12/+6/+6/ 5th Favoured region, Resources +4
Raised among the comforts and constrains of civilization, nobles are usually educated, wealthy individuals born into a high rank in society. Nobles are concerned with a wide range of societal activities, including the use of arms, the administration of laws, mercantile enterprise, and other highly skilled trades.
The noble class is the PC class counterpart to the NPC Aristocrat class presented in the Dungeon Masters Guide. Just as the warrior class represents experience, but not the sophisticated training in fighting possessed by Fighters, the aristocrat class represents experience, but not sophisticated training in the art of command. Courtiers, functionaries, and minor diplomats are members of the NPC aristocrat class. The Noble class represents characters with sophisticated training in the art of command and in the garnering and managing of political influence. The noble class should generally be reserved for the ruling regents of long dynasties and their family members.
Adventures: Nobles in Cerilia tend to believe in the adage If you want a job done correctly, you must do it yourself. Trained since birth in their duty to family and country, nobles lead armies to war, route bandits, investigate disturbances, and involve themselves in the great intrigues for which Cerilian politics is famous. Although nobles can delegate a great deal of such responsibility, the best and most able leaders have always been those whom are actively involved in the defence and maintenance of their interests regardless of the personal risks which such activities may pose.
Characteristics: Nobles are trained to defend the interests of their family by both strength of arm and quickness of wit. Nobles must be at ease on both the battlefield and on the dance floor. They are familiar with most martial weaponry and armour and furthermore, have both the freedom and the finances to train in the skills of their choice. As they gain experience, nobles get more opportunities to develop their skills. Some chose to focus on combat maneuvers, others choose to develop skills that are useful in more subtle endeavours. Nobles are exceptionally flexible and each develops those skills and abilities they feel most useful in meeting their duties and obligations.
Noble is a class that a character is born into and hence a character must start out with the class in order to gain the benefits of it. The single exception is the scion class, which a character can take prior to having a class level in noble. The character must take a level of noble as his first non-scion class if he is to claim being derived from nobility to the extent that he gains the class features. After taking a level in noble the character is free to take levels in other classes and return to advance in noble following the normal rules for multiclassing.
Alignment: Nobles may be of any alignment. Most seem to lean toward lawful alignments, however, as self-indulgent or inconsistent nobles are more likely to fail than those strongly committed to their duties.
Religion: Nobles tend to worship (or at least pay lip-service to) the state religion of the area in which they hold influence. Most also honour Haelyn in his role as the lord of the sacred feudal order which defines their privileges and obligations.
Preferred Class Races/Cultures: Most nobles are humans from civilized cultures such as Anuire, Brechtür, or Khinasi. The less civilized human cultures generally do not afford their leaders the necessary leisure time to develop the skills common among a cultured upper class. Most elves, on the other hand, easily have the leisure time to develop such a class, but have chosen not to. Perhaps due to their longevity, there are very few social ranks among the elves and thus most elves devote their energies towards more arcane pursuits. Half-elf nobles are also rare as half-elves are generally distrusted as rulers among humans and elves alike. Although exceptionally civilized, Cerilian dwarves tend to have a less marked differentiation between their leaders and common-folk. Most dwarven leaders prefer to devote themselves to a more traditional profession and to lead by example rather than through the mastery of a staggering array of leadership skills. The halflings of the Burrows lack the concept of an upper-class, but halfling nobles are not uncommon among the few halfling families that have earned positions of high rank in human lands.
Other classes: Although some nobles are aloof or arrogant, most deal exceptionally well with others. Nobles, on the whole, recognize that their skills are primarily focused on personal interaction and conflict resolution. Very few nobles could travel in the wild unaided - they are, for the most part, dependent on the comforts of civilization. Thus, nobles tend to work exceptionally well with others, particularly lawful minded warriors and clerics. Nobles are bred to the concept of giving and obeying fair and necessary orders from their superiors and tend to work well in any party with a strong party leader (often themselves).
Game Rule Information
  All Nobles have the following game statistics:
Abilities: Charisma is especially important for nobles because it improves their social skills and leadership potential. Intelligence is also particularly useful, as a high intelligence not only improves a large number of important skills, but it also provides the noble with extra skill points. Strength and dexterity are also important for situations in which they find themselves unable to come to a peaceful agreement with their opponents.
Alignment: Any
Class Hit Die: d6
Class Skills
  The noble's class skills (and the key ability for each) are Administrate (Wis), 
  Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), 
  Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all 
  skills taken individually) (Int), Lead (Cha), Listen (Wis), Perform (Cha), Ride 
  (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Survival (Wis), Swim 
  (Str), and Warcraft (Int).
  Skill Points at 1st Level: (8 + Int bonus) x 4
  Skill Points at Each Additional Level: 8 + Int bonus
Class Features
  The following are class features of the noble.
  Weapon and Armour Proficiency: The noble is proficient in the use of all simple 
  and martial weapons, light armour, and shields. The noble is also proficient 
  in the elite regional arms and armour of his nation. Note that armour check 
  penalties for armour heavier than leather apply to all applicable skills.
Starting Gear: 6d8 x 10 gp worth of equipment
Favoured Region (Ex): At 1st level, a noble may select a regional area (such 
  as the Southern Coast, Western Coast, Heartlands, Northern Marches, or Eastern 
  Marches of Anuire). Due to his extensive experience with the people, customs, 
  and attitudes of the nobles and training in techniques for manipulating the 
  nobility of this region, the noble gains a +2 bonus on Bluff, Diplomacy, Gather 
  Information, Intimidate, Knowledge (Nobility), and Sense Motive checks when 
  using these skills in relation to regents and members of the upper class of 
  this region.
  At 5th level and every five levels thereafter (10th, 15th, and 20th), the noble 
  may select an additional favoured region. In addition, at each such interval 
  the bonus in any one favoured region (including the one just selected, if desired) 
  increases by 2.
Resources (Ex): A noble gains the ability to requisition resources and information by drawing on their reputation, personal and family wealth, and the promise of future favours. To successfully use their influence to gain access to resources, the noble rolls 1d20 and adds his noble level and his Charisma modifier to determine the resources check result. The DM sets the checks DC. Simple favours have a DC 10, while expensive or illegal favours have a DC of 25 or higher.
A noble can only throw around so much influence before exhausting their goodwill. At 1st level, a noble can requisition resources a number of times equal to his Charisma modifier per adventure (or Domain turn, if more appropriate), with a minimum of 1 attempt per adventure at 1st level (even with a Charisma modifier of 0 or less). He may make an additional attempt per adventure or domain turn at 5th level and every 5 levels thereafter (10th, 15th, and 20th). A failed check doesnt expend any of the nobles influence, but the noble cannot attempt to access the same resource (or contact) and suffers a cumulative 2 to every subsequent attempt that domain turn made to gain the same benefit from other resources. The DM should carefully monitor the use of this ability to ensure that it isnt abused.
Resources are comprised of physical holdings that generate income and contacts 
  or individuals or organizations that the noble has connections with. The income 
  that can be accessed is equal to 50 gp per Noble level per successful attempt. 
  Accessing these monetary assets is considered a simple favour (DC 10) when done 
  in person. This means that the noble must be physically present in his home 
  province when this action is attempted. The difficulty of this action is increased 
  when the noble is further away. These assets should be carefully documented 
  between the player and DM.
  Example: A 1st level noble with a Charisma of 15 (+2) could make 2 resource 
  checks per adventure or domain turn with a +3 to the check. If he used these 
  to access personal funds, he would gain 50 gp per successful attempt, or 100 
  gp maximum. The same noble, upon reaching 12th level, has with an effective 
  Charisma score of 18 (+1 at 4th level, +2 Presence), and can now requisition 
  resources 6 times per adventure or domain turn (4 for Charisma, +2 at 10th level), 
  and would obtain 600 gp from his economic resources for each successful attempt.
Behind the Curtain: How to handle a nobles contacts. A nobles resources are all physical resources. The contacts are individuals and it is important to have them identified in order to prevent this from being reduced to simple die roll. By using this philosophy a failed resource check can actually be an indication of trouble brewing on the horizon. For example one of the nobles contacts is an administrator in Prince Avans court, who happens to owe the noble a favour. When the noble taps this resource to find out whether or not Prince Avan is attempting to muster up his troops, by checking correspondences or supplies, the resource check fails. It would be up to the DM to decide if this failure is a result of no information being available, or if in fact the nobles contact has been compromised leading to future political ramifications. Regardless of how this is handled the individuality of the contacts should be emphasized.
Leadership: At 2nd level, the nobles growing status among the social elite, and his training in how to command and inspire others, manifests itself in his ability to lead and attract followers. The noble gains Leadership as a bonus feat.
Coordinate (Ex): At 3rd level, the noble gains the ability to guide the cooperation of other characters by making a Lead check (DC 15 + the number of characters commanded). If successful, this increases the bonus granted by cooperation by +2.
Look of the Noble (Ex): When a noble appears on the field and presents himself as a leader, it inspires himself and his followers, soldiers, hirelings, or other loyal subjects who can see and hear him. At 4th level, the noble and those that look to him for guidance (such as his employees, followers, or sworn subjects) gain a +1 morale bonus based on the nobles path. Guilder path nobles grant a +1 to Search, Spot, Listen checks and Reflex saving throws. Presenting himself is a free action but entails standing tall and proud along with shouting (or forcefully giving) directions, and the bonuses last a number of rounds equal to the nobles Charisma modifier. This ability may be used a number of times per day equal to the nobles Charisma modifier.
