diff -pruN 1.6.3-1.1/data/d20/d20armor.xml 1.7.1-0ubuntu1/data/d20/d20armor.xml
--- 1.6.3-1.1/data/d20/d20armor.xml 2002-02-26 08:00:00.000000000 +0000
+++ 1.7.1-0ubuntu1/data/d20/d20armor.xml 2006-10-18 21:50:08.000000000 +0100
@@ -1,75 +1,75 @@
-
-
-This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly. It includes gauntlets.
-
-
-
-A breastplate covers the front and back. It comes with a helmet and matching greaves (plates to cover the lower legs). A light suit or skirt of studded leather beneath the breastplate protects limbs without restricting
-movement much.
-
-
-
-This small metal shield is strapped to the forearm, allowing it to be worn and still use the hand. A bow or crossbow can be used without penalty. An off-hand weapon can be used, but a -1 penalty on attack rolls is imposed because of the extra weight on your arm. This penalty stacks with those for fighting with the off hand and, if appropriate, for fighting with two weapons. In any case, if a weapon is used in the off-hand, the character doesn't get the buckler's AC bonus for the rest of the round.
-
-
-
-This armor is made of interlocking metal rings. It includes a layer of quilted fabric underneath it to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armor's weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. It includes gauntlets.
-
-
-
-A shirt of chainmail protects the torso while leaving the limbs free and mobile. A layer of quilted fabric underneath it prevents chafing and cushions the impact of blows. It comes with a steel cap.
-
-
-
-This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, heavy leather boots, and a visored helmet.
-
-
-
-This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. It includes gauntlets.
-
-
-
-This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in.
-
-
-
-A large shield is too heavy to use the shield hand for anything else.
-
-
-
-A large shield is too heavy to use the shield hand for anything else.
-
-
-
-The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is softer and more flexible leather.
-
-
-
-Padded armor features quilted layers of cloth and batting.
-
-
-
-A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons).
-
-
-
-This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. It includes gauntlets.
-
-
-
-A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons).
-
-
-
-This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chainmail protects the joints. It includes gauntlets.
-
-
-
-This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets.
-
-
-
-This massive wooden shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far a character comes out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on a character by targeting the shield. A tower shield cannot be used for the shield bash action.
-
-
-
+
+
+This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly. It includes gauntlets.
+
+
+
+A breastplate covers the front and back. It comes with a helmet and matching greaves (plates to cover the lower legs). A light suit or skirt of studded leather beneath the breastplate protects limbs without restricting
+movement much.
+
+
+
+This small metal shield is strapped to the forearm, allowing it to be worn and still use the hand. A bow or crossbow can be used without penalty. An off-hand weapon can be used, but a -1 penalty on attack rolls is imposed because of the extra weight on your arm. This penalty stacks with those for fighting with the off hand and, if appropriate, for fighting with two weapons. In any case, if a weapon is used in the off-hand, the character doesn't get the buckler's AC bonus for the rest of the round.
+
+
+
+This armor is made of interlocking metal rings. It includes a layer of quilted fabric underneath it to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armor's weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. It includes gauntlets.
+
+
+
+A shirt of chainmail protects the torso while leaving the limbs free and mobile. A layer of quilted fabric underneath it prevents chafing and cushions the impact of blows. It comes with a steel cap.
+
+
+
+This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, heavy leather boots, and a visored helmet.
+
+
+
+This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. It includes gauntlets.
+
+
+
+This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in.
+
+
+
+A large shield is too heavy to use the shield hand for anything else.
+
+
+
+A large shield is too heavy to use the shield hand for anything else.
+
+
+
+The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is softer and more flexible leather.
+
+
+
+Padded armor features quilted layers of cloth and batting.
+
+
+
+A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons).
+
+
+
+This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. It includes gauntlets.
+
+
+
+A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons).
+
+
+
+This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chainmail protects the joints. It includes gauntlets.
+
+
+
+This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets.
+
+
+
+This massive wooden shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far a character comes out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on a character by targeting the shield. A tower shield cannot be used for the shield bash action.
+
+
+
diff -pruN 1.6.3-1.1/data/d20/d20classes.xml 1.7.1-0ubuntu1/data/d20/d20classes.xml
--- 1.6.3-1.1/data/d20/d20classes.xml 2004-06-19 08:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/d20/d20classes.xml 2006-10-18 21:50:08.000000000 +0100
@@ -1,608 +1,608 @@
-
-
-Race: Elf or half-elf.
-Base Attack Bonus: +6.
-Feats: Weapon Focus (any bow other than a crossbow), Point Blank Shot, Precise Shot.
-Spellcasting: Ability to cast 1st-level arcane spells.
-Any
-An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.
-Enchant Arrow: At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes enchanted, gaining a +1 enhancement bonus. An archer's magic arrows only function for her. For every two levels of arcane archer the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency.
-
-Imbue Arrow: At 2nd level, an arcane archer gains this spell-like ability, allowing her to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered upon where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
-
-Seeker Arrow: At 4th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the end of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.)
-
-Phase Arrow: At 6th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (A wall of force, a wall of fire, or the like stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.)
-
-Hail of Arrows: In lieu of her regular attacks, once per day the 8th-level arcane archer can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer's primary attack bonus, and each enemy may only be targeted by a single arrow. This is a spell-like ability.
-
-Arrow of Death: At 10th level, the arcane archer can enchant an arrow of death that forces the target, if damaged by the arrow's attack, to make a Fortitude save (DC 20) or be slain immediately. It takes one day to create an arrow of death, and the arrow only functions for the arcane archer who created it. The enchantment lasts no longer than one year, and the archer can only have one such arrow in existence at a time.
-
-
-Move Silently: 8 ranks.
-Hide: 8 ranks.
-Disguise: 4 ranks.
-Special: In addition, he must kill someone for no other reason than to join the assassins.
-Evil
-Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.
-Sneak Attack: Any time the assassin's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the assassin's attack deals +1d6 points of damage. This extra damage increases by +1d6 points every other level (+2d6 at 3rd level, +3d6 at 5th level, and so on). Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied.
-
-It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less.
-
-With a sap or an unarmed strike, the assassin can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack.
-
-An assassin can only sneak attack living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the assassin must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The assassin cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.
-
-If an assassin gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.
-
-Death Attack: If the assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails her Fortitude saving throw (DC 10 + the assassin's class level + the assassin's Intelligence modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim's mind and body become enervated, rendering her completely helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
-
-Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
-
-Spells: Beginning at 1st level, an assassin gains the ability to cast a small number of arcane spells. To cast a spell, the assassin must have an Intelligence score of at least 10 + the spell's level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassin's Intelligence modifier (if any). When the assassin gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the assassin gets only bonus spells. An assassin without a bonus spell for that level cannot yet cast a spell of that level. The assassin's spell list appears below. An assassin prepares and casts spells just as a wizard does.
-
-Saving Throw Bonus vs. Poison: Assassins train with poisons of all types and slowly grow more and more resistant to their effects. This is reflected by a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two levels the assassin gains (+1 at 2nd level, +2 at 4th level, +3 at 6th level, and so on).
-
-Uncanny Dodge: Starting at 2nd level, the assassin gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)
-
-At 5th level, the assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him).
-
-At 10th level, the assassin gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps.
-
-If the assassin has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis.
-
-Assassins choose their spells from the following list:
-
-1st level-change self, detect poison, ghost sound, obscuring mist, spider climb.
-2nd level-alter self, darkness, pass without trace, undetectable alignment.
-3rd level-deeper darkness, invisibility, misdirection, nondetection.
-4th level-dimension door, freedom of movement, improved invisibility, poison.
-
-
-None
-Nonlawful
-A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields.
-Barbarian Rage: Barbarian temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC.
-
-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 the Constitution score drops back to normal. While raging, a barbarian cannot use skills or abilities that require patience and concentration. (The only class skills he can't use while raging are Craft, Handle Animal, and Intuit Direction.) He can use any feat he might have except for Expertise, item creation feats, metamagic feats, and Skill Focus (if it's tied to a skill that requires patience or concentration).
-
-A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. The barbarian may prematurely end the rage voluntarily. At the end of the rage, the barbarian is fatigued (-2 to Strength, -2 to Dexterity, can't charge or run) for the duration of that encounter (unless the barbarian is 20th level, when this limitation no longer applies). The barbarian can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but the barbarian can only do it during his action.
-
-Starting at 15th level, the barbarian's rage bonuses become +6 to Strength, +6 to Constitution, and a +3 morale bonus to Will saves. (The AC penalty remains at -2.)
-
-Fast Movement: The barbarian has a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load).
-
-Uncanny Dodge: At 2nd level and above, the barbarian retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.
-
-At 5th level, the barbarian can no longer be flanked. The exception to this defense is that a rogue at least four levels higher than the barbarian can still flank.
-
-At 10th level, the barbarian gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at 19th they rise to +4.
-
-Damage Reduction: Starting at 11th level, the barbarian gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time the barbarian is dealt damage. At 14th level, this damage reduction rises to 2. At 17th, it rises to 3. At 20th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0.
-
-Illiteracy: Barbarians are the only characters that do not automatically know how to read and write. A barbarian must spend 2 skill points to gain the ability to read and write any language the barbarian is able to speak.
-
-Ex-Barbarians: A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. The barbarian retains all the other benefits of the class.
-
-
-None
-Nonlawful
-A bard is proficient with all simple weapons. Additionally, the bard is proficient with one of the following weapons: longbow, composite longbow, longsword, rapier, sap, short composite bow, short sword, shortbow, or whip. Bards are proficient with light armor, medium armor, and shields.
-Spells: A bard casts arcane spells. The bard casts these spells without needing to memorize them beforehand or keep a spellbook. Bards receive bonus spells for high Charisma, and to cast a spell a bard must have a Charisma score at least equal to 10 + the level of the spell. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell's level + the bard's Charisma modifier.
-
-Bardic Music: Once per day per level, a bard can use song or poetics to produce magical effects on those around him or her. While these abilities fall under the category of bardic music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. As with casting a spell with a verbal component, a deaf bard suffers a 20% chance to fail with bardic music. If the bard fails, the attempt still counts against the daily limit.
-
-The Bardic Music effects are:
-
-* Inspire Courage: A bard with 3 or more ranks in Perform can to inspire courage in his or her allies. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. Inspire courage is a supernatural, mind-affecting ability.
-
-* Countersong: A bard with 3 or more ranks in Perform can counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, the bard makes a Perform check. Any creature within 30 feet of the bard (including the bard) who is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard may keep up the countersong for 10 rounds. Countersong is a supernatural ability.
-
-* Fascinate: A bard with 3 or more ranks in Perform can cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat or other dangers prevents the ability from working. The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result. If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target's Spot and Listen checks suffer a -4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect.
-
-While fascinating (or attempting to fascinate) a creature, the bard must concentrate, as if casting or maintaining a spell. Fascinate is a spell-like, mind- affecting charm ability.
-
-* Inspire Competence: A bard with 6 or more ranks in Perform can help an ally succeed at a task. The ally must be able to see and hear the bard and must be within 30 feet. The bard must also see the creature. The ally gets a +2 competence bonus on his skill checks with a particular skill as long as he or she continues to hear the bard's music. The DM may rule that certain uses of this ability are infeasible. The bard can maintain the effect for 2 minutes (long enough for the ally to take 20). Inspire competence is a supernatural, mind-affecting ability.
-
-* Suggestion: A bard with 9 or more ranks in Perform can make a suggestion (as the spell) to a creature that he has already fascinated (see above). The suggestion doesn't count against the bard's daily limit on bardic music performances (one per day per level), but the fascination does. A Will saving throw (DC 13 + the bard's Charisma modifier) negates the effect. Suggestion is a spell-like, mind-affecting charm ability.
-
-* Inspire Greatness: A bard with 12 or more ranks in Perform can inspire greatness in another creature. For every three levels the bard attains beyond 9th, the bard can inspire greatness in one additional creature. To inspire greatness, the bard must sing and the creature must hear the bard sing for a full round, as with inspire courage. The creature must also be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as he or she hears the bard continue to sing and for 5 rounds thereafter. (All these bonuses are competence bonuses.)
-
-The target gains the following boosts:
-* +2 Hit Dice (d10s that grant temporary hit points).
-* +2 competence bonus on attacks.
-* +1 competence bonus on Fortitude saves.
-
-Apply the target's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a supernatural, mind-affecting enchantment ability.
-
-Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check by referring to the table below. DC Type of Knowledge
--- -----------------10 Common, known by at least a substantial minority of the local population.
-20 Uncommon but available, known by only a few people in the area.
-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.
-
-Ex-Bards: A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.
-
-
-Base Attack Bonus: +6.
-Knowledge (religion): 2 ranks.
-Hide: 5 ranks.
-Feats: Cleave, Sunder.
-Special: The blackguard must have made peaceful contact with an evil outsider who was summoned by him or someone else to have contracted the taint of true evil.
-Any Evil
-Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields.
-Detect Good: At will, the blackguard can detect good as a spell-like ability. This ability duplicates the effects of the spell detect good.
-
-Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
-
-Dark Blessing: A blackguard applies his Charisma modifier (if positive) as a bonus to all saving throws.
-
-Spells: Beginning at 1st level, a blackguard gains the ability to cast a small number of divine spells. To cast a spell, the blackguard must have a Wisdom score of at least 10 + the spell's level, so a blackguard with a Wisdom of 10 or lower cannot cast these spells. Blackguard bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blackguard's Wisdom modifier. When the blackguard gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A blackguard without a bonus spell for that level cannot yet cast a spell of that level.) The blackguard's spell list appears below. A blackguard has access to any spell on the list and can freely choose which to prepare, just like a cleric. A blackguard prepares and casts spells just as a cleric does (though the blackguard cannot spontaneously cast cure or inflict spells).
-
-Smite Good: Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. For example, a 9th-level blackguard armed with a longsword would deal 1d8+9 points of damage, plus any additional bonuses from high Strength or magical effects that normally apply. If the blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day. Smite good is a supernatural ability.
-
-Aura of Despair: Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to suffer a -2 morale penalty on all saving throws. Aura of despair is a supernatural ability.
-
-Command Undead: When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.
-
-Sneak Attack: If a blackguard can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the blackguard's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the blackguard's attack deals +1d6 points of damage at 4th level and an additional +1d6 points for every three levels thereafter (+2d6 at 7th level, +3d6 at 10th level, and so on). Should the blackguard score a critical hit with a sneak attack, this extra damage is not multiplied.
-
-Ranged attacks only count as sneak attacks if the target is 30 feet away or less. A blackguard cannot make a sneak attack to deal subdual damage. The blackguard must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. He cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.
-
-A blackguard can only sneak attack living creatures with discernible anatomies. Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is not subject to sneak attacks.
-
-If a blackguard gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.
-
-Blackguards choose their spells from the following list:
-
-1st level-cause fear, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*.
-2nd level-bull's strength, cure moderate wounds, darkness, death knell, inflict moderate wounds, shatter, summon monster II*.
-3rd level-contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from elements, summon monster III*.
-4th level-cure critical wounds, freedom of movement, inflict critical wounds, poison, summon monster IV*.
-
-*Evil creatures only.
-
-Fallen Paladins
-
-Blackguards who possess levels of paladin (that is to say, are now ex-paladins) gain extra abilities the more levels of paladin they possess. Those who have tasted the light of goodness and justice and turned away make the foulest villains.
-
-
-None
-Varies by deity. A cleric's alignment must be within one step of his deity's, and it may not be neutral unless the deity's alignment is neutral.
-Clerics are proficient with all simple weapons. Clerics are proficient with all types of armor (light, medium, and heavy) and with shields.
-Some deities have favored weapons, and clerics consider it a point of pride to wield them. A cleric whose deity's favored weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon.
-
-Spells: A cleric casts divine spells. A cleric may prepare and cast any spell on the cleric spell list, provided he can cast spells of that level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell's level + the cleric's Wisdom modifier.
-
-Each cleric must choose a time at which he must spend an 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.
-
-In addition to his standard spells, a cleric gets one domain spell of each spell level, starting at 1st. When a cleric prepares a domain spell, it must come from one of his two domains.
-
-Deity, Domains, and Domain Spells: Choose a deity for your cleric. The cleric's deity influences his alignment, what magic he can perform, his values, and how others see him.
-
-Choose two from among the deity's domains for your cleric's domains. You can only select an alignment domain (such as Good) for your cleric if his alignment matches that domain.
-
-If your cleric is not devoted to a particular deity, you still select two domains to represent his spiritual inclinations and abilities (but the restriction on alignment domains still applies).
-
-Each domain gives your cleric access to a domain spell at each spell level, from 1st on up, as well as a granted power. Your cleric gets the granted powers of all the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day. If a domain spell is not on the Cleric Spells list, a cleric can only prepare it in his domain slot.
-
-Spontaneous Casting: Good clerics (and neutral clerics of good deities) can channel stored spell energy into healing spells that they haven't prepared ahead of time. The cleric can "lose" a prepared spell in order to cast any cure spell of the same 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), on the other hand, can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in the title).
-
-A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells either to cure spells or to inflict spells (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral cleric turns or commands undead (see below).
-
-A cleric can't use spontaneous casting to convert domain spells into cure or inflict spells. These spells arise from the particular powers of the cleric's deity, not divine energy in general.
-
-Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to his own or to his deity's.
-
-Turn or Rebuke Undead: A good cleric (or a neutral cleric who worships a good deity) has the supernatural ability to turn undead. Evil clerics (and neutral clerics who worship evil deities) can rebuke such creatures. Neutral clerics of neutral deities can do one or the other (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral cleric can cast spontaneous cure or inflict spells (see above).
-
-A cleric may attempt to turn or rebuke undead a number of times per day equal to three plus his Charisma modifier.
-
-Extra Turning: As a feat, a cleric may take Extra Turning. This feat allows the cleric to turn undead four more times per day than normal. A cleric can take this feat multiple times, gaining four extra daily turning attempts each time.
-
-Bonus Languages: A cleric's list of bonus languages includes Celestial, Abyssal, and Infernal, 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 expected by his god (generally acting in ways opposed to the god's alignment or purposes) loses all spells and class features and cannot gain levels as a cleric of that god until he atones.
-
-
-None
-Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
-Druids are proficient with the following weapons: club, dagger, dart, halfspear, longspear, quarterstaff, scimitar, sickle, shortspear, and sling. Their spiritual oaths prohibit them from using weapons other than these. They are proficient with light and medium armors but are prohibited from wearing metal armor (thus, they may wear only padded, leather, or hide armor). They are skilled with shields but must use only wooden ones.
-A druid who wears prohibited armor or wields a prohibited weapon is unable to use any of her magical powers while doing so and for 24 hours thereafter. (Note: A druid can use wooden items that have been altered by the ironwood spell so that they function as though they were steel.)
-
-Spells: A druid casts divine spells. A druid may prepare and cast any spell on the druid spell list provided she can cast spells of that level. She prepares and casts spells the way a cleric does (though she cannot lose a prepared spell to cast a cure spell in its place). To prepare or cast a spell, a druid must have a Wisdom score of at least 10 + the spell's level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell's level + the druid's Wisdom modifier. Bonus spells for druids are based on Wisdom.
-
-Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own.
-
-Bonus Languages: A druid may substitute Sylvan for one of the bonus languages available to her. In addition, a druid knows the Druidic language. This secret language is known only to druids, and druids are forbidden from teaching it to nondruids. Druidic has its own alphabet.
-
-Nature Sense: A druid can identify plants and animals (their species and special traits) with perfect accuracy. The druid can determine whether water is safe to drink or dangerous.
-
-Animal Companion: A 1st-level druid may begin play with an animal companion. This animal is one that the druid has befriended with the spell animal friendship.
-
-Woodland Stride: Starting at 2nd level, a druid may move through natural thorns, briars, overgrown areas, and similar terrain at his or her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the druid.
-
-Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked.
-
-Resist Nature's Lure: Starting at 4th level, a druid gains a +4 bonus to saving throws against the spell-like abilities of feys.
-
-Wild Shape: At 5th level, a druid gains the spell-like ability to polymorph self into a Small or Medium-size animal (but not a dire animal) and back again once per day. Unlike the standard use of the spell, however, the druid may only adopt one form. As stated in the spell description, the druid regains hit points as if he or she has rested for a day. The druid does not risk the standard penalty for being disoriented while in the wild shape.
-
-The druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted. In addition, the druid 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. At 12th level or higher, she can take the form of a dire animal.
-
-At 16th level or higher, the druid may use wild shape to change into a Small, Medium-size, or Large air, earth, fire, or water elemental once per day. The druid gains all the elemental's special abilities. At 18th level, the druid can do this three times per day.
-
-Venom Immunity: At 9th level, a druid gains immunity to all organic poisons, including monster poisons but not mineral poisons or poison gas.
-
-A Thousand Faces: At 13th level, a druid gains the supernatural ability to change his or her appearance at will, as if using the spell alter self.
-
-Timeless Body: After achieving 15th level, a druid no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered, 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 or who changes to a prohibited alignment loses all spells and druidic abilities and cannot gain levels as a druid until she atones.
-
-
-Race: Dwarf.
-Base Attack Bonus: +7.
-Feats: Dodge, Endurance, Toughness.
-Any Lawful
-The dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields.
-Defensive Stance: When he needs to, the defender can become a stalwart bastion of defense. In this defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains the following benefits:+2 Strength, +4 Constitution, +2 resistance bonus on all saves, +4 dodge bonus to AC.
-
-While defending, a defender cannot use skills or abilities that would require him to shift his position, such as Move Silently or Jump. A defensive stance lasts for 3 rounds, plus the character's (newly improved) Constitution modifier. The defender may end the defense voluntarily prior to this limit. At the end of the defense, the defender is winded and suffers a -2 penalty to Strength for the duration of that encounter. The defender can only take his defensive stance a certain number of times per day as determined by his level. Taking the stance takes no time itself, but the defender can only do so during his action.
-
-Defensive Awareness: Starting at 2nd level, the dwarven defender gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
-
-At 5th level, the dwarven defender can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender. The exception to this defense is that a rogue at least 4 levels higher than the dwarven defender can flank him (and thus sneak attack him).
-
-At 10th level, the dwarven defender gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps.
-
-Defensive awareness is cumulative with uncanny dodge. If the dwarven defender has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant these two abilities and determine the character's defensive awareness ability on that basis.
-
-Damage Reduction: At 6th level, the dwarven defender gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 3 from the damage the dwarven defender takes each time he is dealt damage. At 10th level, this damage reduction rises to 6. Damage reduction can reduce damage to 0 but not below 0. (That is, the defender cannot actually gain hit points in this manner.)
-
-
-None
-Any
-The fighter is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields.
-Bonus Feats: At 1st level, the fighter gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to humans. The fighter gains an additional bonus feat at 2nd level and every two levels thereafter (4th, 6th, 8th, etc.). These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two- Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*, Weapon Specialization*.
-
-Some of the bonus feats available to a fighter cannot be acquired until the fighter has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A fighter can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A fighter must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.
-
-Weapon Specialization: On achieving 4th level or higher, as a feat the fighter (and only the fighter) may take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The fighter must have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the fighter strike precisely enough to hit more effectively. The fighter may take this feat as a bonus feat or as a regular one.
-
-
-Spellcasting: Ability to cast seven different divinations, one of which must be 3rd level or higher.
-Two Knowledge Skills (Any Type): 10 ranks in each.
-Feats: Any three metamagic or item creation feats, plus Skill Focus (Knowledge [any individual Knowledge skill]).
-Any
-Loremasters gain no proficiency in any weapon or armor.
-Spells per Day: A loremaster continues training in magic as well as her field of research. Thus, when a new loremaster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of loremaster to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly.
-
-If a character had more than one spellcasting class before she became a loremaster, she must decide to which class she adds each level of loremaster for purposes of determining spells per day when she adds the new level.
-
-Secret: In their studies, loremasters stumble upon all sorts of applicable knowledge and secrets. At 1st level and every two levels afterward (3rd, 5th, 7th, and 9th levels), the loremaster chooses one secret from Table: Loremaster Secrets. Her level plus Intelligence modifier determines which secrets she can choose. She can't choose the same secret twice.
-
-Lore: Loremasters gather knowledge. At 2nd level, they gain the ability to know legends or information regarding various topics, just like a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the Knowledge check. See page 29 in the Player's Handbook for more information on bardic knowledge.
-
-Bonus Languages: Loremasters, in their laborious studies, learn new languages in order to access more knowledge. The loremaster can choose any new language at 4th and 8th level.
-
-Greater Lore: At 6th level, a loremaster gains the ability to identify magic items, as the spell, as an extraordinary ability. She may do this once per item examined.
-
-True Lore: At 10th level, once per day a loremaster can use her knowledge to gain the effects of a legend lore spell or an analyze dweomer spell. True lore is an extraordinary ability.
-
-
-None
-Any Lawful
-Monks are proficient with basic peasant weapons and special weapons whose use is part of monk training. The full list includes club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, shuriken, siangham, and sling.
-
-A monk using a kama, nunchaku, or siangham can strike with his or her unarmed base attack, including her more favorable number of attacks per round (see below). His or her damage, however, is standard for the weapon (1d6, crit X2), not his or her unarmed damage. The weapon must be light, so a Small monk must use Tiny versions of these weapons in order to use the more favorable base attack.
-
-A monk adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier, and her AC improves as she gains levels. (Only add this extra AC bonus if the total of the monk's Wisdom modifier and the number in the "AC Bonus" column is a positive number.) The Wisdom bonus and the AC bonus represent a preternatural awareness of danger, and a monk does not lose either even in situations when he or she loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (Monks do lose these AC bonuses when immobilized.)
-
-When wearing armor, a monk loses her AC bonus for Wisdom, AC bonus for class and level, favorable multiple unarmed attacks per round, and heightened movement. Furthermore, her special abilities all face the arcane spell failure chance that the armor type normally imposes.
-Unarmed Strike: A monk fighting unarmed gains the benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed opponents that she attacks.
-
-Making an off-hand attack makes no sense for a monk striking unarmed.
-
-A monk fighting with a one-handed weapon can make an unarmed strike as an off-hand attack, but she suffers the standard penalties for two-weapon fighting. Likewise, a monk with a weapon (other than a special monk weapon) in her off hand gets an extra attack with that weapon but suffers the usual penalties for two-weapon fighting and can't strike with a flurry of blows.
-
-Flurry of Blows: The monk may make one extra attack in a round at her highest base attack, but this attack and each other attack made that round suffer a -2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity the monk might make before her next action. The monk must use the full attack action to strike with a flurry of blows. A monk may also use the flurry of blows if armed with a special monk weapon (kama, nunchaku, or siangham). If armed with one such weapon, the monk makes the extra attack either with that weapon or unarmed. If armed with two such weapons, she uses one for the regular attack (or attacks) and the other for the extra attack. In any case, her damage bonus on the attack with her off hand is not reduced.
-
-Usually, a monk's unarmed strikes deal normal damage rather than subdual damage. However, she can choose to deal her damage as subdual damage when grappling.
-
-Stunning Attack: The monk can use this ability once per round, but no more than once per level per day. The monk must declare she is using a stun attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the monk is forced to make a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier). In addition to receiving normal damage, If the saving throw fails, the opponent is stunned for 1 round. The stunning attack is a supernatural ability.
-
-Evasion: If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the monk instead takes no damage. Evasion can only be used if the monk is wearing light armor or no armor. It is an extraordinary ability.
-
-Deflect Arrows: At 2nd level, a monk gains the Deflect Arrows feat, even if she doesn't have the prerequisite Dexterity score.
-
-Fast Movement: At 3rd level and higher, a monk moves faster than normal. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed. A dwarf or a Small monk moves more slowly than a Medium-size monk.
-
-From 9th level on, the monk's running ability is actually a supernatural ability.
-
-Still Mind: At 3rd level, a monk gains a +2 bonus to saving throws against spells and effects from the Enchantment school.
-
-Slow Fall: At 4th level, the monk takes damage as if a fall were 20 feet shorter than it actually is. At 18th level, the monk can use a nearby wall to slow her descent and fall any distance without harm.
-
-Purity of Body: At 5th level, a monk gains immunity to all diseases except for magical diseases.
-
-Improved Trip: At 6th level, a monk gains the Improved Trip feat. She need not have taken the Expertise feat, normally a prerequisite.
-
-Wholeness of Body: At 7th level, a monk can cure her own wounds. She can cure up to twice her current level in hit points each day, and she can spread this healing out among several uses. Wholeness of body is a supernatural ability.
-
-Leap of the Clouds: At 7th level or higher, a monk's jumping distance (vertical or horizontal) is not limited according to her height.
-
-Improved Evasion: At 9th level, a monk only takes half damage on a failed save.
-
-Ki Strike: At 10th level, a monk's unarmed attack is empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction as if the blow were made with a weapon with a +1 enhancement bonus. Ki strike is a supernatural ability.
-
-Diamond Body: At 11th level, a monk gains immunity to poison of all kinds. Diamond body is a supernatural ability.
-
-Abundant Step: At 12th level, a monk can slip magically between spaces, as per the spell dimension door, once per day. This is a spell-like ability, and the monk's effective casting level is one-half her actual level (rounded down).
-
-Diamond Soul: At 13th level, a monk gains spell resistance. Her spell resistance equals her level + 10.
-
-Quivering Palm: Starting at 15th level, a monk can use the quivering palm.
-
-The monk can use the quivering palm attack once a week, and she must announce her intent before making her attack roll. Creatures immune to critical hits cannot be affected. The monk must be of higher level than the target (or have more levels than the target's number of Hit Dice). If the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can choose to try to slay the victim at any later time within 1 day per level of the monk. The monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack (but may be affected by another one at a later time). Quivering palm is a supernatural ability.
-
-Timeless Body: After achieving 17th level, a monk no longer suffers ability penalties for aging and cannot be magically aged. (Any penalties she may have already suffered 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: A monk of 17th level or above can speak with any living creature.
