Base Classes

Color code:
Goldenrod means things which are new ideas
Teal means things which will be changed
Blue means something taken from Pathfinder
Red means things not implemented yet
Green means things changed from d20 SRD
Lime means class abilities shuffled up/down a level (or few)

Barbarian

+33% movement speed. HD d12, BAB +1, Fort +2 at first class level. 16 skill points at 1st character level.

BAB +1, Fort +0.5, Will +0.33, Ref +0.33, 4 skill points per level.

Starts proficient in light and medium armor and in simple weapons. Cannot be lawful.

Class skills: Climb (Str), Craft (Int), Handle Animal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Int), Survival (Wis), and Swim (Str).

Starting equipment: chain mail, weapon depends on race.

Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Fast movement, rage
2 +2 +2.5 +0.33 +0.33 Uncanny dodge
3 +3 +3 +0.66 +0.66 Trap sense +1
4 +4 +3.5 +1 +1 Rage 2/day
5 +5 +4 +1.33 +1.33 Improved uncanny dodge
6 +6 +4.5 +1.66 +1.66 Trap sense +2
7 +7 +5 +2 +2 DR 1/-
8 +8 +5.5 +2.33 +2.33 Rage 3/day
9 +9 +6 +2.66 +2.66 Trap sense +3
10 +10 +6.5 +3 +3 DR 2/-
11 +11 +7 +3.33 +3.33 Greater rage
12 +12 +7.5 +3.66 +3.66 Rage 4/day, trap sense +4
13 +13 +8 +4 +4 DR 3/-
14 +14 +8.5 +4.33 +4.33 Indomitable will
15 +15 +9 +4.66 +4.66 Trap sense +5
16 +16 +10 +5 +5 DR 4/-, rage 5/day
17 +17 +10.5 +5.33 +5.33 Tireless rage
18 +18 +11 +5.66 +5.66 Trap sense +6
19 +19 +11.5 +6 +6 DR 5/-
20 +20 +12 +6.33 +6.33 Mighty rage, rage 6/day

Bard

HD d6, BAB +0, Ref +2, Fort +2 at first class level. 24 skill points at 1st character level.

BAB +0.75, Fort +0.33, Ref +0.5, Will +0.5, 6 skill points per level.

Starts proficient in light and medium armor and in simple weapons. Cannot be lawful.

Can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance.

Starting equipment: some variety of light armor, weapon depends on race.

Class skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Int), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Escape Artist (Dex), Hide (Dex), Intuition (Int), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Pick Pocket (Dex), Sense Motive (Wis), Swim (Str), Spellcraft (Int), Survival (Wis), Tumble (Dex), Use Magic (Int).

Level BAB Fort Ref Will Special
1 +0 +0 +2 +2 Spellcasting, arcane caster light, bardic song, bardic knowledge, inspire courage +1
2 +0.75 +0.33 +2.5 +2.5 versatile performance, well-versed
3 +1.5 +0.66 +3 +3 Inspire competence +2
4 +2.25 +1 +3.5 +3.5 -
5 +3 +1.33 +4 +4 Inspire courage +2, lore master 1/day
6 +3.75 +1.66 +4.5 +4.5 Suggestion
7 +4.5 +2 +5 +5 Inspire competence +3
8 +5.25 +2.33 +5.5 +5.5 Dirge of doom
9 +6 +2.66 +6 +6 Inspire greatness
10 +6.75 +3 +6.5 +6.5 Jack of all trades
11 +7.5 +3.33 +7 +7 Inspire competence +4, lore master 2/day
12 +8.25 +3.66 +7.5 +7.5 Inspire courage +3
13 +9 +4 +8 +8 Song of freedom
14 +9.75 +4.33 +8.5 +8.5 Frightening tune
15 +10.5 +4.66 +9 +9 Inspire heroics, Inspire competence +5
16 +11.25 +5 +9.5 +9.5 Lore master 3/day
17 +12 +5.33 +10 +10 Inspire courage +4
18 +12.75 +5.66 +10.5 +10.5 Mass suggestion
19 +13.5 +6 +11 +11 Inspire competence +6
20 +14 +6.33 +11.5 +11.5 Deadly competence

Arcane caster light: The bard ignores spell failure chances while in light armor.