Bonus Feat: At 6th level the noble gains a bonus feat from the list for his path. He gains an additional bonus feat from this list every 5 levels thereafter (11th and 16th levels). He must meet all of the required prerequisites for any feat selected. In addition to those feats listed the noble may choose any regional feat for his homeland since they are commonly available.
Guilder path bonus feats: Deceitful, Diligent, Master Administrator*, Master Diplomat*, Master Merchant*, Negotiator, Persuasive, Regent Focus*, Spymaster*.
1 Any feat in the chain for which this feat is listed is also available.
  * Denotes feats with a domain-level effect.
  Inspire Loyalty (Ex): Beginning at 8th level, the noble can use oratory to inspire 
  long lasting confidence in his loyal followers. To inspire loyalty, the noble 
  must speak for at least one round and make a Diplomacy check with a DC equal 
  to 10 +1 per five allies to be inspired (including the noble). An ally inspired 
  gains a +1 morale bonus to attacks and damage, a +1 morale bonus on Will saving 
  throws against fear and mind-influencing enchantments, and a +1 bonus to all 
  skill checks. The effect begins with the conclusion of the nobles oratory, 
  and lasts for 1 minute per round the noble spent inspiring the allies, to a 
  maximum of 1 hour for 60 rounds of inspirational speech. This ability is an 
  enhancement of the nobles Look of the Noble ability; each use of Inspire 
  Loyalty counts as one use of the Look of the Noble ability. Both abilities may 
  be used in any combination a total number of times per day equal to the nobles 
  Charisma modifier.
  The confidence inspired by the noble increases as the noble attains levels. 
  For every five levels after 8th, the bonus increase by +1, to a maximum of +3 
  at 18th level.
Presence (Ex): Beginning at 9th level, the noble has mastered the art of manipulation and command. For the purposes of noble class special abilities, skill checks, charisma checks, and the leadership feat, treat him as having a Charisma score 2 points higher than it actually is. This bonus increases by 2 points at 14th level and 19th level.
The Noble/Guilder
Level/ Attack Bonus/ Fort. Save/ Ref. Save/ Will Save/ Special
1/ +0/ +2/ +2/ +0/ 1st favoured region, Resources
  2/ +1/ +3/ +3/ +0/ Leadership
  3/ +2/ +3/ +3/ +1/ Coordinate +2
  4/ +3/ +4/ +4/ +1/ Look of the noble
  5/ +3/ +4/ +4/ +1/ 2nd favoured region, Resources +1
  6/ +4 +5/ +5/ +2/ Bonus Feat
  7/ +5 +5/ +5/ +2/
  8/ +6/+1/ +6/ +6/ +2/ Inspire Loyalty +1
  9/ +6/+1/ +6/ +6/ +3/ Presence +2
  10/ +7/+2/ +7/ +7/ +3/ 3rd favoured region, Resources +2
  11/ +8/+3/ +7/ +7/ +3/ Bonus Feat
  12/ +9/+4/ +8/ +8/ +4/
  13/ +9/+4/ +8/ +8/ +4/ Inspire Loyalty +2
  14/ +10/+5/+9/+9/+4/ Presence +4
  15/ +11/+6/+1/+9/+9/+5/ 4th Favoured region, Resources +3
  16/ +12/+7/+2/+10/+10/+5/ Bonus Feat
  17/ +12/+7/+2/+10/+10/+5/
  18/ +13/+8/+3/+11/+11/+6/ Inspire Loyalty +3
  19/ +14/+9/+4/+11/+11/+6/ Presence +6
  20/ +15/+10/+5/+12/+12/+6/ 5th Favoured region, Resources +4
Raised among the comforts and constrains of civilization, nobles are usually educated, wealthy individuals born into a high rank in society. Nobles are concerned with a wide range of societal activities, including the use of arms, the administration of laws, mercantile enterprise, and other highly skilled trades.
The noble class is the PC class counterpart to the NPC Aristocrat class presented in the Dungeon Masters Guide. Just as the warrior class represents experience, but not the sophisticated training in fighting possessed by Fighters, the aristocrat class represents experience, but not sophisticated training in the art of command. Courtiers, functionaries, and minor diplomats are members of the NPC aristocrat class. The Noble class represents characters with sophisticated training in the art of command and in the garnering and managing of political influence. The noble class should generally be reserved for the ruling regents of long dynasties and their family members.
Adventures: Nobles in Cerilia tend to believe in the adage If you want a job done correctly, you must do it yourself. Trained since birth in their duty to family and country, nobles lead armies to war, route bandits, investigate disturbances, and involve themselves in the great intrigues for which Cerilian politics is famous. Although nobles can delegate a great deal of such responsibility, the best and most able leaders have always been those whom are actively involved in the defence and maintenance of their interests regardless of the personal risks which such activities may pose.
Characteristics: Nobles are trained to defend the interests of their family by both strength of arm and quickness of wit. Nobles must be at ease on both the battlefield and on the dance floor. They are familiar with most martial weaponry and armour and furthermore, have both the freedom and the finances to train in the skills of their choice. As they gain experience, nobles get more opportunities to develop their skills. Some chose to focus on combat maneuvers, others choose to develop skills that are useful in more subtle endeavours. Nobles are exceptionally flexible and each develops those skills and abilities they feel most useful in meeting their duties and obligations.
Noble is a class that a character is born into and hence a character must start out with the class in order to gain the benefits of it. The single exception is the scion class, which a character can take prior to having a class level in noble. The character must take a level of noble as his first non-scion class if he is to claim being derived from nobility to the extent that he gains the class features. After taking a level in noble the character is free to take levels in other classes and return to advance in noble following the normal rules for multiclassing.
Alignment: Nobles may be of any alignment. Most seem to lean toward lawful alignments, however, as self-indulgent or inconsistent nobles are more likely to fail than those strongly committed to their duties.
Religion: Nobles tend to worship (or at least pay lip-service to) the state religion of the area in which they hold influence. Most also honour Haelyn in his role as the lord of the sacred feudal order which defines their privileges and obligations.
Preferred Class Races/Cultures: Most nobles are humans from civilized cultures such as Anuire, Brechtür, or Khinasi. The less civilized human cultures generally do not afford their leaders the necessary leisure time to develop the skills common among a cultured upper class. Most elves, on the other hand, easily have the leisure time to develop such a class, but have chosen not to. Perhaps due to their longevity, there are very few social ranks among the elves and thus most elves devote their energies towards more arcane pursuits. Half-elf nobles are also rare as half-elves are generally distrusted as rulers among humans and elves alike. Although exceptionally civilized, Cerilian dwarves tend to have a less marked differentiation between their leaders and common-folk. Most dwarven leaders prefer to devote themselves to a more traditional profession and to lead by example rather than through the mastery of a staggering array of leadership skills. The halflings of the Burrows lack the concept of an upper-class, but halfling nobles are not uncommon among the few halfling families that have earned positions of high rank in human lands.
Other classes: Although some nobles are aloof or arrogant, most deal exceptionally well with others. Nobles, on the whole, recognize that their skills are primarily focused on personal interaction and conflict resolution. Very few nobles could travel in the wild unaided - they are, for the most part, dependent on the comforts of civilization. Thus, nobles tend to work exceptionally well with others, particularly lawful minded warriors and clerics. Nobles are bred to the concept of giving and obeying fair and necessary orders from their superiors and tend to work well in any party with a strong party leader (often themselves).
Game Rule Information
  All Nobles have the following game statistics:
Abilities: Charisma is especially important for nobles because it improves their social skills and leadership potential. Intelligence is also particularly useful, as a high intelligence not only improves a large number of important skills, but it also provides the noble with extra skill points. Strength and dexterity are also important for situations in which they find themselves unable to come to a peaceful agreement with their opponents.
Alignment: Any
Class Hit Die: d6
Class Skills
  The noble's class skills (and the key ability for each) are Administrate (Wis), 
  Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), 
  Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all 
  skills taken individually) (Int), Lead (Cha), Listen (Wis), Perform (Cha), Ride 
  (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Survival (Wis), Swim 
  (Str), and Warcraft (Int).
  Skill Points at 1st Level: (8 + Int bonus) x 4
  Skill Points at Each Additional Level: 8 + Int bonus
Class Features
  The following are class features of the noble.
  Weapon and Armour Proficiency: The noble is proficient in the use of all simple 
  and martial weapons, light armour, and shields. The noble is also proficient 
  in the elite regional arms and armour of his nation. Note that armour check 
  penalties for armour heavier than leather apply to all applicable skills.
Starting Gear: 6d8 x 10 gp worth of equipment
Favoured Region (Ex): At 1st level, a noble may select a regional area (such 
  as the Southern Coast, Western Coast, Heartlands, Northern Marches, or Eastern 
  Marches of Anuire). Due to his extensive experience with the people, customs, 
  and attitudes of the nobles and training in techniques for manipulating the 
  nobility of this region, the noble gains a +2 bonus on Bluff, Diplomacy, Gather 
  Information, Intimidate, Knowledge (Nobility), and Sense Motive checks when 
  using these skills in relation to regents and members of the upper class of 
  this region.
  At 5th level and every five levels thereafter (10th, 15th, and 20th), the noble 
  may select an additional favoured region. In addition, at each such interval 
  the bonus in any one favoured region (including the one just selected, if desired) 
  increases by 2.