-
-Empty Body: At 19th level or higher, a monk can assume an ethereal state for 1 round per level per day, as per the spell etherealness. The monk may go ethereal on a number of different occasions during any single day as long as the total number of rounds spent ethereal does not exceed her level. Empty body is a supernatural ability.
-
-Perfect Self: At 20th level, a monk is forevermore treated as an outsider rather than as a humanoid. Additionally, the monk gains damage reduction 20/+1.
-
-Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk but retain all monk abilities.
-
-
-None
-Lawful
-Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields.
-Detect Evil: At will, the paladin can detect evil as a spell-like ability. This ability duplicates the effects of the spell detect evil.
-
-Divine Grace: A paladin applies her Charisma modifier (if positive) as a bonus to all saving throws.
-
-Lay on Hands: Each day a paladin can cure a total number of hit points equal to the paladin's Charisma bonus (if any) times the paladin's level. The paladin can cure themselves. The paladin may choose to divide her curing among multiple recipients, and he or she doesn't have to use it all at once. Lay on hands is a spell-like ability whose use is a standard action.
-
-Alternatively, the paladin can use any or all of these points to deal damage to undead creatures. Treat this attack just like a touch spell. The paladin decides how many cure points to use as damage after successfully touching the undead creature.
-
-Divine Health: A paladin is immune to all diseases, including magical diseases.
-
-Aura of Courage: Beginning at 2nd level, a paladin is immune to fear (magical or otherwise). Allies within 10 feet of the paladin gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.
-
-Smite Evil: Once per day, a paladin of 2nd level or higher may attempt to smite evil with one normal melee attack. She adds her Charisma modifier (if positive) to the paladin's attack roll and deals 1 extra point of damage per level. If the paladin accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. Smite evil is a supernatural ability.
-
-Remove Disease: Beginning at 3rd level, a paladin can remove disease, as per the spell remove disease, once per week. Remove disease is a spell-like ability for paladins.
-
-Turn Undead: The paladin may use this ability a number of times per day equal to three plus the paladin's Charisma modifier. The paladin turns undead as a cleric of two levels lower would.
-
-Extra Turning: As a feat, a paladin may take Extra Turning. This feat allows the paladin to turn undead four more times per day than normal. A paladin can take this feat multiple times, gaining four extra daily turning attempts each time.
-
-Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells. To cast a spell, the paladin must have a Wisdom score of at least 10 + the spell's level. Paladin bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the paladin gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the paladin gets only bonus spells. A paladin has access to any spell on the paladin spell list and can freely choose which to prepare, just as a cleric can.
-
-A paladin prepares and casts spells just as a cleric does (though the paladin cannot use spontaneous casting to substitute a cure spell in place of a prepared spell).
-
-Through 3rd level, a paladin has no caster level. Starting at 4th level, a paladin's caster level is one-half his or her class level.
-
-Special Mount: Upon or after reaching 5th level, a paladin can call an unusually intelligent, strong, and loyal steed to serve him or her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium-size paladin) or a warpony (for a Small paladin).
-
-Should the paladin's mount die, another cannot be called for a year and a day. The new mount has all the accumulated abilities due a mount of the paladin's level.
-
-The DM will provide information about the mount that responds to the paladin's call.
-
-Code of Conduct: A paladin must be of lawful good alignment and loses all special class abilities if she ever willingly commits an act of evil. Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, etc.), help those who need help (provided they do not use the help for evil or chaotic ends), and punish those that 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. A paladin will not continue an association with someone who consistently offends her moral code. A paladin may only hire henchmen or accept followers 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 special abilities and spells, including the service of the paladin's warhorse. She also may not progress in levels as a paladin. She regains her abilities if she atones for her violations, as appropriate.
-
-
-None
-Any
-A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields.
-When wearing light armor or no armor, a ranger can fight with two weapons as if he or she had the feats Ambidexterity and Two-Weapon Fighting. The ranger loses this special bonus when fighting in medium or heavy armor, or when using a double-headed weapon (such as a double sword).
-
-Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells. To cast a spell, the ranger must have a Wisdom score of at least 10 + the spell's level. Ranger bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the ranger gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the ranger gets only bonus spells. A ranger without a bonus spell for that level cannot yet cast a spell of that level. A ranger has access to any spell on the ranger spell list and can freely choose which to prepare. A ranger prepares and casts spells just as a cleric does (though the ranger cannot use spontaneous casting to lose a spell and cast a cure or inflict spell in its place).
-
-Through 3rd level, a ranger has no caster level. Starting at 4th level, a ranger's caster level is one-half his class level.
-
-Track: A ranger gains Track as a bonus feat.
-
-Favored Enemy: At 1st level, a ranger may select a type of creature as a favored enemy. (A ranger can only select his own race as a favored enemy if he is evil.) Due to his extensive study of his foes and training in the proper techniques for combating them, the ranger gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. Likewise, he gets the same bonus to weapon damage rolls against creatures of this type. A ranger also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the ranger cannot strike with deadly accuracy beyond that range). The bonus doesn't apply to damage against creatures that are immune to critical hits.
-
-At 5th level and at every five levels thereafter (10th, 15th, and 20th level), the ranger may select a new favored enemy, and the bonus associated with every previously selected favored enemy goes up by +1.
-
-* Rangers may not select "humanoid" or "outsider" as a favored enemy, but they may select a more narrowly defined type of humanoid or outsider. A ranger can only select his own race as a favored enemy if he is evil.
-
-Improved Two-Weapon Fighting: A ranger with a base attack bonus of at least +9 can choose to gain the Improved Two-Weapon Fighting feat even if he does not have the other prerequisites for the feat. The ranger must be wearing light armor or no armor in order to use this benefit.
-
-
-None
-Any
-A rogue's weapon training focuses on weapons suitable for stealth and sneak attacks. Thus, all rogues are proficient with the crossbow (hand or light), dagger (any type), dart, light mace, sap, shortbow (normal and composite), and short sword. Medium-size rogues are also proficient with certain weapons that are too big for Small rogues to use and conceal easily: club, heavy crossbow, heavy mace, morningstar, quarterstaff, and rapier. Rogues are proficient with light armor but not with shields.
-Sneak Attack: Any time the rogue's target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks the target, the rogue's attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
-
-Ranged attacks can only count as sneak attacks if the target is within 30 feet. The rogue can't strike with deadly accuracy from beyond that range.
-
-With a sap (blackjack) or an unarmed strike, the rogue can make a sneak attack that deals subdual damage instead of normal damage. The rogue cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty.
-
-A rogue can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also 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 a vital spot. The rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
-
-Traps: 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, 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 generally study a trap, figure out how it works, and bypass it (with his party) without disarming it.
-
-Evasion: At 2nd level, a rogue gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the rogue takes no damage with a successful saving throw. Evasion can only be used if the rogue is wearing light armor or no armor. It is an extraordinary ability.
-
-Uncanny Dodge: At 3rd level and above, she retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.
-
-At 6th level , the rogue can no longer be flanked. Another rogue at least four levels higher can still flank.
-
-At 11th level, the rogue gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 14th level, these bonuses rise to +2. At 17th, they rise to +3, and at 20th they rise to +4.
-
-Special Abilities: On achieving 10th level and every three levels thereafter (13th, 16th, and 19th), a rogue chooses a special ability from among the following:
-
-Crippling Strike: When the rogue damages an opponent with a sneak attack, the target also takes 1 point of Strength damage.
-
-Defensive Roll: Once per day, when a rogue would be reduced to 0 hit points or less 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. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The rogue must be aware of the attack and able to react to it in order to execute the defensive roll - if the Dexterity bonus to AC is denied, the rogue can't roll. 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: The rogue takes only half damage on a failed save.
-
-Opportunist: 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 attacks 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 selects a number of skills equal to 3 + Intelligence modifier. When making a skill check with one of these skills, the rogue may take 10 even if stress and distractions would normally prevent the rogue from doing so. The rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
-
-Slippery Mind: If a rogue with a slippery mind is affected by an enchantment and fails the saving throw, 1 round later the rogue can attempt the saving throw again. The rogue only gets this one extra chance to succeed. This is an extraordinary ability.
-
-Feat: A rogue may gain a feat in place of a special ability.
-
-
-Move Silently: 8 ranks.
-Hide: 10 ranks.
-Perform: 5 ranks.
-Feats: Dodge, Mobility, Combat Reflexes
-Any
-Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields.
-Hide in Plain Sight: Shadowdancers can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, shadowdancers can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in their own shadows. Hide in plain sight is a supernatural ability.
-
-Evasion: At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.
-
-Darkvision: At 2nd level, a shadowdancer can see in the dark as though she were permanently under the affect of a darkvision spell. This is a supernatural ability.
-
-Uncanny Dodge: Starting at 2nd level, the shadowdancer gains the extraordinary ability to react to danger before her senses would normally allow her to even be aware of it. At 2nd level and above, she retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)
-
-At 5th level, the shadowdancer can no longer be flanked, since she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least 4 levels higher than the shadowdancer can flank her (and thus sneak attack her).
-
-At 10th level, the shadowdancer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus to Reflex saves made to avoid traps.
-
-If the shadowdancer has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis.
-
-Shadow Illusion: When a shadowdancer reaches 3rd level, she can create visual illusions from surrounding shadows. This spell-like ability is identical to the arcane spell silent image and may be employed once per day.
-
-Summon Shadow: At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadowdancer. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer allows her to summon an additional shadow and adds +2 HD (and the requisite base attack and base save bonus increases) to all her shadow companions.
-
-If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a Fortitude saving throw (DC 15). If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer's experience can never go below 0 as the result of a shadow's dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for a year and a day.
-
-Shadow Jump: At 4th level, the shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. The shadowdancer can jump up to a total of 20 feet each day in this way, although this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels thereafter, the distance a shadowdancer can jump each day doubles (40 feet at 6th level, 80 feet at 8th level, and 160 feet at 10th level). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. (A 6th-level shadowdancer who jumps 32 feet cannot jump again until the next day.)
-
-Defensive Roll: Starting at 5th level, the shadowdancer can roll with a potentially lethal blow to take less damage from it. Once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the shadowdancer can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can't attempt the defensive roll.
-
-Slippery Mind: This extraordinary ability, gained at 7th level, represents the shadowdancer's ability to wriggle free from magical effects that would otherwise control or compel her. If the shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell's effects proceed normally.
-
-Improved Evasion: This extraordinary ability, gained at 10th level, works like evasion (see above). The shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage (breath weapon, fireball, and so on). What's more, she takes only half damage even if she fails her saving throw, since the shadowdancer's reflexes allow her to get out of harm's way with incredible speed.
-
-
-None
-Any
-Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor, nor with shields.
-Spells: A sorcerer casts arcane spells. The number of spells a sorcerer knows is not affected by his Charisma bonus. The spells a sorcerer knows can be common spells chosen from the sorcerer and wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study.
-
-A sorcerer is limited to casting a certain number of spells of each level per day, but he need not prepare his spells in advance. The number of spells he can cast per day is improved by his bonus spells, if any.
-
-A sorcerer may use a higher-level slot to cast a lower-level spell if he so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it.
-
-To learn or cast a spell, a sorcerer must have a Charisma score of at least 10 + the spell's level. The Difficulty Class for saving throws against sorcerer spells is 10 + the spell's level + the sorcerer's Charisma modifier.
-
-
-None
-Any
-Wizards are skilled with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Wizards are not proficient with any type of armor nor with shields.
-Spells: A wizard casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. A wizard must prepare 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. To learn, prepare, or cast a spell, a wizard must have an Intelligence score of at least 10 + the spell's level. A wizard's bonus spells are based on Intelligence. The Difficulty Class for saving throws against wizard spells is 10 + the spell's level + the wizard's Intelligence modifier.
-
-Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character.
-
-Familiar: A wizard can summon a familiar in exactly the same manner as a sorcerer. See the sorcerer description.
-
-Scribe Scroll: A wizard has the bonus item creation feat Scribe Scroll, enabling her to create magic scrolls.
-
-Bonus Feats: Every five levels, a wizard gains a bonus feat. This feat must be a metamagic feat, an item creation feat, or Spell Mastery.
-
-Spellbooks: Wizards must study their spellbooks each day to prepare their spells. A wizard cannot prepare any spell not recorded in her spellbook (except for read magic, which all wizards can prepare from memory).
-
-Spell Mastery: A wizard (and only a wizard) can take the special feat Spell Mastery. Each time the wizard takes this feat, choose a number of spells equal to the wizard's Intelligence modifier (they must be spells that the wizard already knows). From that point on, the wizard can prepare these spells without referring to a spellbook.
-
-School Specialization
-
-A school is one of eight groupings of spells, each defined by a common theme, such as illusion or necromancy. A wizard may specialize in one school of magic.
-
-Specialization allows a wizard to cast extra spells from the chosen school, but the wizard then never learns to cast spells from one or more other schools. Spells of the school or schools that the specialist gives up are not available to her, and she can't even cast such spells from scrolls or wands.
-
-The wizard must choose whether to specialize and how at 1st level. She may not change her specialization later.
-
-The specialist can prepare one additional spell (of the school selected as a specialty) per spell level each day.
-
-The specialist gains a +2 bonus to Spellcraft checks to learn the spells of her chosen school.
-
-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: To become an abjurer, a wizard must select a prohibited school or schools from the following choices: (1) either Conjuration, Enchantment, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy.
-
-Conjuration: To become a conjurer, a wizard must select a prohibited school or schools from one of the following choices: (1) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3) Transmutation, or (4) any three schools.
-
-Divination: To become a diviner, a wizard must select any other single school as a prohibited school.
-
-Enchantment: To become an enchanter, a wizard must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy.
-
-Evocation: To become an evoker, a wizard must select a prohibited school or schools from one of the following choices: (1) Conjuration; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3) Transmutation; or (4) any three schools.
-
-Illusion: To become an illusionist, a wizard must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Enchantment, Evocation, or Transmutation; or (2) both Divination and Necromancy.
-
-Necromancy: To become a necromancer, a wizard must select any other single school as a prohibited school.
-
-Transmutation: To become a transmuter, a wizard must select a prohibited school or schools from one of the following choices: (1) Conjuration; (2) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; or (4) any three schools.
-
-Universal: Not a school, but a category for spells all wizards can learn. A wizard cannot select universal as a specialty school or as a school to which she does not have access.
-
-
-None
-Any
-Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields
-Spells: An adept casts divine spells. She is limited to a certain number of spells of each spell level per day, according to her class level. Like a cleric, an adept may prepare and cast any spell on the adept list, provided she can cast spells of that level. Like a cleric, she prepares her spells ahead of time each day. The DC for a saving throw against an adept's spell is 10 + spell level + the adept's Wisdom modifier.
-
-Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.
-
-When the adept gets 0 spells of a given level, she gets only bonus spells for that spell slot. An adept without a bonus spell for that level cannot yet cast a spell of that level. Bonus spells are based on Wisdom.
-
-Each adept has a particular holy symbol (as a divine focus) depending on the adept's magical tradition.
-
-Familiar: At 2nd level, an adept can call a familiar, just like a sorcerer or wizard can.
-
-Adept Spell List
-0 level-create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic.
-1st level-bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep.
-2nd level-aid, animal trance, bull's strength, cat's grace, cure moderate wounds, darkness, delay poison, endurance, invisibility, mirror image, resist elements, see invisibility, web.
-3rd level-animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues.
-4th level-cure critical wounds, minor creation, polymorph other, polymorph self, restoration, stoneskin, wall of fire.
-5th level-break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone.
-
-
-None
-Any
-The aristocrat is proficient in the use of all simple and martial weapons and with all types of armor and shields.
-None
-
-
-None
-Any
-The commoner is proficient with one simple weapon. He is not proficient with weapons, armor, or shields.
-None
-
-
-None
-Any
-The expert is proficient in the use of all simple weapons and with light armor but not shields.
-None
-
-
-None
-Any
-The warrior is proficient in the use of all simple and martial weapons and all armor and shields.
-None
-
-
+
+
+Race: Elf or half-elf.
+Base Attack Bonus: +6.
+Feats: Weapon Focus (any bow other than a crossbow), Point Blank Shot, Precise Shot.
+Spellcasting: Ability to cast 1st-level arcane spells.
+Any
+An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.
+Enchant Arrow: At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes enchanted, gaining a +1 enhancement bonus. An archer's magic arrows only function for her. For every two levels of arcane archer the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency.
+
+Imbue Arrow: At 2nd level, an arcane archer gains this spell-like ability, allowing her to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered upon where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
+
+Seeker Arrow: At 4th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the end of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.)
+
+Phase Arrow: At 6th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (A wall of force, a wall of fire, or the like stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.)
+
+Hail of Arrows: In lieu of her regular attacks, once per day the 8th-level arcane archer can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer's primary attack bonus, and each enemy may only be targeted by a single arrow. This is a spell-like ability.
+
+Arrow of Death: At 10th level, the arcane archer can enchant an arrow of death that forces the target, if damaged by the arrow's attack, to make a Fortitude save (DC 20) or be slain immediately. It takes one day to create an arrow of death, and the arrow only functions for the arcane archer who created it. The enchantment lasts no longer than one year, and the archer can only have one such arrow in existence at a time.
+
+
+Move Silently: 8 ranks.
+Hide: 8 ranks.
+Disguise: 4 ranks.
+Special: In addition, he must kill someone for no other reason than to join the assassins.
+Evil
+Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.
+Sneak Attack: Any time the assassin's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the assassin's attack deals +1d6 points of damage. This extra damage increases by +1d6 points every other level (+2d6 at 3rd level, +3d6 at 5th level, and so on). Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied.
+
+It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less.
+
+With a sap or an unarmed strike, the assassin can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack.
+
+An assassin can only sneak attack living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the assassin must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The assassin cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.
+
+If an assassin gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.
+
+Death Attack: If the assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails her Fortitude saving throw (DC 10 + the assassin's class level + the assassin's Intelligence modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim's mind and body become enervated, rendering her completely helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
+
+Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
+
+Spells: Beginning at 1st level, an assassin gains the ability to cast a small number of arcane spells. To cast a spell, the assassin must have an Intelligence score of at least 10 + the spell's level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassin's Intelligence modifier (if any). When the assassin gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the assassin gets only bonus spells. An assassin without a bonus spell for that level cannot yet cast a spell of that level. The assassin's spell list appears below. An assassin prepares and casts spells just as a wizard does.
+
+Saving Throw Bonus vs. Poison: Assassins train with poisons of all types and slowly grow more and more resistant to their effects. This is reflected by a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two levels the assassin gains (+1 at 2nd level, +2 at 4th level, +3 at 6th level, and so on).
+
+Uncanny Dodge: Starting at 2nd level, the assassin gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)
+
+At 5th level, the assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him).
+
+At 10th level, the assassin gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps.
+
+If the assassin has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis.
+
+Assassins choose their spells from the following list:
+
+1st level-change self, detect poison, ghost sound, obscuring mist, spider climb.
+2nd level-alter self, darkness, pass without trace, undetectable alignment.
+3rd level-deeper darkness, invisibility, misdirection, nondetection.
+4th level-dimension door, freedom of movement, improved invisibility, poison.
+
+
+None
+Nonlawful
+A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields.
+Barbarian Rage: Barbarian temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC.
+
+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 the Constitution score drops back to normal. While raging, a barbarian cannot use skills or abilities that require patience and concentration. (The only class skills he can't use while raging are Craft, Handle Animal, and Intuit Direction.) He can use any feat he might have except for Expertise, item creation feats, metamagic feats, and Skill Focus (if it's tied to a skill that requires patience or concentration).
+
+A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. The barbarian may prematurely end the rage voluntarily. At the end of the rage, the barbarian is fatigued (-2 to Strength, -2 to Dexterity, can't charge or run) for the duration of that encounter (unless the barbarian is 20th level, when this limitation no longer applies). The barbarian can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but the barbarian can only do it during his action.
+
+Starting at 15th level, the barbarian's rage bonuses become +6 to Strength, +6 to Constitution, and a +3 morale bonus to Will saves. (The AC penalty remains at -2.)
+
+Fast Movement: The barbarian has a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load).
+
+Uncanny Dodge: At 2nd level and above, the barbarian retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.
+
+At 5th level, the barbarian can no longer be flanked. The exception to this defense is that a rogue at least four levels higher than the barbarian can still flank.
+
+At 10th level, the barbarian gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at 19th they rise to +4.
+
+Damage Reduction: Starting at 11th level, the barbarian gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time the barbarian is dealt damage. At 14th level, this damage reduction rises to 2. At 17th, it rises to 3. At 20th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0.
+
+Illiteracy: Barbarians are the only characters that do not automatically know how to read and write. A barbarian must spend 2 skill points to gain the ability to read and write any language the barbarian is able to speak.
+
+Ex-Barbarians: A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. The barbarian retains all the other benefits of the class.
+
+
+None
+Nonlawful
+A bard is proficient with all simple weapons. Additionally, the bard is proficient with one of the following weapons: longbow, composite longbow, longsword, rapier, sap, short composite bow, short sword, shortbow, or whip. Bards are proficient with light armor, medium armor, and shields.
+Spells: A bard casts arcane spells. The bard casts these spells without needing to memorize them beforehand or keep a spellbook. Bards receive bonus spells for high Charisma, and to cast a spell a bard must have a Charisma score at least equal to 10 + the level of the spell. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell's level + the bard's Charisma modifier.
+
+Bardic Music: Once per day per level, a bard can use song or poetics to produce magical effects on those around him or her. While these abilities fall under the category of bardic music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. As with casting a spell with a verbal component, a deaf bard suffers a 20% chance to fail with bardic music. If the bard fails, the attempt still counts against the daily limit.
+
+The Bardic Music effects are:
+
+* Inspire Courage: A bard with 3 or more ranks in Perform can to inspire courage in his or her allies. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. Inspire courage is a supernatural, mind-affecting ability.
+
+* Countersong: A bard with 3 or more ranks in Perform can counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, the bard makes a Perform check. Any creature within 30 feet of the bard (including the bard) who is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard may keep up the countersong for 10 rounds. Countersong is a supernatural ability.
+
+* Fascinate: A bard with 3 or more ranks in Perform can cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat or other dangers prevents the ability from working. The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result. If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target's Spot and Listen checks suffer a -4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect.
+
+While fascinating (or attempting to fascinate) a creature, the bard must concentrate, as if casting or maintaining a spell. Fascinate is a spell-like, mind- affecting charm ability.
+
+* Inspire Competence: A bard with 6 or more ranks in Perform can help an ally succeed at a task. The ally must be able to see and hear the bard and must be within 30 feet. The bard must also see the creature. The ally gets a +2 competence bonus on his skill checks with a particular skill as long as he or she continues to hear the bard's music. The DM may rule that certain uses of this ability are infeasible. The bard can maintain the effect for 2 minutes (long enough for the ally to take 20). Inspire competence is a supernatural, mind-affecting ability.
+
+* Suggestion: A bard with 9 or more ranks in Perform can make a suggestion (as the spell) to a creature that he has already fascinated (see above). The suggestion doesn't count against the bard's daily limit on bardic music performances (one per day per level), but the fascination does. A Will saving throw (DC 13 + the bard's Charisma modifier) negates the effect. Suggestion is a spell-like, mind-affecting charm ability.
+
+* Inspire Greatness: A bard with 12 or more ranks in Perform can inspire greatness in another creature. For every three levels the bard attains beyond 9th, the bard can inspire greatness in one additional creature. To inspire greatness, the bard must sing and the creature must hear the bard sing for a full round, as with inspire courage. The creature must also be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as he or she hears the bard continue to sing and for 5 rounds thereafter. (All these bonuses are competence bonuses.)
+
+The target gains the following boosts:
+* +2 Hit Dice (d10s that grant temporary hit points).
+* +2 competence bonus on attacks.
+* +1 competence bonus on Fortitude saves.
+
+Apply the target's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a supernatural, mind-affecting enchantment ability.
+
+Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check by referring to the table below. DC Type of Knowledge
+-- -----------------10 Common, known by at least a substantial minority of the local population.
+20 Uncommon but available, known by only a few people in the area.
+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.
+
+Ex-Bards: A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.
+
+
+Base Attack Bonus: +6.
+Knowledge (religion): 2 ranks.
+Hide: 5 ranks.
+Feats: Cleave, Sunder.
+Special: The blackguard must have made peaceful contact with an evil outsider who was summoned by him or someone else to have contracted the taint of true evil.
+Any Evil
+Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields.
+Detect Good: At will, the blackguard can detect good as a spell-like ability. This ability duplicates the effects of the spell detect good.
+
+Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
+
+Dark Blessing: A blackguard applies his Charisma modifier (if positive) as a bonus to all saving throws.
+
+Spells: Beginning at 1st level, a blackguard gains the ability to cast a small number of divine spells. To cast a spell, the blackguard must have a Wisdom score of at least 10 + the spell's level, so a blackguard with a Wisdom of 10 or lower cannot cast these spells. Blackguard bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blackguard's Wisdom modifier. When the blackguard gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A blackguard without a bonus spell for that level cannot yet cast a spell of that level.) The blackguard's spell list appears below. A blackguard has access to any spell on the list and can freely choose which to prepare, just like a cleric. A blackguard prepares and casts spells just as a cleric does (though the blackguard cannot spontaneously cast cure or inflict spells).
+
+Smite Good: Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. For example, a 9th-level blackguard armed with a longsword would deal 1d8+9 points of damage, plus any additional bonuses from high Strength or magical effects that normally apply. If the blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day. Smite good is a supernatural ability.
+
+Aura of Despair: Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to suffer a -2 morale penalty on all saving throws. Aura of despair is a supernatural ability.
+
+Command Undead: When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.
+
+Sneak Attack: If a blackguard can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the blackguard's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the blackguard's attack deals +1d6 points of damage at 4th level and an additional +1d6 points for every three levels thereafter (+2d6 at 7th level, +3d6 at 10th level, and so on). Should the blackguard score a critical hit with a sneak attack, this extra damage is not multiplied.
+
+Ranged attacks only count as sneak attacks if the target is 30 feet away or less. A blackguard cannot make a sneak attack to deal subdual damage. The blackguard must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. He cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.
+
+A blackguard can only sneak attack living creatures with discernible anatomies. Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is not subject to sneak attacks.
+
+If a blackguard gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.
+
+Blackguards choose their spells from the following list:
+
+1st level-cause fear, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*.
+2nd level-bull's strength, cure moderate wounds, darkness, death knell, inflict moderate wounds, shatter, summon monster II*.
+3rd level-contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from elements, summon monster III*.
+4th level-cure critical wounds, freedom of movement, inflict critical wounds, poison, summon monster IV*.
+
+*Evil creatures only.
+
+Fallen Paladins
+
+Blackguards who possess levels of paladin (that is to say, are now ex-paladins) gain extra abilities the more levels of paladin they possess. Those who have tasted the light of goodness and justice and turned away make the foulest villains.
+
+
+None
+Varies by deity. A cleric's alignment must be within one step of his deity's, and it may not be neutral unless the deity's alignment is neutral.
+Clerics are proficient with all simple weapons. Clerics are proficient with all types of armor (light, medium, and heavy) and with shields.
+Some deities have favored weapons, and clerics consider it a point of pride to wield them. A cleric whose deity's favored weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon.
+
+Spells: A cleric casts divine spells. A cleric may prepare and cast any spell on the cleric spell list, provided he can cast spells of that level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell's level + the cleric's Wisdom modifier.
+
+Each cleric must choose a time at which he must spend an 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.
+
+In addition to his standard spells, a cleric gets one domain spell of each spell level, starting at 1st. When a cleric prepares a domain spell, it must come from one of his two domains.
+
+Deity, Domains, and Domain Spells: Choose a deity for your cleric. The cleric's deity influences his alignment, what magic he can perform, his values, and how others see him.
+
+Choose two from among the deity's domains for your cleric's domains. You can only select an alignment domain (such as Good) for your cleric if his alignment matches that domain.
+
+If your cleric is not devoted to a particular deity, you still select two domains to represent his spiritual inclinations and abilities (but the restriction on alignment domains still applies).
+
+Each domain gives your cleric access to a domain spell at each spell level, from 1st on up, as well as a granted power. Your cleric gets the granted powers of all the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day. If a domain spell is not on the Cleric Spells list, a cleric can only prepare it in his domain slot.
+
+Spontaneous Casting: Good clerics (and neutral clerics of good deities) can channel stored spell energy into healing spells that they haven't prepared ahead of time. The cleric can "lose" a prepared spell in order to cast any cure spell of the same 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), on the other hand, can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in the title).
+
+A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells either to cure spells or to inflict spells (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral cleric turns or commands undead (see below).
+
+A cleric can't use spontaneous casting to convert domain spells into cure or inflict spells. These spells arise from the particular powers of the cleric's deity, not divine energy in general.
+
+Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to his own or to his deity's.
+
+Turn or Rebuke Undead: A good cleric (or a neutral cleric who worships a good deity) has the supernatural ability to turn undead. Evil clerics (and neutral clerics who worship evil deities) can rebuke such creatures. Neutral clerics of neutral deities can do one or the other (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral cleric can cast spontaneous cure or inflict spells (see above).
+
+A cleric may attempt to turn or rebuke undead a number of times per day equal to three plus his Charisma modifier.
+
+Extra Turning: As a feat, a cleric may take Extra Turning. This feat allows the cleric to turn undead four more times per day than normal. A cleric can take this feat multiple times, gaining four extra daily turning attempts each time.
+
+Bonus Languages: A cleric's list of bonus languages includes Celestial, Abyssal, and Infernal, 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 expected by his god (generally acting in ways opposed to the god's alignment or purposes) loses all spells and class features and cannot gain levels as a cleric of that god until he atones.
+
+
+None
+Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
+Druids are proficient with the following weapons: club, dagger, dart, halfspear, longspear, quarterstaff, scimitar, sickle, shortspear, and sling. Their spiritual oaths prohibit them from using weapons other than these. They are proficient with light and medium armors but are prohibited from wearing metal armor (thus, they may wear only padded, leather, or hide armor). They are skilled with shields but must use only wooden ones.
