Miniatures HandbookClasses |
Base Class | Description |
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Favored Soul | Spontaneous divine spellcaster who gets bonuses with her deity's favored weapon. |
Healer | The healer provides aid to members of her adventuring company, the soldiers of her religion, or the alliance to which she is pledged. |
Marshal | A marshal has a tactician's mind, a cartographer's overview of the disputed landscape, and a way with words that can inspire battle-hardened fighters. |
Warmage | A militant spellcaster whose training focuses on battlefield magic. | Prestige Class | Description |
Bonded Summoner | A bonded summoner instinctively knows an elemental's strengths and develops an unbreakable bond with a powerful elemental companion. |
Dragon Samurai | Dragon samurai are dedicated warriors, members of a special, self-selected class who revere dragonkind and emulate dragons' ferocious martial abilities. |
Havoc Mage | A front-rank spellcaster who shares as much in common with a fighter as with a wizard. |
Skullclan Hunter | The skullclan hunter is the acclaimed foe of unlife. |
Tactical Soldier | The tactical soldier is the master of teamwork in melee. |
War Hulk | A creature of great size and talent who is specifically trained to shock and awe opposing massed troops. |
Warchief | A warchief leads a primitive, aggressive tribe of humanoids, especially when they turn to marauding. |
General Feats | Prerequisite | Benefit |
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Battlefield Inspiration | Cha 13 | Allies get +2 bonus on saves against fear effects |
Danger Sense | Improved Initiative | Reroll initiative once per day |
Dash | ? | Speed increases by 5 feet |
Daunting Presence | Cha 13, base attack bonus +1 | Overawe enemy to make it shaken |
Deft Opportunist | Dex 15, Combat Reflexes | +4 on attack roll when making attack of opportunity |
Distracting Attack | Base attack bonus +1 | Your attack gives +1 bonus on other creatures? attacks against same target |
Double Hit | Combat Reflexes, Improved Two-Weapon Fighting, Two-Weapon Fighting | Gain off-hand attack when making attack of opportunity |
Extra Domain Spell | Wis 15, access to one domain spell | Cast one of your domain spells an extra time |
Foe Specialist | Base attack bonus +4, sneak attack +1d6 | +1d6 sneak attack damage against one creature type |
Goad | Cha 13, base attack bonus +1 | Goad enemy to make melee attacks only against you |
Hurling Charge | Quick Draw, base attack bonus +6 | Throw a weapon as part of a charge |
Mage Slayer | Spellcraft 2 ranks, base attack bonus +3 | +1 bonus on Will saves; spellcasters you threaten cannot cast defensively |
Martial Throw | Dex 17, Improved Unarmed Strike | Special grapple to switch places with enemy |
Mounted Casting | Ride 1 rank, Mounted Combat | +10 on Concentration checks to cast while mounted |
Powerful Charge | Medium or larger, base attack bonus +1 | Extra damage when you charge |
—Greater Powerful Charge | Medium or larger, Powerful Charge, base attack bonus +4 | Additional extra damage when you charge |
Pushback | Str 17, Improved Bull Rush, Power Attack | Push enemy back after melee attack |
Reckless Charge | Base attack bonus +1 | Charges get +4 on attack rolls, but ?4 penalty to AC |
Second Wind | ? | Heal hit points equal to Con modifier 1/day |
Shieldmate | Base attack bonus +1 | Your shield grants shield bonus to adjacent allies |
—Improved Shieldmate | Shieldmate, base attack bonus +4 | Bonus from Shieldmate increases by +1 |
Sidestep | Dex 15, Tumble 8 ranks, Dodge, Mobility | Gain 5-foot step after making attack of opportunity |
Metamagic Feats | Prerequisite | Benefit |
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Energy Affinity | Knowledge (arcana) 5 ranks, ability to cast at least one spell each of acid, cold, electricity, and fire energy types | Change the energy type of a spell |
Sudden Empower | Any metamagic feat | Empower spell without special preparation1/day |
Sudden Energy Affinity | Energy Affinity | Substitute spell energy without special preparation 1/day |