Cleric

HD d8. Fort +2, Will +2 at first class level. 8 skill points at 1st character level.

BAB +0.75, Will +0.5, Fort +0.5, Ref +0.33, 2 skill points per level.

Picks a deity and two associated domains at 1st level.

Starts proficient in light, medium and heavy armor and in simple weapons.

Starting equipment: chain mail, weapon dependent on race.

Class skills: Concentration (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Intuition (Int), Knowledge (Int), Sense Motive (Wis), Spellcraft (Int).

Level BAB Fort Ref Will Special
1 +0 +2 +0 +2 Spellcasting, domains, turn undead, lay on hands
2 +0.75 +2.5 +0.33 +2.5 Spontaneous cure/inflict
3 +1.5 +3 +0.66 +3 Undead intuition
4 +2.25 +3.5 +1 +3.5
5 +3 +4 +1.33 +4 Divine resilience
6 +3.75 +4.5 +1.66 +4.5
7 +4.5 +5 +2 +5
8 +5.25 +5.5 +2.33 +5.5
9 +6 +6 +2.66 +6 Atonement 1/week
10 +6.75 +6.5 +3 +6.5
11 +7.5 +7 +3.33 +7
12 +8.25 +7.5 +3.66 +7.5
13 +9 +8 +4 +8
14 +9.75 +8.5 +4.33 +8.5
15 +10.5 +9 +4.66 +9
16 +11.25 +9.5 +5 +9.5
17 +12 +10 +5.33 +10
18 +12.75 +10.5 +5.66 +10.5
19 +13.5 +11 +6 +11
20 +14.25 +11.5 +6.33 +11.5 Divine cohort

Undead Intuition: Starting at 2nd level, a cleric can identify undead creatures during an encounter from any distance. The cleric gains a +2 bonus on Knowledge (religion) checks to identify undead creatures, but gains no insight about their special powers or vulnerabilities. Moreover, the cleric can make these Knowledge (undead) checks untrained. This bonus increases by +1 for each cleric level the character takes after 2nd level.

Divine resilience: gains a +4 sacred/profane bonus to resist all corrupting effects (poison, disease (magical & mundane), ability drain/damage, energy drain etc).

Divine cohort: 3 powerful outsiders.
Deities who are neutral on one alignment axis (Good-Evil or Law-Chaos) must pick one or the other— a NG deity could dispatch a cohort of Couatls or Lillends, while a CN god could grant a cohort of Lillends or Vrocks. A true neutral deity simply picks one of the four options. All cohorts must be of the same type— a neutral god won't "mix-and-match" from among the available options.
• Lawful Good— Couatls
• Chaotic Good— Lillends
• Lawful Evil— Erinyes
• Chaotic Evil— Vrocks

Druid

HD d8. Fort +2 Will +2 at first class level. 8 skill points at 1st character level.

BAB +0.75, Will +0.5, Fort +0.5, Ref +0.33, 2 skill points per level.

Starts proficient in light and medium armor. Cannot be lawful or chaotic.

Class skills: Concentration (Int), Craft (Int), Diplomacy (Cha), Handle Animal (Wis), Heal (Wis), Intuition (Int), Knowledge (Int), Listen (Wis), Ride (Str), Spot (Wis), Swim (Str), Spellcraft (Int), Survival (Wis).

Starting equipment: padded armor, weapon dependent on race.