Resources (Ex): A noble gains the ability to requisition resources and information by drawing on their reputation, personal and family wealth, and the promise of future favours. To successfully use their influence to gain access to resources, the noble rolls 1d20 and adds his noble level and his Charisma modifier to determine the resources check result. The DM sets the checks DC. Simple favours have a DC 10, while expensive or illegal favours have a DC of 25 or higher.
A noble can only throw around so much influence before exhausting their goodwill. At 1st level, a noble can requisition resources a number of times equal to his Charisma modifier per adventure (or Domain turn, if more appropriate), with a minimum of 1 attempt per adventure at 1st level (even with a Charisma modifier of 0 or less). He may make an additional attempt per adventure or domain turn at 5th level and every 5 levels thereafter (10th, 15th, and 20th). A failed check doesnt expend any of the nobles influence, but the noble cannot attempt to access the same resource (or contact) and suffers a cumulative 2 to every subsequent attempt that domain turn made to gain the same benefit from other resources. The DM should carefully monitor the use of this ability to ensure that it isnt abused.
Resources are comprised of physical holdings that generate income and contacts 
  or individuals or organizations that the noble has connections with. The income 
  that can be accessed is equal to 50 gp per Noble level per successful attempt. 
  Accessing these monetary assets is considered a simple favour (DC 10) when done 
  in person. This means that the noble must be physically present in his home 
  province when this action is attempted. The difficulty of this action is increased 
  when the noble is further away. These assets should be carefully documented 
  between the player and DM.
  Example: A 1st level noble with a Charisma of 15 (+2) could make 2 resource 
  checks per adventure or domain turn with a +3 to the check. If he used these 
  to access personal funds, he would gain 50 gp per successful attempt, or 100 
  gp maximum. The same noble, upon reaching 12th level, has with an effective 
  Charisma score of 18 (+1 at 4th level, +2 Presence), and can now requisition 
  resources 6 times per adventure or domain turn (4 for Charisma, +2 at 10th level), 
  and would obtain 600 gp from his economic resources for each successful attempt.
Behind the Curtain: How to handle a nobles contacts. A nobles resources are all physical resources. The contacts are individuals and it is important to have them identified in order to prevent this from being reduced to simple die roll. By using this philosophy a failed resource check can actually be an indication of trouble brewing on the horizon. For example one of the nobles contacts is an administrator in Prince Avans court, who happens to owe the noble a favour. When the noble taps this resource to find out whether or not Prince Avan is attempting to muster up his troops, by checking correspondences or supplies, the resource check fails. It would be up to the DM to decide if this failure is a result of no information being available, or if in fact the nobles contact has been compromised leading to future political ramifications. Regardless of how this is handled the individuality of the contacts should be emphasized.
Leadership: At 2nd level, the nobles growing status among the social elite, and his training in how to command and inspire others, manifests itself in his ability to lead and attract followers. The noble gains Leadership as a bonus feat.
Coordinate (Ex): At 3rd level, the noble gains the ability to guide the cooperation of other characters by making a Lead check (DC 15 + the number of characters commanded). If successful, this increases the bonus granted by cooperation by +2.
Look of the Noble (Ex): When a noble appears on the field and presents himself as a leader, it inspires himself and his followers, soldiers, hirelings, or other loyal subjects who can see and hear him. At 4th level, the noble and those that look to him for guidance (such as his employees, followers, or sworn subjects) gain a +1 morale bonus based on the nobles path. Scholar path nobles grant a +2 bonus to Spellcraft checks and all saving throws versus spells and spell-like effects. Presenting himself is a free action but entails standing tall and proud along with shouting (or forcefully giving) directions, and the bonuses last a number of rounds equal to the nobles Charisma modifier. This ability may be used a number of times per day equal to the nobles Charisma modifier.
Bonus Feat: At 6th level the noble gains a bonus feat from the list for his path. He gains an additional bonus feat from this list every 5 levels thereafter (11th and 16th levels). He must meet all of the required prerequisites for any feat selected. In addition to those feats listed the noble may choose any regional feat for his homeland since they are commonly available.
Scholar path bonus feats: Diligent, Eschew Materials, Investigator, Magical Aptitude, Master Administrator*, Master Diplomat*, Master of the Arcane*, Regent Focus*, Self Sufficient, Skill Focus, Spell Focus, Wilderness Savant*.
1 Any feat in the chain for which this feat is listed is also available.
  * Denotes feats with a domain-level effect.
  Inspire Loyalty (Ex): Beginning at 8th level, the noble can use oratory to inspire 
  long lasting confidence in his loyal followers. To inspire loyalty, the noble 
  must speak for at least one round and make a Diplomacy check with a DC equal 
  to 10 +1 per five allies to be inspired (including the noble). An ally inspired 
  gains a +1 morale bonus to attacks and damage, a +1 morale bonus on Will saving 
  throws against fear and mind-influencing enchantments, and a +1 bonus to all 
  skill checks. The effect begins with the conclusion of the nobles oratory, 
  and lasts for 1 minute per round the noble spent inspiring the allies, to a 
  maximum of 1 hour for 60 rounds of inspirational speech. This ability is an 
  enhancement of the nobles Look of the Noble ability; each use of Inspire 
  Loyalty counts as one use of the Look of the Noble ability. Both abilities may 
  be used in any combination a total number of times per day equal to the nobles 
  Charisma modifier.
  The confidence inspired by the noble increases as the noble attains levels. 
  For every five levels after 8th, the bonus increase by +1, to a maximum of +3 
  at 18th level.
Presence (Ex): Beginning at 9th level, the noble has mastered the art of manipulation and command. For the purposes of noble class special abilities, skill checks, charisma checks, and the leadership feat, treat him as having a Charisma score 2 points higher than it actually is. This bonus increases by 2 points at 14th level and 19th level.
The Noble/Scholar
Level/ Attack Bonus/ Fort. Save/ Ref. Save/ Will Save/ Special
1/ +0/ +0/ +2/ +2/ 1st favoured region, Resources
  2/ +1/ +0/ +3/ +3/ Leadership
  3/ +2/ +1/ +3/ +3/ Coordinate +2
  4/ +3/ +1/ +4/ +4/ Look of the noble
  5/ +3/ +1/ +4/ +4/ 2nd favoured region, Resources +1
  6/ +4/ +2/ +5/ +5/ Bonus Feat
  7/ +5/ +2/ +5/ +5/
  8/ +6/+1/ +2/ +6/ +6/ Inspire Loyalty +1
  9/ +6/+1/ +3/ +6/ +6/ Presence +2
  10/ +7/+2/ +3/ +7/ +7/ 3rd favoured region, Resources +2
  11/ +8/+3/ +3/ +7/ +7/ Bonus Feat
  12/ +9/+4/ +4/ +8/ +8/
  13/ +9/+4/ +4/ +8/ +8/ Inspire Loyalty +2
  14/ +10/+5/+4/+9/+9/ Presence +4
  15/ +11/+6/+1/+5/+9/+9/ 4th Favoured region, Resources +3
  16/ +12/+7/+2/+5/+10/+10/ Bonus Feat
  17/ +12/+7/+2/+5/+10/+10/
  18/ +13/+8/+3/+6/+11/+11/ Inspire Loyalty +3
  19/ +14/+9/+4/+6/+11/+11/ Presence +6
  20/ +15/+10/+5/+6/+12/+12/ 5th Favoured region, Resources +4
PALADIN
  Alignment: Lawful good.
  Hit Die: d10.
Class Skills
  The paladin's class skills (and the key ability for each skill) are Concentration 
  (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge 
  (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), 
  Ride (Dex), and Sense Motive (Wis).
  Skill Points at 1st Level: (2 + Int modifier) x4.
  Skill Points at Each Additional Level: 2 + Int modifier.
| Table: 
        The Paladin | |||||||||
|  |  |  |  |  |  | — Spells per Day — | |||
| Level | Base 
        Attack Bonus | Fort 
        Save | Ref 
        Save | Will 
        Save | Special | 1st | 2nd | 3rd | 4th | 
| 1st | +1 | +2 | +0 | +0 | Aura 
        of good, detect evil,  smite 
        evil 1/day | — | — | — | — | 
| 2nd | +2 | +3 | +0 | +0 | Divine 
        grace, lay on hands | — | — | — | — | 
| 3rd | +3 | +3 | +1 | +1 | Aura 
        of courage, divine health | — | — | — | — | 
| 4th | +4 | +4 | +1 | +1 | Turn 
        undead | 0 | — | — | — | 
| 5th | +5 | +4 | +1 | +1 | Smite 
        evil 2/day, special mount | 0 | — | — | — | 
| 6th | +6/+1 | +5 | +2 | +2 | Remove 
        disease 1/week | 1 | — | — | — | 
| 7th | +7/+2 | +5 | +2 | +2 |  | 1 | — | — | — | 
| 8th | +8/+3 | +6 | +2 | +2 |  | 1 | 0 | — | — | 
| 9th | +9/+4 | +6 | +3 | +3 | Remove 
        disease 2/week | 1 | 0 | — | — | 
| 10th | +10/+5 | +7 | +3 | +3 | Smite 
        evil 3/day | 1 | 1 | — | — | 
| 11th | +11/+6/+1 | +7 | +3 | +3 |  | 1 | 1 | 0 | — | 
| 12th | +12/+7/+2 | +8 | +4 | +4 | Remove 
        disease 3/week | 1 | 1 | 1 | — | 
| 13th | +13/+8/+3 | +8 | +4 | +4 |  | 1 | 1 | 1 | — | 
| 14th | +14/+9/+4 | +9 | +4 | +4 |  | 2 | 1 | 1 | 0 | 
| 15th | +15/+10/+5 | +9 | +5 | +5 | Remove 
        disease 4/week, 
         smite 
        evil 4/day | 2 | 1 | 1 | 1 | 
| 16th | +16/+11/+6/+1 | +10 | +5 | +5 |  | 2 | 2 | 1 | 1 | 
| 17th | +17/+12/+7/+2 | +10 | +5 | +5 |  | 2 | 2 | 2 | 1 | 
| 18th | +18/+13/+8/+3 | +11 | +6 | +6 | Remove 
        disease 5/week | 3 | 2 | 2 | 1 | 
| 19th | +19/+14/+9/+4 | +11 | +6 | +6 |  | 3 | 3 | 3 | 2 | 
| 20th | +20/+15/+10/+5 | +12 | +6 | +6 | Smite 
        evil 5/day | 3 | 3 | 3 | 3 | 
Class Features
  All of the following are class features of the paladin.