+A druid who wears prohibited armor or wields a prohibited weapon is unable to use any of her magical powers while doing so and for 24 hours thereafter. (Note: A druid can use wooden items that have been altered by the ironwood spell so that they function as though they were steel.)
+
+Spells: A druid casts divine spells. A druid may prepare and cast any spell on the druid spell list provided she can cast spells of that level. She prepares and casts spells the way a cleric does (though she cannot lose a prepared spell to cast a cure spell in its place). To prepare or cast a spell, a druid must have a Wisdom score of at least 10 + the spell's level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell's level + the druid's Wisdom modifier. Bonus spells for druids are based on Wisdom.
+
+Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own.
+
+Bonus Languages: A druid may substitute Sylvan for one of the bonus languages available to her. In addition, a druid knows the Druidic language. This secret language is known only to druids, and druids are forbidden from teaching it to nondruids. Druidic has its own alphabet.
+
+Nature Sense: A druid can identify plants and animals (their species and special traits) with perfect accuracy. The druid can determine whether water is safe to drink or dangerous.
+
+Animal Companion: A 1st-level druid may begin play with an animal companion. This animal is one that the druid has befriended with the spell animal friendship.
+
+Woodland Stride: Starting at 2nd level, a druid may move through natural thorns, briars, overgrown areas, and similar terrain at his or her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the druid.
+
+Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked.
+
+Resist Nature's Lure: Starting at 4th level, a druid gains a +4 bonus to saving throws against the spell-like abilities of feys.
+
+Wild Shape: At 5th level, a druid gains the spell-like ability to polymorph self into a Small or Medium-size animal (but not a dire animal) and back again once per day. Unlike the standard use of the spell, however, the druid may only adopt one form. As stated in the spell description, the druid regains hit points as if he or she has rested for a day. The druid does not risk the standard penalty for being disoriented while in the wild shape.
+
+The druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted. In addition, the druid 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. At 12th level or higher, she can take the form of a dire animal.
+
+At 16th level or higher, the druid may use wild shape to change into a Small, Medium-size, or Large air, earth, fire, or water elemental once per day. The druid gains all the elemental's special abilities. At 18th level, the druid can do this three times per day.
+
+Venom Immunity: At 9th level, a druid gains immunity to all organic poisons, including monster poisons but not mineral poisons or poison gas.
+
+A Thousand Faces: At 13th level, a druid gains the supernatural ability to change his or her appearance at will, as if using the spell alter self.
+
+Timeless Body: After achieving 15th level, a druid no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered, 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 or who changes to a prohibited alignment loses all spells and druidic abilities and cannot gain levels as a druid until she atones.
+
+
+Race: Dwarf.
+Base Attack Bonus: +7.
+Feats: Dodge, Endurance, Toughness.
+Any Lawful
+The dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields.
+Defensive Stance: When he needs to, the defender can become a stalwart bastion of defense. In this defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains the following benefits:+2 Strength, +4 Constitution, +2 resistance bonus on all saves, +4 dodge bonus to AC.
+
+While defending, a defender cannot use skills or abilities that would require him to shift his position, such as Move Silently or Jump. A defensive stance lasts for 3 rounds, plus the character's (newly improved) Constitution modifier. The defender may end the defense voluntarily prior to this limit. At the end of the defense, the defender is winded and suffers a -2 penalty to Strength for the duration of that encounter. The defender can only take his defensive stance a certain number of times per day as determined by his level. Taking the stance takes no time itself, but the defender can only do so during his action.
+
+Defensive Awareness: Starting at 2nd level, the dwarven defender gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
+
+At 5th level, the dwarven defender can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender. The exception to this defense is that a rogue at least 4 levels higher than the dwarven defender can flank him (and thus sneak attack him).
+
+At 10th level, the dwarven defender gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps.
+
+Defensive awareness is cumulative with uncanny dodge. If the dwarven defender has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant these two abilities and determine the character's defensive awareness ability on that basis.
+
+Damage Reduction: At 6th level, the dwarven defender gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 3 from the damage the dwarven defender takes each time he is dealt damage. At 10th level, this damage reduction rises to 6. Damage reduction can reduce damage to 0 but not below 0. (That is, the defender cannot actually gain hit points in this manner.)
+
+
+None
+Any
+The fighter is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields.
+Bonus Feats: At 1st level, the fighter gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to humans. The fighter gains an additional bonus feat at 2nd level and every two levels thereafter (4th, 6th, 8th, etc.). These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two- Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*, Weapon Specialization*.
+
+Some of the bonus feats available to a fighter cannot be acquired until the fighter has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A fighter can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A fighter must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.
+
+Weapon Specialization: On achieving 4th level or higher, as a feat the fighter (and only the fighter) may take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The fighter must have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the fighter strike precisely enough to hit more effectively. The fighter may take this feat as a bonus feat or as a regular one.
+
+
+Spellcasting: Ability to cast seven different divinations, one of which must be 3rd level or higher.
+Two Knowledge Skills (Any Type): 10 ranks in each.
+Feats: Any three metamagic or item creation feats, plus Skill Focus (Knowledge [any individual Knowledge skill]).
+Any
+Loremasters gain no proficiency in any weapon or armor.
+Spells per Day: A loremaster continues training in magic as well as her field of research. Thus, when a new loremaster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of loremaster to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly.
+
+If a character had more than one spellcasting class before she became a loremaster, she must decide to which class she adds each level of loremaster for purposes of determining spells per day when she adds the new level.
+
+Secret: In their studies, loremasters stumble upon all sorts of applicable knowledge and secrets. At 1st level and every two levels afterward (3rd, 5th, 7th, and 9th levels), the loremaster chooses one secret from Table: Loremaster Secrets. Her level plus Intelligence modifier determines which secrets she can choose. She can't choose the same secret twice.
+
+Lore: Loremasters gather knowledge. At 2nd level, they gain the ability to know legends or information regarding various topics, just like a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the Knowledge check. See page 29 in the Player's Handbook for more information on bardic knowledge.
+
+Bonus Languages: Loremasters, in their laborious studies, learn new languages in order to access more knowledge. The loremaster can choose any new language at 4th and 8th level.
+
+Greater Lore: At 6th level, a loremaster gains the ability to identify magic items, as the spell, as an extraordinary ability. She may do this once per item examined.
+
+True Lore: At 10th level, once per day a loremaster can use her knowledge to gain the effects of a legend lore spell or an analyze dweomer spell. True lore is an extraordinary ability.
+
+
+None
+Any Lawful
+Monks are proficient with basic peasant weapons and special weapons whose use is part of monk training. The full list includes club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, shuriken, siangham, and sling.
+
+A monk using a kama, nunchaku, or siangham can strike with his or her unarmed base attack, including her more favorable number of attacks per round (see below). His or her damage, however, is standard for the weapon (1d6, crit X2), not his or her unarmed damage. The weapon must be light, so a Small monk must use Tiny versions of these weapons in order to use the more favorable base attack.
+
+A monk adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier, and her AC improves as she gains levels. (Only add this extra AC bonus if the total of the monk's Wisdom modifier and the number in the "AC Bonus" column is a positive number.) The Wisdom bonus and the AC bonus represent a preternatural awareness of danger, and a monk does not lose either even in situations when he or she loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (Monks do lose these AC bonuses when immobilized.)
+
+When wearing armor, a monk loses her AC bonus for Wisdom, AC bonus for class and level, favorable multiple unarmed attacks per round, and heightened movement. Furthermore, her special abilities all face the arcane spell failure chance that the armor type normally imposes.
+Unarmed Strike: A monk fighting unarmed gains the benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed opponents that she attacks.
+
+Making an off-hand attack makes no sense for a monk striking unarmed.
+
+A monk fighting with a one-handed weapon can make an unarmed strike as an off-hand attack, but she suffers the standard penalties for two-weapon fighting. Likewise, a monk with a weapon (other than a special monk weapon) in her off hand gets an extra attack with that weapon but suffers the usual penalties for two-weapon fighting and can't strike with a flurry of blows.
+
+Flurry of Blows: The monk may make one extra attack in a round at her highest base attack, but this attack and each other attack made that round suffer a -2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity the monk might make before her next action. The monk must use the full attack action to strike with a flurry of blows. A monk may also use the flurry of blows if armed with a special monk weapon (kama, nunchaku, or siangham). If armed with one such weapon, the monk makes the extra attack either with that weapon or unarmed. If armed with two such weapons, she uses one for the regular attack (or attacks) and the other for the extra attack. In any case, her damage bonus on the attack with her off hand is not reduced.
+
+Usually, a monk's unarmed strikes deal normal damage rather than subdual damage. However, she can choose to deal her damage as subdual damage when grappling.
+
+Stunning Attack: The monk can use this ability once per round, but no more than once per level per day. The monk must declare she is using a stun attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the monk is forced to make a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier). In addition to receiving normal damage, If the saving throw fails, the opponent is stunned for 1 round. The stunning attack is a supernatural ability.
+
+Evasion: If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the monk instead takes no damage. Evasion can only be used if the monk is wearing light armor or no armor. It is an extraordinary ability.
+
+Deflect Arrows: At 2nd level, a monk gains the Deflect Arrows feat, even if she doesn't have the prerequisite Dexterity score.
+
+Fast Movement: At 3rd level and higher, a monk moves faster than normal. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed. A dwarf or a Small monk moves more slowly than a Medium-size monk.
+
+From 9th level on, the monk's running ability is actually a supernatural ability.
+
+Still Mind: At 3rd level, a monk gains a +2 bonus to saving throws against spells and effects from the Enchantment school.
+
+Slow Fall: At 4th level, the monk takes damage as if a fall were 20 feet shorter than it actually is. At 18th level, the monk can use a nearby wall to slow her descent and fall any distance without harm.
+
+Purity of Body: At 5th level, a monk gains immunity to all diseases except for magical diseases.
+
+Improved Trip: At 6th level, a monk gains the Improved Trip feat. She need not have taken the Expertise feat, normally a prerequisite.
+
+Wholeness of Body: At 7th level, a monk can cure her own wounds. She can cure up to twice her current level in hit points each day, and she can spread this healing out among several uses. Wholeness of body is a supernatural ability.
+
+Leap of the Clouds: At 7th level or higher, a monk's jumping distance (vertical or horizontal) is not limited according to her height.
+
+Improved Evasion: At 9th level, a monk only takes half damage on a failed save.
+
+Ki Strike: At 10th level, a monk's unarmed attack is empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction as if the blow were made with a weapon with a +1 enhancement bonus. Ki strike is a supernatural ability.
+
+Diamond Body: At 11th level, a monk gains immunity to poison of all kinds. Diamond body is a supernatural ability.
+
+Abundant Step: At 12th level, a monk can slip magically between spaces, as per the spell dimension door, once per day. This is a spell-like ability, and the monk's effective casting level is one-half her actual level (rounded down).
+
+Diamond Soul: At 13th level, a monk gains spell resistance. Her spell resistance equals her level + 10.
+
+Quivering Palm: Starting at 15th level, a monk can use the quivering palm.
+
+The monk can use the quivering palm attack once a week, and she must announce her intent before making her attack roll. Creatures immune to critical hits cannot be affected. The monk must be of higher level than the target (or have more levels than the target's number of Hit Dice). If the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can choose to try to slay the victim at any later time within 1 day per level of the monk. The monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack (but may be affected by another one at a later time). Quivering palm is a supernatural ability.
+
+Timeless Body: After achieving 17th level, a monk no longer suffers ability penalties for aging and cannot be magically aged. (Any penalties she may have already suffered 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: A monk of 17th level or above can speak with any living creature.
+
+Empty Body: At 19th level or higher, a monk can assume an ethereal state for 1 round per level per day, as per the spell etherealness. The monk may go ethereal on a number of different occasions during any single day as long as the total number of rounds spent ethereal does not exceed her level. Empty body is a supernatural ability.
+
+Perfect Self: At 20th level, a monk is forevermore treated as an outsider rather than as a humanoid. Additionally, the monk gains damage reduction 20/+1.
+
+Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk but retain all monk abilities.
+
+
+None
+Lawful
+Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields.
+Detect Evil: At will, the paladin can detect evil as a spell-like ability. This ability duplicates the effects of the spell detect evil.
+
+Divine Grace: A paladin applies her Charisma modifier (if positive) as a bonus to all saving throws.
+
+Lay on Hands: Each day a paladin can cure a total number of hit points equal to the paladin's Charisma bonus (if any) times the paladin's level. The paladin can cure themselves. The paladin may choose to divide her curing among multiple recipients, and he or she doesn't have to use it all at once. Lay on hands is a spell-like ability whose use is a standard action.
+
+Alternatively, the paladin can use any or all of these points to deal damage to undead creatures. Treat this attack just like a touch spell. The paladin decides how many cure points to use as damage after successfully touching the undead creature.
+
+Divine Health: A paladin is immune to all diseases, including magical diseases.
+
+Aura of Courage: Beginning at 2nd level, a paladin is immune to fear (magical or otherwise). Allies within 10 feet of the paladin gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.
+
+Smite Evil: Once per day, a paladin of 2nd level or higher may attempt to smite evil with one normal melee attack. She adds her Charisma modifier (if positive) to the paladin's attack roll and deals 1 extra point of damage per level. If the paladin accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. Smite evil is a supernatural ability.
+
+Remove Disease: Beginning at 3rd level, a paladin can remove disease, as per the spell remove disease, once per week. Remove disease is a spell-like ability for paladins.
+
+Turn Undead: The paladin may use this ability a number of times per day equal to three plus the paladin's Charisma modifier. The paladin turns undead as a cleric of two levels lower would.
+
+Extra Turning: As a feat, a paladin may take Extra Turning. This feat allows the paladin to turn undead four more times per day than normal. A paladin can take this feat multiple times, gaining four extra daily turning attempts each time.
+
+Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells. To cast a spell, the paladin must have a Wisdom score of at least 10 + the spell's level. Paladin bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the paladin gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the paladin gets only bonus spells. A paladin has access to any spell on the paladin spell list and can freely choose which to prepare, just as a cleric can.
+
+A paladin prepares and casts spells just as a cleric does (though the paladin cannot use spontaneous casting to substitute a cure spell in place of a prepared spell).
+
+Through 3rd level, a paladin has no caster level. Starting at 4th level, a paladin's caster level is one-half his or her class level.
+
+Special Mount: Upon or after reaching 5th level, a paladin can call an unusually intelligent, strong, and loyal steed to serve him or her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium-size paladin) or a warpony (for a Small paladin).
+
+Should the paladin's mount die, another cannot be called for a year and a day. The new mount has all the accumulated abilities due a mount of the paladin's level.
+
+The DM will provide information about the mount that responds to the paladin's call.
+
+Code of Conduct: A paladin must be of lawful good alignment and loses all special class abilities if she ever willingly commits an act of evil. Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, etc.), help those who need help (provided they do not use the help for evil or chaotic ends), and punish those that 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. A paladin will not continue an association with someone who consistently offends her moral code. A paladin may only hire henchmen or accept followers 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 special abilities and spells, including the service of the paladin's warhorse. She also may not progress in levels as a paladin. She regains her abilities if she atones for her violations, as appropriate.
+
+
+None
+Any
+A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields.
+When wearing light armor or no armor, a ranger can fight with two weapons as if he or she had the feats Ambidexterity and Two-Weapon Fighting. The ranger loses this special bonus when fighting in medium or heavy armor, or when using a double-headed weapon (such as a double sword).
+
+Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells. To cast a spell, the ranger must have a Wisdom score of at least 10 + the spell's level. Ranger bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the ranger gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the ranger gets only bonus spells. A ranger without a bonus spell for that level cannot yet cast a spell of that level. A ranger has access to any spell on the ranger spell list and can freely choose which to prepare. A ranger prepares and casts spells just as a cleric does (though the ranger cannot use spontaneous casting to lose a spell and cast a cure or inflict spell in its place).
+
+Through 3rd level, a ranger has no caster level. Starting at 4th level, a ranger's caster level is one-half his class level.
+
+Track: A ranger gains Track as a bonus feat.
+
+Favored Enemy: At 1st level, a ranger may select a type of creature as a favored enemy. (A ranger can only select his own race as a favored enemy if he is evil.) Due to his extensive study of his foes and training in the proper techniques for combating them, the ranger gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. Likewise, he gets the same bonus to weapon damage rolls against creatures of this type. A ranger also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the ranger cannot strike with deadly accuracy beyond that range). The bonus doesn't apply to damage against creatures that are immune to critical hits.
+
+At 5th level and at every five levels thereafter (10th, 15th, and 20th level), the ranger may select a new favored enemy, and the bonus associated with every previously selected favored enemy goes up by +1.
+
+* Rangers may not select "humanoid" or "outsider" as a favored enemy, but they may select a more narrowly defined type of humanoid or outsider. A ranger can only select his own race as a favored enemy if he is evil.
+
+Improved Two-Weapon Fighting: A ranger with a base attack bonus of at least +9 can choose to gain the Improved Two-Weapon Fighting feat even if he does not have the other prerequisites for the feat. The ranger must be wearing light armor or no armor in order to use this benefit.
+
+
+None
+Any
+A rogue's weapon training focuses on weapons suitable for stealth and sneak attacks. Thus, all rogues are proficient with the crossbow (hand or light), dagger (any type), dart, light mace, sap, shortbow (normal and composite), and short sword. Medium-size rogues are also proficient with certain weapons that are too big for Small rogues to use and conceal easily: club, heavy crossbow, heavy mace, morningstar, quarterstaff, and rapier. Rogues are proficient with light armor but not with shields.
+Sneak Attack: Any time the rogue's target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks the target, the rogue's attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
+
+Ranged attacks can only count as sneak attacks if the target is within 30 feet. The rogue can't strike with deadly accuracy from beyond that range.
+
+With a sap (blackjack) or an unarmed strike, the rogue can make a sneak attack that deals subdual damage instead of normal damage. The rogue cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty.
+
+A rogue can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also 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 a vital spot. The rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
+
+Traps: 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, 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 generally study a trap, figure out how it works, and bypass it (with his party) without disarming it.
+
+Evasion: At 2nd level, a rogue gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the rogue takes no damage with a successful saving throw. Evasion can only be used if the rogue is wearing light armor or no armor. It is an extraordinary ability.
+
+Uncanny Dodge: At 3rd level and above, she retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.
+
+At 6th level , the rogue can no longer be flanked. Another rogue at least four levels higher can still flank.
+
+At 11th level, the rogue gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 14th level, these bonuses rise to +2. At 17th, they rise to +3, and at 20th they rise to +4.
+
+Special Abilities: On achieving 10th level and every three levels thereafter (13th, 16th, and 19th), a rogue chooses a special ability from among the following:
+
+Crippling Strike: When the rogue damages an opponent with a sneak attack, the target also takes 1 point of Strength damage.
+
+Defensive Roll: Once per day, when a rogue would be reduced to 0 hit points or less 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. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The rogue must be aware of the attack and able to react to it in order to execute the defensive roll - if the Dexterity bonus to AC is denied, the rogue can't roll. 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: The rogue takes only half damage on a failed save.
+
+Opportunist: 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 attacks 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 selects a number of skills equal to 3 + Intelligence modifier. When making a skill check with one of these skills, the rogue may take 10 even if stress and distractions would normally prevent the rogue from doing so. The rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
+
+Slippery Mind: If a rogue with a slippery mind is affected by an enchantment and fails the saving throw, 1 round later the rogue can attempt the saving throw again. The rogue only gets this one extra chance to succeed. This is an extraordinary ability.
+
+Feat: A rogue may gain a feat in place of a special ability.
+
+
+Move Silently: 8 ranks.
+Hide: 10 ranks.
+Perform: 5 ranks.
+Feats: Dodge, Mobility, Combat Reflexes
+Any
+Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields.
+Hide in Plain Sight: Shadowdancers can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, shadowdancers can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in their own shadows. Hide in plain sight is a supernatural ability.
+
+Evasion: At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.
+
+Darkvision: At 2nd level, a shadowdancer can see in the dark as though she were permanently under the affect of a darkvision spell. This is a supernatural ability.
+
+Uncanny Dodge: Starting at 2nd level, the shadowdancer gains the extraordinary ability to react to danger before her senses would normally allow her to even be aware of it. At 2nd level and above, she retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)
+
+At 5th level, the shadowdancer can no longer be flanked, since she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least 4 levels higher than the shadowdancer can flank her (and thus sneak attack her).
+
+At 10th level, the shadowdancer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus to Reflex saves made to avoid traps.
+
+If the shadowdancer has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis.
+
+Shadow Illusion: When a shadowdancer reaches 3rd level, she can create visual illusions from surrounding shadows. This spell-like ability is identical to the arcane spell silent image and may be employed once per day.
+
+Summon Shadow: At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadowdancer. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer allows her to summon an additional shadow and adds +2 HD (and the requisite base attack and base save bonus increases) to all her shadow companions.
+
+If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a Fortitude saving throw (DC 15). If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer's experience can never go below 0 as the result of a shadow's dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for a year and a day.
+
+Shadow Jump: At 4th level, the shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. The shadowdancer can jump up to a total of 20 feet each day in this way, although this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels thereafter, the distance a shadowdancer can jump each day doubles (40 feet at 6th level, 80 feet at 8th level, and 160 feet at 10th level). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. (A 6th-level shadowdancer who jumps 32 feet cannot jump again until the next day.)
+
+Defensive Roll: Starting at 5th level, the shadowdancer can roll with a potentially lethal blow to take less damage from it. Once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the shadowdancer can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can't attempt the defensive roll.
+
+Slippery Mind: This extraordinary ability, gained at 7th level, represents the shadowdancer's ability to wriggle free from magical effects that would otherwise control or compel her. If the shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell's effects proceed normally.
+
+Improved Evasion: This extraordinary ability, gained at 10th level, works like evasion (see above). The shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage (breath weapon, fireball, and so on). What's more, she takes only half damage even if she fails her saving throw, since the shadowdancer's reflexes allow her to get out of harm's way with incredible speed.
+
+
+None
+Any
+Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor, nor with shields.
+Spells: A sorcerer casts arcane spells. The number of spells a sorcerer knows is not affected by his Charisma bonus. The spells a sorcerer knows can be common spells chosen from the sorcerer and wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study.
+
+A sorcerer is limited to casting a certain number of spells of each level per day, but he need not prepare his spells in advance. The number of spells he can cast per day is improved by his bonus spells, if any.
+
+A sorcerer may use a higher-level slot to cast a lower-level spell if he so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it.
+
+To learn or cast a spell, a sorcerer must have a Charisma score of at least 10 + the spell's level. The Difficulty Class for saving throws against sorcerer spells is 10 + the spell's level + the sorcerer's Charisma modifier.
+
+
+None
+Any
+Wizards are skilled with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Wizards are not proficient with any type of armor nor with shields.
+Spells: A wizard casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. A wizard must prepare 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. To learn, prepare, or cast a spell, a wizard must have an Intelligence score of at least 10 + the spell's level. A wizard's bonus spells are based on Intelligence. The Difficulty Class for saving throws against wizard spells is 10 + the spell's level + the wizard's Intelligence modifier.
+
+Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character.
+
+Familiar: A wizard can summon a familiar in exactly the same manner as a sorcerer. See the sorcerer description.
+
+Scribe Scroll: A wizard has the bonus item creation feat Scribe Scroll, enabling her to create magic scrolls.
+
+Bonus Feats: Every five levels, a wizard gains a bonus feat. This feat must be a metamagic feat, an item creation feat, or Spell Mastery.
+
+Spellbooks: Wizards must study their spellbooks each day to prepare their spells. A wizard cannot prepare any spell not recorded in her spellbook (except for read magic, which all wizards can prepare from memory).
+
+Spell Mastery: A wizard (and only a wizard) can take the special feat Spell Mastery. Each time the wizard takes this feat, choose a number of spells equal to the wizard's Intelligence modifier (they must be spells that the wizard already knows). From that point on, the wizard can prepare these spells without referring to a spellbook.
+
+School Specialization
+
+A school is one of eight groupings of spells, each defined by a common theme, such as illusion or necromancy. A wizard may specialize in one school of magic.
+
+Specialization allows a wizard to cast extra spells from the chosen school, but the wizard then never learns to cast spells from one or more other schools. Spells of the school or schools that the specialist gives up are not available to her, and she can't even cast such spells from scrolls or wands.
+
+The wizard must choose whether to specialize and how at 1st level. She may not change her specialization later.
+
+The specialist can prepare one additional spell (of the school selected as a specialty) per spell level each day.
+
+The specialist gains a +2 bonus to Spellcraft checks to learn the spells of her chosen school.
+
+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: To become an abjurer, a wizard must select a prohibited school or schools from the following choices: (1) either Conjuration, Enchantment, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy.
+
+Conjuration: To become a conjurer, a wizard must select a prohibited school or schools from one of the following choices: (1) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3) Transmutation, or (4) any three schools.
+
+Divination: To become a diviner, a wizard must select any other single school as a prohibited school.
+
+Enchantment: To become an enchanter, a wizard must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy.
+
+Evocation: To become an evoker, a wizard must select a prohibited school or schools from one of the following choices: (1) Conjuration; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3) Transmutation; or (4) any three schools.
+
+Illusion: To become an illusionist, a wizard must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Enchantment, Evocation, or Transmutation; or (2) both Divination and Necromancy.
+
+Necromancy: To become a necromancer, a wizard must select any other single school as a prohibited school.
+
+Transmutation: To become a transmuter, a wizard must select a prohibited school or schools from one of the following choices: (1) Conjuration; (2) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; or (4) any three schools.
+
+Universal: Not a school, but a category for spells all wizards can learn. A wizard cannot select universal as a specialty school or as a school to which she does not have access.
+
+
+None
+Any
+Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields
+Spells: An adept casts divine spells. She is limited to a certain number of spells of each spell level per day, according to her class level. Like a cleric, an adept may prepare and cast any spell on the adept list, provided she can cast spells of that level. Like a cleric, she prepares her spells ahead of time each day. The DC for a saving throw against an adept's spell is 10 + spell level + the adept's Wisdom modifier.
+
+Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.
+
+When the adept gets 0 spells of a given level, she gets only bonus spells for that spell slot. An adept without a bonus spell for that level cannot yet cast a spell of that level. Bonus spells are based on Wisdom.
+
+Each adept has a particular holy symbol (as a divine focus) depending on the adept's magical tradition.
+
+Familiar: At 2nd level, an adept can call a familiar, just like a sorcerer or wizard can.
+
+Adept Spell List
+0 level-create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic.
+1st level-bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep.
+2nd level-aid, animal trance, bull's strength, cat's grace, cure moderate wounds, darkness, delay poison, endurance, invisibility, mirror image, resist elements, see invisibility, web.
+3rd level-animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues.
+4th level-cure critical wounds, minor creation, polymorph other, polymorph self, restoration, stoneskin, wall of fire.
+5th level-break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone.
+
+
+None
+Any
+The aristocrat is proficient in the use of all simple and martial weapons and with all types of armor and shields.
+None
+
+
+None
+Any
+The commoner is proficient with one simple weapon. He is not proficient with weapons, armor, or shields.
+None
+
+
+None
+Any
+The expert is proficient in the use of all simple weapons and with light armor but not shields.
+None
+
+
+None
+Any
+The warrior is proficient in the use of all simple and martial weapons and all armor and shields.
+None
+
+
diff -pruN 1.6.3-1.1/data/d20/d20divine.xml 1.7.1-0ubuntu1/data/d20/d20divine.xml
--- 1.6.3-1.1/data/d20/d20divine.xml 2004-06-19 08:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/d20/d20divine.xml 2006-10-18 21:50:08.000000000 +0100
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diff -pruN 1.6.3-1.1/data/d20/d20feats.xml 1.7.1-0ubuntu1/data/d20/d20feats.xml
--- 1.6.3-1.1/data/d20/d20feats.xml 2002-02-26 08:00:00.000000000 +0000
+++ 1.7.1-0ubuntu1/data/d20/d20feats.xml 2006-10-18 21:50:08.000000000 +0100
@@ -1,76 +1,76 @@
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diff -pruN 1.6.3-1.1/data/d20/d20powers.xml 1.7.1-0ubuntu1/data/d20/d20powers.xml
--- 1.6.3-1.1/data/d20/d20powers.xml 2004-06-19 08:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/d20/d20powers.xml 2006-10-18 21:50:08.000000000 +0100
@@ -1,121 +1,121 @@
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diff -pruN 1.6.3-1.1/data/d20/d20spells.xml 1.7.1-0ubuntu1/data/d20/d20spells.xml
--- 1.6.3-1.1/data/d20/d20spells.xml 2002-02-26 08:00:00.000000000 +0000
+++ 1.7.1-0ubuntu1/data/d20/d20spells.xml 2006-10-18 21:50:08.000000000 +0100
@@ -1,326 +1,326 @@
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diff -pruN 1.6.3-1.1/data/d20/d20weapons.xml 1.7.1-0ubuntu1/data/d20/d20weapons.xml
--- 1.6.3-1.1/data/d20/d20weapons.xml 2002-02-26 08:00:00.000000000 +0000
+++ 1.7.1-0ubuntu1/data/d20/d20weapons.xml 2006-10-18 21:50:08.000000000 +0100
@@ -1,255 +1,255 @@
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diff -pruN 1.6.3-1.1/data/dnd35/dnd35armor.xml 1.7.1-0ubuntu1/data/dnd35/dnd35armor.xml
--- 1.6.3-1.1/data/dnd35/dnd35armor.xml 1970-01-01 01:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/dnd35/dnd35armor.xml 2006-10-18 21:50:22.000000000 +0100
@@ -0,0 +1,87 @@
+
+
+This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly. It includes gauntlets.
+
+
+
+A breastplate covers the front and back. It comes with a helmet and matching greaves (plates to cover the lower legs). A light suit or skirt of studded leather beneath the breastplate protects limbs without restricting
+movement much.