Level BAB Fort Ref Will Special
1 +0 +2 +0 +2 Nature sense, wild empathy, Nature bond
2 +0.75 +2.5 +0.33 +2.5 Woodland stride
3 +1.5 +3 +0.66 +3 Trackless step
4 +2.25 +3.5 +1 +3.5 Resist nature's lure
5 +3 +4 +1.33 +4 Wildshape 1/day
6 +3.75 +4.5 +1.66 +4.5 Wildshape 2/day
7 +4.5 +5 +2 +5 Wildshape 3/day
8 +5.25 +5.5 +2.33 +5.5 Wildshape (Large/tiny)
9 +6 +6 +2.66 +6 Venom immunity
10 +6.75 +6.5 +3 +6.5 Wildshape 4/day
11 +7.5 +7 +3.33 +7 Wildshape (plant)
12 +8.25 +7.5 +3.66 +7.5 Wildshape (small elemental)
13 +9 +8 +4 +8 A thousand faces
14 +9.75 +8.5 +4.33 +8.5 Wildshape 5/day
15 +10.5 +9 +4.66 +9 Timeless body
16 +11.25 +9.5 +5 +9.5 Wild shape (medium elemental/plant)
17 +12 +10 +5.33 +10 Woodland sprint
18 +12.75 +10.5 +5.66 +10.5 Wild shape 6/day, Wild shape (huge elemental/plant)
19 +13.5 +11 +6 +11 Repel nature's lure
20 +14.25 +11.5 +6.33 +11.5 Wild shape at will

Woodland Sprint: At 17th level, a druid may move at her normal speed through thorns, briars, and overgrown areas that have been magically manipulated. She does not take damage or suffer any other impairment, since she becomes immune to such magical effects.

Repel Nature's Lure: At 19th level, a druid gains spell resistance against the spell-like abilities of fey (such as dryads, pixies, and sprites) equal to her current druid level + 10. To affect the druid with a spell-like ability, a fey spellcaster must get a result on a caster level check (1d20 + caster level; see Spell Resistance on page 177 of the Player's Handbook) that equals or exceeds the druid's spell resistance.

Fighter

HD d10, BAB +1, Fort +2 at 1st class level. 8 skill points at 1st character level.

BAB +1, Fort +0.5, Ref +0.33, Will +0.33, 4 (2) skill points per level.

Starts proficient in light, medium and heavy armor and in simple and martial weapons.

+1 bonus feat point every 2 levels.

Class skills: Climb (Str), Craft (Int), Handle Animal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Str), Spot (Int) and Swim (Str).

Starting equipment: depends on race.

Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Summon Mount, bonus feat
2 +2 +2.5 +0.33 +0.33 Bonus feat, bravery +1
3 +3 +3 +0.66 +0.66 Armor training +1
4 +4 +3.5 +1 +1 Bonus feat
5 +5 +4 +1.33 +1.33 Weapon training +1
6 +6/+1 +4.5 +1.66 +1.66 Bonus feat, bravery +2
7 +7/+2 +5 +2 +2 Armor training +2
8 +8/+3 +5.5 +2.33 +2.33 Bonus feat
9 +9/+4 +6 +2.66 +2.66 Weapon training +2
10 +10/+5 +6.5 +3 +3 Bonus feat, bravery +3
11 +11/+6/+1 +7 +3.33 +3.33 Armor training +3
12 +12/+7/+2 +7.5 +3.66 +3.66 Bonus feat
13 +13/+8/+3 +8 +4 +4 Weapon training +3
14 +14/+9/+4 +8.5 +4.33 +4.33 Bonus feat, bravery +4
15 +15/+10/+5 +9 +4.66 +4.66 Armor training +4
16 +16/+11/+6/+1 +9.5 +5 +5 Bonus feat
17 +17/+12/+7/+2 +10 +5.33 +5.33 Weapon training +4
18 +18/+13/+8/+3 +10.5 +5.66 +5.66 Bonus feat
19 +19/+14/+9/+4 +11 +6 +6 Armor mastery
20 +20/+15/+10/+5 +11.5 +6.33 +6.33 Bonus feat, Weapon mastery

Monk

HD d8, BAB +1, Fort +2, Ref +2, Will +2 at first class level. 16 skill points at 1st character level.

BAB +1, Fort +0.5, Ref +0.5, Will +0.5, 4 skill points per level.

Starts with no proficiencies.

Starting equipment: none.