  Weapon and Armor Proficiency: Paladins are proficient with all simple and martial 
  weapons, with all types of armor (heavy, medium, and light), and with shields 
  (except tower shields).
  Aura of Good (Ex): The power of a paladin's aura of good (see the detect good 
  spell) is equal to her paladin level.
  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. If the paladin accidentally 
  smites a creature that is not evil, the smite has no effect, but the ability 
  is still used up for that day.
  At 5th level, and at every five levels thereafter, the paladin may smite evil 
  one additional time per day, as indicated on Table: The Paladin, to a maximum 
  of five times per day at 20th level.
  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 she 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.
  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.
  Spells: Beginning at 4th level, a paladin gains the ability to cast a small 
  number of divine spells, which are drawn from the paladin spell list. A paladin 
  must choose and prepare her spells in advance.
  To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 
  10 + the spell level. The Difficulty Class for a saving throw against a paladin's 
  spell is 10 + the spell level + the paladin's Wisdom modifier.
  Like other spellcasters, a paladin can cast only a certain number of spells 
  of each spell level per day. Her base daily spell allotment is given on Table: 
  The Paladin. In addition, she receives bonus spells per day if she has a high 
  Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells 
  per day of a given spell level, she gains only the bonus spells she would be 
  entitled to based on her Wisdom score for that spell level The paladin does 
  not have access to any domain spells or granted powers, as a cleric does.
  A paladin prepares and casts spells the way a cleric does, though she cannot 
  lose a prepared spell to spontaneously cast a cure spell in its place. A paladin 
  may prepare and cast any spell on the paladin spell list, provided that she 
  can cast spells of that level, but she must choose which spells to prepare during 
  her daily meditation.
  Through 3rd level, a paladin has no caster level. At 4th level and higher, her 
  caster level is one-half her paladin level.
  Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of 
  an unusually intelligent, strong, and loyal steed to serve her in her crusade 
  against evil (see below). This mount is usually a heavy warhorse (for a Medium 
  paladin) or a warpony (for a Small paladin).
  Once per day, as a full-round action, a paladin may magically call her mount 
  from the celestial realms in which it resides. This ability is the equivalent 
  of a spell of a level equal to one-third the paladin's level. The mount immediately 
  appears adjacent to the paladin and remains for 2 hours per paladin level; it 
  may be dismissed at any time as a free action. The mount is the same creature 
  each time it is summoned, though the paladin may release a particular mount 
  from service.
  Each time the mount is called, it appears in full health, regardless of any 
  damage it may have taken previously. The mount also appears wearing or carrying 
  any gear it had when it was last dismissed. Calling a mount is a conjuration 
  (calling) effect.
  Should the paladin's mount die, it immediately disappears, leaving behind any 
  equipment it was carrying. The paladin may not summon another mount for thirty 
  days or until she gains a paladin level, whichever comes first, even if the 
  mount is somehow returned from the dead. During this thirty-day period, the 
  paladin takes a -1 penalty on attack and weapon damage rolls.
  Remove Disease (Sp): At 6th 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 three levels after 6th (twice per week at 9th, three times at 
  12th, and so forth).
  Code of Conduct: A paladin must be of lawful good alignment and loses all class 
  abilities if she ever willingly commits an evil act.
  Additionally, a paladin's code requires that she respect legitimate authority, 
  act with honor (not lying, not cheating, not using poison, and so forth), help 
  those in need (provided they do not use the help for evil or chaotic ends), 
  and punish those who harm or threaten innocents.
  Associates: While she may adventure with characters of any good or neutral alignment, 
  a paladin will never knowingly associate with evil characters, nor will she 
  continue an association with someone who consistently offends her moral code. 
  A paladin may accept only henchmen, followers, or cohorts who are lawful good.
Ex-Paladins
  A paladin who ceases to be lawful good, who willfully commits an evil act, or 
  who grossly violates the code of conduct loses all paladin spells and abilities 
  (including the service of the paladin's mount, but not weapon, armor, and shield 
  proficiencies). She may not progress any farther in levels as a paladin. She 
  regains her abilities and advancement potential if she atones for her violations 
  (see the atonement spell description), as appropriate.
  Like a member of any other class, a paladin may be a multiclass character, but 
  multiclass paladins face a special restriction. A paladin who gains a level 
  in any class other than paladin may never again raise her paladin level, though 
  she retains all her paladin abilities.
THE PALADIN'S MOUNT
  The paladin's mount is superior to a normal mount of its kind and has special 
  powers, as described below. The standard mount for a Medium paladin is a heavy 
  warhorse, and the standard mount for a Small paladin is a warpony. Another kind 
  of mount, such as a riding dog (for a halfling paladin) or a Large shark (for 
  a paladin in an aquatic campaign) may be allowed as well.
  A paladin's mount is treated as a magical beast, not an animal, for the purpose 
  of all effects that depend on its type (though it retains an animal's HD, base 
  attack bonus, saves, skill points, and feats).
| Paladin 
        Level  | Bonus 
        HD  | Natural 
        Armor Adj.  | Str 
        Adj.  | Int 
         | Special | 
| 5th–7th 
         | +2 
         | +4 
         | +1 
         | 6 
         | Empathic 
        link, improved evasion, share spells, share saving throws | 
| 8th–10th 
         | +4 
         | +6 
         | +2 
         | 7 
         | Improved 
        speed | 
| 11th–14th 
         | +6 
         | +8 
         | +3 
         | 8 
         | Command 
        creatures 
        of its kind | 
| 15th–20th 
         | +8 
         | +10 
         | +4 
         | 9 
         | Spell 
        resistance | 
Paladin's Mount Basics: Use the base statistics for a creature of the mount's 
  kind, but make changes to take into account the attributes and characteristics 
  summarized on the table and described below.
  Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution 
  modifier, as normal. Extra Hit Dice improve the mount's base attack and base 
  save bonuses. A special mount's base attack bonus is equal to that of a cleric 
  of a level equal to the mount's HD. A mount has good Fortitude and Reflex saves 
  (treat it as a character whose level equals the animal's HD). The mount gains 
  additional skill points or feats for bonus HD as normal for advancing a monster's 
  Hit Dice.
  Natural Armor Adj.: The number on the table is an improvement to the mount's 
  existing natural armor bonus.
  Str Adj.: Add this figure to the mount's Strength score.
  Int: The mount's Intelligence score.
  Empathic Link (Su): The paladin has an empathic link with her mount out to a 
  distance of up to 1 mile. The paladin cannot see through the mount's eyes, but 
  they can communicate empathically.
  Note that even intelligent mounts see the world differently from humans, so 
  misunderstandings are always possible.
  Because of this empathic link, the paladin has the same connection to an item 
  or place that her mount does, just as with a master and his familiar (see Familiars).
  Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex 
  saving throw for half damage, a mount takes no damage if it makes a successful 
  saving throw and half damage if the saving throw fails.
  Share Spells: At the paladin's option, she may have any spell (but not any spell-like 
  ability) she casts on herself also affect her mount. 
  The mount must be within 5 feet at the time of casting to receive the benefit. 
  If the spell or effect has a duration other than instantaneous, it stops affecting 
  the mount if it moves farther than 5 feet away and will not affect the mount 
  again even if it returns to the paladin before the duration expires. Additionally, 
  the paladin may cast a spell with a target of "You" on her mount (as 
  a touch range spell) instead of on herself. A paladin and her mount can share 
  spells even if the spells normally do not affect creatures of the mount's type 
  (magical beast).
  Share Saving Throws: For each of its saving throws, the mount uses its own base 
  save bonus or the paladin's, whichever is higher. The mount applies its own 
  ability modifiers to saves, and it doesn't share any other bonuses on saves 
  that the master might have.
  Improved Speed (Ex): The mount's speed increases by 10 feet.
  Command (Sp): Once per day per two paladin levels of its master, a mount can 
  use this ability to command other any normal animal of approximately the same 
  kind as itself (for warhorses and warponies, this category includes donkeys, 
  mules, and ponies), as long as the target creature has fewer Hit Dice than the 
  mount. This ability functions like the command spell, but the mount must make 
  a DC 21 Concentration check to succeed if it's being ridden at the time. If 
  the check fails, the ability does not work that time, but it still counts against 
  the mount's daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin's 
  level + paladin's Cha modifier) to negate the effect.
  Spell Resistance (Ex): A mount's spell resistance equals its master's paladin 
  level + 5. To affect the mount with a spell, a spellcaster must get a result 
  on a caster level check (1d20 + caster level) that equals or exceeds the mount's 
  spell resistance.
RANGER
  Alignment: Any.