Sudden Enlarge | ? | Enlarge spell without special preparation 1/day |
Sudden Extend | ? | Extend spell without special preparation 1/day |
Sudden Maximize | Any metamagic feat | Maximize spell without special preparation 1/day |
Sudden Quicken | Quicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent, Sudden Still | Quicken spell without special preparation 1/day |
Sudden Silent | ? | Silence spell without special preparation 1/day |
Sudden Still | ? | Still spell without special preparation 1/day |
Sudden Widen | ? | Widen spell without special preparation 1/day |
ASSASSIN SPELLS1st LevelLightfoot: Your move does not provoke attacks of opportunity for 1 round (swift). 2nd LevelInvisibility, Swift: Invisibility lasts 1 round (swift). Veil of Shadow: Darkness grants you concealment. BLACKGUARD SPELLS2nd LevelVeil of Shadow: Darkness grants you concealment. 3rd LevelDemonhide: Evil creature gains DR 10/cold iron and good. BARD SPELLS1st LevelExpeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round (swift). Incite: Subject can’t ready actions or delay. Inhibit: Subject delays until next round. 2nd LevelCurse of Impending Blades: Subject takes –2 penalty to AC. Fly, Swift: You fly for 1 round (swift). Invisibility, Swift: Invisibility lasts 1 round (swift). Undeniable Gravity: Flying creature loses flying ability. 3rd LevelCurse of Impending Blades, Legion’s: Subjects take –2 penalty to AC. 4th LevelUndeniable Gravity, Legion’s: Flying creatures lose flying ability. CLERIC SPELLS1st LevelConviction: Subject gains +2 or higher save bonus. Favorable Sacrifice: Subject gains better protection the more gems you sacrifice. Guiding Light: +1 on ranged attacks against creatures in illuminated area. Incite: Subject can’t ready actions or delay. Inhibit: Subject delays until next round. Sign: Your initiative check result improves, and you know enemies’ initiative check results. 2nd LevelDivine Protection: Allies gain +1 to AC, saves. Living Undeath: Subject becomes immune to critical hits and sneak attacks. Quick March: Allies’ speed increases by 30 ft. for 1 round. Veil of Shadow: Darkness grants you concealment. 3rd LevelClose Wounds: Cure 2d4 damage, even on another’s turn (swift). Conviction, Legion’s: Allies gain +2 or higher save bonus. Curse of Petty Failing: Subject takes –2 penalty on attack rolls and saves. Delay Death: Losing hit points doesn’t kill subject. Ring of Blades: Blades surround you, damaging other creatures (1d6+1/level damage). Slashing Darkness: Ray deals 1d8/two levels damage and heals undead the same amount. 4th LevelAid, Legion’s: Allies gain +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +20). Align Weapon, Legion’s: Allies’ weapons become good, evil, lawful, or chaotic. Panacea: Removes most afflictions. Shield of Faith, Legion’s: Allies gain +3 or higher AC bonus. 5th LevelCurse of Petty Failing, Legion’s: Enemies take –2 penalty on attack rolls and saves. Revivify: Restore recently dead to life with no level loss. DRUID SPELLS1st LevelSnake’s Swiftness: Subject immediately makes one attack. 2nd LevelSnake’s Swiftness, Legion’s: Allies each immediately make one attack. Tiger’s Tooth: One natural weapon of subject gets +1/four levels on attack and damage rolls (max +5) for 1 round (swift). 3rd LevelAlign Fang: Natural weapon becomes good, evil, lawful, or chaotic. Fly, Swift: You fly for 1 round (swift). Lion’s Charge: You can make a full attack on a charge for 1 round (swift). 4th LevelArc of Lightning: Line of electricity between two creatures (1d6/level damage). 5th LevelAlign Fang, Legion’s: Allies’ natural weapons become good, evil, lawful, or chaotic Panacea: Removes most afflictions. HEALER SPELLS3rd LevelClose Wounds: Cure 2d4 damage, even on another’s turn (swift). 4th LevelPanacea: Removes most afflictions. 5th LevelRevivify: Restore recently dead to life with no level loss. |