+
+
+
+This small metal shield is strapped to the forearm, allowing it to be worn and still use the hand. A bow or crossbow can be used without penalty. An off-hand weapon can be used, but a -1 penalty on attack rolls is imposed because of the extra weight on your arm. This penalty stacks with those for fighting with the off hand and, if appropriate, for fighting with two weapons. In any case, if a weapon is used in the off-hand, the character doesn't get the buckler's AC bonus for the rest of the round.
+
+
+
+This armor is made of interlocking metal rings. It includes a layer of quilted fabric underneath it to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armor's weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. It includes gauntlets.
+
+
+
+A shirt of chainmail protects the torso while leaving the limbs free and mobile. A layer of quilted fabric underneath it prevents chafing and cushions the impact of blows. It comes with a steel cap.
+
+
+
+This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, heavy leather boots, and a visored helmet.
+
+
+
+This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. It includes gauntlets.
+
+
+
+This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in.
+
+
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+A large shield is too heavy to use the shield hand for anything else.
+
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+
+A large shield is too heavy to use the shield hand for anything else.
+
+
+
+The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is softer and more flexible leather.
+
+
+
+Padded armor features quilted layers of cloth and batting.
+
+
+
+A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons).
+
+
+
+This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. It includes gauntlets.
+
+
+
+A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons).
+
+
+
+This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chainmail protects the joints. It includes gauntlets.
+
+
+
+This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets.
+
+
+
+This massive wooden shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far a character comes out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on a character by targeting the shield. A tower shield cannot be used for the shield bash action.
+
+
+
+A ring that gives Plus 1 AC
+
+
+
+Bonus is Based on wisdom Bonus, and can not be removed unless I am uncontius
+
+
+
+Armor Bonus based on the feat
+
+
+
diff -pruN 1.6.3-1.1/data/dnd35/dnd35character.xml 1.7.1-0ubuntu1/data/dnd35/dnd35character.xml
--- 1.6.3-1.1/data/dnd35/dnd35character.xml 1970-01-01 01:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/dnd35/dnd35character.xml 2006-10-18 21:50:22.000000000 +0100
@@ -0,0 +1,113 @@
+
+
+
+
+To use this you do:
+
+To use this you just need to add all the stuff you wish, set your stats ect, then click on the
++(plus) next too the gears, and right click.
+
+This will cause it to roll what is needed to roll, except dmg on spells, you will still need to
+roll that normaly, I will work on a way to add it, but for now it isnt required.
+
+
+
+ Player Name
+ Your Name
+ none
+ none
+ none
+ none
+ none
+ none
+ none
+ none
+ none
+ none
+ 30
+
+
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+0
+0
+0
+0
+None
+None
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+
\ No newline at end of file
diff -pruN 1.6.3-1.1/data/dnd35/dnd35classes.xml 1.7.1-0ubuntu1/data/dnd35/dnd35classes.xml
--- 1.6.3-1.1/data/dnd35/dnd35classes.xml 1970-01-01 01:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/dnd35/dnd35classes.xml 2006-10-20 06:42:56.000000000 +0100
@@ -0,0 +1,779 @@
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\ No newline at end of file
diff -pruN 1.6.3-1.1/data/dnd35/dnd35feats.xml 1.7.1-0ubuntu1/data/dnd35/dnd35feats.xml
--- 1.6.3-1.1/data/dnd35/dnd35feats.xml 1970-01-01 01:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/dnd35/dnd35feats.xml 2006-10-20 06:42:56.000000000 +0100
@@ -0,0 +1,2940 @@
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\ No newline at end of file
diff -pruN 1.6.3-1.1/data/dnd35/dnd35weapons.xml 1.7.1-0ubuntu1/data/dnd35/dnd35weapons.xml
--- 1.6.3-1.1/data/dnd35/dnd35weapons.xml 1970-01-01 01:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/dnd35/dnd35weapons.xml 2006-10-18 21:50:22.000000000 +0100
@@ -0,0 +1,299 @@
+
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+for proper treatment, read PH pg 101
+
+
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+ Always masterwork
+
+
+ Always masterwork
+
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+ like a spiked chain
+
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+
+see PH pg 103 for proper treatment
+
+
+An unArmed strike does more dmg as a monk
+
+
+An unArmed strike does more dmg as a monk
+
+
+Always masterwork
+
+
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+
+
+range15, maxrange15, no penalties to max range; ineffective Vs armor or +3 natural adjustment PH pg 104
+
+
diff -pruN 1.6.3-1.1/data/dnd3e/dnd3earmor.xml 1.7.1-0ubuntu1/data/dnd3e/dnd3earmor.xml
--- 1.6.3-1.1/data/dnd3e/dnd3earmor.xml 2003-05-19 08:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/dnd3e/dnd3earmor.xml 2006-10-18 21:50:08.000000000 +0100
@@ -1,87 +1,87 @@
-
-
-This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly. It includes gauntlets.
-
-
-
-A breastplate covers the front and back. It comes with a helmet and matching greaves (plates to cover the lower legs). A light suit or skirt of studded leather beneath the breastplate protects limbs without restricting
-movement much.
-
-
-
-This small metal shield is strapped to the forearm, allowing it to be worn and still use the hand. A bow or crossbow can be used without penalty. An off-hand weapon can be used, but a -1 penalty on attack rolls is imposed because of the extra weight on your arm. This penalty stacks with those for fighting with the off hand and, if appropriate, for fighting with two weapons. In any case, if a weapon is used in the off-hand, the character doesn't get the buckler's AC bonus for the rest of the round.
-
-
-
-This armor is made of interlocking metal rings. It includes a layer of quilted fabric underneath it to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armor's weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. It includes gauntlets.
-
-
-
-A shirt of chainmail protects the torso while leaving the limbs free and mobile. A layer of quilted fabric underneath it prevents chafing and cushions the impact of blows. It comes with a steel cap.
-
-
-
-This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, heavy leather boots, and a visored helmet.
-
-
-
-This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. It includes gauntlets.
-
-
-
-This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in.
-
-
-
-A large shield is too heavy to use the shield hand for anything else.
-
-
-
-A large shield is too heavy to use the shield hand for anything else.
-
-
-
-The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is softer and more flexible leather.
-
-
-
-Padded armor features quilted layers of cloth and batting.
-
-
-
-A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons).
-
-
-
-This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. It includes gauntlets.
-
-
-
-A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons).
-
-
-
-This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chainmail protects the joints. It includes gauntlets.
-
-
-
-This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets.
-
-
-
-This massive wooden shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far a character comes out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on a character by targeting the shield. A tower shield cannot be used for the shield bash action.
-
-
-
-A ring that gives Plus 1 AC
-
-
-
-Bonus is Based on wisdom Bonus, and can not be removed unless I am uncontius
-
-
-
-Armor Bonus based on the feat
-
-
-
+
+
+This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly. It includes gauntlets.
+
+
+
+A breastplate covers the front and back. It comes with a helmet and matching greaves (plates to cover the lower legs). A light suit or skirt of studded leather beneath the breastplate protects limbs without restricting
+movement much.
+
+
+
+This small metal shield is strapped to the forearm, allowing it to be worn and still use the hand. A bow or crossbow can be used without penalty. An off-hand weapon can be used, but a -1 penalty on attack rolls is imposed because of the extra weight on your arm. This penalty stacks with those for fighting with the off hand and, if appropriate, for fighting with two weapons. In any case, if a weapon is used in the off-hand, the character doesn't get the buckler's AC bonus for the rest of the round.
+
+
+
+This armor is made of interlocking metal rings. It includes a layer of quilted fabric underneath it to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armor's weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. It includes gauntlets.
+
+
+
+A shirt of chainmail protects the torso while leaving the limbs free and mobile. A layer of quilted fabric underneath it prevents chafing and cushions the impact of blows. It comes with a steel cap.
+
+
+
+This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, heavy leather boots, and a visored helmet.
+
+
+
+This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. It includes gauntlets.
+
+
+
+This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in.
+
+
+
+A large shield is too heavy to use the shield hand for anything else.
+
+
+
+A large shield is too heavy to use the shield hand for anything else.
+
+
+
+The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is softer and more flexible leather.
+
+
+
+Padded armor features quilted layers of cloth and batting.
+
+
+
+A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons).
+
+
+
+This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. It includes gauntlets.
+
+
+
+A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons).
+
+
+
+This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chainmail protects the joints. It includes gauntlets.
+
+
+
+This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets.
+
+
+
+This massive wooden shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far a character comes out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on a character by targeting the shield. A tower shield cannot be used for the shield bash action.
+
+
+
+A ring that gives Plus 1 AC
+
+
+
+Bonus is Based on wisdom Bonus, and can not be removed unless I am uncontius
+
+
+
+Armor Bonus based on the feat
+
+
+
diff -pruN 1.6.3-1.1/data/dnd3e/dnd3echaracter.xml 1.7.1-0ubuntu1/data/dnd3e/dnd3echaracter.xml
--- 1.6.3-1.1/data/dnd3e/dnd3echaracter.xml 2004-06-19 08:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/dnd3e/dnd3echaracter.xml 2006-10-18 21:50:08.000000000 +0100
@@ -1,113 +1,113 @@
-
-
-
-
-To use this you do:
-
-To use this you just need to add all the stuff you wish, set your stats ect, then click on the
-+(plus) next too the gears, and right click.
-
-This will cause it to roll what is needed to roll, except dmg on spells, you will still need to
-roll that normaly, I will work on a way to add it, but for now it isnt required.
-
-
-
- Player Name
- Your Name
- none
- none
- none
- none
- none
- none
- none
- none
- none
- none
- 30
-
-
-
-
-
-
-
-
-
-
-
-0
-0
-0
-0
-None
-None
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+To use this you do:
+
+To use this you just need to add all the stuff you wish, set your stats ect, then click on the
++(plus) next too the gears, and right click.
+
+This will cause it to roll what is needed to roll, except dmg on spells, you will still need to
+roll that normaly, I will work on a way to add it, but for now it isnt required.
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diff -pruN 1.6.3-1.1/data/dnd3e/dnd3eclasses.xml 1.7.1-0ubuntu1/data/dnd3e/dnd3eclasses.xml
--- 1.6.3-1.1/data/dnd3e/dnd3eclasses.xml 2004-06-19 08:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/dnd3e/dnd3eclasses.xml 2006-10-18 21:50:08.000000000 +0100
@@ -1,628 +1,628 @@
-
-
-Race: Elf or half-elf.
-Base Attack Bonus: +6.
-Feats: Weapon Focus (any bow other than a crossbow), Point Blank Shot, Precise Shot.
-Spellcasting: Ability to cast 1st-level arcane spells.
-Any
-An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.
-Enchant Arrow: At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes enchanted, gaining a +1 enhancement bonus. An archer's magic arrows only function for her. For every two levels of arcane archer the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency.
-
-Imbue Arrow: At 2nd level, an arcane archer gains this spell-like ability, allowing her to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered upon where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
-
-Seeker Arrow: At 4th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the end of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.)
-
-Phase Arrow: At 6th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (A wall of force, a wall of fire, or the like stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.)
-
-Hail of Arrows: In lieu of her regular attacks, once per day the 8th-level arcane archer can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer's primary attack bonus, and each enemy may only be targeted by a single arrow. This is a spell-like ability.
-
-Arrow of Death: At 10th level, the arcane archer can enchant an arrow of death that forces the target, if damaged by the arrow's attack, to make a Fortitude save (DC 20) or be slain immediately. It takes one day to create an arrow of death, and the arrow only functions for the arcane archer who created it. The enchantment lasts no longer than one year, and the archer can only have one such arrow in existence at a time.
-
-
-Move Silently: 8 ranks.
-Hide: 8 ranks.
-Disguise: 4 ranks.
-Special: In addition, he must kill someone for no other reason than to join the assassins.
-Evil
-Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.
-Sneak Attack: Any time the assassin's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the assassin's attack deals +1d6 points of damage. This extra damage increases by +1d6 points every other level (+2d6 at 3rd level, +3d6 at 5th level, and so on). Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied.
-
-It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less.
-
-With a sap or an unarmed strike, the assassin can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack.
-
-An assassin can only sneak attack living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the assassin must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The assassin cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.
-
-If an assassin gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.
-
-Death Attack: If the assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails her Fortitude saving throw (DC 10 + the assassin's class level + the assassin's Intelligence modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim's mind and body become enervated, rendering her completely helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
-
-Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
-
-Spells: Beginning at 1st level, an assassin gains the ability to cast a small number of arcane spells. To cast a spell, the assassin must have an Intelligence score of at least 10 + the spell's level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassin's Intelligence modifier (if any). When the assassin gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the assassin gets only bonus spells. An assassin without a bonus spell for that level cannot yet cast a spell of that level. The assassin's spell list appears below. An assassin prepares and casts spells just as a wizard does.
-
-Saving Throw Bonus vs. Poison: Assassins train with poisons of all types and slowly grow more and more resistant to their effects. This is reflected by a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two levels the assassin gains (+1 at 2nd level, +2 at 4th level, +3 at 6th level, and so on).
-
-Uncanny Dodge: Starting at 2nd level, the assassin gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)
-
-At 5th level, the assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him).
-
-At 10th level, the assassin gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps.
-
-If the assassin has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis.
-
-Assassins choose their spells from the following list:
-
-1st level-change self, detect poison, ghost sound, obscuring mist, spider climb.
-2nd level-alter self, darkness, pass without trace, undetectable alignment.
-3rd level-deeper darkness, invisibility, misdirection, nondetection.
-4th level-dimension door, freedom of movement, improved invisibility, poison.
-
-
-None
-Nonlawful
-A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields.
-Barbarian Rage: Barbarian temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC.
-
-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 the Constitution score drops back to normal. While raging, a barbarian cannot use skills or abilities that require patience and concentration. (The only class skills he can't use while raging are Craft, Handle Animal, and Intuit Direction.) He can use any feat he might have except for Expertise, item creation feats, metamagic feats, and Skill Focus (if it's tied to a skill that requires patience or concentration).
-
-A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. The barbarian may prematurely end the rage voluntarily. At the end of the rage, the barbarian is fatigued (-2 to Strength, -2 to Dexterity, can't charge or run) for the duration of that encounter (unless the barbarian is 20th level, when this limitation no longer applies). The barbarian can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but the barbarian can only do it during his action.
-
-Starting at 15th level, the barbarian's rage bonuses become +6 to Strength, +6 to Constitution, and a +3 morale bonus to Will saves. (The AC penalty remains at -2.)
-
-Fast Movement: The barbarian has a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load).
-
-Uncanny Dodge: At 2nd level and above, the barbarian retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.
-
-At 5th level, the barbarian can no longer be flanked. The exception to this defense is that a rogue at least four levels higher than the barbarian can still flank.
-
-At 10th level, the barbarian gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at 19th they rise to +4.
-
-Damage Reduction: Starting at 11th level, the barbarian gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time the barbarian is dealt damage. At 14th level, this damage reduction rises to 2. At 17th, it rises to 3. At 20th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0.
-
-Illiteracy: Barbarians are the only characters that do not automatically know how to read and write. A barbarian must spend 2 skill points to gain the ability to read and write any language the barbarian is able to speak.
-
-Ex-Barbarians: A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. The barbarian retains all the other benefits of the class.
-
-
-None
-Nonlawful
-A bard is proficient with all simple weapons. Additionally, the bard is proficient with one of the following weapons: longbow, composite longbow, longsword, rapier, sap, short composite bow, short sword, shortbow, or whip. Bards are proficient with light armor, medium armor, and shields.
-Spells: A bard casts arcane spells. The bard casts these spells without needing to memorize them beforehand or keep a spellbook. Bards receive bonus spells for high Charisma, and to cast a spell a bard must have a Charisma score at least equal to 10 + the level of the spell. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell's level + the bard's Charisma modifier.
-
-Bardic Music: Once per day per level, a bard can use song or poetics to produce magical effects on those around him or her. While these abilities fall under the category of bardic music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. As with casting a spell with a verbal component, a deaf bard suffers a 20% chance to fail with bardic music. If the bard fails, the attempt still counts against the daily limit.
-
-The Bardic Music effects are:
-
-* Inspire Courage: A bard with 3 or more ranks in Perform can to inspire courage in his or her allies. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. Inspire courage is a supernatural, mind-affecting ability.
-
-* Countersong: A bard with 3 or more ranks in Perform can counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, the bard makes a Perform check. Any creature within 30 feet of the bard (including the bard) who is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard may keep up the countersong for 10 rounds. Countersong is a supernatural ability.
-
-* Fascinate: A bard with 3 or more ranks in Perform can cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat or other dangers prevents the ability from working. The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result. If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target's Spot and Listen checks suffer a -4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect.
-
-While fascinating (or attempting to fascinate) a creature, the bard must concentrate, as if casting or maintaining a spell. Fascinate is a spell-like, mind- affecting charm ability.
-
-* Inspire Competence: A bard with 6 or more ranks in Perform can help an ally succeed at a task. The ally must be able to see and hear the bard and must be within 30 feet. The bard must also see the creature. The ally gets a +2 competence bonus on his skill checks with a particular skill as long as he or she continues to hear the bard's music. The DM may rule that certain uses of this ability are infeasible. The bard can maintain the effect for 2 minutes (long enough for the ally to take 20). Inspire competence is a supernatural, mind-affecting ability.
-
-* Suggestion: A bard with 9 or more ranks in Perform can make a suggestion (as the spell) to a creature that he has already fascinated (see above). The suggestion doesn't count against the bard's daily limit on bardic music performances (one per day per level), but the fascination does. A Will saving throw (DC 13 + the bard's Charisma modifier) negates the effect. Suggestion is a spell-like, mind-affecting charm ability.
-
-* Inspire Greatness: A bard with 12 or more ranks in Perform can inspire greatness in another creature. For every three levels the bard attains beyond 9th, the bard can inspire greatness in one additional creature. To inspire greatness, the bard must sing and the creature must hear the bard sing for a full round, as with inspire courage. The creature must also be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as he or she hears the bard continue to sing and for 5 rounds thereafter. (All these bonuses are competence bonuses.)
-
-The target gains the following boosts:
-* +2 Hit Dice (d10s that grant temporary hit points).
-* +2 competence bonus on attacks.
-* +1 competence bonus on Fortitude saves.
-
-Apply the target's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a supernatural, mind-affecting enchantment ability.
-
-Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check by referring to the table below. DC Type of Knowledge
--- -----------------10 Common, known by at least a substantial minority of the local population.
-20 Uncommon but available, known by only a few people in the area.
-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.
-
-Ex-Bards: A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.
-
-
-Base Attack Bonus: +6.
-Knowledge (religion): 2 ranks.
-Hide: 5 ranks.
-Feats: Cleave, Sunder.
-Special: The blackguard must have made peaceful contact with an evil outsider who was summoned by him or someone else to have contracted the taint of true evil.
-Any Evil
-Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields.
-Detect Good: At will, the blackguard can detect good as a spell-like ability. This ability duplicates the effects of the spell detect good.
-
-Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
-
-Dark Blessing: A blackguard applies his Charisma modifier (if positive) as a bonus to all saving throws.
-
-Spells: Beginning at 1st level, a blackguard gains the ability to cast a small number of divine spells. To cast a spell, the blackguard must have a Wisdom score of at least 10 + the spell's level, so a blackguard with a Wisdom of 10 or lower cannot cast these spells. Blackguard bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blackguard's Wisdom modifier. When the blackguard gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A blackguard without a bonus spell for that level cannot yet cast a spell of that level.) The blackguard's spell list appears below. A blackguard has access to any spell on the list and can freely choose which to prepare, just like a cleric. A blackguard prepares and casts spells just as a cleric does (though the blackguard cannot spontaneously cast cure or inflict spells).
-
-Smite Good: Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. For example, a 9th-level blackguard armed with a longsword would deal 1d8+9 points of damage, plus any additional bonuses from high Strength or magical effects that normally apply. If the blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day. Smite good is a supernatural ability.
-
-Aura of Despair: Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to suffer a -2 morale penalty on all saving throws. Aura of despair is a supernatural ability.
-
-Command Undead: When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.
-
-Sneak Attack: If a blackguard can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the blackguard's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the blackguard's attack deals +1d6 points of damage at 4th level and an additional +1d6 points for every three levels thereafter (+2d6 at 7th level, +3d6 at 10th level, and so on). Should the blackguard score a critical hit with a sneak attack, this extra damage is not multiplied.
-
-Ranged attacks only count as sneak attacks if the target is 30 feet away or less. A blackguard cannot make a sneak attack to deal subdual damage. The blackguard must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. He cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.
-
-A blackguard can only sneak attack living creatures with discernible anatomies. Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is not subject to sneak attacks.
-
-If a blackguard gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.
-
-Blackguards choose their spells from the following list:
-
-1st level-cause fear, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*.
-2nd level-bull's strength, cure moderate wounds, darkness, death knell, inflict moderate wounds, shatter, summon monster II*.
-3rd level-contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from elements, summon monster III*.
-4th level-cure critical wounds, freedom of movement, inflict critical wounds, poison, summon monster IV*.
-
-*Evil creatures only.
-
-Fallen Paladins
-
-Blackguards who possess levels of paladin (that is to say, are now ex-paladins) gain extra abilities the more levels of paladin they possess. Those who have tasted the light of goodness and justice and turned away make the foulest villains.
-
-
-None
-Varies by deity. A cleric's alignment must be within one step of his deity's, and it may not be neutral unless the deity's alignment is neutral.
-Clerics are proficient with all simple weapons. Clerics are proficient with all types of armor (light, medium, and heavy) and with shields.
-Some deities have favored weapons, and clerics consider it a point of pride to wield them. A cleric whose deity's favored weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon.
-
-Spells: A cleric casts divine spells. A cleric may prepare and cast any spell on the cleric spell list, provided he can cast spells of that level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell's level + the cleric's Wisdom modifier.
-
-Each cleric must choose a time at which he must spend an 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.
-
-In addition to his standard spells, a cleric gets one domain spell of each spell level, starting at 1st. When a cleric prepares a domain spell, it must come from one of his two domains.
-
-Deity, Domains, and Domain Spells: Choose a deity for your cleric. The cleric's deity influences his alignment, what magic he can perform, his values, and how others see him.
-
-Choose two from among the deity's domains for your cleric's domains. You can only select an alignment domain (such as Good) for your cleric if his alignment matches that domain.
-
-If your cleric is not devoted to a particular deity, you still select two domains to represent his spiritual inclinations and abilities (but the restriction on alignment domains still applies).
-
-Each domain gives your cleric access to a domain spell at each spell level, from 1st on up, as well as a granted power. Your cleric gets the granted powers of all the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day. If a domain spell is not on the Cleric Spells list, a cleric can only prepare it in his domain slot.
-
-Spontaneous Casting: Good clerics (and neutral clerics of good deities) can channel stored spell energy into healing spells that they haven't prepared ahead of time. The cleric can "lose" a prepared spell in order to cast any cure spell of the same 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), on the other hand, can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in the title).
-
-A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells either to cure spells or to inflict spells (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral cleric turns or commands undead (see below).
-
-A cleric can't use spontaneous casting to convert domain spells into cure or inflict spells. These spells arise from the particular powers of the cleric's deity, not divine energy in general.
-
-Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to his own or to his deity's.
-
-Turn or Rebuke Undead: A good cleric (or a neutral cleric who worships a good deity) has the supernatural ability to turn undead. Evil clerics (and neutral clerics who worship evil deities) can rebuke such creatures. Neutral clerics of neutral deities can do one or the other (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral cleric can cast spontaneous cure or inflict spells (see above).
-
-A cleric may attempt to turn or rebuke undead a number of times per day equal to three plus his Charisma modifier.
-
-Extra Turning: As a feat, a cleric may take Extra Turning. This feat allows the cleric to turn undead four more times per day than normal. A cleric can take this feat multiple times, gaining four extra daily turning attempts each time.
-
-Bonus Languages: A cleric's list of bonus languages includes Celestial, Abyssal, and Infernal, 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 expected by his god (generally acting in ways opposed to the god's alignment or purposes) loses all spells and class features and cannot gain levels as a cleric of that god until he atones.
-
-
-None
-Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
-Druids are proficient with the following weapons: club, dagger, dart, halfspear, longspear, quarterstaff, scimitar, sickle, shortspear, and sling. Their spiritual oaths prohibit them from using weapons other than these. They are proficient with light and medium armors but are prohibited from wearing metal armor (thus, they may wear only padded, leather, or hide armor). They are skilled with shields but must use only wooden ones.
-A druid who wears prohibited armor or wields a prohibited weapon is unable to use any of her magical powers while doing so and for 24 hours thereafter. (Note: A druid can use wooden items that have been altered by the ironwood spell so that they function as though they were steel.)
-
-Spells: A druid casts divine spells. A druid may prepare and cast any spell on the druid spell list provided she can cast spells of that level. She prepares and casts spells the way a cleric does (though she cannot lose a prepared spell to cast a cure spell in its place). To prepare or cast a spell, a druid must have a Wisdom score of at least 10 + the spell's level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell's level + the druid's Wisdom modifier. Bonus spells for druids are based on Wisdom.
-
-Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own.
-
-Bonus Languages: A druid may substitute Sylvan for one of the bonus languages available to her. In addition, a druid knows the Druidic language. This secret language is known only to druids, and druids are forbidden from teaching it to nondruids. Druidic has its own alphabet.
-
-Nature Sense: A druid can identify plants and animals (their species and special traits) with perfect accuracy. The druid can determine whether water is safe to drink or dangerous.
-
-Animal Companion: A 1st-level druid may begin play with an animal companion. This animal is one that the druid has befriended with the spell animal friendship.
-
-Woodland Stride: Starting at 2nd level, a druid may move through natural thorns, briars, overgrown areas, and similar terrain at his or her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the druid.
-
-Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked.
-
-Resist Nature's Lure: Starting at 4th level, a druid gains a +4 bonus to saving throws against the spell-like abilities of feys.
-
-Wild Shape: At 5th level, a druid gains the spell-like ability to polymorph self into a Small or Medium-size animal (but not a dire animal) and back again once per day. Unlike the standard use of the spell, however, the druid may only adopt one form. As stated in the spell description, the druid regains hit points as if he or she has rested for a day. The druid does not risk the standard penalty for being disoriented while in the wild shape.
-
-The druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted. In addition, the druid 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. At 12th level or higher, she can take the form of a dire animal.
-
-At 16th level or higher, the druid may use wild shape to change into a Small, Medium-size, or Large air, earth, fire, or water elemental once per day. The druid gains all the elemental's special abilities. At 18th level, the druid can do this three times per day.
-
-Venom Immunity: At 9th level, a druid gains immunity to all organic poisons, including monster poisons but not mineral poisons or poison gas.
-
-A Thousand Faces: At 13th level, a druid gains the supernatural ability to change his or her appearance at will, as if using the spell alter self.
-
-Timeless Body: After achieving 15th level, a druid no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered, 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 or who changes to a prohibited alignment loses all spells and druidic abilities and cannot gain levels as a druid until she atones.
-
-
-Race: Dwarf.
-Base Attack Bonus: +7.
-Feats: Dodge, Endurance, Toughness.
-Any Lawful
-The dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields.
-Defensive Stance: When he needs to, the defender can become a stalwart bastion of defense. In this defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains the following benefits:+2 Strength, +4 Constitution, +2 resistance bonus on all saves, +4 dodge bonus to AC.
-
-While defending, a defender cannot use skills or abilities that would require him to shift his position, such as Move Silently or Jump. A defensive stance lasts for 3 rounds, plus the character's (newly improved) Constitution modifier. The defender may end the defense voluntarily prior to this limit. At the end of the defense, the defender is winded and suffers a -2 penalty to Strength for the duration of that encounter. The defender can only take his defensive stance a certain number of times per day as determined by his level. Taking the stance takes no time itself, but the defender can only do so during his action.
-
-Defensive Awareness: Starting at 2nd level, the dwarven defender gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
-
-At 5th level, the dwarven defender can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender. The exception to this defense is that a rogue at least 4 levels higher than the dwarven defender can flank him (and thus sneak attack him).
-
-At 10th level, the dwarven defender gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps.
-
-Defensive awareness is cumulative with uncanny dodge. If the dwarven defender has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant these two abilities and determine the character's defensive awareness ability on that basis.
-
-Damage Reduction: At 6th level, the dwarven defender gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 3 from the damage the dwarven defender takes each time he is dealt damage. At 10th level, this damage reduction rises to 6. Damage reduction can reduce damage to 0 but not below 0. (That is, the defender cannot actually gain hit points in this manner.)
-
-
-None
-Any
-The fighter is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields.
-Bonus Feats: At 1st level, the fighter gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to humans. The fighter gains an additional bonus feat at 2nd level and every two levels thereafter (4th, 6th, 8th, etc.). These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two- Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*, Weapon Specialization*.
-
-Some of the bonus feats available to a fighter cannot be acquired until the fighter has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A fighter can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A fighter must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.
-
-Weapon Specialization: On achieving 4th level or higher, as a feat the fighter (and only the fighter) may take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The fighter must have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the fighter strike precisely enough to hit more effectively. The fighter may take this feat as a bonus feat or as a regular one.
-
-
-Spellcasting: Ability to cast seven different divinations, one of which must be 3rd level or higher.
-Two Knowledge Skills (Any Type): 10 ranks in each.
-Feats: Any three metamagic or item creation feats, plus Skill Focus (Knowledge [any individual Knowledge skill]).
-Any
-Loremasters gain no proficiency in any weapon or armor.
-Spells per Day: A loremaster continues training in magic as well as her field of research. Thus, when a new loremaster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of loremaster to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly.
-
-If a character had more than one spellcasting class before she became a loremaster, she must decide to which class she adds each level of loremaster for purposes of determining spells per day when she adds the new level.