Class skills: Balance (Dex), Climb (Str), Concentration (Int), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Level BAB Fort Ref Will Special
1 +0 +2 +2 +2 Wisdom bonus to AC, stunning fist
2 +0.75 +2.5 +2.5 +2.5 Evasion, bonus feat
3 +1.5 +3 +3 +3 Still mind, +10 ft.
4 +2.25 +3.5 +3.5 +3.5 Ki strike (magic), slow fall 20 ft., unarmed dmg 1d8
5 +3 +4 +4 +4 Purity of body, +1 AC unarmored, High jump
6 +3.75 +4.5 +4.5 +4.5 Slow fall 30 ft, bonus feat, +20 ft.
7 +4.5 +5 +5 +5 Wholeness of body
8 +5.25 +5.5 +5.5 +5.5 Slow fall 40 ft., unarmed dmg 1d10
9 +6 +6 +6 +6 Improved evasion, +30 ft.
10 +6.75 +6.5 +6.5 +6.5 Ki strike (lawful), slow fall 50 ft., +2 AC, bonus feat
11 +7.5 +7 +7 +7 Diamond body
12 +8.25 +7.5 +7.5 +7.5 Abundant step, slow fall 60 ft., unarmed dmg 2d6, +40 ft.
13 +9 +8 +8 +8 Diamond soul
14 +9.75 +8.5 +8.5 +8.5 Slow fall 70 ft., bonus feat
15 +10.5 +9 +9 +9 Quivering palm, +3 AC, +50 ft.
16 +11.25 +9.5 +9.5 +9.5 Ki strike (adamantine), slow fall 80 ft., unarmed dmg 2d8
17 +12 +10 +10 +10 Timeless body, tongue of the sun and moon
18 +12.75 +10.5 +10.5 +10.5 Slow fall 90 ft, +60 ft., bonus feat
19 +13.5 +11 +11 +11 Empty body
20 +14.25 +11.5 +11.5 +11.5 Perfect self, slow fall (any)

Paladin

HD d10, BAB +1, Fort +2 at first class level. 8 skill points at 1st character level.

BAB +1, Fort +0.5, Ref +0.33, Will +0.33, 2 skill points per level.

Starts with light, medium and heavy armor proficiency.

Gains spellcasting at level 3.

Class skills: Concentration (Int), Craft (Int), Diplomacy (Cha), Handle Animal (Wis), Heal (Wis), Knowledge (Int), Ride (Str), Sense Motive (Wis).

Starting equipment: as fighter.

Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Detect evil, smite evil 1/day
2 +2 +2.5 +0.33 +0.33 Divine grace, lay on hands
3 +3 +3 +0.66 +0.66 Spellcasting, aura of courage, divine health, mercy
4 +4 +3.5 +1 +1 Turn undead, smite evil 2/day
5 +5 +4 +1.33 +1.33 Summon Mount,
6 +6/+1 +5.5 +1.66 +1.66 Mercy
7 +7/+2 +6 +2 +2 Smite evil 3/day
8 +8/+3 +6.5 +2.33 +2.33 Aura of resolve
9 +9/+4 +7 +2.66 +2.66 Mercy
10 +10/+5 +7.5 +3 +3 Smite evil 4/day
11 +11/+6/+1 +8 +3.33 +3.33 Aura of justice
12 +12/+7/+2 +8.5 +3.66 +3.66 Mercy
13 +13/+8/+3 +9 +4 +4 Smite evil 5/day
14 +14/+9/+4 +9.5 +4.33 +4.33 Aura of faith
15 +15/+10/+5 +10 +4.66 +4.66 Mercy
16 +16/+11/+6/+1 +10.5 +5 +5 Smite evil 6/day
17 +17/+12/+7/+2 +11 +5.33 +5.33 Aura of righteousness
18 +18/+13/+8/+3 +11.5 +5.66 +5.66 Mercy
19 +19/+14/+9/+4 +12 +6 +6 Smite evil 7/day
20 +20/+15/+10/+5 +12.5 +6.33 +6.33 Holy champion

Ranger

HD d8, BAB +1, Fort +2, Ref +2 at first class level. 24 skill points at 1st character level.

BAB +1, Fort +0.5, Ref +0.5, Will +0.33, 6 skill points per level.

Starts proficient in light and medium armor.

Gains spellcasting at level 3.

Class skills: Climb (Str), Concentration (Int), Craft (Int), Handle Animal (Wis), Heal (Wis), Hide (Dex), Intuition (Int), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Ride (Str), Search (Int), Spot (Wis), Swim (Str), Survival (Wis).