PALADIN SPELLS1st LevelBless Weapon, Swift:Weapon strikes true against evil foes for 1 round (swift). Lionheart: Subject gains immunity to fear. 2nd LevelHoly Spurs: Special mount’s speed increases by 40 ft. for 1 round (swift). Divine Protection: Allies gain +1 to AC, saves. Quick March: Allies’ speed increases by 30 ft. for 1 round. Righteous Fury: Subject deals double damage on charges. 3rd LevelAngelskin: Lawful good creature gains DR 10/silver and evil. 4th LevelRighteous Aura: You detonate on death, healing good creatures and damaging others (2d6/level damage). RANGER SPELLS1st LevelGuided Arrow: Ranged attack targets don’t get cover for 1 round (swift). Lightfoot: Your move does not provoke attacks of opportunity for 1 round (swift). 2nd LevelBlades of fire: Your melee weapons deal +1d6 fire damage for 1 round (swift). Curse of Impending Blades: Subject takes –2 penalty to AC. Haste, Swift: You are hasted for 1 round (swift). 3rd LevelCurse of Impending Blades, Legion’s: Enemies take –2 penalty to AC. 4th LevelLion’s Charge: You can make a full attack on a charge for 1 round (swift). SORCERER/WIZARD SPELLS0 LevelTransmutationRepair Minor Damage: “Cures” 1 point of damage to a construct. 1st LevelConjurationAcid Orb, Lesser: Ranged touch, 1d8 or more acid damage. Benign Transposition:Two willing subjects switch places. Cold Orb, Lesser: Ranged touch, 1d8 or more cold damage. Electric Orb, Lesser: Ranged touch, 1d8 or more electricity damage. Fire Orb, Lesser: Ranged touch, 1d8 or more fire damage. Sonic Orb, Lesser: Ranged touch, 1d6 or more sonic damage. EnchantmentIncite: Subject can’t ready actions or delay. Inhibit: Subject delays until next round. EvocationGuiding Light: +1 on ranged attacks against creatures in illuminated area. Mordenkainen’s Buzzing Bee: Bee gives subject –10 penalty on Move Silently and Concentration checks. TransmutationRepair Light Damage: “Cures” 1d8+1/level (max +5) points of damage to a construct. Slide:Move subject 5 feet. 2nd LevelConjurationBaleful Transposition: Two subjects switch places. Blades of fire: Your melee weapons deal +1d6 fire damage for 1 round (swift). EvocationBigby’s Slapping Hand: Hand makes creature provoke attacks of opportunity. Fireburst: Adjacent subjects take 1d8/level fire damage. Veil of Shadow: Darkness grants you concealment. NecromancyCurse of Impending Blades: Subject takes –2 penalty to AC. TransmutationRepair Moderate Damage: “Cures” 2d8+1/level (max +10) points of damage to a construct. Slide, Greater:Move subject 20 feet. Snake’s Swiftness: Subject immediately makes one attack. Undeniable Gravity: Flying creature loses flying ability. 3rd LevelNecromancyCurse of Impending Blades, Legion’s: Enemies take –2 penalty to AC. TransmutationRepair Serious Damage: “Cures” 3d8+1/level (max +15) points of damage to a construct. Snake’s Swiftness, Legion’s: Allies each immediately make one attack. 4th LevelConjurationBlast of Flame: 60-ft. cone of fire (1d6/level damage). TransmutationRepair Critical Damage: “Cures” 4d8+1/level (max +20) points of damage to a construct. Undeniable Gravity, Legion’s: Flying creatures lose flying ability. 5th LevelConjurationArc of Lightning: Line of electricity between two creatures (1d6/level damage). EvocationFire Shield, Legion’s: Creatures attacking allies take damage; allies are protected from fire or cold. Fireburst, Greater: Subjects within 10 ft. take 1d8/level fire damage. WARMAGE SPELLS1st LevelAcid Orb, Lesser: Ranged touch, 1d8 or more acid damage. Cold Orb, Lesser: Ranged touch, 1d8 or more cold damage. Electric Orb, Lesser: Ranged touch, 1d8 or more electricity damage. Fire Orb, Lesser: Ranged touch, 1d8 or more fire damage. Sonic Orb, Lesser: Ranged touch, 1d6 or more sonic damage. 2nd LevelBlades of fire: Your melee weapons deal +1d6 fire damage for 1 round (swift). Fireburst: Adjacent subjects take 1d8/level fire damage. 3rd LevelRing of Blades: Blades surround you, damaging other creatures (1d6+1/level damage). 4th LevelBlast of Flame: 60-ft. cone of fire (1d6/level damage). 5th LevelArc of Lightning: Line of electricity between two creatures (1d6/level damage). Fire Shield, Legion’s: Creatures attacking allies take damage; allies are protected from fire or cold. Fireburst, Greater: Subjects within 10 ft. take 1d8/level fire damage. |