-
-Secret: In their studies, loremasters stumble upon all sorts of applicable knowledge and secrets. At 1st level and every two levels afterward (3rd, 5th, 7th, and 9th levels), the loremaster chooses one secret from Table: Loremaster Secrets. Her level plus Intelligence modifier determines which secrets she can choose. She can't choose the same secret twice.
-
-Lore: Loremasters gather knowledge. At 2nd level, they gain the ability to know legends or information regarding various topics, just like a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the Knowledge check. See page 29 in the Player's Handbook for more information on bardic knowledge.
-
-Bonus Languages: Loremasters, in their laborious studies, learn new languages in order to access more knowledge. The loremaster can choose any new language at 4th and 8th level.
-
-Greater Lore: At 6th level, a loremaster gains the ability to identify magic items, as the spell, as an extraordinary ability. She may do this once per item examined.
-
-True Lore: At 10th level, once per day a loremaster can use her knowledge to gain the effects of a legend lore spell or an analyze dweomer spell. True lore is an extraordinary ability.
-
-
-None
-Any Lawful
-Monks are proficient with basic peasant weapons and special weapons whose use is part of monk training. The full list includes club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, shuriken, siangham, and sling.
-
-A monk using a kama, nunchaku, or siangham can strike with his or her unarmed base attack, including her more favorable number of attacks per round (see below). His or her damage, however, is standard for the weapon (1d6, crit X2), not his or her unarmed damage. The weapon must be light, so a Small monk must use Tiny versions of these weapons in order to use the more favorable base attack.
-
-A monk adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier, and her AC improves as she gains levels. (Only add this extra AC bonus if the total of the monk's Wisdom modifier and the number in the "AC Bonus" column is a positive number.) The Wisdom bonus and the AC bonus represent a preternatural awareness of danger, and a monk does not lose either even in situations when he or she loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (Monks do lose these AC bonuses when immobilized.)
-
-When wearing armor, a monk loses her AC bonus for Wisdom, AC bonus for class and level, favorable multiple unarmed attacks per round, and heightened movement. Furthermore, her special abilities all face the arcane spell failure chance that the armor type normally imposes.
-Unarmed Strike: A monk fighting unarmed gains the benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed opponents that she attacks.
-
-Making an off-hand attack makes no sense for a monk striking unarmed.
-
-A monk fighting with a one-handed weapon can make an unarmed strike as an off-hand attack, but she suffers the standard penalties for two-weapon fighting. Likewise, a monk with a weapon (other than a special monk weapon) in her off hand gets an extra attack with that weapon but suffers the usual penalties for two-weapon fighting and can't strike with a flurry of blows.
-
-Flurry of Blows: The monk may make one extra attack in a round at her highest base attack, but this attack and each other attack made that round suffer a -2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity the monk might make before her next action. The monk must use the full attack action to strike with a flurry of blows. A monk may also use the flurry of blows if armed with a special monk weapon (kama, nunchaku, or siangham). If armed with one such weapon, the monk makes the extra attack either with that weapon or unarmed. If armed with two such weapons, she uses one for the regular attack (or attacks) and the other for the extra attack. In any case, her damage bonus on the attack with her off hand is not reduced.
-
-Usually, a monk's unarmed strikes deal normal damage rather than subdual damage. However, she can choose to deal her damage as subdual damage when grappling.
-
-Stunning Attack: The monk can use this ability once per round, but no more than once per level per day. The monk must declare she is using a stun attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the monk is forced to make a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier). In addition to receiving normal damage, If the saving throw fails, the opponent is stunned for 1 round. The stunning attack is a supernatural ability.
-
-Evasion: If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the monk instead takes no damage. Evasion can only be used if the monk is wearing light armor or no armor. It is an extraordinary ability.
-
-Deflect Arrows: At 2nd level, a monk gains the Deflect Arrows feat, even if she doesn't have the prerequisite Dexterity score.
-
-Fast Movement: At 3rd level and higher, a monk moves faster than normal. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed. A dwarf or a Small monk moves more slowly than a Medium-size monk.
-
-From 9th level on, the monk's running ability is actually a supernatural ability.
-
-Still Mind: At 3rd level, a monk gains a +2 bonus to saving throws against spells and effects from the Enchantment school.
-
-Slow Fall: At 4th level, the monk takes damage as if a fall were 20 feet shorter than it actually is. At 18th level, the monk can use a nearby wall to slow her descent and fall any distance without harm.
-
-Purity of Body: At 5th level, a monk gains immunity to all diseases except for magical diseases.
-
-Improved Trip: At 6th level, a monk gains the Improved Trip feat. She need not have taken the Expertise feat, normally a prerequisite.
-
-Wholeness of Body: At 7th level, a monk can cure her own wounds. She can cure up to twice her current level in hit points each day, and she can spread this healing out among several uses. Wholeness of body is a supernatural ability.
-
-Leap of the Clouds: At 7th level or higher, a monk's jumping distance (vertical or horizontal) is not limited according to her height.
-
-Improved Evasion: At 9th level, a monk only takes half damage on a failed save.
-
-Ki Strike: At 10th level, a monk's unarmed attack is empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction as if the blow were made with a weapon with a +1 enhancement bonus. Ki strike is a supernatural ability.
-
-Diamond Body: At 11th level, a monk gains immunity to poison of all kinds. Diamond body is a supernatural ability.
-
-Abundant Step: At 12th level, a monk can slip magically between spaces, as per the spell dimension door, once per day. This is a spell-like ability, and the monk's effective casting level is one-half her actual level (rounded down).
-
-Diamond Soul: At 13th level, a monk gains spell resistance. Her spell resistance equals her level + 10.
-
-Quivering Palm: Starting at 15th level, a monk can use the quivering palm.
-
-The monk can use the quivering palm attack once a week, and she must announce her intent before making her attack roll. Creatures immune to critical hits cannot be affected. The monk must be of higher level than the target (or have more levels than the target's number of Hit Dice). If the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can choose to try to slay the victim at any later time within 1 day per level of the monk. The monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack (but may be affected by another one at a later time). Quivering palm is a supernatural ability.
-
-Timeless Body: After achieving 17th level, a monk no longer suffers ability penalties for aging and cannot be magically aged. (Any penalties she may have already suffered 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: A monk of 17th level or above can speak with any living creature.
-
-Empty Body: At 19th level or higher, a monk can assume an ethereal state for 1 round per level per day, as per the spell etherealness. The monk may go ethereal on a number of different occasions during any single day as long as the total number of rounds spent ethereal does not exceed her level. Empty body is a supernatural ability.
-
-Perfect Self: At 20th level, a monk is forevermore treated as an outsider rather than as a humanoid. Additionally, the monk gains damage reduction 20/+1.
-
-Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk but retain all monk abilities.
-
-
-None
-Lawful
-Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields.
-Detect Evil: At will, the paladin can detect evil as a spell-like ability. This ability duplicates the effects of the spell detect evil.
-
-Divine Grace: A paladin applies her Charisma modifier (if positive) as a bonus to all saving throws.
-
-Lay on Hands: Each day a paladin can cure a total number of hit points equal to the paladin's Charisma bonus (if any) times the paladin's level. The paladin can cure themselves. The paladin may choose to divide her curing among multiple recipients, and he or she doesn't have to use it all at once. Lay on hands is a spell-like ability whose use is a standard action.
-
-Alternatively, the paladin can use any or all of these points to deal damage to undead creatures. Treat this attack just like a touch spell. The paladin decides how many cure points to use as damage after successfully touching the undead creature.
-
-Divine Health: A paladin is immune to all diseases, including magical diseases.
-
-Aura of Courage: Beginning at 2nd level, a paladin is immune to fear (magical or otherwise). Allies within 10 feet of the paladin gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.
-
-Smite Evil: Once per day, a paladin of 2nd level or higher may attempt to smite evil with one normal melee attack. She adds her Charisma modifier (if positive) to the paladin's attack roll and deals 1 extra point of damage per level. If the paladin accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. Smite evil is a supernatural ability.
-
-Remove Disease: Beginning at 3rd level, a paladin can remove disease, as per the spell remove disease, once per week. Remove disease is a spell-like ability for paladins.
-
-Turn Undead: The paladin may use this ability a number of times per day equal to three plus the paladin's Charisma modifier. The paladin turns undead as a cleric of two levels lower would.
-
-Extra Turning: As a feat, a paladin may take Extra Turning. This feat allows the paladin to turn undead four more times per day than normal. A paladin can take this feat multiple times, gaining four extra daily turning attempts each time.
-
-Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells. To cast a spell, the paladin must have a Wisdom score of at least 10 + the spell's level. Paladin bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the paladin gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the paladin gets only bonus spells. A paladin has access to any spell on the paladin spell list and can freely choose which to prepare, just as a cleric can.
-
-A paladin prepares and casts spells just as a cleric does (though the paladin cannot use spontaneous casting to substitute a cure spell in place of a prepared spell).
-
-Through 3rd level, a paladin has no caster level. Starting at 4th level, a paladin's caster level is one-half his or her class level.
-
-Special Mount: Upon or after reaching 5th level, a paladin can call an unusually intelligent, strong, and loyal steed to serve him or her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium-size paladin) or a warpony (for a Small paladin).
-
-Should the paladin's mount die, another cannot be called for a year and a day. The new mount has all the accumulated abilities due a mount of the paladin's level.
-
-The DM will provide information about the mount that responds to the paladin's call.
-
-Code of Conduct: A paladin must be of lawful good alignment and loses all special class abilities if she ever willingly commits an act of evil. Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, etc.), help those who need help (provided they do not use the help for evil or chaotic ends), and punish those that 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. A paladin will not continue an association with someone who consistently offends her moral code. A paladin may only hire henchmen or accept followers 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 special abilities and spells, including the service of the paladin's warhorse. She also may not progress in levels as a paladin. She regains her abilities if she atones for her violations, as appropriate.
-
-
-None
-Any
-A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields.
-When wearing light armor or no armor, a ranger can fight with two weapons as if he or she had the feats Ambidexterity and Two-Weapon Fighting. The ranger loses this special bonus when fighting in medium or heavy armor, or when using a double-headed weapon (such as a double sword).
-
-Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells. To cast a spell, the ranger must have a Wisdom score of at least 10 + the spell's level. Ranger bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the ranger gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the ranger gets only bonus spells. A ranger without a bonus spell for that level cannot yet cast a spell of that level. A ranger has access to any spell on the ranger spell list and can freely choose which to prepare. A ranger prepares and casts spells just as a cleric does (though the ranger cannot use spontaneous casting to lose a spell and cast a cure or inflict spell in its place).
-
-Through 3rd level, a ranger has no caster level. Starting at 4th level, a ranger's caster level is one-half his class level.
-
-Track: A ranger gains Track as a bonus feat.
-
-Favored Enemy: At 1st level, a ranger may select a type of creature as a favored enemy. (A ranger can only select his own race as a favored enemy if he is evil.) Due to his extensive study of his foes and training in the proper techniques for combating them, the ranger gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. Likewise, he gets the same bonus to weapon damage rolls against creatures of this type. A ranger also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the ranger cannot strike with deadly accuracy beyond that range). The bonus doesn't apply to damage against creatures that are immune to critical hits.
-
-At 5th level and at every five levels thereafter (10th, 15th, and 20th level), the ranger may select a new favored enemy, and the bonus associated with every previously selected favored enemy goes up by +1.
-
-* Rangers may not select "humanoid" or "outsider" as a favored enemy, but they may select a more narrowly defined type of humanoid or outsider. A ranger can only select his own race as a favored enemy if he is evil.
-
-Improved Two-Weapon Fighting: A ranger with a base attack bonus of at least +9 can choose to gain the Improved Two-Weapon Fighting feat even if he does not have the other prerequisites for the feat. The ranger must be wearing light armor or no armor in order to use this benefit.
-
-
-None
-Any
-A rogue's weapon training focuses on weapons suitable for stealth and sneak attacks. Thus, all rogues are proficient with the crossbow (hand or light), dagger (any type), dart, light mace, sap, shortbow (normal and composite), and short sword. Medium-size rogues are also proficient with certain weapons that are too big for Small rogues to use and conceal easily: club, heavy crossbow, heavy mace, morningstar, quarterstaff, and rapier. Rogues are proficient with light armor but not with shields.
-Sneak Attack: Any time the rogue's target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks the target, the rogue's attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
-
-Ranged attacks can only count as sneak attacks if the target is within 30 feet. The rogue can't strike with deadly accuracy from beyond that range.
-
-With a sap (blackjack) or an unarmed strike, the rogue can make a sneak attack that deals subdual damage instead of normal damage. The rogue cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty.
-
-A rogue can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also 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 a vital spot. The rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
-
-Traps: 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, 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 generally study a trap, figure out how it works, and bypass it (with his party) without disarming it.
-
-Evasion: At 2nd level, a rogue gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the rogue takes no damage with a successful saving throw. Evasion can only be used if the rogue is wearing light armor or no armor. It is an extraordinary ability.
-
-Uncanny Dodge: At 3rd level and above, she retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.
-
-At 6th level , the rogue can no longer be flanked. Another rogue at least four levels higher can still flank.
-
-At 11th level, the rogue gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 14th level, these bonuses rise to +2. At 17th, they rise to +3, and at 20th they rise to +4.
-
-Special Abilities: On achieving 10th level and every three levels thereafter (13th, 16th, and 19th), a rogue chooses a special ability from among the following:
-
-Crippling Strike: When the rogue damages an opponent with a sneak attack, the target also takes 1 point of Strength damage.
-
-Defensive Roll: Once per day, when a rogue would be reduced to 0 hit points or less 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. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The rogue must be aware of the attack and able to react to it in order to execute the defensive roll - if the Dexterity bonus to AC is denied, the rogue can't roll. 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: The rogue takes only half damage on a failed save.
-
-Opportunist: 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 attacks 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 selects a number of skills equal to 3 + Intelligence modifier. When making a skill check with one of these skills, the rogue may take 10 even if stress and distractions would normally prevent the rogue from doing so. The rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
-
-Slippery Mind: If a rogue with a slippery mind is affected by an enchantment and fails the saving throw, 1 round later the rogue can attempt the saving throw again. The rogue only gets this one extra chance to succeed. This is an extraordinary ability.
-
-Feat: A rogue may gain a feat in place of a special ability.
-
-
-Move Silently: 8 ranks.
-Hide: 10 ranks.
-Perform: 5 ranks.
-Feats: Dodge, Mobility, Combat Reflexes
-Any
-Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields.
-Hide in Plain Sight: Shadowdancers can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, shadowdancers can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in their own shadows. Hide in plain sight is a supernatural ability.
-
-Evasion: At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.
-
-Darkvision: At 2nd level, a shadowdancer can see in the dark as though she were permanently under the affect of a darkvision spell. This is a supernatural ability.
-
-Uncanny Dodge: Starting at 2nd level, the shadowdancer gains the extraordinary ability to react to danger before her senses would normally allow her to even be aware of it. At 2nd level and above, she retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)
-
-At 5th level, the shadowdancer can no longer be flanked, since she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least 4 levels higher than the shadowdancer can flank her (and thus sneak attack her).
-
-At 10th level, the shadowdancer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus to Reflex saves made to avoid traps.
-
-If the shadowdancer has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis.
-
-Shadow Illusion: When a shadowdancer reaches 3rd level, she can create visual illusions from surrounding shadows. This spell-like ability is identical to the arcane spell silent image and may be employed once per day.
-
-Summon Shadow: At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadowdancer. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer allows her to summon an additional shadow and adds +2 HD (and the requisite base attack and base save bonus increases) to all her shadow companions.
-
-If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a Fortitude saving throw (DC 15). If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer's experience can never go below 0 as the result of a shadow's dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for a year and a day.
-
-Shadow Jump: At 4th level, the shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. The shadowdancer can jump up to a total of 20 feet each day in this way, although this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels thereafter, the distance a shadowdancer can jump each day doubles (40 feet at 6th level, 80 feet at 8th level, and 160 feet at 10th level). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. (A 6th-level shadowdancer who jumps 32 feet cannot jump again until the next day.)
-
-Defensive Roll: Starting at 5th level, the shadowdancer can roll with a potentially lethal blow to take less damage from it. Once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the shadowdancer can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can't attempt the defensive roll.
-
-Slippery Mind: This extraordinary ability, gained at 7th level, represents the shadowdancer's ability to wriggle free from magical effects that would otherwise control or compel her. If the shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell's effects proceed normally.
-
-Improved Evasion: This extraordinary ability, gained at 10th level, works like evasion (see above). The shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage (breath weapon, fireball, and so on). What's more, she takes only half damage even if she fails her saving throw, since the shadowdancer's reflexes allow her to get out of harm's way with incredible speed.
-
-
-None
-Any
-Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor, nor with shields.
-Spells: A sorcerer casts arcane spells. The number of spells a sorcerer knows is not affected by his Charisma bonus. The spells a sorcerer knows can be common spells chosen from the sorcerer and wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study.
-
-A sorcerer is limited to casting a certain number of spells of each level per day, but he need not prepare his spells in advance. The number of spells he can cast per day is improved by his bonus spells, if any.
-
-A sorcerer may use a higher-level slot to cast a lower-level spell if he so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it.
-
-To learn or cast a spell, a sorcerer must have a Charisma score of at least 10 + the spell's level. The Difficulty Class for saving throws against sorcerer spells is 10 + the spell's level + the sorcerer's Charisma modifier.
-
-
-None
-Any
-Wizards are skilled with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Wizards are not proficient with any type of armor nor with shields.
-Spells: A wizard casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. A wizard must prepare 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. To learn, prepare, or cast a spell, a wizard must have an Intelligence score of at least 10 + the spell's level. A wizard's bonus spells are based on Intelligence. The Difficulty Class for saving throws against wizard spells is 10 + the spell's level + the wizard's Intelligence modifier.
-
-Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character.
-
-Familiar: A wizard can summon a familiar in exactly the same manner as a sorcerer. See the sorcerer description.
-
-Scribe Scroll: A wizard has the bonus item creation feat Scribe Scroll, enabling her to create magic scrolls.
-
-Bonus Feats: Every five levels, a wizard gains a bonus feat. This feat must be a metamagic feat, an item creation feat, or Spell Mastery.
-
-Spellbooks: Wizards must study their spellbooks each day to prepare their spells. A wizard cannot prepare any spell not recorded in her spellbook (except for read magic, which all wizards can prepare from memory).
-
-Spell Mastery: A wizard (and only a wizard) can take the special feat Spell Mastery. Each time the wizard takes this feat, choose a number of spells equal to the wizard's Intelligence modifier (they must be spells that the wizard already knows). From that point on, the wizard can prepare these spells without referring to a spellbook.
-
-School Specialization
-
-A school is one of eight groupings of spells, each defined by a common theme, such as illusion or necromancy. A wizard may specialize in one school of magic.
-
-Specialization allows a wizard to cast extra spells from the chosen school, but the wizard then never learns to cast spells from one or more other schools. Spells of the school or schools that the specialist gives up are not available to her, and she can't even cast such spells from scrolls or wands.
-
-The wizard must choose whether to specialize and how at 1st level. She may not change her specialization later.
-
-The specialist can prepare one additional spell (of the school selected as a specialty) per spell level each day.
-
-The specialist gains a +2 bonus to Spellcraft checks to learn the spells of her chosen school.
-
-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: To become an abjurer, a wizard must select a prohibited school or schools from the following choices: (1) either Conjuration, Enchantment, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy.
-
-Conjuration: To become a conjurer, a wizard must select a prohibited school or schools from one of the following choices: (1) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3) Transmutation, or (4) any three schools.
-
-Divination: To become a diviner, a wizard must select any other single school as a prohibited school.
-
-Enchantment: To become an enchanter, a wizard must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy.
-
-Evocation: To become an evoker, a wizard must select a prohibited school or schools from one of the following choices: (1) Conjuration; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3) Transmutation; or (4) any three schools.
-
-Illusion: To become an illusionist, a wizard must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Enchantment, Evocation, or Transmutation; or (2) both Divination and Necromancy.
-
-Necromancy: To become a necromancer, a wizard must select any other single school as a prohibited school.
-
-Transmutation: To become a transmuter, a wizard must select a prohibited school or schools from one of the following choices: (1) Conjuration; (2) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; or (4) any three schools.
-
-Universal: Not a school, but a category for spells all wizards can learn. A wizard cannot select universal as a specialty school or as a school to which she does not have access.
-
-
-None
-Any
-Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields
-Spells: An adept casts divine spells. She is limited to a certain number of spells of each spell level per day, according to her class level. Like a cleric, an adept may prepare and cast any spell on the adept list, provided she can cast spells of that level. Like a cleric, she prepares her spells ahead of time each day. The DC for a saving throw against an adept's spell is 10 + spell level + the adept's Wisdom modifier.
-
-Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.
-
-When the adept gets 0 spells of a given level, she gets only bonus spells for that spell slot. An adept without a bonus spell for that level cannot yet cast a spell of that level. Bonus spells are based on Wisdom.
-
-Each adept has a particular holy symbol (as a divine focus) depending on the adept's magical tradition.
-
-Familiar: At 2nd level, an adept can call a familiar, just like a sorcerer or wizard can.
-
-Adept Spell List
-0 level-create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic.
-1st level-bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep.
-2nd level-aid, animal trance, bull's strength, cat's grace, cure moderate wounds, darkness, delay poison, endurance, invisibility, mirror image, resist elements, see invisibility, web.
-3rd level-animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues.
-4th level-cure critical wounds, minor creation, polymorph other, polymorph self, restoration, stoneskin, wall of fire.
-5th level-break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone.
-
-
-None
-Any
-The aristocrat is proficient in the use of all simple and martial weapons and with all types of armor and shields.
-None
-
-
-None
-Any
-The commoner is proficient with one simple weapon. He is not proficient with weapons, armor, or shields.
-None
-
-
-None
-Any
-The expert is proficient in the use of all simple weapons and with light armor but not shields.
-None
-
-
-None
-Any
-The warrior is proficient in the use of all simple and martial weapons and all armor and shields.
-None
-
-
-None
-Any
-Psions are proficient with all simple weapons. They are not proficient with any type of armor, nor with shields.
-Psionics: A Psion manifests psionic powers. The number of pisonic powers know by a psion is a fixed number, by level. Psions must select a specific Discipline to belong to. The psion is required to take a minimum number of powers from his disipline. The psion does not gain extra powers for high stats.
-
-A psion manifest power through the use of power points. The psion does not need to prepare his power before hand as a wizard does. The psion is more like a sorceror in this regard. The psion gains bonus power points for having a high stat in their displine stat.
-
-To learn or manifest a psionic power, a psion must have a stat score of at least 10 + the powers's level in the stat coresponding to it discipline. The Difficulty Class for saving throws against sorcerer spells is 1d20 + the powers's level + the psions's stat modifier.
-
-
-None
-Any
-Psychic Warriors are proficient with all simple and martial weapons, and all armour and shields.
-Psionics: A Psychic manifests psionic powers. The number of pisonic powers know by a psion is a fixed number, by level. The psychic warrior does not gain extra powers for high stats. The psychic warriors psionic abilities are inferior to that of the psions.
-
-A psychic warrior manifest power through the use of power points. The psychic warrior does not need to prepare his power before hand as a wizard does. The psychic warrior is more like a sorceror in this regard. The psychic warrior does not gain bonus power points for having a high stat in their displine stat.
-
-To learn or manifest a psionic power, a psychic warrior must have a stat score of at least 10 + the powers's level in the stat coresponding to it discipline. The Difficulty Class for saving throws against sorcerer spells is 1d20 + the powers's level + the psychic warrior's stat modifier.
-
-
+
+
+Race: Elf or half-elf.
+Base Attack Bonus: +6.
+Feats: Weapon Focus (any bow other than a crossbow), Point Blank Shot, Precise Shot.
+Spellcasting: Ability to cast 1st-level arcane spells.
+Any
+An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.
+Enchant Arrow: At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes enchanted, gaining a +1 enhancement bonus. An archer's magic arrows only function for her. For every two levels of arcane archer the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency.
+
+Imbue Arrow: At 2nd level, an arcane archer gains this spell-like ability, allowing her to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered upon where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
+
+Seeker Arrow: At 4th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the end of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.)
+
+Phase Arrow: At 6th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (A wall of force, a wall of fire, or the like stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.)
+
+Hail of Arrows: In lieu of her regular attacks, once per day the 8th-level arcane archer can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer's primary attack bonus, and each enemy may only be targeted by a single arrow. This is a spell-like ability.
+
+Arrow of Death: At 10th level, the arcane archer can enchant an arrow of death that forces the target, if damaged by the arrow's attack, to make a Fortitude save (DC 20) or be slain immediately. It takes one day to create an arrow of death, and the arrow only functions for the arcane archer who created it. The enchantment lasts no longer than one year, and the archer can only have one such arrow in existence at a time.
+
+
+Move Silently: 8 ranks.
+Hide: 8 ranks.
+Disguise: 4 ranks.
+Special: In addition, he must kill someone for no other reason than to join the assassins.
+Evil
+Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.
+Sneak Attack: Any time the assassin's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the assassin's attack deals +1d6 points of damage. This extra damage increases by +1d6 points every other level (+2d6 at 3rd level, +3d6 at 5th level, and so on). Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied.
+
+It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less.
+
+With a sap or an unarmed strike, the assassin can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack.
+
+An assassin can only sneak attack living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the assassin must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The assassin cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.
+
+If an assassin gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.
+
+Death Attack: If the assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails her Fortitude saving throw (DC 10 + the assassin's class level + the assassin's Intelligence modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim's mind and body become enervated, rendering her completely helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
+
+Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
+
+Spells: Beginning at 1st level, an assassin gains the ability to cast a small number of arcane spells. To cast a spell, the assassin must have an Intelligence score of at least 10 + the spell's level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassin's Intelligence modifier (if any). When the assassin gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the assassin gets only bonus spells. An assassin without a bonus spell for that level cannot yet cast a spell of that level. The assassin's spell list appears below. An assassin prepares and casts spells just as a wizard does.
+
+Saving Throw Bonus vs. Poison: Assassins train with poisons of all types and slowly grow more and more resistant to their effects. This is reflected by a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two levels the assassin gains (+1 at 2nd level, +2 at 4th level, +3 at 6th level, and so on).
+
+Uncanny Dodge: Starting at 2nd level, the assassin gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)
+
+At 5th level, the assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him).
+
+At 10th level, the assassin gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps.
+
+If the assassin has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis.
+
+Assassins choose their spells from the following list:
+
+1st level-change self, detect poison, ghost sound, obscuring mist, spider climb.
+2nd level-alter self, darkness, pass without trace, undetectable alignment.
+3rd level-deeper darkness, invisibility, misdirection, nondetection.
+4th level-dimension door, freedom of movement, improved invisibility, poison.
+
+
+None
+Nonlawful
+A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields.
+Barbarian Rage: Barbarian temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC.
+
+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 the Constitution score drops back to normal. While raging, a barbarian cannot use skills or abilities that require patience and concentration. (The only class skills he can't use while raging are Craft, Handle Animal, and Intuit Direction.) He can use any feat he might have except for Expertise, item creation feats, metamagic feats, and Skill Focus (if it's tied to a skill that requires patience or concentration).
+
+A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. The barbarian may prematurely end the rage voluntarily. At the end of the rage, the barbarian is fatigued (-2 to Strength, -2 to Dexterity, can't charge or run) for the duration of that encounter (unless the barbarian is 20th level, when this limitation no longer applies). The barbarian can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but the barbarian can only do it during his action.
+
+Starting at 15th level, the barbarian's rage bonuses become +6 to Strength, +6 to Constitution, and a +3 morale bonus to Will saves. (The AC penalty remains at -2.)
+
+Fast Movement: The barbarian has a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load).
+
+Uncanny Dodge: At 2nd level and above, the barbarian retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.
+
+At 5th level, the barbarian can no longer be flanked. The exception to this defense is that a rogue at least four levels higher than the barbarian can still flank.
+
+At 10th level, the barbarian gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at 19th they rise to +4.
+
+Damage Reduction: Starting at 11th level, the barbarian gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time the barbarian is dealt damage. At 14th level, this damage reduction rises to 2. At 17th, it rises to 3. At 20th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0.
+
+Illiteracy: Barbarians are the only characters that do not automatically know how to read and write. A barbarian must spend 2 skill points to gain the ability to read and write any language the barbarian is able to speak.
+
+Ex-Barbarians: A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. The barbarian retains all the other benefits of the class.
+
+
+None
+Nonlawful
+A bard is proficient with all simple weapons. Additionally, the bard is proficient with one of the following weapons: longbow, composite longbow, longsword, rapier, sap, short composite bow, short sword, shortbow, or whip. Bards are proficient with light armor, medium armor, and shields.
+Spells: A bard casts arcane spells. The bard casts these spells without needing to memorize them beforehand or keep a spellbook. Bards receive bonus spells for high Charisma, and to cast a spell a bard must have a Charisma score at least equal to 10 + the level of the spell. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell's level + the bard's Charisma modifier.
+
+Bardic Music: Once per day per level, a bard can use song or poetics to produce magical effects on those around him or her. While these abilities fall under the category of bardic music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. As with casting a spell with a verbal component, a deaf bard suffers a 20% chance to fail with bardic music. If the bard fails, the attempt still counts against the daily limit.
+
+The Bardic Music effects are:
+
+* Inspire Courage: A bard with 3 or more ranks in Perform can to inspire courage in his or her allies. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. Inspire courage is a supernatural, mind-affecting ability.
+
+* Countersong: A bard with 3 or more ranks in Perform can counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, the bard makes a Perform check. Any creature within 30 feet of the bard (including the bard) who is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard may keep up the countersong for 10 rounds. Countersong is a supernatural ability.
+
+* Fascinate: A bard with 3 or more ranks in Perform can cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat or other dangers prevents the ability from working. The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result. If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target's Spot and Listen checks suffer a -4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect.
+
+While fascinating (or attempting to fascinate) a creature, the bard must concentrate, as if casting or maintaining a spell. Fascinate is a spell-like, mind- affecting charm ability.