  Hit Die: d8.
Class Skills
  The ranger's class skills (and the key ability for each skill) are Climb (Str), 
  Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), 
  Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge 
  (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), 
  Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
  Skill Points at 1st Level: (6 + Int modifier) x?4.
  Skill Points at Each Additional Level: 6 + Int modifier.
| Table: 
        The Ranger | |||||||||
|  |  |  |  |  |  | —Spells per Day— | |||
| Level | Base 
        Attack Bonus | Fort 
        Save | Ref 
        Save | Will 
        Save | Special | 1st | 2nd | 3rd | 4th | 
| 1st | +1 | +2 | +2 | +0 | 1st 
        favored enemy, Track, wild empathy | — | — | — | — | 
| 2nd | +2 | +3 | +3 | +0 | Combat 
        style | — | — | — | — | 
| 3rd | +3 | +3 | +3 | +1 | Endurance | — | — | — | — | 
| 4th | +4 | +4 | +4 | +1 | Animal 
        companion | 0 | — | — | — | 
| 5th | +5 | +4 | +4 | +1 | 2nd 
        favored enemy | 0 | — | — | — | 
| 6th | +6/+1 | +5 | +5 | +2 | Improved 
        combat style | 1 | — | — | — | 
| 7th | +7/+2 | +5 | +5 | +2 | Woodland 
        stride | 1 | — | — | — | 
| 8th | +8/+3 | +6 | +6 | +2 | Swift 
        tracker | 1 | 0 | — | — | 
| 9th | +9/+4 | +6 | +6 | +3 | Evasion | 1 | 0 | — | — | 
| 10th | +10/+5 | +7 | +7 | +3 | 3rd 
        favored enemy | 1 | 1 | — | — | 
| 11th | +11/+6/+1 | +7 | +7 | +3 | Combat 
        style mastery | 1 | 1 | 0 | — | 
| 12th | +12/+7/+2 | +8 | +8 | +4 |  | 1 | 1 | 1 | — | 
| 13th | +13/+8/+3 | +8 | +8 | +4 | Camouflage | 1 | 1 | 1 | — | 
| 14th | +14/+9/+4 | +9 | +9 | +4 |  | 2 | 1 | 1 | 0 | 
| 15th | +15/+10/+5 | +9 | +9 | +5 | 4th 
        favored enemy | 2 | 1 | 1 | 1 | 
| 16th | +16/+11/+6/+1 | +10 | +10 | +5 |  | 2 | 2 | 1 | 1 | 
| 17th | +17/+12/+7/+2 | +10 | +10 | +5 | Hide 
        in plain sight | 2 | 2 | 2 | 1 | 
| 18th | +18/+13/+8/+3 | +11 | +11 | +6 |  | 3 | 2 | 2 | 1 | 
| 19th | +19/+14/+9/+4 | +11 | +11 | +6 |  | 3 | 3 | 3 | 2 | 
| 20th | +20/+15/+10/+5 | +12 | +12 | +6 | 5th 
        favored enemy | 3 | 3 | 3 | 3 | 
Class Features
  All of the following are class features of the ranger.
  Weapon and Armor Proficiency: A ranger is proficient with all simple and martial 
  weapons, and with light armor and shields (except tower shields).
  Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from 
  among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus 
  on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills 
  against creatures of this type. Likewise, he gets a +2 bonus on weapon damage 
  rolls against such creatures.
  At 5th level and every five levels thereafter (10th, 15th, and 20th level), 
  the ranger may select an additional favored enemy from those given on the table. 
  In addition, at each such interval, the bonus against any one favored enemy 
  (including the one just selected, if so desired) increases by 2. 
  If the ranger chooses humanoids or outsiders as a favored enemy, he must also 
  choose an associated subtype, as indicated on the table. If a specific creature 
  falls into more than one category of favored enemy, the ranger's bonuses do 
  not stack; he simply uses whichever bonus is higher.
| Table: 
        Ranger Favored Enemies | |
| Type 
        (Subtype) | Type 
        (Subtype) | 
| Aberration | Humanoid 
        (reptilian)  | 
| Animal | Magical 
        beast  | 
| Construct | Monstrous 
        humanoid  | 
| Dragon 
         | Ooze 
         | 
| Elemental | Outsider 
        (air)  | 
| Fey | Outsider 
        (chaotic)  | 
| Giant | Outsider 
        (earth)  | 
| Humanoid 
        (aquatic) | Outsider 
        (evil)  | 
| Humanoid 
        (dwarf)  | Outsider 
        (fire)  | 
| Humanoid 
        (elf)  | Outsider 
        (good) | 
| Humanoid 
        (goblinoid)  | Outsider 
        (lawful) | 
| Humanoid 
        (gnoll)  | Outsider 
        (native) | 
| Humanoid 
        (gnome) | Outsider 
        (water)  | 
| Humanoid 
        (halfling)  | Plant 
         | 
| Humanoid 
        (human)  | Undead 
         | 
| Humanoid 
        (orc)  | Vermin 
         | 
Track: A ranger gains Track as a bonus feat.
  Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability 
  functions just like a Diplomacy check to improve the attitude of a person. The 
  ranger rolls 1d20 and adds his ranger 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 an animal in this way takes 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, but he takes a -4 penalty on the check.
  Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles 
  to pursue: archery or two-weapon combat. This choice affects the character's 
  class features but does not restrict his selection of feats or special abilities 
  in any way.
  If the ranger selects archery, he is treated as having the Rapid Shot feat, 
  even if he does not have the normal prerequisites for that feat.
  If the ranger selects two-weapon combat, he is treated as having the Two-Weapon 
  Fighting feat, even if he does not have the normal prerequisites for that feat.
  The benefits of the ranger's chosen style apply only when he wears light or 
  no armor. He loses all benefits of his combat style when wearing medium or heavy 
  armor.
  Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
  Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected 
  from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, 
  horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If 
  the campaign takes place wholly or partly in an aquatic environment, the following 
  creatures may be added to the ranger's list of options: crocodile, porpoise, 
  Medium shark, and squid. This animal is a loyal companion that accompanies the 
  ranger on his adventures as appropriate for its kind.
  This ability functions like the druid ability of the same name, except that 
  the ranger's effective druid level is one-half his ranger level. A ranger may 
  select from the alternative lists of animal companions just as a druid can, 
  though again his effective druid level is half his ranger level. Like a druid, 
  a ranger cannot select an alternative animal if the choice would reduce his 
  effective druid level below 1st.
  Spells: Beginning at 4th level, a ranger gains the ability to cast a small number 
  of divine spells, which are drawn from the ranger spell list. A ranger must 
  choose and prepare his spells in advance (see below).
  To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 
  10 + the spell level. The Difficulty Class for a saving throw against a ranger's 
  spell is 10 + the spell level + the ranger's Wisdom modifier.
  Like other spellcasters, a ranger can cast only a certain number of spells of 
  each spell level per day. His base daily spell allotment is given on Table: 
  The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom 
  score. When Table: The Ranger indicates that the ranger gets 0 spells per day 
  of a given spell level, he gains only the bonus spells he would be entitled 
  to based on his Wisdom score for that spell level. The ranger does not have 
  access to any domain spells or granted powers, as a cleric does.
  A ranger prepares and casts spells the way a cleric does, though he cannot lose 
  a prepared spell to cast a cure spell in its place. A ranger may prepare and 
  cast any spell on the ranger spell list, provided that he can cast spells of 
  that level, but he must choose which spells to prepare during his daily meditation.
  Through 3rd level, a ranger has no caster level. At 4th level and higher, his 
  caster level is one-half his ranger level.
  Improved Combat Style (Ex): At 6th level, a ranger's aptitude in his chosen 
  combat style (archery or two-weapon combat) improves. If he selected archery 
  at 2nd level, he is treated as having the Manyshot feat, even if he does not 
  have the normal prerequisites for that feat.
  If the ranger selected two-weapon combat at 2nd level, he is treated as having 
  the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites 
  for that feat.
  As before, the benefits of the ranger's chosen style apply only when he wears 
  light or no armor. He loses all benefits of his combat style when wearing medium 
  or heavy armor.
  Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort 
  of undergrowth (such as natural thorns, briars, overgrown areas, and similar 
  terrain) at his normal speed and without taking damage or suffering any other 
  impairment.
  However, thorns, briars, and overgrown areas that are enchanted or magically 
  manipulated to impede motion still affect him.
  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) when moving at 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, he instead takes 
  no damage. Evasion can be used only if the ranger is wearing light armor or 
  no armor. A helpless ranger does not gain the benefit of evasion.
  Combat Style Mastery (Ex): At 11th level, a ranger's aptitude in his chosen 
  combat style (archery or two-weapon combat) improves again. If he selected archery 
  at 2nd level, he is treated as having the Improved Precise Shot feat, even if 
  he does not have the normal prerequisites for that feat.
  If the ranger selected two-weapon combat at 2nd level, he is treated as having 
  the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites 
  for that feat.
  As before, the benefits of the ranger's chosen style apply only when he wears 
  light or no armor. He loses all benefits of his combat style when wearing medium 
  or heavy armor.
  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.
  Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 
  17th level or higher can use the Hide skill even while being observed.
ROGUE
  Alignment: Any.
  Hit Die: d6.
Class Skills
  The rogue's class skills (and the key ability for each skill) are Appraise (Int), 
  Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), 
  Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), 
  Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump 
  (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock 
  (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight 
  of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), 
  and Use Rope (Dex).
  Skill Points at 1st Level: (8 + Int modifier) x?4.