Starting equipment: depends on race; dagger, shortbow, 20 arrows.

Level BAB Fort Ref Will Special
1 +1 +2 +2 +0 Favored enemy
2 +2 +2.5 +2.5 +0.33 Combat style feat
3 +3 +3 +3 +0.66 Spellcasting
4 +4 +3.5 +3.5 +1 Animal companion, 1st favored terrain
5 +5 +4 +4 +1.33 2nd favored enemy
6 +6/+1 +4.5 +4.5 +1.66 Combat style feat
7 +7/+2 +5 +5 +2 Woodland stride
8 +8/+3 +5.5 +5.5 +2.33 Swift tracker, 2nd favored terrain
9 +9/+4 +6 +6 +2.66 Evasion
10 +10/+5 +7 +7 +3 3rd favored enemy
11 +11/+6/+1 +7.5 +7.5 +3.33 Quarry
12 +12/+7/+2 +8 +8 +3.66 3rd favored terrain
13 +13/+8/+3 +8.5 +8.5 +4 Camouflage
14 +14/+9/+4 +9 +9 +4.33 Combat style feat
15 +15/+10/+5 +9.5 +9.5 +4.66 4th favored enemy
16 +16/+11/+6/+1 +10 +10 +5 4th favored terrain
17 +17/+12/+7/+2 +10.5 +10.5 +5.33 Hide in plain sight
18 +18/+13/+8/+3 +11 +11 +5.66 Combat style feat
19 +19/+14/+9/+4 +11.5 +11.5 +6 Improved quarry
20 +20/+15/+10/+5 +12 +12 +6.33 5th favored enemy, Master hunter

Rogue

HD d6, Ref +2 at first class level. 32 skill points at 1st character level.

BAB +0.75, Ref +0.5, Fort +0.33, Will +0.33, 8 skill points per level.

Starts proficient in light and medium armor. Cannot be lawful.

+1 sneak attack die every 2 levels starting from 3rd.

Class skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intuition (Int), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Magic (Int).

Starting equipment: depends on race; dagger.

Level BAB Fort Ref Will Special
1 +0 +0 +2 +0 Trapfinding, sneak attack +1d6, finesse training
2 +0.75 +0.33 +2.5 +0.33 Evasion
3 +1.5 +0.66 +3 +0.66 Sneak attack +2d6, trap sense +1
4 +2.25 +1 +3.5 +1 Uncanny dodge, debilitating injury
5 +3 +1.33 +4 +1.33 Sneak attack +3d6
6 +3.75 +1.66 +4.5 +1.66 Trap sense +2
7 +4.5 +2 +5 +2 Sneak attack +4d6
8 +5.25 +2.33 +5.5 +2.33 Improved uncanny dodge
9 +6 +2.66 +6 +2.66 Sneak attack +5d6, trap sense +3
10 +6.75 +3 +6.5 +3 Advanced rogue talents
11 +7.5 +3.33 +7 +3.33 Sneak attack +6d6
12 +8.25 +3.66 +7.5 +3.66 Trap sense +4
13 +9 +4 +8 +4 Sneak attack +7d6
14 +9.75 +4.33 +8.5 +4.33 Rogue talent
15 +10.5 +4.66 +9 +4.66 Sneak attack +8d6, trap sense +5
16 +11.25 +5 +9.5 +5 Rogue talent
17 +12 +5.33 +10 +5.33 Sneak attack +9d6
18 +12.75 +5.66 +10.5 +5.66 Trap sense +6, rogue talent
19 +13.5 +6 +11 +6 Sneak attack +10d6
20 +14.25 +6.33 +12 +6.33 Master strike, rogue talent

Note: Finesse training and debilitating injury come from the Unchained version of the rogue.

Sorcerer

HD d4, Will +2 at first character level. 8 points at 1st character level.

BAB +0.5, Will +0.5, Ref +0.33, Fort +0.33, 2 skill points per level.

Starts without armor proficiency and proficient in simple weapons.

Casts spells without the need to prepare them.