+
+* Inspire Competence: A bard with 6 or more ranks in Perform can help an ally succeed at a task. The ally must be able to see and hear the bard and must be within 30 feet. The bard must also see the creature. The ally gets a +2 competence bonus on his skill checks with a particular skill as long as he or she continues to hear the bard's music. The DM may rule that certain uses of this ability are infeasible. The bard can maintain the effect for 2 minutes (long enough for the ally to take 20). Inspire competence is a supernatural, mind-affecting ability.
+
+* Suggestion: A bard with 9 or more ranks in Perform can make a suggestion (as the spell) to a creature that he has already fascinated (see above). The suggestion doesn't count against the bard's daily limit on bardic music performances (one per day per level), but the fascination does. A Will saving throw (DC 13 + the bard's Charisma modifier) negates the effect. Suggestion is a spell-like, mind-affecting charm ability.
+
+* Inspire Greatness: A bard with 12 or more ranks in Perform can inspire greatness in another creature. For every three levels the bard attains beyond 9th, the bard can inspire greatness in one additional creature. To inspire greatness, the bard must sing and the creature must hear the bard sing for a full round, as with inspire courage. The creature must also be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as he or she hears the bard continue to sing and for 5 rounds thereafter. (All these bonuses are competence bonuses.)
+
+The target gains the following boosts:
+* +2 Hit Dice (d10s that grant temporary hit points).
+* +2 competence bonus on attacks.
+* +1 competence bonus on Fortitude saves.
+
+Apply the target's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a supernatural, mind-affecting enchantment ability.
+
+Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check by referring to the table below. DC Type of Knowledge
+-- -----------------10 Common, known by at least a substantial minority of the local population.
+20 Uncommon but available, known by only a few people in the area.
+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.
+
+Ex-Bards: A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.
+
+
+Base Attack Bonus: +6.
+Knowledge (religion): 2 ranks.
+Hide: 5 ranks.
+Feats: Cleave, Sunder.
+Special: The blackguard must have made peaceful contact with an evil outsider who was summoned by him or someone else to have contracted the taint of true evil.
+Any Evil
+Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields.
+Detect Good: At will, the blackguard can detect good as a spell-like ability. This ability duplicates the effects of the spell detect good.
+
+Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
+
+Dark Blessing: A blackguard applies his Charisma modifier (if positive) as a bonus to all saving throws.
+
+Spells: Beginning at 1st level, a blackguard gains the ability to cast a small number of divine spells. To cast a spell, the blackguard must have a Wisdom score of at least 10 + the spell's level, so a blackguard with a Wisdom of 10 or lower cannot cast these spells. Blackguard bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blackguard's Wisdom modifier. When the blackguard gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A blackguard without a bonus spell for that level cannot yet cast a spell of that level.) The blackguard's spell list appears below. A blackguard has access to any spell on the list and can freely choose which to prepare, just like a cleric. A blackguard prepares and casts spells just as a cleric does (though the blackguard cannot spontaneously cast cure or inflict spells).
+
+Smite Good: Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. For example, a 9th-level blackguard armed with a longsword would deal 1d8+9 points of damage, plus any additional bonuses from high Strength or magical effects that normally apply. If the blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day. Smite good is a supernatural ability.
+
+Aura of Despair: Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to suffer a -2 morale penalty on all saving throws. Aura of despair is a supernatural ability.
+
+Command Undead: When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.
+
+Sneak Attack: If a blackguard can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the blackguard's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the blackguard's attack deals +1d6 points of damage at 4th level and an additional +1d6 points for every three levels thereafter (+2d6 at 7th level, +3d6 at 10th level, and so on). Should the blackguard score a critical hit with a sneak attack, this extra damage is not multiplied.
+
+Ranged attacks only count as sneak attacks if the target is 30 feet away or less. A blackguard cannot make a sneak attack to deal subdual damage. The blackguard must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. He cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.
+
+A blackguard can only sneak attack living creatures with discernible anatomies. Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is not subject to sneak attacks.
+
+If a blackguard gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.
+
+Blackguards choose their spells from the following list:
+
+1st level-cause fear, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*.
+2nd level-bull's strength, cure moderate wounds, darkness, death knell, inflict moderate wounds, shatter, summon monster II*.
+3rd level-contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from elements, summon monster III*.
+4th level-cure critical wounds, freedom of movement, inflict critical wounds, poison, summon monster IV*.
+
+*Evil creatures only.
+
+Fallen Paladins
+
+Blackguards who possess levels of paladin (that is to say, are now ex-paladins) gain extra abilities the more levels of paladin they possess. Those who have tasted the light of goodness and justice and turned away make the foulest villains.
+
+
+None
+Varies by deity. A cleric's alignment must be within one step of his deity's, and it may not be neutral unless the deity's alignment is neutral.
+Clerics are proficient with all simple weapons. Clerics are proficient with all types of armor (light, medium, and heavy) and with shields.
+Some deities have favored weapons, and clerics consider it a point of pride to wield them. A cleric whose deity's favored weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon.
+
+Spells: A cleric casts divine spells. A cleric may prepare and cast any spell on the cleric spell list, provided he can cast spells of that level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell's level + the cleric's Wisdom modifier.
+
+Each cleric must choose a time at which he must spend an 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.
+
+In addition to his standard spells, a cleric gets one domain spell of each spell level, starting at 1st. When a cleric prepares a domain spell, it must come from one of his two domains.
+
+Deity, Domains, and Domain Spells: Choose a deity for your cleric. The cleric's deity influences his alignment, what magic he can perform, his values, and how others see him.
+
+Choose two from among the deity's domains for your cleric's domains. You can only select an alignment domain (such as Good) for your cleric if his alignment matches that domain.
+
+If your cleric is not devoted to a particular deity, you still select two domains to represent his spiritual inclinations and abilities (but the restriction on alignment domains still applies).
+
+Each domain gives your cleric access to a domain spell at each spell level, from 1st on up, as well as a granted power. Your cleric gets the granted powers of all the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day. If a domain spell is not on the Cleric Spells list, a cleric can only prepare it in his domain slot.
+
+Spontaneous Casting: Good clerics (and neutral clerics of good deities) can channel stored spell energy into healing spells that they haven't prepared ahead of time. The cleric can "lose" a prepared spell in order to cast any cure spell of the same 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), on the other hand, can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in the title).
+
+A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells either to cure spells or to inflict spells (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral cleric turns or commands undead (see below).
+
+A cleric can't use spontaneous casting to convert domain spells into cure or inflict spells. These spells arise from the particular powers of the cleric's deity, not divine energy in general.
+
+Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to his own or to his deity's.
+
+Turn or Rebuke Undead: A good cleric (or a neutral cleric who worships a good deity) has the supernatural ability to turn undead. Evil clerics (and neutral clerics who worship evil deities) can rebuke such creatures. Neutral clerics of neutral deities can do one or the other (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral cleric can cast spontaneous cure or inflict spells (see above).
+
+A cleric may attempt to turn or rebuke undead a number of times per day equal to three plus his Charisma modifier.
+
+Extra Turning: As a feat, a cleric may take Extra Turning. This feat allows the cleric to turn undead four more times per day than normal. A cleric can take this feat multiple times, gaining four extra daily turning attempts each time.
+
+Bonus Languages: A cleric's list of bonus languages includes Celestial, Abyssal, and Infernal, 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 expected by his god (generally acting in ways opposed to the god's alignment or purposes) loses all spells and class features and cannot gain levels as a cleric of that god until he atones.
+
+
+None
+Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
+Druids are proficient with the following weapons: club, dagger, dart, halfspear, longspear, quarterstaff, scimitar, sickle, shortspear, and sling. Their spiritual oaths prohibit them from using weapons other than these. They are proficient with light and medium armors but are prohibited from wearing metal armor (thus, they may wear only padded, leather, or hide armor). They are skilled with shields but must use only wooden ones.
+A druid who wears prohibited armor or wields a prohibited weapon is unable to use any of her magical powers while doing so and for 24 hours thereafter. (Note: A druid can use wooden items that have been altered by the ironwood spell so that they function as though they were steel.)
+
+Spells: A druid casts divine spells. A druid may prepare and cast any spell on the druid spell list provided she can cast spells of that level. She prepares and casts spells the way a cleric does (though she cannot lose a prepared spell to cast a cure spell in its place). To prepare or cast a spell, a druid must have a Wisdom score of at least 10 + the spell's level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell's level + the druid's Wisdom modifier. Bonus spells for druids are based on Wisdom.
+
+Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own.
+
+Bonus Languages: A druid may substitute Sylvan for one of the bonus languages available to her. In addition, a druid knows the Druidic language. This secret language is known only to druids, and druids are forbidden from teaching it to nondruids. Druidic has its own alphabet.
+
+Nature Sense: A druid can identify plants and animals (their species and special traits) with perfect accuracy. The druid can determine whether water is safe to drink or dangerous.
+
+Animal Companion: A 1st-level druid may begin play with an animal companion. This animal is one that the druid has befriended with the spell animal friendship.
+
+Woodland Stride: Starting at 2nd level, a druid may move through natural thorns, briars, overgrown areas, and similar terrain at his or her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the druid.
+
+Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked.
+
+Resist Nature's Lure: Starting at 4th level, a druid gains a +4 bonus to saving throws against the spell-like abilities of feys.
+
+Wild Shape: At 5th level, a druid gains the spell-like ability to polymorph self into a Small or Medium-size animal (but not a dire animal) and back again once per day. Unlike the standard use of the spell, however, the druid may only adopt one form. As stated in the spell description, the druid regains hit points as if he or she has rested for a day. The druid does not risk the standard penalty for being disoriented while in the wild shape.
+
+The druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted. In addition, the druid 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. At 12th level or higher, she can take the form of a dire animal.
+
+At 16th level or higher, the druid may use wild shape to change into a Small, Medium-size, or Large air, earth, fire, or water elemental once per day. The druid gains all the elemental's special abilities. At 18th level, the druid can do this three times per day.
+
+Venom Immunity: At 9th level, a druid gains immunity to all organic poisons, including monster poisons but not mineral poisons or poison gas.
+
+A Thousand Faces: At 13th level, a druid gains the supernatural ability to change his or her appearance at will, as if using the spell alter self.
+
+Timeless Body: After achieving 15th level, a druid no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered, 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 or who changes to a prohibited alignment loses all spells and druidic abilities and cannot gain levels as a druid until she atones.
+
+
+Race: Dwarf.
+Base Attack Bonus: +7.
+Feats: Dodge, Endurance, Toughness.
+Any Lawful
+The dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields.
+Defensive Stance: When he needs to, the defender can become a stalwart bastion of defense. In this defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains the following benefits:+2 Strength, +4 Constitution, +2 resistance bonus on all saves, +4 dodge bonus to AC.
+
+While defending, a defender cannot use skills or abilities that would require him to shift his position, such as Move Silently or Jump. A defensive stance lasts for 3 rounds, plus the character's (newly improved) Constitution modifier. The defender may end the defense voluntarily prior to this limit. At the end of the defense, the defender is winded and suffers a -2 penalty to Strength for the duration of that encounter. The defender can only take his defensive stance a certain number of times per day as determined by his level. Taking the stance takes no time itself, but the defender can only do so during his action.
+
+Defensive Awareness: Starting at 2nd level, the dwarven defender gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
+
+At 5th level, the dwarven defender can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender. The exception to this defense is that a rogue at least 4 levels higher than the dwarven defender can flank him (and thus sneak attack him).
+
+At 10th level, the dwarven defender gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps.
+
+Defensive awareness is cumulative with uncanny dodge. If the dwarven defender has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant these two abilities and determine the character's defensive awareness ability on that basis.
+
+Damage Reduction: At 6th level, the dwarven defender gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 3 from the damage the dwarven defender takes each time he is dealt damage. At 10th level, this damage reduction rises to 6. Damage reduction can reduce damage to 0 but not below 0. (That is, the defender cannot actually gain hit points in this manner.)
+
+
+None
+Any
+The fighter is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields.
+Bonus Feats: At 1st level, the fighter gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to humans. The fighter gains an additional bonus feat at 2nd level and every two levels thereafter (4th, 6th, 8th, etc.). These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two- Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*, Weapon Specialization*.
+
+Some of the bonus feats available to a fighter cannot be acquired until the fighter has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A fighter can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A fighter must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.
+
+Weapon Specialization: On achieving 4th level or higher, as a feat the fighter (and only the fighter) may take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The fighter must have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the fighter strike precisely enough to hit more effectively. The fighter may take this feat as a bonus feat or as a regular one.
+
+
+Spellcasting: Ability to cast seven different divinations, one of which must be 3rd level or higher.
+Two Knowledge Skills (Any Type): 10 ranks in each.
+Feats: Any three metamagic or item creation feats, plus Skill Focus (Knowledge [any individual Knowledge skill]).
+Any
+Loremasters gain no proficiency in any weapon or armor.
+Spells per Day: A loremaster continues training in magic as well as her field of research. Thus, when a new loremaster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of loremaster to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly.
+
+If a character had more than one spellcasting class before she became a loremaster, she must decide to which class she adds each level of loremaster for purposes of determining spells per day when she adds the new level.
+
+Secret: In their studies, loremasters stumble upon all sorts of applicable knowledge and secrets. At 1st level and every two levels afterward (3rd, 5th, 7th, and 9th levels), the loremaster chooses one secret from Table: Loremaster Secrets. Her level plus Intelligence modifier determines which secrets she can choose. She can't choose the same secret twice.
+
+Lore: Loremasters gather knowledge. At 2nd level, they gain the ability to know legends or information regarding various topics, just like a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the Knowledge check. See page 29 in the Player's Handbook for more information on bardic knowledge.
+
+Bonus Languages: Loremasters, in their laborious studies, learn new languages in order to access more knowledge. The loremaster can choose any new language at 4th and 8th level.
+
+Greater Lore: At 6th level, a loremaster gains the ability to identify magic items, as the spell, as an extraordinary ability. She may do this once per item examined.
+
+True Lore: At 10th level, once per day a loremaster can use her knowledge to gain the effects of a legend lore spell or an analyze dweomer spell. True lore is an extraordinary ability.
+
+
+None
+Any Lawful
+Monks are proficient with basic peasant weapons and special weapons whose use is part of monk training. The full list includes club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, shuriken, siangham, and sling.
+
+A monk using a kama, nunchaku, or siangham can strike with his or her unarmed base attack, including her more favorable number of attacks per round (see below). His or her damage, however, is standard for the weapon (1d6, crit X2), not his or her unarmed damage. The weapon must be light, so a Small monk must use Tiny versions of these weapons in order to use the more favorable base attack.
+
+A monk adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier, and her AC improves as she gains levels. (Only add this extra AC bonus if the total of the monk's Wisdom modifier and the number in the "AC Bonus" column is a positive number.) The Wisdom bonus and the AC bonus represent a preternatural awareness of danger, and a monk does not lose either even in situations when he or she loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (Monks do lose these AC bonuses when immobilized.)
+
+When wearing armor, a monk loses her AC bonus for Wisdom, AC bonus for class and level, favorable multiple unarmed attacks per round, and heightened movement. Furthermore, her special abilities all face the arcane spell failure chance that the armor type normally imposes.
+Unarmed Strike: A monk fighting unarmed gains the benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed opponents that she attacks.
+
+Making an off-hand attack makes no sense for a monk striking unarmed.
+
+A monk fighting with a one-handed weapon can make an unarmed strike as an off-hand attack, but she suffers the standard penalties for two-weapon fighting. Likewise, a monk with a weapon (other than a special monk weapon) in her off hand gets an extra attack with that weapon but suffers the usual penalties for two-weapon fighting and can't strike with a flurry of blows.
+
+Flurry of Blows: The monk may make one extra attack in a round at her highest base attack, but this attack and each other attack made that round suffer a -2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity the monk might make before her next action. The monk must use the full attack action to strike with a flurry of blows. A monk may also use the flurry of blows if armed with a special monk weapon (kama, nunchaku, or siangham). If armed with one such weapon, the monk makes the extra attack either with that weapon or unarmed. If armed with two such weapons, she uses one for the regular attack (or attacks) and the other for the extra attack. In any case, her damage bonus on the attack with her off hand is not reduced.
+
+Usually, a monk's unarmed strikes deal normal damage rather than subdual damage. However, she can choose to deal her damage as subdual damage when grappling.
+
+Stunning Attack: The monk can use this ability once per round, but no more than once per level per day. The monk must declare she is using a stun attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the monk is forced to make a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier). In addition to receiving normal damage, If the saving throw fails, the opponent is stunned for 1 round. The stunning attack is a supernatural ability.
+
+Evasion: If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the monk instead takes no damage. Evasion can only be used if the monk is wearing light armor or no armor. It is an extraordinary ability.
+
+Deflect Arrows: At 2nd level, a monk gains the Deflect Arrows feat, even if she doesn't have the prerequisite Dexterity score.
+
+Fast Movement: At 3rd level and higher, a monk moves faster than normal. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed. A dwarf or a Small monk moves more slowly than a Medium-size monk.
+
+From 9th level on, the monk's running ability is actually a supernatural ability.
+
+Still Mind: At 3rd level, a monk gains a +2 bonus to saving throws against spells and effects from the Enchantment school.
+
+Slow Fall: At 4th level, the monk takes damage as if a fall were 20 feet shorter than it actually is. At 18th level, the monk can use a nearby wall to slow her descent and fall any distance without harm.
+
+Purity of Body: At 5th level, a monk gains immunity to all diseases except for magical diseases.
+
+Improved Trip: At 6th level, a monk gains the Improved Trip feat. She need not have taken the Expertise feat, normally a prerequisite.
+
+Wholeness of Body: At 7th level, a monk can cure her own wounds. She can cure up to twice her current level in hit points each day, and she can spread this healing out among several uses. Wholeness of body is a supernatural ability.
+
+Leap of the Clouds: At 7th level or higher, a monk's jumping distance (vertical or horizontal) is not limited according to her height.
+
+Improved Evasion: At 9th level, a monk only takes half damage on a failed save.
+
+Ki Strike: At 10th level, a monk's unarmed attack is empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction as if the blow were made with a weapon with a +1 enhancement bonus. Ki strike is a supernatural ability.
+
+Diamond Body: At 11th level, a monk gains immunity to poison of all kinds. Diamond body is a supernatural ability.
+
+Abundant Step: At 12th level, a monk can slip magically between spaces, as per the spell dimension door, once per day. This is a spell-like ability, and the monk's effective casting level is one-half her actual level (rounded down).
+
+Diamond Soul: At 13th level, a monk gains spell resistance. Her spell resistance equals her level + 10.
+
+Quivering Palm: Starting at 15th level, a monk can use the quivering palm.
+
+The monk can use the quivering palm attack once a week, and she must announce her intent before making her attack roll. Creatures immune to critical hits cannot be affected. The monk must be of higher level than the target (or have more levels than the target's number of Hit Dice). If the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can choose to try to slay the victim at any later time within 1 day per level of the monk. The monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack (but may be affected by another one at a later time). Quivering palm is a supernatural ability.
+
+Timeless Body: After achieving 17th level, a monk no longer suffers ability penalties for aging and cannot be magically aged. (Any penalties she may have already suffered 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: A monk of 17th level or above can speak with any living creature.
+
+Empty Body: At 19th level or higher, a monk can assume an ethereal state for 1 round per level per day, as per the spell etherealness. The monk may go ethereal on a number of different occasions during any single day as long as the total number of rounds spent ethereal does not exceed her level. Empty body is a supernatural ability.
+
+Perfect Self: At 20th level, a monk is forevermore treated as an outsider rather than as a humanoid. Additionally, the monk gains damage reduction 20/+1.
+
+Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk but retain all monk abilities.
+
+
+None
+Lawful
+Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields.
+Detect Evil: At will, the paladin can detect evil as a spell-like ability. This ability duplicates the effects of the spell detect evil.
+
+Divine Grace: A paladin applies her Charisma modifier (if positive) as a bonus to all saving throws.
+
+Lay on Hands: Each day a paladin can cure a total number of hit points equal to the paladin's Charisma bonus (if any) times the paladin's level. The paladin can cure themselves. The paladin may choose to divide her curing among multiple recipients, and he or she doesn't have to use it all at once. Lay on hands is a spell-like ability whose use is a standard action.
+
+Alternatively, the paladin can use any or all of these points to deal damage to undead creatures. Treat this attack just like a touch spell. The paladin decides how many cure points to use as damage after successfully touching the undead creature.
+
+Divine Health: A paladin is immune to all diseases, including magical diseases.
+
+Aura of Courage: Beginning at 2nd level, a paladin is immune to fear (magical or otherwise). Allies within 10 feet of the paladin gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.
+
+Smite Evil: Once per day, a paladin of 2nd level or higher may attempt to smite evil with one normal melee attack. She adds her Charisma modifier (if positive) to the paladin's attack roll and deals 1 extra point of damage per level. If the paladin accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. Smite evil is a supernatural ability.
+
+Remove Disease: Beginning at 3rd level, a paladin can remove disease, as per the spell remove disease, once per week. Remove disease is a spell-like ability for paladins.
+
+Turn Undead: The paladin may use this ability a number of times per day equal to three plus the paladin's Charisma modifier. The paladin turns undead as a cleric of two levels lower would.
+
+Extra Turning: As a feat, a paladin may take Extra Turning. This feat allows the paladin to turn undead four more times per day than normal. A paladin can take this feat multiple times, gaining four extra daily turning attempts each time.
+
+Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells. To cast a spell, the paladin must have a Wisdom score of at least 10 + the spell's level. Paladin bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the paladin gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the paladin gets only bonus spells. A paladin has access to any spell on the paladin spell list and can freely choose which to prepare, just as a cleric can.
+
+A paladin prepares and casts spells just as a cleric does (though the paladin cannot use spontaneous casting to substitute a cure spell in place of a prepared spell).
+
+Through 3rd level, a paladin has no caster level. Starting at 4th level, a paladin's caster level is one-half his or her class level.
+
+Special Mount: Upon or after reaching 5th level, a paladin can call an unusually intelligent, strong, and loyal steed to serve him or her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium-size paladin) or a warpony (for a Small paladin).
+
+Should the paladin's mount die, another cannot be called for a year and a day. The new mount has all the accumulated abilities due a mount of the paladin's level.
+
+The DM will provide information about the mount that responds to the paladin's call.
+
+Code of Conduct: A paladin must be of lawful good alignment and loses all special class abilities if she ever willingly commits an act of evil. Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, etc.), help those who need help (provided they do not use the help for evil or chaotic ends), and punish those that 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. A paladin will not continue an association with someone who consistently offends her moral code. A paladin may only hire henchmen or accept followers 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 special abilities and spells, including the service of the paladin's warhorse. She also may not progress in levels as a paladin. She regains her abilities if she atones for her violations, as appropriate.
+
+
+None
+Any
+A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields.
+When wearing light armor or no armor, a ranger can fight with two weapons as if he or she had the feats Ambidexterity and Two-Weapon Fighting. The ranger loses this special bonus when fighting in medium or heavy armor, or when using a double-headed weapon (such as a double sword).
+
+Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells. To cast a spell, the ranger must have a Wisdom score of at least 10 + the spell's level. Ranger bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the ranger gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the ranger gets only bonus spells. A ranger without a bonus spell for that level cannot yet cast a spell of that level. A ranger has access to any spell on the ranger spell list and can freely choose which to prepare. A ranger prepares and casts spells just as a cleric does (though the ranger cannot use spontaneous casting to lose a spell and cast a cure or inflict spell in its place).
+
+Through 3rd level, a ranger has no caster level. Starting at 4th level, a ranger's caster level is one-half his class level.
+
+Track: A ranger gains Track as a bonus feat.
+
+Favored Enemy: At 1st level, a ranger may select a type of creature as a favored enemy. (A ranger can only select his own race as a favored enemy if he is evil.) Due to his extensive study of his foes and training in the proper techniques for combating them, the ranger gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. Likewise, he gets the same bonus to weapon damage rolls against creatures of this type. A ranger also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the ranger cannot strike with deadly accuracy beyond that range). The bonus doesn't apply to damage against creatures that are immune to critical hits.
+
+At 5th level and at every five levels thereafter (10th, 15th, and 20th level), the ranger may select a new favored enemy, and the bonus associated with every previously selected favored enemy goes up by +1.
+
+* Rangers may not select "humanoid" or "outsider" as a favored enemy, but they may select a more narrowly defined type of humanoid or outsider. A ranger can only select his own race as a favored enemy if he is evil.
+
+Improved Two-Weapon Fighting: A ranger with a base attack bonus of at least +9 can choose to gain the Improved Two-Weapon Fighting feat even if he does not have the other prerequisites for the feat. The ranger must be wearing light armor or no armor in order to use this benefit.
+
+
+None
+Any
+A rogue's weapon training focuses on weapons suitable for stealth and sneak attacks. Thus, all rogues are proficient with the crossbow (hand or light), dagger (any type), dart, light mace, sap, shortbow (normal and composite), and short sword. Medium-size rogues are also proficient with certain weapons that are too big for Small rogues to use and conceal easily: club, heavy crossbow, heavy mace, morningstar, quarterstaff, and rapier. Rogues are proficient with light armor but not with shields.
+Sneak Attack: Any time the rogue's target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks the target, the rogue's attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
+
+Ranged attacks can only count as sneak attacks if the target is within 30 feet. The rogue can't strike with deadly accuracy from beyond that range.
+
+With a sap (blackjack) or an unarmed strike, the rogue can make a sneak attack that deals subdual damage instead of normal damage. The rogue cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty.
+
+A rogue can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also 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 a vital spot. The rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
+
+Traps: 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, 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 generally study a trap, figure out how it works, and bypass it (with his party) without disarming it.
+
+Evasion: At 2nd level, a rogue gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the rogue takes no damage with a successful saving throw. Evasion can only be used if the rogue is wearing light armor or no armor. It is an extraordinary ability.
+
+Uncanny Dodge: At 3rd level and above, she retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.
+
+At 6th level , the rogue can no longer be flanked. Another rogue at least four levels higher can still flank.
+
+At 11th level, the rogue gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 14th level, these bonuses rise to +2. At 17th, they rise to +3, and at 20th they rise to +4.
+
+Special Abilities: On achieving 10th level and every three levels thereafter (13th, 16th, and 19th), a rogue chooses a special ability from among the following:
+
+Crippling Strike: When the rogue damages an opponent with a sneak attack, the target also takes 1 point of Strength damage.
+
+Defensive Roll: Once per day, when a rogue would be reduced to 0 hit points or less 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. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The rogue must be aware of the attack and able to react to it in order to execute the defensive roll - if the Dexterity bonus to AC is denied, the rogue can't roll. 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: The rogue takes only half damage on a failed save.
+
+Opportunist: 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 attacks 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 selects a number of skills equal to 3 + Intelligence modifier. When making a skill check with one of these skills, the rogue may take 10 even if stress and distractions would normally prevent the rogue from doing so. The rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
+
+Slippery Mind: If a rogue with a slippery mind is affected by an enchantment and fails the saving throw, 1 round later the rogue can attempt the saving throw again. The rogue only gets this one extra chance to succeed. This is an extraordinary ability.
+
+Feat: A rogue may gain a feat in place of a special ability.
+
+
+Move Silently: 8 ranks.
+Hide: 10 ranks.
+Perform: 5 ranks.
+Feats: Dodge, Mobility, Combat Reflexes
+Any
+Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields.
+Hide in Plain Sight: Shadowdancers can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, shadowdancers can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in their own shadows. Hide in plain sight is a supernatural ability.
+
+Evasion: At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.
+
+Darkvision: At 2nd level, a shadowdancer can see in the dark as though she were permanently under the affect of a darkvision spell. This is a supernatural ability.
+
+Uncanny Dodge: Starting at 2nd level, the shadowdancer gains the extraordinary ability to react to danger before her senses would normally allow her to even be aware of it. At 2nd level and above, she retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)
+
+At 5th level, the shadowdancer can no longer be flanked, since she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least 4 levels higher than the shadowdancer can flank her (and thus sneak attack her).
+
+At 10th level, the shadowdancer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus to Reflex saves made to avoid traps.
+
+If the shadowdancer has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis.
+
+Shadow Illusion: When a shadowdancer reaches 3rd level, she can create visual illusions from surrounding shadows. This spell-like ability is identical to the arcane spell silent image and may be employed once per day.
+
+Summon Shadow: At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadowdancer. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer allows her to summon an additional shadow and adds +2 HD (and the requisite base attack and base save bonus increases) to all her shadow companions.
+
+If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a Fortitude saving throw (DC 15). If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer's experience can never go below 0 as the result of a shadow's dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for a year and a day.
+
+Shadow Jump: At 4th level, the shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. The shadowdancer can jump up to a total of 20 feet each day in this way, although this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels thereafter, the distance a shadowdancer can jump each day doubles (40 feet at 6th level, 80 feet at 8th level, and 160 feet at 10th level). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. (A 6th-level shadowdancer who jumps 32 feet cannot jump again until the next day.)
+
+Defensive Roll: Starting at 5th level, the shadowdancer can roll with a potentially lethal blow to take less damage from it. Once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the shadowdancer can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can't attempt the defensive roll.
+
+Slippery Mind: This extraordinary ability, gained at 7th level, represents the shadowdancer's ability to wriggle free from magical effects that would otherwise control or compel her. If the shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell's effects proceed normally.
+
+Improved Evasion: This extraordinary ability, gained at 10th level, works like evasion (see above). The shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage (breath weapon, fireball, and so on). What's more, she takes only half damage even if she fails her saving throw, since the shadowdancer's reflexes allow her to get out of harm's way with incredible speed.
+
+
+None
+Any
+Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor, nor with shields.
+Spells: A sorcerer casts arcane spells. The number of spells a sorcerer knows is not affected by his Charisma bonus. The spells a sorcerer knows can be common spells chosen from the sorcerer and wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study.