  Skill Points at Each Additional Level: 8 + Int modifier.
| Table: 
        The Rogue | |||||
| Level | Base 
        Attack Bonus | Fort 
         Save | Ref 
         Save | Will 
         Save | Special | 
| 1st | +0 | +0 | +2 | +0 | Sneak 
        attack +1d6, trapfinding | 
| 2nd | +1 | +0 | +3 | +0 | Evasion | 
| 3rd | +2 | +1 | +3 | +1 | Sneak 
        attack +2d6, trap sense +1 | 
| 4th | +3 | +1 | +4 | +1 | Uncanny 
        dodge | 
| 5th | +3 | +1 | +4 | +1 | Sneak 
        attack +3d6 | 
| 6th | +4 | +2 | +5 | +2 | Trap 
        sense +2 | 
| 7th | +5 | +2 | +5 | +2 | Sneak 
        attack +4d6 | 
| 8th | +6/+1 | +2 | +6 | +2 | Improved 
        uncanny dodge | 
| 9th | +6/+1 | +3 | +6 | +3 | Sneak 
        attack +5d6, trap sense +3 | 
| 10th | +7/+2 | +3 | +7 | +3 | Special 
        ability | 
| 11th | +8/+3 | +3 | +7 | +3 | Sneak 
        attack +6d6 | 
| 12th | +9/+4 | +4 | +8 | +4 | Trap 
        sense +4 | 
| 13th | +9/+4 | +4 | +8 | +4 | Sneak 
        attack +7d6, special ability | 
| 14th | +10/+5 | +4 | +9 | +4 | — | 
| 15th | +11/+6/+1 | +5 | +9 | +5 | Sneak 
        attack +8d6, trap sense +5 | 
| 16th | +12/+7/+2 | +5 | +10 | +5 | Special 
        ability | 
| 17th | +12/+7/+2 | +5 | +10 | +5 | Sneak 
        attack +9d6 | 
| 18th | +13/+8/+3 | +6 | +11 | +6 | Trap 
        sense +6 | 
| 19th | +14/+9/+4 | +6 | +11 | +6 | Sneak 
        attack +10d6, special ability | 
| 20th | +15/+10/+5 | +6 | +12 | +6 | — | 
Class Features
  All of the following are class features of the rogue.
  Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, 
  plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient 
  with light armor, but not with shields.
  Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself 
  effectively from her attack, she can strike a vital spot for extra damage.
  The rogue's attack deals extra damage any time her target would be denied a 
  Dexterity bonus to AC (whether the target actually has a Dexterity bonus or 
  not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, 
  and it increases by 1d6 every two rogue levels thereafter. Should the rogue 
  score a critical hit with a sneak attack, this extra damage is not multiplied.
  Ranged attacks can count as sneak attacks only if the target is within 30 feet.
  With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack 
  that deals nonlethal damage instead of lethal damage. She cannot use a weapon 
  that deals lethal damage to deal nonlethal damage in a sneak attack, not even 
  with the usual -4 penalty.
  A rogue can sneak attack only living creatures with discernible anatomies-undead, 
  constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. 
  Any creature that is immune to critical hits is not vulnerable to sneak attacks. 
  The rogue must be able to see the target well enough to pick out a vital spot 
  and must be able to reach such a spot. A rogue cannot sneak attack while striking 
  a creature with concealment or striking the limbs of a creature whose vitals 
  are beyond reach.
  Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps 
  when the task has a Difficulty Class higher than 20. 
  Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. 
  Finding a magic trap has a DC of 25 + the level of the spell used to create 
  it.
  Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. 
  A magic trap generally has a DC of 25 + the level of the spell used to create 
  it.
  A rogue who beats a trap's DC by 10 or more with a Disable Device check can 
  study a trap, figure out how it works, and bypass it (with her party) without 
  disarming it.
  Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual 
  attacks with great agility. If she makes a successful Reflex saving throw against 
  an attack that normally deals half damage on a successful save, she instead 
  takes no damage. Evasion can be used only if the rogue is wearing light armor 
  or no armor. A helpless rogue does not gain the benefit of evasion.
  Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts 
  her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses 
  rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, 
  to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
  Trap sense bonuses gained from multiple classes stack.
  Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before 
  her senses would normally allow her to do so. She retains her Dexterity bonus 
  to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. 
  However, she still loses her Dexterity bonus to AC if immobilized.
  If a rogue already has uncanny dodge from a different class she automatically 
  gains improved uncanny dodge (see below) instead.
  Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be 
  flanked.
  This defense denies another rogue the ability to sneak attack the character 
  by flanking her, unless the attacker has at least four more rogue levels than 
  the target does.
  If a character already has uncanny dodge (see above) from a second class, the 
  character automatically gains improved uncanny dodge instead, and the levels 
  from the classes that grant uncanny dodge stack to determine the minimum rogue 
  level required to flank the character.
  Special Abilities: On attaining 10th level, and at every three levels thereafter 
  (13th, 16th, and 19th), a rogue gains a special ability of her choice from among 
  the following options.
  Crippling Strike (Ex): A rogue with this ability can sneak attack opponents 
  with such precision that her blows weaken and hamper them. An opponent damaged 
  by one of her sneak attacks also takes 2 points of Strength damage. Ability 
  points lost to damage return on their own at the rate of 1 point per day for 
  each damaged ability.
  Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take 
  less damage from it than she otherwise would. Once per day, when she would be 
  reduced to 0 or fewer hit points by damage in combat (from a weapon or other 
  blow, not a spell or special ability), the rogue can attempt to roll with the 
  damage. To use this ability, the rogue must attempt a Reflex saving throw (DC 
  = damage dealt). If the save succeeds, she takes only half damage from the blow; 
  if it fails, she takes full damage. She must be aware of the attack and able 
  to react to it in order to execute her defensive roll-if she is denied her Dexterity 
  bonus to AC, she can't use this ability. Since this effect would not normally 
  allow a character to make a Reflex save for half damage, the rogue's evasion 
  ability does not apply to the defensive roll.
  Improved Evasion (Ex): This ability works like evasion, except that while the 
  rogue still takes no damage on a successful Reflex saving throw against attacks 
  henceforth she henceforth takes only half damage on a failed save. A helpless 
  rogue does not gain the benefit of improved evasion.
  Opportunist (Ex): Once per round, the rogue can make an attack of opportunity 
  against an opponent who has just been struck for damage in melee by another 
  character. This attack counts as the rogue's attack of opportunity for that 
  round. Even a rogue with the Combat Reflexes feat can't use the opportunist 
  ability more than once per round.
  Skill Mastery: The rogue becomes so certain in the use of certain skills that 
  she can use them reliably even under adverse conditions.
  Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence 
  modifier. When making a skill check with one of these skills, she may take 10 
  even if stress and distractions would normally prevent her from doing so. A 
  rogue may gain this special ability multiple times, selecting additional skills 
  for it to apply to each time.
  Slippery Mind (Ex): This ability represents the rogue's ability to wriggle free 
  from magical effects that would otherwise control or compel her. If a rogue 
  with slippery mind is affected by an enchantment spell or effect and fails her 
  saving throw, she can attempt it again 1 round later at the same DC. She gets 
  only this one extra chance to succeed on
  her saving throw.
  Feat: A rogue may gain a bonus feat in place of a special ability.
SORCERER
  Alignment: Any.
  Hit Die: d4.
Class Skills
  The sorcerer's class skills (and the key ability for each skill) are Bluff (Cha), 
  Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), 
  and Spellcraft (Int).
  Skill Points at 1st Level: (2 + Int modifier) x 4.
  Skill Points at Each Additional Level: 2 + Int modifier.
Table: The Sorcerer
  -----------Spells per Day---------
  Level Base Attack 
  Bonus Fort 
  Save Ref 
  Save Will 
  Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  1st +0 +0 +0 +2 Summon 
  familiar 5 3 - - - - - - - -
  2nd +1 +0 +0 +3 6 4 - - - - - - - -
  3rd +1 +1 +1 +3 6 5 - - - - - - - -
  4th +2 +1 +1 +4 6 6 3 - - - - - - -
  5th +2 +1 +1 +4 6 6 4 - - - - - - -
  6th +3 +2 +2 +5 6 6 5 3 - - - - - -
  7th +3 +2 +2 +5 6 6 6 4 - - - - - -
  8th +4 +2 +2 +6 6 6 6 5 3 - - - - -
  9th +4 +3 +3 +6 6 6 6 6 4 - - - - -
  10th +5 +3 +3 +7 6 6 6 6 5 3 - - - -
  11th +5 +3 +3 +7 6 6 6 6 6 4 - - - -
  12th +6/+1 +4 +4 +8 6 6 6 6 6 5 3 - - -
  13th +6/+1 +4 +4 +8 6 6 6 6 6 6 4 - - -
  14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3 - -
  15th +7/+2 +5 +5 +9 6 6 6 6 6 6 6 4 - -
  16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3 -
  17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4 -
  18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
  19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
  20th +10/+5 +6 +6 +12 6 6 6 6 6 6 6 6 6 6
| Table: 
        Sorcerer Spells Known | ||||||||||
|  | ———————— Spells Known —–——————— | |||||||||
| Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 
| 1st | 4 | 2 | — | — | — | — | — | — | — | — | 
| 2nd | 5 | 2 | — | — | — | — | — | — | — | — | 
| 3rd | 5 | 3 | — | — | — | — | — | — | — | — | 
| 4th | 6 | 3 | 1 | — | — | — | — | — | — | — | 
| 5th | 6 | 4 | 2 | — | — | — | — | — | — | — | 
| 6th | 7 | 4 | 2 | 1 | — | — | — | — | — | — | 
| 7th | 7 | 5 | 3 | 2 | — | — | — | — | — | — | 
| 8th | 8 | 5 | 3 | 2 | 1 | — | — | — | — | — | 
| 9th | 8 | 5 | 4 | 3 | 2 | — | — | — | — | — | 
| 10th | 9 | 5 | 4 | 3 | 2 | 1 | — | — | — | — | 
| 11th | 9 | 5 | 5 | 4 | 3 | 2 | — | — | — | — | 
| 12th | 9 | 5 | 5 | 4 | 3 | 2 | 1 | — | — | — | 
| 13th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | — | — | — | 
| 14th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | — | — | 
| 15th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | — | — | 
| 16th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | — | 
| 17th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | — | 
| 18th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | 
| 19th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 
| 20th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 
Class Features
  All of the following are class features of the sorcerer.
  Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. 
  They are not proficient with any type of armor or shield. Armor of any type 
  interferes with a sorcerer's gestures, which can cause his spells with somatic 
  components to fail.
  Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard 
  spell list. He can cast any spell he knows without preparing it ahead of time, 
  the way a wizard or a cleric must (see below).
  To learn or cast a spell, a sorcerer must have a Charisma score equal to at 
  least 10 + the spell level. The Difficulty Class for a saving throw against 
  a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
  Like other spellcasters, a sorcerer can cast only a certain number of spells 
  of each spell level per day. His base daily spell allotment is given on Table: 
  The Sorcerer. In addition, he receives bonus spells per day if he has a high 
  Charisma score.
  A sorcerer's selection of spells is extremely limited. A sorcerer begins play 
  knowing four 0-level spells and two 1st-level spells of your choice. At each 
  new sorcerer level, he gains one or more new spells, as indicated on Table: 
  Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer 
  knows is not affected by his Charisma score; the numbers on Table: Sorcerer 
  Spells Known are fixed.) These new spells can be common spells chosen from the 
  sorcerer/wizard spell list, or they can be unusual spells that the sorcerer 
  has gained some understanding of by study. The sorcerer can't use this method 
  of spell acquisition to learn spells at a faster rate, however.
  Upon reaching 4th level, and at every even-numbered sorcerer level after that 
  (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of 
  one he already knows. In effect, the sorcerer "loses" the old spell 
  in exchange for the new one. The new spell's level must be the same as that 
  of the spell being exchanged, and it must be at least two levels lower than 
  the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap 
  only a single spell at any given level, and must choose whether or not to swap 
  the spell at the same time that he gains new spells known for the level.
  Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. 
  He can cast any spell he knows at any time, assuming he has not yet used up 
  his spells per day for that spell level. He does not have to decide ahead of 
  time which spells he'll cast.
  Familiar: A sorcerer can obtain a familiar (see below). Doing so takes 24 hours 
  and uses up magical materials that cost 100 gp. A familiar is a magical beast 
  that resembles a small animal and is unusually tough and intelligent. The creature 
  serves as a companion and servant.
  The sorcerer chooses the kind of familiar he gets. As the sorcerer advances 
  in level, his familiar also increases in power.
  If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt 
  a DC 15 Fortitude saving throw. Failure means he loses 200 experience points 
  per sorcerer level; success reduces the loss to one-half that amount. However, 
  a sorcerer's experience point total can never go below 0 as the result of a 
  familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced 
  for a year and day. A slain familiar can be raised from the dead just as a character 
  can be, and it does not lose a level or a Constitution point when this happy 
  event occurs.
  A character with more than one class that grants a familiar may have only one 
  familiar at a time.
WIZARD
  Alignment: Any.
  Hit Die: d4.
Class Skills
  The wizard's class skills (and the key ability for each skill) are Concentration 
  (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) 
  (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills for
  skill descriptions.
  Skill Points at 1st Level: (2 + Int modifier) x4.
  Skill Points at Each Additional Level: 2 + Int modifier.
Table: The Wizard
  ---------- Spells per Day ---------
  Level Base Attack 
  Bonus Fort 
  Save Ref 
  Save Will 
  Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  1st +0 +0 +0 +2 Summon familiar, 
  Scribe Scroll 3 1 - - - - - - - -
  2nd +1 +0 +0 +3 4 2 - - - - - - - -
  3rd +1 +1 +1 +3 4 2 1 - - - - - - -
  4th +2 +1 +1 +4 4 3 2 - - - - - - -
  5th +2 +1 +1 +4 Bonus feat 4 3 2 1 - - - - - -
  6th +3 +2 +2 +5 4 3 3 2 - - - - - -
  7th +3 +2 +2 +5 4 4 3 2 1 - - - - -
  8th +4 +2 +2 +6 4 4 3 3 2 - - - - -
  9th +4 +3 +3 +6 4 4 4 3 2 1 - - - -
  10th +5 +3 +3 +7 Bonus feat 4 4 4 3 3 2 - - - -
  11th +5 +3 +3 +7 4 4 4 4 3 2 1 - - -
  12th +6/+1 +4 +4 +8 4 4 4 4 3 3 2 - - -
  13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 - -
  14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2 - -
  15th +7/+2 +5 +5 +9 Bonus feat 4 4 4 4 4 4 3 2 1 -
  16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2 -
  17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
  18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
  19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
  20th +10/+5 +6 +6 +12 Bonus feat 4 4 4 4 4 4 4 4 4 4
Class Features
  All of the following are class features of the wizard.
  Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, 
  heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor 
  or shield. Armor of any type interferes with a wizard's movements, which can 
  cause her spells with somatic components to fail.
  Spells: A wizard casts arcane spells which are drawn from the sorcerer/ wizard 
  spell list. A wizard must choose and prepare her spells ahead of time (see below).
  To learn, prepare, or cast a spell, the wizard must have an Intelligence score 
  equal to at least 10 + the spell level. The Difficulty Class for a saving throw 
  against a wizard's spell is 10 + the spell level + the wizard's Intelligence 
  modifier.
  Like other spellcasters, a wizard can cast only a certain number of spells of 
  each spell level per day. Her base daily spell allotment is given on Table: 
  The Wizard. In addition, she receives bonus spells per day if she has a high 
  Intelligence score.
  Unlike a bard or sorcerer, a wizard may know any number of spells. She must 
  choose and prepare her spells ahead of time by getting a good night's sleep 
  and spending 1 hour studying her spellbook. While studying, the wizard decides 
  which spells to prepare.
  Bonus Languages: A wizard may substitute Draconic for one of the bonus languages 
  available to the character because of her race.
  Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer 
  can. See the sorcerer description and the information on Familiars below for 
  details.
  Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. 
  Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. 
  At each such opportunity, she can choose a metamagic feat, an item creation 
  feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus 
  feat, including caster level minimums.
  These bonus feats are in addition to the feat that a character of any class 
  gets from advancing levels. The wizard is not limited to the categories of item 
  creation feats, metamagic feats, or Spell Mastery when choosing these feats.
  Spellbooks: A wizard must study her spellbook each day to prepare her spells. 
  She cannot prepare any spell not recorded in her spellbook, except for read 
  magic, which all wizards can prepare from memory.
  A wizard begins play with a spellbook containing all 0-level wizard spells (except 
  those from her prohibited school or schools, if any; see School Specialization, 
  below) plus three 1st-level spells of your choice. For each point of Intelligence 
  bonus the wizard has, the spellbook holds one additional 1st-level spell of 
  your choice. At each new wizard level, she gains two new spells of any spell 
  level or levels that she can cast (based on her new wizard level) for her spellbook. 
  At any time, a wizard can also add spells found in other wizards' spellbooks 
  to her own.
SCHOOL SPECIALIZATION
  A school is one of eight groupings of spells, each defined by a common theme. 
  If desired, a wizard may specialize in one school of magic (see below). Specialization 
  allows a wizard to cast extra spells from her chosen school, but she then never 
  learns to cast spells from some other schools.
  A specialist wizard can prepare one additional spell of her specialty school 
  per spell level each day. She also gains a +2 bonus on Spellcraft checks to 
  learn the spells of her chosen school.
  The wizard must choose whether to specialize and, if she does so, choose her 
  specialty at 1st level. At this time, she must also give up two other schools 
  of magic (unless she chooses to specialize in divination; see below), which 
  become her prohibited schools.
  A wizard can never give up divination to fulfill this requirement.
  Spells of the prohibited school or schools are not available to the wizard, 
  and she can't even cast such spells from scrolls or fire them from wands. She 
  may not change either her specialization or her prohibited schools later.
  The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, 
  evocation, illusion, necromancy, and transmutation.
  Spells that do not fall into any of these schools are called universal spells.
  Abjuration: Spells that protect, block, or banish. An abjuration specialist 
  is called an abjurer.
  Conjuration: Spells that bring creatures or materials to the caster. A conjuration 
  specialist is called a conjurer.
  Divination: Spells that reveal information. A divination specialist is called 
  a diviner. Unlike the other specialists, a diviner must give up only one other 
  school.
  Enchantment: Spells that imbue the recipient with some property or grant the 
  caster power over another being. An enchantment specialist is called an enchanter.
  Evocation: Spells that manipulate energy or create something from nothing. An 
  evocation specialist is called an evoker.
  Illusion: Spells that alter perception or create false images. An illusion specialist 
  is called an illusionist.