Class skills: Bluff (Cha), Concentration (Int), Craft (Int), Diplomacy (Cha), Intuition (Int), Knowledge (Int), Sense Motive (Wis), Spellcraft (Int).

Starting equipment: ranged weapon depending on race.

Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Spellcasting, familiar, bloodline power
2 +0.5 +0.33 +0.33 +2.5
3 +1 +0.66 +0.66 +3 Bloodline power, bloodline spell
4 +1.5 +1 +1 +3.5
5 +2 +1.33 +1.33 +4 Bloodline spell
6 +2.5 +1.66 +1.66 +4.5
7 +3 +2 +2 +5 Bloodline feat, bloodline spell
8 +3.5 +2.33 +2.33 +5.5
9 +4 +2.66 +2.66 +6 Bloodline power, bloodline spell
10 +4.5 +3 +3 +6.5
11 +5 +3.33 +3.33 +7 Bloodline spell
12 +5.5 +3.66 +3.66 +7.5
13 +6 +4 +4 +8 Bloodline feat, bloodline spell
14 +6.5 +4.33 +4.33 +8.5
15 +7/+2 +4.66 +4.66 +9 Bloodline power, bloodline spell
16 +7.5 +5 +5 +9.5
17 +8 +5.33 +5.33 +10 Bloodline spell
18 +8.5 +5.66 +5.66 +10.5
19 +9 +6 +6 +11 Bloodline feat, bloodline spell
20 +9.5 +6.33 +6.33 +11.5 Bloodline power

Wizard

HD d4, Will +2 at first character level. 8 skill points at 1st character level.

BAB +0.5, Will +0.5, Ref +0.33, Fort +0.33, 2 skill points per level.

Starts without armor proficiency.

Class skills: Concentration (Int), Craft (Int), Intuition (Int), Knowledge (Int), Sense Motive (Wis), Spellcraft (Int).

Starting equipment: ranged weapon depending on race.

Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Spellcasting, specialization, familiar, Scribe scroll
2 +0.5 +0.33 +0.33 +2.5
3 +1 +0.66 +0.66 +3
4 +1.5 +1 +1 +3.5
5 +2 +1.33 +1.33 +4 Bonus feat
6 +2.5 +1.66 +1.66 +4.5
7 +3 +2 +2 +5
8 +3.5 +2.33 +2.33 +5.5
9 +4 +2.66 +2.66 +6
10 +4.5 +3 +3 +6.5 Bonus feat
11 +5 +3.33 +3.33 +7
12 +5.5 +3.66 +3.66 +7.5
13 +6 +4 +4 +8
14 +6.5 +4.33 +4.33 +8.5
15 +7 +4.66 +4.66 +9 Bonus feat
16 +7.5 +5 +5 +9.5
17 +8 +5.33 +5.33 +10
18 +8.5 +5.66 +5.66 +10.5
19 +9 +6 +6 +11
20 +9.5 +6.33 +6.33 +11.5 Bonus feat

Warlock [new class]

HD d6, Will +2 at first character level. 8 skill points at 1st character level.

BAB +0.5, Will +0.5, Ref +0.33, Fort +0.33, 2 skill points per level.

Starts proficient in light and medium armor.

Class skills: Concentration (Int), Craft (Int), Intuition (Int), Knowledge (Int), Sense Motive (Wis), Spellcraft (Int).

Starting equipment: chain shirt, longsword.

Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Eldritch blast
2 +0.5 +0.33 +0.33 +2.5
3 +1 +0.66 +0.66 +3
4 +1.5 +1 +1 +3.5
5 +2 +1.33 +1.33 +4
6 +2.5 +1.66 +1.66 +4.5
7 +3 +2 +2 +5
8 +3.5 +2.33 +2.33 +5.5
9 +4 +2.66 +2.66 +6
10 +4.5 +3 +3 +6.5
11 +5 +3.33 +3.33 +7
12 +5.5 +3.66 +3.66 +7.5
13 +6 +4 +4 +8
14 +6.5 +4.33 +4.33 +8.5
15 +7 +4.66 +4.66 +9
16 +7.5 +5 +5 +9.5
17 +8 +5.33 +5.33 +10
18 +8.5 +5.66 +5.66 +10.5
19 +9 +6 +6 +11
20 +9.5 +6.33 +6.33 +11.5

Shaman [new class]

HD d8, Fort +2 Will +2 at first character level. 8 skill points at 1st character level.