+
+A sorcerer is limited to casting a certain number of spells of each level per day, but he need not prepare his spells in advance. The number of spells he can cast per day is improved by his bonus spells, if any.
+
+A sorcerer may use a higher-level slot to cast a lower-level spell if he so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it.
+
+To learn or cast a spell, a sorcerer must have a Charisma score of at least 10 + the spell's level. The Difficulty Class for saving throws against sorcerer spells is 10 + the spell's level + the sorcerer's Charisma modifier.
+
+
+None
+Any
+Wizards are skilled with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Wizards are not proficient with any type of armor nor with shields.
+Spells: A wizard casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. A wizard must prepare 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. To learn, prepare, or cast a spell, a wizard must have an Intelligence score of at least 10 + the spell's level. A wizard's bonus spells are based on Intelligence. The Difficulty Class for saving throws against wizard spells is 10 + the spell's level + the wizard's Intelligence modifier.
+
+Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character.
+
+Familiar: A wizard can summon a familiar in exactly the same manner as a sorcerer. See the sorcerer description.
+
+Scribe Scroll: A wizard has the bonus item creation feat Scribe Scroll, enabling her to create magic scrolls.
+
+Bonus Feats: Every five levels, a wizard gains a bonus feat. This feat must be a metamagic feat, an item creation feat, or Spell Mastery.
+
+Spellbooks: Wizards must study their spellbooks each day to prepare their spells. A wizard cannot prepare any spell not recorded in her spellbook (except for read magic, which all wizards can prepare from memory).
+
+Spell Mastery: A wizard (and only a wizard) can take the special feat Spell Mastery. Each time the wizard takes this feat, choose a number of spells equal to the wizard's Intelligence modifier (they must be spells that the wizard already knows). From that point on, the wizard can prepare these spells without referring to a spellbook.
+
+School Specialization
+
+A school is one of eight groupings of spells, each defined by a common theme, such as illusion or necromancy. A wizard may specialize in one school of magic.
+
+Specialization allows a wizard to cast extra spells from the chosen school, but the wizard then never learns to cast spells from one or more other schools. Spells of the school or schools that the specialist gives up are not available to her, and she can't even cast such spells from scrolls or wands.
+
+The wizard must choose whether to specialize and how at 1st level. She may not change her specialization later.
+
+The specialist can prepare one additional spell (of the school selected as a specialty) per spell level each day.
+
+The specialist gains a +2 bonus to Spellcraft checks to learn the spells of her chosen school.
+
+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: To become an abjurer, a wizard must select a prohibited school or schools from the following choices: (1) either Conjuration, Enchantment, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy.
+
+Conjuration: To become a conjurer, a wizard must select a prohibited school or schools from one of the following choices: (1) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3) Transmutation, or (4) any three schools.
+
+Divination: To become a diviner, a wizard must select any other single school as a prohibited school.
+
+Enchantment: To become an enchanter, a wizard must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy.
+
+Evocation: To become an evoker, a wizard must select a prohibited school or schools from one of the following choices: (1) Conjuration; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3) Transmutation; or (4) any three schools.
+
+Illusion: To become an illusionist, a wizard must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Enchantment, Evocation, or Transmutation; or (2) both Divination and Necromancy.
+
+Necromancy: To become a necromancer, a wizard must select any other single school as a prohibited school.
+
+Transmutation: To become a transmuter, a wizard must select a prohibited school or schools from one of the following choices: (1) Conjuration; (2) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; or (4) any three schools.
+
+Universal: Not a school, but a category for spells all wizards can learn. A wizard cannot select universal as a specialty school or as a school to which she does not have access.
+
+
+None
+Any
+Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields
+Spells: An adept casts divine spells. She is limited to a certain number of spells of each spell level per day, according to her class level. Like a cleric, an adept may prepare and cast any spell on the adept list, provided she can cast spells of that level. Like a cleric, she prepares her spells ahead of time each day. The DC for a saving throw against an adept's spell is 10 + spell level + the adept's Wisdom modifier.
+
+Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.
+
+When the adept gets 0 spells of a given level, she gets only bonus spells for that spell slot. An adept without a bonus spell for that level cannot yet cast a spell of that level. Bonus spells are based on Wisdom.
+
+Each adept has a particular holy symbol (as a divine focus) depending on the adept's magical tradition.
+
+Familiar: At 2nd level, an adept can call a familiar, just like a sorcerer or wizard can.
+
+Adept Spell List
+0 level-create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic.
+1st level-bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep.
+2nd level-aid, animal trance, bull's strength, cat's grace, cure moderate wounds, darkness, delay poison, endurance, invisibility, mirror image, resist elements, see invisibility, web.
+3rd level-animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues.
+4th level-cure critical wounds, minor creation, polymorph other, polymorph self, restoration, stoneskin, wall of fire.
+5th level-break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone.
+
+
+None
+Any
+The aristocrat is proficient in the use of all simple and martial weapons and with all types of armor and shields.
+None
+
+
+None
+Any
+The commoner is proficient with one simple weapon. He is not proficient with weapons, armor, or shields.
+None
+
+
+None
+Any
+The expert is proficient in the use of all simple weapons and with light armor but not shields.
+None
+
+
+None
+Any
+The warrior is proficient in the use of all simple and martial weapons and all armor and shields.
+None
+
+
+None
+Any
+Psions are proficient with all simple weapons. They are not proficient with any type of armor, nor with shields.
+Psionics: A Psion manifests psionic powers. The number of pisonic powers know by a psion is a fixed number, by level. Psions must select a specific Discipline to belong to. The psion is required to take a minimum number of powers from his disipline. The psion does not gain extra powers for high stats.
+
+A psion manifest power through the use of power points. The psion does not need to prepare his power before hand as a wizard does. The psion is more like a sorceror in this regard. The psion gains bonus power points for having a high stat in their displine stat.
+
+To learn or manifest a psionic power, a psion must have a stat score of at least 10 + the powers's level in the stat coresponding to it discipline. The Difficulty Class for saving throws against sorcerer spells is 1d20 + the powers's level + the psions's stat modifier.
+
+
+None
+Any
+Psychic Warriors are proficient with all simple and martial weapons, and all armour and shields.
+Psionics: A Psychic manifests psionic powers. The number of pisonic powers know by a psion is a fixed number, by level. The psychic warrior does not gain extra powers for high stats. The psychic warriors psionic abilities are inferior to that of the psions.
+
+A psychic warrior manifest power through the use of power points. The psychic warrior does not need to prepare his power before hand as a wizard does. The psychic warrior is more like a sorceror in this regard. The psychic warrior does not gain bonus power points for having a high stat in their displine stat.
+
+To learn or manifest a psionic power, a psychic warrior must have a stat score of at least 10 + the powers's level in the stat coresponding to it discipline. The Difficulty Class for saving throws against sorcerer spells is 1d20 + the powers's level + the psychic warrior's stat modifier.
+
+
diff -pruN 1.6.3-1.1/data/dnd3e/dnd3edivine.xml 1.7.1-0ubuntu1/data/dnd3e/dnd3edivine.xml
--- 1.6.3-1.1/data/dnd3e/dnd3edivine.xml 2002-08-23 08:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/dnd3e/dnd3edivine.xml 2006-10-18 21:50:08.000000000 +0100
@@ -1,660 +1,660 @@
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diff -pruN 1.6.3-1.1/data/dnd3e/dnd3efeats.xml 1.7.1-0ubuntu1/data/dnd3e/dnd3efeats.xml
--- 1.6.3-1.1/data/dnd3e/dnd3efeats.xml 2003-05-19 08:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/dnd3e/dnd3efeats.xml 2006-10-18 21:50:08.000000000 +0100
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diff -pruN 1.6.3-1.1/data/dnd3e/dnd3epowers.xml 1.7.1-0ubuntu1/data/dnd3e/dnd3epowers.xml
--- 1.6.3-1.1/data/dnd3e/dnd3epowers.xml 2002-08-28 08:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/dnd3e/dnd3epowers.xml 2006-10-18 21:50:08.000000000 +0100
@@ -1,294 +1,294 @@
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diff -pruN 1.6.3-1.1/data/dnd3e/dnd3espells.xml 1.7.1-0ubuntu1/data/dnd3e/dnd3espells.xml
--- 1.6.3-1.1/data/dnd3e/dnd3espells.xml 2002-02-26 08:00:00.000000000 +0000
+++ 1.7.1-0ubuntu1/data/dnd3e/dnd3espells.xml 2006-10-18 21:50:08.000000000 +0100
@@ -1,326 +1,326 @@
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diff -pruN 1.6.3-1.1/data/dnd3e/dnd3eweapons.xml 1.7.1-0ubuntu1/data/dnd3e/dnd3eweapons.xml
--- 1.6.3-1.1/data/dnd3e/dnd3eweapons.xml 2002-05-22 08:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/dnd3e/dnd3eweapons.xml 2006-10-18 21:50:08.000000000 +0100
@@ -1,299 +1,299 @@
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-for proper treatment, read PH pg 101
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- Always masterwork
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-see PH pg 103 for proper treatment
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-An unArmed strike does more dmg as a monk
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-An unArmed strike does more dmg as a monk
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-Always masterwork
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-range15, maxrange15, no penalties to max range; ineffective Vs armor or +3 natural adjustment PH pg 104
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+for proper treatment, read PH pg 101
+
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+ Always masterwork
+
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+ Always masterwork
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+ like a spiked chain
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+see PH pg 103 for proper treatment
+
+
+An unArmed strike does more dmg as a monk
+
+
+An unArmed strike does more dmg as a monk
+
+
+Always masterwork
+
+
+
+
+
+
+
+
+
+
+
+range15, maxrange15, no penalties to max range; ineffective Vs armor or +3 natural adjustment PH pg 104
+
+
diff -pruN 1.6.3-1.1/data/dnd3e/feats.txt 1.7.1-0ubuntu1/data/dnd3e/feats.txt
--- 1.6.3-1.1/data/dnd3e/feats.txt 2004-06-19 08:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/dnd3e/feats.txt 1970-01-01 01:00:00.000000000 +0100
@@ -1,556 +0,0 @@
-A Thousand Furs [Special] - Touched by the Gods, p. 71
-Acrobatic [General] - Song and Silence, p. 38
-Acrobatic (Legends & Lairs version) [General] - Traps & Treachery, p. 34
-Airy Gallop [Special] - Dragon Magazine d20 Special/Annual #6, p. 65
-Alertness [General] - Player's Handbook, p. 80
-Alluring [General] - Song and Silence, p. 38
-Ambidexterity [General] - Player's Handbook, p. 80
-Ancient Lineage [General] - The Taan, p. 81
-Arcane Defense [General] - Tome and Blood, p. 38
-Arcane Preparation [General] - Tome and Blood, p. 38
-Arcane Schooling [General] - Forgotten Realms Campaign Setting, p. 33
-Armor Proficiency (Heavy) [General] - Player's Handbook, p.80
-Armor Proficiency (Light) [General] - Player's Handbook, p. 80
-Armor Proficiency (Medium) [General] - Player's Handbook, p. 80
-Art of Fascination [Ancestor] - Oriental Adventures, p. 60
-Arterial Strike [General] - Song and Silence, p. 38
-Artist [General] - Forgotten Realms Campaign Setting, p. 33
-Artist [Ancestor] - Oriental Adventures, p. 61
-Athletic [General] - Song and Silence, p. 38
-Attention to Detail [Ancestor] - Oriental Adventures, p. 61
-Attune Gem [Item Creation] - Magic of Faerun, p. 21
-Augment Construct [Psionic] - Dragon Magazine #287, p. 54
-Augment Summoning [General] - Tome and Blood, p. 39
-Aura of Serenity [Mystic Warrior] - Mystic Warriors, p. 112
-Battle Howl [General] - Touched by the Gods, p. 109
-Battle Roar [Kaiju] - Dragon Magazine #289, p. 70
-Blind Casting [General] - Dungeons, p. 81
-Blind-Fight [General] - Player's Handbook, p. 80
-Blindsight, 5-foot Radius [General] - Sword and Fist, p. 5
-Blood Frenzy [General] - The Taan, p. 81
-Blood Sorcerer [Ancestor] - Oriental Adventures, p. 61
-Blooded [General] - Forgotten Realms Campaign Setting, p. 33
-Bloodline of Fire [General] - Forgotten Realms Campaign Setting, p. 34
-Body Fuel [Psionic] - Psionics Handbook, p. 24
-Bootlicker [General] - Evil, p. 58
-Born Duelist [Ancestor] - Oriental Adventures, p. 61
-Breeze Dance [Fighting Stance] - Mystic Warriors, p. 112
-Brew Poison [Item Creation] - Traps & Treachery, p. 45
-Brew Potion [Item Creation] - Player's Handbook, p. 80
-Bribery [General] - Evil, p. 58
-Bullheaded [General] - Forgotten Realms Campaign Setting, p. 34
-Cabalistic Spellcasting [Metamagic] - Sovereign Stone Campaign Sourcebook, p. 60
-Casing Sense [General] - Traps & Treachery, p. 34
-Chain Power [Metapsionic] - Dragon Magazine #287, p. 54
-Chain Spell [Metamagic] - Tome and Blood, p. 39
-Chain Spell (Scarred Lands version) [Metamagic] - Relics and Rituals, p. 25
-Change Instruction [Special] - Demonology, p. 41
-Chariot Archery [General] - Sword and Fist, p. 78
-Chariot Charge [General] - Sword and Fist, p. 79
-Chariot Combat [General] - Sword and Fist, p. 78
-Chariot Sideswipe [General] - Sword and Fist, p. 79
-Chariot Trample [General] - Sword and Fist, p. 78
-Charlatan [General] - Song and Silence, p. 38
-Chink in the Armor [General] - Song and Silence, p. 38
-Choke Hold [General] - Oriental Adventures, p. 61
-Circle Kick [General] - Sword and Fist, p. 5
-Claws/Fangs [Infernal] - Evil, p. 24
-Cleave [General] - Player's Handbook, p. 80
-Close-Order Fighting [Special] - Dragon Lords of Melnibone, p. 63
-Close-Quarters Fighting [General] - Sword and Fist, p. 5
-Cloud Running [Special] - Creature Collection, p. 72
-Combat Agility [General] - Dragon Magazine #284, p. 123
-Combat Casting [General] - Player's Handbook, p. 80
-Combat Manifestation [Psionic] - Psionics Handbook, p. 24
-Combat Reflexes [General] - Player's Handbook, p. 80
-Combat Sense [General] - The Taan, p. 81
-Conjure Mastery [Eldritch] - The Book of Eldritch Might, p. 4
-Construct Familiar [General] - Dragon Magazine #280, p. 62
-Controlled Breathing [General] - Dungeons, p. 81
-Cool Head [General] - Oriental Adventures, p. 61
-Cooperative Spell [Metamagic] - Tome and Blood, p. 39
-Cooperative Spellcasting [Metamagic] - Sovereign Stone Campaign Sourcebook, p. 60
-Cosmopolitan [General] - Forgotten Realms Campaign Setting, p. 34
-Courteous Magocracy [General] - Forgotten Realms Campaign Setting, p. 34
-Crab Walk [Fighting Stance] - Mystic Warriors, p. 112
-Craft Anaema Tool [Item Creation] - Mythic Races, p. 15
-Craft Crystal Capacitor [Item Creation] - Psionics Handbook, p. 24
-Craft Crystal Weapon [Item Creation] - Oriental Adventures, p. 61
-Craft Dorje [Item Creation] - Psionics Handbook, p. 24
-Craft Kirpan [Item Creation] - Mystic Warriors, p. 112
-Craft Magic Arms and Armor [Item Creation] - Player's Handbook, p. 81
-Craft Magic Trap [Item Creation] - Traps & Treachery, p. 34
-Craft Mystic Talisman [Item Creation] - Mystic Warriors, p. 112
-Craft Named Weapon [Item Creation] - Mystic Warriors, p. 112
-Craft Psionic Arms and Armor [Item Creation] - Psionics Handbook, p. 24
-Craft Rod [Item Creation] - Player's Handbook, p. 81
-Craft Staff [Item Creation] - Player's Handbook, p. 81
-Craft Talisman [Item Creation] - Oriental Adventures, p. 61
-Craft Universal Item [Item Creation] - Psionics Handbook, p. 24
-Craft Vitus Amulet [Item Creation] - Mystic Warriors, p. 113
-Craft Wand [Item Creation] - Player's Handbook, p. 81
-Craft Wondrous Item [Item Creation] - Player's Handbook, p. 81
-Create Graft [Item Creation] - Touched by the Gods, p. 26
-Create Portal [Item Creation] - Forgotten Realms Campaign Setting, p. 34
-Dance of the Dirk [Fighting Stance] - Mystic Warriors, p. 113
-Darkvision [Infernal] - Evil, p. 24
-Dash [General] - Song and Silence, p. 38
-Daylight Adaptation [General] - Forgotten Realms Campaign Setting, p. 34
-Dead Shot [General] - Sovereign Stone Campaign Sourcebook, p. 60
-Death Blow [General] - Sword and Fist, p. 6
-Deep Impact [Psionic] - Psionics Handbook, p. 25
-Defensive Strike [General] - Oriental Adventures, p. 62
-Defensive Throw [General] - Oriental Adventures, p. 62
-Deflect Arrows [General] - Player's Handbook, p. 81
-Deflect Ranged Attack [General] - Dragon Magazine #274, p. 60
-Delay Power [Metapsionic] - Psionics Handbook, p. 25
-Delay Spell [Metamagic] - Tome and Blood, p. 39
-Dirty Fighting [General] - Sword and Fist, p. 6
-Disarm Mind [Psionic] - Psionics Handbook, p. 25
-Discipline [General] - Forgotten Realms Campaign Setting, p. 34
-Discipline [Ancestor] - Oriental Adventures, p. 62
-Disguise Spell [Metamagic] - Song and Silence, p. 38
-Dismiss Demon [Special] - Demonlogy, p. 41
-Divine Cleansing [Divine] - Defenders of the Faith, p. 19
-Divine Might [Divine] - Defenders of the Faith, p. 19
-Divine Perception [General] - Touched by the Gods, p. 34
-Divine Resistance [Divine] - Defenders of the Faith, p. 19
-Divine Shield [Divine] - Defenders of the Faith, p. 19
-Divine Vengeance [Divine] - Defenders of the Faith, p. 20
-Divine Vigor [Divine] - Defenders of the Faith, p. 20
-Dodge [General] - Player's Handbook, p. 81
-Dreamspeaking [General] - The Book of Eldritch Might, p. 4
-Drug Tolerance [General] - Caravan of Hope, p. 27
-Dual Strike [General] - Sword and Fist, p. 6
-Eagle Claw Attack [General] - Sword and Fist, p. 6
-Earth's Embrace [General] - Oriental Adventures, p. 62
-Education [General] - Forgotten Realms Campaign Setting, p. 34
-Eidetic Memory [General] - Dungeons, p. 81
-Element Resistance [Infernal] - Evil, p. 24
-Empathy [General] - Traps & Treachery, p. 35
-Empower Spell [Metamagic] - Player's Handbook, p. 82
-Empower Turning [Special] - Defenders of the Faith, p. 20
-Enchant Stone [Item Creation] - The Taan, p. 81
-Encode Stone [Item Creation] - Psionics Handbook, p. 25
-Endurance [General] - Player's Handbook, p. 82
-Energy Admixture [Metamagic] - Tome and Blood, p. 39
-Energy of Life [Special] - Creature Collection, p. 72
-Energy Substitution [Metamagic] - Tome and Blood, p. 40
-Enlarge Power [Metapsionic] - Psionics Handbook, p. 25
-Enlarge Spell [Metamagic] - Player's Handbook, p. 82
-Enspell Familiar [General] - Dragon Magazine #280, p. 62
-Eschew Materials [Metamagic] - Tome and Blood, p. 40
-Etch Object Rune [Item Creation] - The Book of Eldritch Might, p. 4
-Ethran [General] - Forgotten Realms Campaign Setting, p. 34
-Exotic Weapon Proficiency [General] - Player's Handbook, p. 82
-Expert Tactician [General] - Song and Silence, p. 38
-Expertise [General] - Player's Handbook, p. 82
-Extend Power [Metapsionic] - Psionics Handbook, p. 25
-Extend Spell [Metamagic] - Player's Handbook, p. 82
-Extra Familiar [General] - Dragon Magazine #280, p. 62
-Extra Music [General] - Song and Silence, p. 39
-Extra Power [Psionic] - Dragon Magazine #287, p. 55
-Extra Slot [General] - Tome and Blood, p. 40
-Extra Smiting [Special] - Defenders of the Faith, p. 20
-Extra Spell [General] - Tome and Blood, p. 40
-Extra Stunning Attacks [General] - Sword and Fist, p. 6
-Extra Turning [Special] - Player's Handbook, p. 82 (rules: pp. 32, 42)
-Eye for Detail [General] - Traps & Treachery, p. 35
-Eyes in the Back of Your Head [General] - Sword and Fist, p. 6
-Eyes of Calaam [Special] - Touched by the Gods, p. 59
-Falling Star Strike [General] - Oriental Adventures, p. 62
-Far Shot [General] - Player's Handbook, p. 82
-Fast Armor [General] - Dragon Magazine #284, p. 123
-Fast Rider [General] - Dragon Magazine #285, p. 98
-Fast Talker [General] - Traps & Treachery, p. 35
-Fearsome and Fearless [Ancestor] - Oriental Adventures, p. 62
-Feign Weakness [General] - Sword and Fist, p. 6
-Fell Shot [Psionic] - Psionics Handbook, p. 25
-Firearms Drill [General] - Dragon Magazine d20 Special/Annual #6, p. 70
-Fists of Calaam [Special] - Touched by the Gods, p. 59
-Fists of Iron [General] - Sword and Fist, p. 6
-Fleet of Foot [General] - Song and Silence, p. 39
-Flick of the Wrist [General] - Song and Silence, p. 39
-Flight [Infernal] - Evil, p. 25
-Flying Kick [General] -Oriental Adventures, p. 62
-Foe Hunter [Fighter, General] - Forgotten Realms Campaign Setting, p. 34
-Forester [General] - Forgotten Realms Campaign Setting, p. 35
-Forge Ring [Item Creation] - Player's Handbook, p. 82
-Fortify Power [Metapsionic] - Dragon Magazine #287, p. 55
-Freezing the Lifeblood [General] - Oriental Adventures, p. 62
-Gifted General [Ancestor] - Oriental Adventures, p. 62
-Golden Tongue [General] - Dungeons, p. 81
-Grace Under Pressure [General] - Dungeons, p. 81
-Grappling Block [General] - Oriental Adventures, p. 63
-Grasshopper Strike [General] - Dragon Magazine #279, p. 63
-Great Cleave [General] - Player's Handbook, p. 82
-Great Crafter [Ancestor] - Oriental Adventures, p. 63
-Great Diplomat [Ancestor] - Oriental Adventures, p. 63
-Great Fortitude [General] - Player's Handbook, p. 82
-Great Ki Shout [General] - Oriental Adventures, p. 63
-Great Stamina [Ancestor] - Oriental Adventures, p. 63
-Great Sunder [Psionic] - Psionics Handbook, p. 26
-Great Teamwork [Ancestor] - Oriental Adventures, p. 63
-Greater Power Penetration [Psionic] - Psionics Handbook, p. 26
-Greater Psionic Focus [Psionic] - Psionics Handbook, p. 26
-Greater Spell Focus [General] - Tome and Blood, p. 40
-Greater Spell Penetration [General] - Tome and Blood, p. 40
-Green Ear [General] - Song and Silence, p. 39
-Green Viper Style [Fighting Stance] - Mystic Warriors, p. 113
-Hammer Fist [General] - Dragon Magazine #279, p. 63
-Hamstring [General] - Song and Silence, p. 39
-Heavy Scarring [General] - The Taan, p. 82
-Heighten Power [Metapsionic] - Psionics Handbook, p. 26
-Heighten Spell [Metamagic] - Player's Handbook, p. 82
-Heighten Turning [Special] - Defenders of the Faith, p. 20
-Heroic Destiny [Special] - Touched by the Gods, p. 109
-Hide Power [Metapsionic] - Psionics Handbook, p. 26
-Hide Spell [Metamagic] - Relics and Rituals, p. 25
-Hill Fighter [General] - Dragon Magazine #285, p. 98
-Hold the Line [General] - Sword and Fist, p. 7
-Honest Merchant [Ancestor] - Oriental Adventures, p. 63
-Horse Nomad [Fighter, General] - Forgotten Realms Campaign Setting, p. 35
-Iaijutsu Master [Ancestor] - Oriental Adventures, p. 63
-Immortality [Infernal] - Evil, p. 25
-Immunity [Infernal] - Evil, p. 25
-Imp [Infernal] - Evil, p. 25
-Improved Aid [Ancestor] - Oriental Adventures, p. 63
-Improved Alertness [General] - Dungeons, p. 82
-Improved Bull Rush [General] - Player's Handbook, p. 82
-Improved Counterspell [General] - Forgotten Realms Campaign Setting, p. 35
-Improved Critical [General] - Player's Handbook, p. 82
-Improved Disarm [General] - Player's Handbook, p. 83
-Improved Endurance [General] - Dungeons, p. 82
-Improved Familiar [General] - Tome and Blood, p. 40
-Improved Feint [General] - Evil, p. 59
-Improved Flight [Infernal] - Evil, p. 25
-Improved Grab [General] - Mythic Races, p. 77
-Improved Grapple [General] - Oriental Adventures, p. 63
-Improved Initiative [General] - Player's Handbook, p. 83
-Improved Knockout Attack [General] - Traps & Treachery, p. 35
-Improved Low Blow [General] - Dragon Magazine #285, p. 33
-Improved Mounted Archery [General] - Dragon Magazine #285, p. 99
-Improved Mounted Combat [General] - Sovereign Stone Campaign Sourcebook, p. 62
-Improved Multiweapon Fighting [General] - Mythic Races, p. 137
-Improved Overrun [General] - Sword and Fist, p. 7
-Improved Psicrystal [Psionic] - Psionics Handbook, p. 26
-Improved Ranged Sneak Attack [General] - Traps & Treachery, p. 36
-Improved Rapid Shot [General] - Dragon Magazine #275, p. 41
-Improved Regeneration [Infernal] - Evil, p. 25
-Improved Shield Bash [General] - Defenders of the Faith, p. 20
-Improved Sneak Attack [General] - Traps & Treachery, p. 36
-Improved Sunder [General] - Sword and Fist, p. 7
-Improved Trample [Kaiju] - Dragon Magazine #289, p. 70
-Improved Trip [General] - Player's Handbook, p. 83
-Improved Two-Weapon Fighting [General] - Player's Handbook, p. 83
-Improved Unarmed Strike [General] - Player's Handbook, p. 83
-Improvise Thieves' Tools [General] - Traps & Treachery, p. 37
-Improvised Weapon [General] - Sovereign Stone Campaign Sourcebook, p. 62
-Increased Carrying Capacity [General] - Dungeons, p. 82
-Increased Movement [Infernal] - Evil, p. 26
-Inertial Armor [Psionic] - Psionics Handbook, p. 26
-Infernal Pact [Infernal] - Evil, p. 26
-Infernal Soul [Infernal] - Evil, p. 26
-Information Exchange [Special] - Touched by the Gods, p. 7
-Innate Spell [General] - Tome and Blood, p. 41
-Inner Peace [Mystic Warrior] - Mystic Warriors, p. 113
-Inner Strength [Psionic] - Psionics Handbook, p. 26