  Necromancy: Spells that manipulate, create, or destroy life or life force. A 
  necromancy specialist is called a necromancer.
  Transmutation: Spells that transform the recipient physically or change its 
  properties in a more subtle way. A transmutation specialist is called a transmuter.
  Universal: Not a school, but a category for spells that all wizards can learn. 
  A wizard cannot select universal as a specialty school or as a prohibited school. 
  Only a limited number of spells fall into this category.
FAMILIARS
  A familiar is a normal animal that gains new powers and becomes a magical beast 
  when summoned to service by a sorcerer or wizard. It retains the appearance, 
  Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal 
  animal it once was, but it is treated as a magical beast instead of an animal 
  for the purpose of any effect that depends on its type. Only a normal, unmodified 
  animal may become a familiar. An animal companion cannot also function as a 
  familiar.
  A familiar also grants special abilities to its master (a sorcerer or wizard), 
  as given on the table below. These special abilities apply only when the master 
  and familiar are within 1 mile of each other.
  Levels of different classes that are entitled to familiars stack for the purpose 
  of determining any familiar abilities that depend on the master's level.
Familiar Special
  Bat Master gains a +3 bonus on Listen checks
  Cat Master gains a +3 bonus on Move Silently checks
  Hawk Master gains a +3 bonus on Spot checks in bright light
  Lizard Master gains a +3 bonus on Climb checks
  Owl Master gains a +3 bonus on Spot checks in shadows
  Rat Master gains a +2 bonus on Fortitude saves
  Raven1 Master gains a +3 bonus on Appraise checks
  Snake2 Master gains a +3 bonus on Bluff checks
  Toad Master gains +3 hit points
  Weasel Master gains a +2 bonus on Reflex saves
  1 A raven familiar can speak one language of its master's choice as a supernatural 
  ability.
  2 Tiny viper.
Familiar Basics: Use the basic statistics for a creature of the familiar's 
  kind, but make the following
  changes:
  Hit Dice: For the purpose of effects related to number of Hit Dice, use the 
  master's character level or the familiar's normal HD total, whichever is higher.
  Hit Points: The familiar has one-half the master's total hit points (not including 
  temporary hit points), rounded down, regardless of its actual Hit Dice.
  Attacks: Use the master's base attack bonus, as calculated from all his classes. 
  Use the familiar's Dexterity or Strength modifier, whichever is greater, to 
  get the familiar's melee attack bonus with natural weapons.
  Damage equals that of a normal creature of the familiar's kind.
  Saving Throws: For each saving throw, use either the familiar's base save bonus 
  (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his 
  classes), whichever is better. The familiar uses its own ability modifiers to 
  saves, and it doesn't share any of the other bonuses that the master might have 
  on saves.
  Skills: For each skill in which either the master or the familiar has ranks, 
  use either the normal skill ranks for an animal of that type or the master's 
  skill ranks, whichever are better. In either case, the familiar uses its own 
  ability modifiers. Regardless of a familiar's total skill modifiers, some skills 
  may remain beyond the familiar's ability to use.
  Familiar Ability Descriptions: All familiars have special abilities (or impart 
  abilities to their masters) depending on the master's combined level in classes 
  that grant familiars, as shown on the table below. The abilities given on the 
  table are cumulative. 
  Natural Armor Adj.: The number noted here is an improvement to the familiar's 
  existing natural armor bonus.
  Int: The familiar's Intelligence score.
  Alertness (Ex): While a familiar is within arm's reach, the master gains the 
  Alertness feat.
  Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex 
  saving throw for half damage, a familiar takes no damage if it makes a successful 
  saving throw and half damage even if the saving throw fails.
  Share Spells: At the master's option, he may have any spell (but not any spell-like 
  ability) he casts on himself also affect his familiar. The familiar must be 
  within 5 feet at the time of casting to receive the benefit.
  If the spell or effect has a duration other than instantaneous, it stops affecting 
  the familiar if it moves farther than 5 feet away and will not affect the familiar 
  again even if it returns to the master before the duration expires. Additionally, 
  the master may cast a spell with a target of "You" on his familiar 
  (as a touch range spell) instead of on himself.
  A master and his familiar can share spells even if the spells normally do not 
  affect creatures of the familiar's type (magical beast).
  Empathic Link (Su): The master has an empathic link with his familiar out to 
  a distance of up to 1 mile. The master cannot see through the familiar's eyes, 
  but they can communicate empathically. Because of the limited nature of the 
  link, only general emotional content can be communicated.
  Because of this empathic link, the master has the same connection to an item 
  or place that his familiar does.
  Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar 
  can deliver touch spells for him. If the master and the familiar are in contact 
  at the time the master casts a touch spell, he can designate his familiar as 
  the "toucher." The familiar can then deliver the touch spell just 
  as the master could. As usual, if the master casts another spell before the 
  touch is delivered, the touch spell dissipates.
  Speak with Master (Ex): If the master is 5th level or higher, a familiar and 
  the master can communicate verbally as if they were using a common language. 
  Other creatures do not understand the communication without magical help.
  Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a 
  familiar can communicate with animals of approximately the same kind as itself 
  (including dire varieties): bats with bats, rats with rodents, cats with felines, 
  hawks and owls and ravens with birds, lizards and snakes with reptiles, toads 
  with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, 
  skunks, wolverines, and badgers). Such communication is limited by the intelligence 
  of the conversing creatures.
  Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains 
  spell resistance equal to the master's level + 5. To affect the familiar with 
  a spell, another spellcaster must get a result on a caster level check (1d20 
  + caster level) that equals or exceeds the familiar's spell resistance.
  Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on 
  his familiar (as if casting the scrying spell) once per day.
Master Class Level Natural Armor Adj. Int Special
  1st-2nd +1 6 Alertness, improved evasion, share spells, empathic link
  3rd-4th +2 7 Deliver touch spells
  5th-6th +3 8 Speak with master
  7th-8th +4 9 Speak with animals of its kind
  9th-10th +5 10 -
  11th-12th +6 11 Spell resistance
  13th-14th +7 12 Scry on familiar
  15th-16th +8 13 -
  17th-18th +9 14 -
  19th-20th +10 15 -
ARCANE SPELLS AND ARMOR
  Wizards and sorcerers do not know how to wear armor effectively.
  If desired, they can wear armor anyway (though they'll be clumsy in it), or 
  they can gain training in the proper use of armor (with the various Armor Proficiency 
  feats-light, medium, and heavy-and the Shield Proficiency feat), or they can 
  multiclass to add a class that grants them armor proficiency. Even if a wizard 
  or sorcerer is wearing armor with which he or she is proficient, however, it 
  might still interfere with spellcasting.
  Armor restricts the complicated gestures that a wizards or sorcerer must make 
  while casting any spell that has a somatic component (most do). The armor and 
  shield descriptions list the arcane spell failure chance for different armors 
  and shields.
  By contrast, bards not only know how to wear light armor effectively, but they 
  can also ignore the arcane spell failure chance for such armor. A bard wearing 
  armor heavier than light or using any type of shield incurs the normal arcane 
  spell failure chance, even if he becomes proficient with that armor.
  If a spell doesn't have a somatic component, an arcane spellcaster can cast 
  it with no problem while wearing armor. Such spells can also be cast even if 
  the caster's hands are bound or if he or she is grappling (although Concentration 
  checks still apply normally). Also, the metamagic feat Still Spell allows a 
  spellcaster to prepare or cast a spell at one spell level higher than normal 
  without the somatic component. This also provides a way to cast a spell while 
  wearing armor without risking arcane spell failure. 
MULTICLASS CHARACTERS
  A character may add new classes as he or she progresses 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.
CLASS AND LEVEL FEATURES
  As a general rule, the abilities of a multiclass character are the sum of the 
  abilities of each of the character's classes.
  Level: "Character level" is a character's total number of levels. 
  It is used to determine when feats and ability score boosts are gained.
  "Class level" is a character's level in a particular class. For a 
  character whose levels are all in the same class, character level and class 
  level are the same.
  Hit Points: A character gains hit points from each class as his or her class 
  level increases, adding the new hit points to the previous total. 
  Base Attack Bonus: Add the base attack bonuses acquired for each class to get 
  the character's base attack bonus. A resulting value of +6 or higher provides 
  the character with multiple attacks. 
  Saving Throws: Add the base save bonuses for each class together.
  Skills: 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.)
  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.
  Class Features: A multiclass character gets all the class features of all his 
  or her classes but must also suffer the consequences of the special restrictions 
  of all his or her classes. (Exception: A character who acquires the barbarian 
  class does not become illiterate.) 
  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. 
  
  In the special case of uncanny dodge, both experienced barbarians and experienced 
  rogues have the same ability. When a barbarian/rogue would gain uncanny dodge 
  a second time (for her second class), she instead gains improved uncanny dodge, 
  if she does not already have it. Her barbarian and rogue levels stack to determine 
  the rogue level an attacker needs to flank her. 
  In the special case of obtaining a familiar, both wizards and sorcerers have 
  the same ability. A sorcerer/wizard stacks his sorcerer and wizard levels to 
  determine the familiar's natural armor, Intelligence score, and special abilities.
  Feats: A multiclass character gains feats based on character levels, regardless 
  of individual class level
  Ability Increases: A multiclass character gains ability score increases based 
  on character level, regardless of individual class level.
  Spells: The character gains spells from all of his or her spellcasting classes 
  and keeps a separate spell list for each class. If a spell's effect is based 
  on the class level of the caster, the player must keep track of which class's 
  spell list the character is casting the spell from.