BAB +0.5, Fort +0.5, Ref +0.33, Will +0.5, 2 skill points per level.

Starts proficient in light and medium armor and simple weapons.

Casts spells without the need to prepare them.

Class skills: Concentration (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Intuition (Int), Knowledge (Int), Spellcraft (Int).

Chooses a deity at 1st level; however, does NOT choose domains.

Starting equipment: chain mail, heavy mace.

Level BAB Fort Ref Will Special
1 +0 +2 +0 +2 Spellcasting
2 +0.5 +2.5 +0.33 +2.5
3 +1 +3 +0.66 +3
4 +1.5 +3.5 +1 +3.5
5 +2 +4 +1.33 +4
6 +2.5 +4.5 +1.66 +4.5
7 +3 +5 +2 +5
8 +3.5 +5.5 +2.33 +5.5
9 +4 +6 +2.66 +6
10 +4.5 +6.5 +3 +6.5
11 +5 +7 +3.33 +7
12 +5.5 +7.5 +3.66 +7.5
13 +6 +8 +4 +8
14 +6.5 +8.5 +4.33 +8.5
15 +7 +9 +4.66 +9
16 +7.5 +9.5 +5 +9.5
17 +8 +10 +5.33 +10
18 +8.5 +10.5 +5.66 +10.5
19 +9 +11 +6 +11
20 +9.5 +11.5 +6.33 +11.5

Magus

HD d8, BAB +0, Fort +2 Will +2 at first level. 16 skill points at first level.

BAB +0.75, Fort +0.33, Ref +0.5, Will +0.5, 4 skill points per level.

Starts proficient in light armor and in simple and martial weapons.

Can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance.

Starting equipment: some variety of light armor, weapon depends on race.

Class skills: Appraise, Handle Animal, Climb, Craft, Intimidate, Knowledge, Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim, Use Magic Device.

Level BAB Fort Ref Will Special
1 +0 +2 +0 +2 arcane bond weapon, arcane pool, spell combat
2 +0.75 +2.5 +0.33 +2.5 spellstrike, Combat Casting
3 +1.5 +3 +0.66 +3 magus arcana
4 +2.25 +3.5 +1 +3.5 spell recall
5 +3 +4 +1.33 +4 spell penetration, medium armor
6 +3.75 +4.5 +1.66 +4.5 magus arcana
7 +4.5 +5 +2 +5 arcane smite
8 +5.25 +5.5 +2.33 +5.5 fighter training
9 +6 +6 +2.66 +6 magus arcana
10 +6.75 +6.5 +3 +6.5
11 +7.5 +7 +3.33 +7 improved spell recall
12 +8.25 +7.5 +3.66 +7.5 magus arcana
13 +9 +8 +4 +8 heavy armor
14 +9.75 +8.5 +4.33 +8.5
15 +10.5 +9 +4.66 +9
16 +11.25 +9.5 +5 +9.5 counterstrike
17 +12 +10 +5.33 +10
18 +12.75 +10.5 +5.66 +10.5 magus arcana
19 +13.5 +11 +6 +11
20 +14.25 +11.5 +6.33 +11.5 True magus

Arcane bond weapon - Eschew Materials; can add abilities above 5th level [PF Vanguard]
Spell combat - -2 penalty but can cast and attack in same round [PF Magus]
Spellstrike - deliver spell via weapon, use weapon crit range [PF Magus]
Spell recall - can recall a spell by spending arcane pool pts equal to spell level [PF Magus]
Spell penetration - weapon's enhancement added to SR checks [PF Vanguard]
Arcane smite - +1d6 dmg per spell level [PF Vanguard]
Fighter training - half magus level counts as fighter level for fighter feats [PF Magus]
Improved spell recall - half the spell recall cost [PF Magus]
Counterstrike - an enemy provokes AoO after spell is complete even if successfully cast defensively
True magus - doesn't need Concentration to cast defensively; if attack and spell target same, either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made

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