-Inscribe Magical Tattoo [Item Creation] - Relics and Rituals, p. 198
-Inscribe Rune [Item Creation] - Forgotten Realms Campaign Setting, p. 36
-Insidious Magic [Metamagic] - Forgotten Realms Campaign Setting, p. 36
-Invisibility [Infernal] - Evil, p. 27
-Ironbone [Special] - Creature Collection, p. 71
-Ironskin [Special] - Creature Collection, p. 72
-Iron Will [General] - Player's Handbook, p. 83
-Item Image [Eldritch] - The Book of Eldritch Might, p. 4
-Jack of All Trades [General] - Song and Silence, p. 40
-Kami's Intuition [Ancestor] - Oriental Adventures, p. 63
-Karmic Strike [General] - Oriental Adventures, p. 63
-Karmic Twin [Ancestor] - Oriental Adventures, p. 64
-Keen Intellect [Ancestor] - Oriental Adventures, p. 64
-Keen Vision [General] - Traps & Treachery, p. 37
-Ki Projection [Special] - Creature Collection, p. 72
-Ki Shout [General] - Oriental Adventures, p. 64
-Knock-Down [General] - Sword and Fist, p. 7
-Knockout Attack [General] - Traps & Treachery, p. 37
-Knowledgeable [General] - Dungeons, p. 82
-Lace Spell: Elemental Energies [Eldritch] - The Book of Eldritch Might, p. 5
-Lace Spell: Enemy Bane [Eldritch] - The Book of Eldritch Might, p. 5
-Lace Spell: Holy/Unholy [Eldritch] - The Book of Eldritch Might, p. 5
-Lace Spell: Lawful/Chaotic [Eldritch] - The Book of Eldritch Might, p. 5
-Lead Missile Fire [General] - Evil, p. 59
-Leadership [General] - Player's Handbook, p. 83 (rules: Dungeon Master's Guide, p. 45)
-Lightning Fists [General] - Sword and Fist, p. 7
-Lightning Reflexes [General] - Player's Handbook, p. 83
-Light Sleeper [General] - Dungeons, p. 82
-Lingering Song [General] - Song and Silence, p. 40
-Lion Spy [Ancestor] - Oriental Adventures, p. 64
-Lion's Rage [Mystic Warrior Stance] - Mystic Warriors, p. 113
-Living Shield [General] - Evil, p. 58
-Low Blow [General] - Dragon Magazine #285, p. 33
-Luck of Heroes [General] - Forgotten Realms Campaign Setting, p. 36
-Luck of Heroes [Ancestor] - Oriental Adventures, p. 64
-Magekiss [Metamagic] - Traps & Treachery, p. 22
-Magic in the Blood [Ancestor] - Oriental Adventures, p. 64
-Magic Item [Infernal] - Evil, p. 27
-Magical Artisan [General] - Forgotten Realms Campaign Setting, p. 36
-Magical Artisan [Ancestor] - Oriental Adventures, p. 64
-Magical Talent [General] - The Book of Eldritch Might, p. 6
-Magical Training [General] - Forgotten Realms Campaign Setting, p. 36
-Magistrate's Mind [Ancestor] - Oriental Adventures, p. 64
-Mantis Leap [General] - Sword and Fist, p. 7
-Manufacture Magic Poison [Item Creation] - The Book of Eldritch Might, p. 6
-Many Masks [Ancestor] - Oriental Adventures, p. 64
-Martial Weapon Proficiency [General] - Player's Handbook, p. 83
-Master Dorje [Metapsionic] - Psionics Handbook, p. 26
-Maximize Power [Metapsionic] - Psionics Handbook, p. 26
-Maximize Spell [Metamagic] - Player's Handbook, p. 83
-Mechanical Aptitude [General] - Traps & Treachery, p. 37
-Mental Adversary [Psionic] - Psionics Handbook, p. 27
-Mental Leap [Psionic] - Psionics Handbook, p. 27
-Mercantile Background [General] - Forgotten Realms Campaign Setting, p. 36
-Metacreative [Psionic] - Psionics Handbook, p. 27
-Militia [General] - Forgotten Realms Campaign Setting, p. 36
-Mind Blind [Psionic] - Dragon Magazine #287, p. 55
-Mind Over Body [General] - Forgotten Realms Campaign Setting, p. 37
-Mind Trap [Psionic] - Psionics Handbook, p. 27
-Mirror Sight [Eldritch] - The Book of Eldritch Might, p. 6
-Mobility [General] - Player's Handbook, p. 83
-Monkey Grip [General] - Sword and Fist, p. 7
-Mounted Archery [General] - Player's Handbook, p. 83
-Mounted Combat [General] - Player's Handbook, p. 83
-Moving Meditation [Special] - Creature Collection, p. 72
-Multiattack (Taan version) [General] - The Taan, p. 83
-Multicultural [General] - Song and Silence, p. 40
-Multiple Limbs [Infernal] - Evil, p. 27
-Multiweapon Fighting (Legends & Lairs version) [General] - Mythic Races, p. 137
-Natural Weaponry [General] - The Taan, p. 83
-Nature Sense [Special] - Touched by the Gods, p. 71
-Nerve Strikes [Special] - Creature Collection, p. 72
-Nobody's Fool [General] - Dragon Magazine #285, p. 33
-Obscure Lore [General] - Song and Silence, p. 40
-Off-Hand Parry [General] - Sword and Fist, p. 7
-Off-Handed [General] - Evil, p. 59
-Oni's Bane [Ancestor] - Oriental Adventures, p. 64
-Pain Touch [General] - Sword and Fist, p. 8
-Pebble Underfoot [General] - Dragon Magazine #279, p. 63
-Penetrate Hardness [Kaiju] - Dragon Magazine #289, p. 70
-Perfect Memory [General] - Traps & Treachery, p. 37
-Permanent Control [Special] - Demonology, p. 41
-Pernicious Magic [Metamagic] - Forgotten Realms Campaign Setting, p. 37
-Persistent Power [Metapsionic] - Psionics Handbook, p. 27
-Persistent Spell [Metamagic] - Tome and Blood, p. 42
-Persuasive [General] - Song and Silence, p. 40
-Pin Shield [General] - Sword and Fist, p. 8
-Pinpoint Accuracy [General] - Sovereign Stone Campaign Sourcebook, p. 62
-Point Blank Shot [General] - Player's Handbook, p. 84
-Poison Blood [Infernal] - Evil, p. 28
-Poison Immunity [General] - Traps & Treachery, p. 37
-Pounce [General] - Mythic Races, p. 77
-Pounce & Strike [General] - Dragon Lords of Melnibone, p. 50
-Power Attack [General] - Player's Handbook, p. 84
-Power Attack--Iaijutsu [Ancestor] - Oriental Adventures, p. 64
-Power Attack--Shadowlands [Ancestor] - Oriental Adventures, p. 65
-Power Lunge [General] - Sword and Fist, p. 8
-Power Penetration [Psionic] - Psionics Handbook, p. 27
-Power Specialization [Psionic] - Dragon Magazine #287, p. 56
-Power Touch [Psionic] - Psionics Handbook, p. 27
-Powerful Voice [Ancestor] - Oriental Adventures, p. 65
-Precise Shot [General] - Player's Handbook, p. 84
-Primal Shout [General] - The Taan, p. 83
-Prone Attack [General] - Sword and Fist, p. 8
-Psionic Body [Psionic] - Psionics Handbook, p. 27
-Psionic Charge [Psionic] - Psionics Handbook, p. 28
-Psionic Defense [Psionic] - Dragon Magazine #287, p. 54
-Psionic Dodge [Psionic] - Psionics Handbook, p. 28
-Psionic Energy Admixture [Metapsionic] - Dragon Magazine #287, p. 55
-Psionic Energy Substitution [Metapsionic] - Dragon Magazine #287, p. 54
-Psionic Fist [Psionic] - Psionics Handbook, p. 28
-Psionic Focus [Psionic] - Psionics Handbook, p. 28
-Psionic Metabolism [Psionic] - Psionics Handbook, p. 28
-Psionic Shot [Psionic] - Psionics Handbook, p. 28
-Psionic Weapon [Psionic] - Psionics Handbook, p. 28
-Psychic Bastion [Psionic] - Psionics Handbook, p. 28
-Psychic Inquisitor [Psionic] - Psionics Handbook, p. 29
-Psychoanalyst [Psionic] - Psionics Handbook, p. 29
-Purifying Light [General] - Mythic Races, p. 69
-Pyro [General] - Song and Silence, p. 40
-Quick Draw [General] - Player's Handbook, p. 84
-Quicken Power [Metapsionic] - Psionics Handbook, p. 29
-Quicken Spell [Metamagic] - Player's Handbook, p. 84
-Quicken Summoning [Special] - Demonology, p. 41
-Quicken Turning [Special] - Defenders of the Faith, p. 20
-Quicker Than the Eye [General] - Song and Silence, p. 40
-Quickstrike [General] - Traps & Treachery, p. 37
-Rake [General] - Mythic Races, p. 77
-Raking Nails [General] - Mystic Warriors, p. 113
-Ranged Disarm [General] - Dragon Magazine #274, p. 60
-Ranged Pin [General] - Dragon Magazine #274, p. 60
-Ranged Sunder [General] - Dragon Magazine #274, p. 60
-Rapid Metabolism [Psionic] - Psionics Handbook, p. 29
-Rapid Reload [General] - Sword and Fist, p. 9
-Rapid Shot [General] - Player's Handbook, p. 84
-Ray Burst [Metamagic] - Dragon Magazine Annual #5, p. 26
-Ray Coning [Metamagic] - Dragon Magazine Annual #5, p. 26
-Ray Extension [Metamagic] - Dragon Magazine Annual #5, p. 26
-Ray Focus [General] - Dragon Magazine Annual #5, p. 26
-Ray Splitting [Metamagic] - Dragon Magazine Annual #5, p. 26
-Reactive Counterspell [General] - Magic of Faerun, p. 22
-Reach Power [Metapsionic] - Dragon Magazine #287, p. 55
-Reach Spell [Metamagic] - Defenders of the Faith, p. 20
-Reckless Offensive [General] - Enemies and Allies, p. 41
-Recognize Omen [General] - Sovereign Stone Campaign Sourcebook, p. 62
-Redirect Attacks [General] - Evil, p. 59
-Regeneration [Infernal] - Evil, p. 28
-Remain Conscious [General] - Sword and Fist, p. 9
-Repeat Power [Metapsionic] - Dragon Magazine #287, p. 56
-Repeat Spell [Metamagic] - Tome and Blood, p. 41
-Requiem [General] - Song and Silence, p. 40
-Resculpt Mind [Psionic] - Dragon Magazine #287, p. 56
-Resist Poison [General] - Forgotten Realms Campaign Setting, p. 37
-Resist Poison [Ancestor] - Oriental Adventures, p. 65
-Resist Taint [Ancestor] - Oriental Adventures, p. 65
-Return Shot [Psionic] - Psionics Handbook, p. 29
-Ride-By-Attack [General] - Player's Handbook, p. 84
-Rot [Infernal] - Evil, p. 28
-Roundabout Kick [General] - Oriental Adventures, p. 65
-Run [General] - Player's Handbook, p. 84
-Sacred Spell [Metamagic] - Defenders of the Faith, p. 20
-Saddleback [Fighter, General] - Forgotten Realms Campaign Setting, p. 37
-Saddleback [Ancestor] - Oriental Adventures, p. 65
-Sanctum Spell [Metamagic] - Tome and Blood, p. 41
-Scent [General] - Dungeon Master's Guide, p. 81 (variant rule)
-Scholar of Nature [Ancestor] - Oriental Adventures, p. 65
-Scribe Scroll [Item Creation] - Player's Handbook, p. 84
-Scribe Tattoo [Item Creation] - Psionics Handbook, p. 29
-Sculpt Power [Metapsionic] - Dragon Magazine #287, p. 56
-Sculpt Spell [Metamagic] - Tome and Blood, p. 42
-Sea Legs [Ancestor] - Oriental Adventures, p. 65
-Second Wind [General] - Sovereign Stone Campaign Sourcebook, p. 63
-Set Spear [General] - Dragon Lords of Melnibone, p. 63
-Shadow [General] - Song and Silence, p. 40
-Shadow (Legends & Lairs version) [General] - Traps & Treachery, p. 37
-Shadow Weave Magic [General] - Forgotten Realms Campaign Setting, p. 37
-Shapechange [Infernal] - Evil, p. 27
-Shared Spellcasting [Metamagic] - Sovereign Stone Campaign Sourcebook, p. 63
-Sharp-Shooting [General] - Sword and Fist, p. 9
-Shield Charge [General] - Defenders of the Faith, p. 20
-Shield Expert [General] - Sword and Fist, p. 9
-Shield Proficiency [General] - Player's Handbook, p. 85
-Shot on the Run [General] - Player's Handbook, p. 85
-Side Step [General] - Mystic Warriors, p. 113
-Signature Skill [General] - Traps & Treachery, p. 38
-Signature Spell [General] - Forgotten Realms Campaign Setting, p. 37
-Silent Spell [Metamagic] - Player's Handbook, p. 85
-Silver Palm [General] - Forgotten Realms Campaign Setting, p. 37
-Silver Tongue [Ancestor] - Oriental Adventures, p. 65
-Simple Weapon Proficiency [General] - Player's Handbook, p. 85
-Skill Focus [General] - Player's Handbook, p. 85
-Smooth Talk [General] - Forgotten Realms Campaign Setting, p. 37
-Smooth Talk [Ancestor] - Oriental Adventures, p. 66
-Snake Blood [General] - Forgotten Realms Campaign Setting, p. 38
-Snatch Arrows [General] - Sword and Fist, p. 9
-Snatch Weapon [General] - Song and Silence, p. 40
-Soul of Honor [Ancestor] - Oriental Adventures, p. 66
-Soul of Loyalty [Ancestor] - Oriental Adventures, p. 66
-Soul of Sincerity [Ancestor] - Oriental Adventures, p. 66
-Speed of Thought [Psionic] - Psionics Handbook, p. 29
-Spell Focus [General] - Player's Handbook, p. 85
-Spell Girding [General] - Magic of Faerun, p. 22
-Spell Mastery [Special] - Player's Handbook, p. 85 (rules: p. 54)
-Spell Penetration [General] - Player's Handbook, p. 85
-Spell Power [Ancestor] - Oriental Adventures, p. 66
-Spell Specialization [General] - Tome and Blood, p. 42
-Spell Thematics [General] - Magic of Faerun, p. 22
-Spellcaster Support [Ancestor] - Oriental Adventures, p. 66
-Spellcasting Prodigy [General] - Forgotten Realms Campaign Setting, p. 38
-Spellfire Wielder [General] - Magic of Faerun, p. 23
-Spirited Charge [General] - Player's Handbook, p. 85
-Split Psionic Ray [Metapsionic] - Dragon Magazine #287, p. 56
-Split Ray [Metamagic] - Tome and Blood, p. 42
-Spook Animals [Special] - Dragon Magazine d20 Special/Annual #6, p. 65
-Spring Attack [General] - Player's Handbook, p. 85
-Staggering Blow [General] - Dragon Magazine #279, p. 63
-Stand Still [Psionic] - Psionics Handbook, p. 29
-Stare-Down [General] - Scrollworks #11, p. 5
-Stealth [General] - Traps & Treachery, p. 39
-Stealthy [General] - Forgotten Realms Campaign Setting, p. 38
-Still Spell [Metamagic] - Player's Handbook, p. 85
-Stoic Composure [General] - Dragon Magazine #284, p. 123
-Street Smart [General] - Forgotten Realms Campaign Setting, p. 38
-Strength of the Charger [Ancestor] - Oriental Adventures, p. 66
-Strength of the Crab [Ancestor] - Oriental Adventures, p. 66
-Strength of Personality [Special] - Demonology, p. 41
-Strong Soul [General] - Forgotten Realms Campaign Setting, p. 38
-Strong Soul [Ancestor] - Oriental Adventures, p. 66
-Stunning Fist [General] - Player's Handbook, p. 85
-Stunning Roar [Kaiju] - Dragon Magazine #289, p. 70
-Subdual Substitution [Metamagic] - Tome and Blood, p. 42
-Subduing Strike [General] - Sovereign Stone Campaign Sourcebook, p. 63
-Subsonics [General] - Song and Silence, p. 40
-Subtle Charm [Special] - Touched by the Gods, p. 71
-Sunder [General] - Player's Handbook, p. 85
-Superior Expertise [General] - Oriental Adventures, p. 66
-Survival Instincts [General] - The Taan, p. 83
-Survivor [General] - Forgotten Realms Campaign Setting, p. 38
-Swarmfighting [General] - Dragon Magazine #285, p. 33
-Swift Twist Glance [General] - Mystic Warriors, p. 113
-Tail Attack [Special] - Dragon Magazine d20 Special/Annual #6, p. 61
-Talented [Psionic] - Psionics Handbook, p. 30
-Tattoo Focus [Special] - Forgotten Realms Campaign Setting, p. 38
-Taut Tug [General] - Mystic Warriors, p. 113
-Ten Animal Style [Special] - Creature Collection, p. 72
-Tenacious Magic [Metamagic] - Forgotten Realms Campaign Setting, p. 38
-Thick Hide [General] - The Taan, p. 83
-Thick Skin [General] - Dungeons, p. 82
-Thrall Master [Special] - Touched by the Gods, p. 71
-Throw Anything [General] - Sword and Fist, p. 9
-Thug [General] - Forgotten Realms Campaign Setting, p. 38
-Thunder Twin [General] - Forgotten Realms Campaign Setting, p. 38
-Thunderous Roar [Kaiju] - Dragon Magazine #289, p. 70
-Tinker [General] - Dungeons, p. 82
-Token Familiar [General] - Dragon Magazine #280, p. 62
-Toughness [General] - Player's Handbook, p. 85
-Track [General] - Player's Handbook, p. 85
-Trample [General] - Player's Handbook, p. 86
-Treetopper [General] - Forgotten Realms Campaign Setting, p. 38
-Trigger Power [Psionic] - Psionics Handbook, p. 30
-Trustworthy [General] - Song and Silence, p. 40
-Turn Outsider [Special] - Evil, p. 60
-Turn Resistance [General] - Mythic Races, p. 50
-Twin Power [Psionic] - Psionics Handbook, p. 30
-Twin Spell [Metamagic] - Tome and Blood, p. 42
-Twin Sword Style [Fighter, General] - Forgotten Realms Campaign Setting, p. 39
-Two-Weapon Fighting [General] - Player's Handbook, p. 86
-Tyrant [General] - Evil, p. 60
-Ultimate Feint [General] - Evil, p. 62
-Unavoidable Strike [Psionic] - Psionics Handbook, p. 30
-Unbalancing Strike [General] - Oriental Adventures, p. 66
-Undead Familiar [General] - Dragon Magazine #280, p. 62
-Undetectable Lie [Infernal] - Evil, p. 28
-Unholy Blessing [Infernal] - Evil, p. 28
-Unholy Strength [Infernal] - Evil, p. 28
-Unorthodox Flurry [Special] - Dragon Magazine #279, p. 63
-Unusual Background [General] - Diomin, p. 43
-Unyielding Aura [General] - Mythic Races, p. 69
-Up the Walls [Psionic] - Psionics Handbook, p. 30
-Upgrade Power [Psionic] - Dragon Magazine #287, p. 56
-Vengeful Strike [General] - Touched by the Gods, p. 109
-Vitus Kata [Mystic Warrior] - Mystic Warriors, p. 113
-Wall Breaker [General] - Dragon Magazine #285, p. 98
-Warrior Instinct [Ancestor] - Oriental Adventures, p. 66
-Warrior Shugenja [Ancestor] - Oriental Adventures, p. 66
-Warsinger [Special] - Touched by the Gods, p. 109
-Water-ken [General] - The Taan, p. 83
-Wealth [Infernal] - Evil, p. 29
-Weapon Expertise: Throwing Spear [General] - Ragnarok!, p. 10
-Weapon Finesse [General] - Player's Handbook, p. 86
-Weapon Focus [General] - Player's Handbook, p. 86
-Weapon Specialization [Special] - Player's Handbook, p. 86 (rules: p. 37)
-Weapon-Catching [General] - Ragnarok!, p. 9
-Whirlwind Attack [General] - Player's Handbook, p. 86
-Widen Power [Metapsionic] - Dragon Magazine #287, p. 56
-Widen Spell [Metamagic] - Tome and Blood, p. 42
-Wish [Infernal] - Evil, p. 29
-Wrath of Calaam [Special] - Touched by the Gods, p. 59
-Zen Archery [General] - Sword and Fist, p. 9
\ No newline at end of file
diff -pruN 1.6.3-1.1/data/SWd20/d20armor.xml 1.7.1-0ubuntu1/data/SWd20/d20armor.xml
--- 1.6.3-1.1/data/SWd20/d20armor.xml 2002-09-16 08:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/SWd20/d20armor.xml 2006-10-18 21:50:08.000000000 +0100
@@ -1,46 +1,46 @@
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+This armour consists of a lightweight helmet and a composite vest that, when worn together, offer limited protection against shrapnel, mele weapons, slugthrowers, and blasters
+
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+
diff -pruN 1.6.3-1.1/data/SWd20/d20feats.xml 1.7.1-0ubuntu1/data/SWd20/d20feats.xml
--- 1.6.3-1.1/data/SWd20/d20feats.xml 2002-08-15 08:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/SWd20/d20feats.xml 2006-10-18 21:50:08.000000000 +0100
@@ -1,217 +1,217 @@
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diff -pruN 1.6.3-1.1/data/SWd20/d20weapons.xml 1.7.1-0ubuntu1/data/SWd20/d20weapons.xml
--- 1.6.3-1.1/data/SWd20/d20weapons.xml 2002-08-15 08:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/SWd20/d20weapons.xml 2006-10-18 21:50:08.000000000 +0100
@@ -1,125 +1,125 @@
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diff -pruN 1.6.3-1.1/data/SWd20/SWd20classes.xml 1.7.1-0ubuntu1/data/SWd20/SWd20classes.xml
--- 1.6.3-1.1/data/SWd20/SWd20classes.xml 2002-08-15 08:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/data/SWd20/SWd20classes.xml 2006-10-18 21:50:08.000000000 +0100
@@ -1,47 +1,47 @@
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diff -pruN 1.6.3-1.1/debian/changelog 1.7.1-0ubuntu1/debian/changelog
--- 1.6.3-1.1/debian/changelog 2010-01-09 21:33:40.000000000 +0000
+++ 1.7.1-0ubuntu1/debian/changelog 2010-01-09 21:29:40.000000000 +0000
@@ -1,3 +1,24 @@
+openrpg (1.7.1-0ubuntu1) lucid; urgency=low
+
+ * New upstream release (LP: #177560)
+ * Add conversion from MS-DOS endlines to UNIX ones.
+ * Fix "debian-watch-file-is-missing" lintian info
+ * Fix "debian-rules-sets-DH_COMPAT" lintian warning
+ * Fix "binary-arch-rules-but-pkg-is-arch-indep" lintian warning
+ * Fix "build-depends-without-arch-dep" lintian info
+ * Fix "ancient-standards-version" lintian warning
+ * Fix "quilt-patch-missing-description" lintian info
+ * Change debhelper in build-depends to >= 5
+
+ -- Roberto D'Auria Sat, 09 Jan 2010 20:18:12 +0100
+
+openrpg (1.6.3-1.1ubuntu1) gutsy; urgency=low
+
+ * python-wxgtk2.4 dependancy dropped
+ * Update maintainer field in debian/control
+
+ -- Luca Falavigna Thu, 17 May 2007 20:43:26 +0200
+
openrpg (1.6.3-1.1) unstable; urgency=low
* Non-maintainer upload.
diff -pruN 1.6.3-1.1/debian/compat 1.7.1-0ubuntu1/debian/compat
--- 1.6.3-1.1/debian/compat 1970-01-01 01:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/debian/compat 2010-01-09 21:29:40.000000000 +0000
@@ -0,0 +1 @@
+5
diff -pruN 1.6.3-1.1/debian/control 1.7.1-0ubuntu1/debian/control
--- 1.6.3-1.1/debian/control 2010-01-09 21:33:40.000000000 +0000
+++ 1.7.1-0ubuntu1/debian/control 2010-01-09 21:29:40.000000000 +0000
@@ -1,13 +1,15 @@
Source: openrpg
Section: games
Priority: optional
-Maintainer: Isaac Clerencia
-Build-Depends: debhelper (>= 4.0.0), quilt, python-support (>= 0.4.0), python-dev
-Standards-Version: 3.7.2
+Maintainer: Ubuntu MOTU Developers
+XSBC-Original-Maintainer: Isaac Clerencia
+Build-Depends: debhelper (>= 5), quilt
+Build-Depends-Indep: python-support (>= 0.4.0), python-dev, flip
+Standards-Version: 3.8.3
Package: openrpg
Architecture: all
-Depends: ${python:Depends}, python-wxgtk2.6 | python-wxgtk2.4
+Depends: ${python:Depends}, python-wxgtk2.6
Description: client/server application to play RPG over the Internet
OpenRPG is a virtual table top to play pen and paper role playing games and
some miniature board games. It is not a game itself but a tool to allow you
diff -pruN 1.6.3-1.1/debian/patches/fix_work_directory 1.7.1-0ubuntu1/debian/patches/fix_work_directory
--- 1.6.3-1.1/debian/patches/fix_work_directory 2010-01-09 21:33:40.000000000 +0000
+++ 1.7.1-0ubuntu1/debian/patches/fix_work_directory 2010-01-09 21:29:40.000000000 +0000
@@ -1,94 +1,80 @@
---- openrpg-1.6.3.orig/orpg/dirpath/dirpath_tools.py
-+++ openrpg-1.6.3/orpg/dirpath/dirpath_tools.py
-@@ -22,7 +22,7 @@
- dir_struct["SWd20"] = dir_struct["data"]+"SWd20"+ os.sep
- dir_struct["icon"] = dir_struct["home"]+"images"+ os.sep
- dir_struct["template"] = dir_struct["core"]+"templates"+ os.sep
-- dir_struct["user"] = dir_struct["home"]+ "myfiles"+ os.sep
-+ dir_struct["user"] = os.environ['HOME'] + "/.openrpg/"
- dir_struct["plugins"] = dir_struct["home"]+ "plugins"+ os.sep
- dir_struct["nodes"] = dir_struct["template"]+"nodes"+ os.sep
- dir_struct["logs"] = dir_struct["user"]+"logs"+ os.sep
---- openrpg-1.6.3.orig/orpg/gametree/gametree.py
-+++ openrpg-1.6.3/orpg/gametree/gametree.py
-@@ -221,6 +221,7 @@
- #self.filename = filename
- s = self.myopenrpg.get_component('settings')
- s.set_setting("gametree",filename)
-+ filename = re.sub('^~',os.environ['HOME'],filename)
- tmp = None
- xml_dom = None
- xml_doc = None
-@@ -559,6 +560,7 @@
- self.master_dom.setAttribute("version",GAMETREE_VERSION)
- s = self.myopenrpg.get_component('settings')
- s.set_setting("gametree",filename)
-+ filename = re.sub('^~',os.environ['HOME'],filename)
- file = open(filename,"w")
- file.write(toxml(self.master_dom,1))
- file.close()
---- openrpg-1.6.3.orig/orpg/networking/mplay_server.py
-+++ openrpg-1.6.3/orpg/networking/mplay_server.py
-@@ -49,6 +49,7 @@
- import orpg.tools.config_files
- import gc
- import cgi
-+import re
- import sys
- import string
- import time
-@@ -522,9 +523,11 @@
- # we only care about the first map element found -- others are ignored
- mapElement = element.getElementsByTagName( 'map' )[0]
- mapFile = mapElement.getAttribute( 'file' )
-+ mapFile = re.sub('^~',os.environ['HOME'],mapFile)
-
- messageElement = element.getElementsByTagName( 'message' )[0]
- messageFile = messageElement.getAttribute( 'file' )
-+ messageFile = re.sub('^~',os.environ['HOME'],messageFile)
-
- # Make sure we have a message to even mess with
- if( len(messageFile) == 0 ):
---- openrpg-1.6.3.orig/orpg/templates/default_ini.xml
-+++ openrpg-1.6.3/orpg/templates/default_ini.xml
+Fixes work directory replacing myfiles/ with ~/.openrpg/
+Index: openrpg-1.7.1/orpg/gametree/gametree.py
+===================================================================
+--- openrpg-1.7.1.orig/orpg/gametree/gametree.py 2010-01-09 16:57:27.925029322 +0100
++++ openrpg-1.7.1/orpg/gametree/gametree.py 2010-01-09 17:00:22.765027893 +0100
+@@ -273,6 +273,7 @@
+ self.log.log("Enter game_tree->load_tree(self, filename, error)", ORPG_DEBUG)
+
+ self.settings.set_setting("gametree", filename)
++ filename = re.sub('^~',os.environ['HOME'],filename)
+ tmp = None
+ xml_dom = None
+ xml_doc = None
+@@ -686,6 +687,7 @@
+
+ self.master_dom.setAttribute("version",GAMETREE_VERSION)
+ self.settings.set_setting("gametree",filename)
++ filename = re.sub('^~',os.environ['HOME'],filename)
+ file = open(filename,"w")
+ file.write(self.xml.toxml(self.master_dom,1))
+ file.close()
+Index: openrpg-1.7.1/orpg/networking/mplay_server.py
+===================================================================
+--- openrpg-1.7.1.orig/orpg/networking/mplay_server.py 2010-01-09 16:57:28.017029489 +0100
++++ openrpg-1.7.1/orpg/networking/mplay_server.py 2010-01-09 17:01:32.845027909 +0100
+@@ -576,6 +576,7 @@
+ # we only care about the first map element found -- others are ignored
+ mapElement = element.getElementsByTagName( 'map' )[0]
+ mapFile = mapElement.getAttribute( 'file' )
++ mapFile = re.sub('^~',os.environ['HOME'],mapFile)
+
+ messageElement = element.getElementsByTagName( 'message' )[0]
+ messageFile = messageElement.getAttribute( 'file' )
+Index: openrpg-1.7.1/orpg/templates/default_ini.xml
+===================================================================
+--- openrpg-1.7.1.orig/orpg/templates/default_ini.xml 2010-01-09 16:57:28.109027789 +0100
++++ openrpg-1.7.1/orpg/templates/default_ini.xml 2010-01-09 17:02:15.413026186 +0100
@@ -1,7 +1,7 @@
-
-
-
--
-+
-
-
-
---- openrpg-1.6.3.orig/orpg/templates/default_server_ini.xml
-+++ openrpg-1.6.3/orpg/templates/default_server_ini.xml
+
+
+
+-
++
+
+
+
+Index: openrpg-1.7.1/orpg/templates/default_server_ini.xml
+===================================================================
+--- openrpg-1.7.1.orig/orpg/templates/default_server_ini.xml 2010-01-09 16:57:44.329029966 +0100
++++ openrpg-1.7.1/orpg/templates/default_server_ini.xml 2010-01-09 17:05:18.221027591 +0100
@@ -1,7 +1,7 @@
-
-
--
--
-+
-+
-
-
-
+
+
+-
+-
++
++
+
+
+
@@ -9,14 +9,14 @@
-
-
-
--
-+
-
-
--
--
-+
-+
-
-
--
--
-+
-+
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+
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+
diff -pruN 1.6.3-1.1/debian/patches/python_interpreter_path 1.7.1-0ubuntu1/debian/patches/python_interpreter_path
--- 1.6.3-1.1/debian/patches/python_interpreter_path 2010-01-09 21:33:40.000000000 +0000
+++ 1.7.1-0ubuntu1/debian/patches/python_interpreter_path 2010-01-09 21:29:40.000000000 +0000
@@ -1,40 +1,58 @@
---- openrpg-1.6.3.orig/platform.py
-+++ openrpg-1.6.3/platform.py
+Fixes #!/usr/bin/python on some file
+Index: openrpg-1.7.1/platform.py
+===================================================================
+--- openrpg-1.7.1.orig/platform.py 2010-01-09 16:21:47.613023651 +0100
++++ openrpg-1.7.1/platform.py 2010-01-09 16:22:02.042411093 +0100
@@ -1,4 +1,4 @@
--#!/usr/local/bin/python
-+#!/usr/bin/python
-
- """ This module tries to retrieve as much platform identifying data as
- possible. It makes this information available via function APIs.
---- openrpg-1.6.3.orig/start.py
-+++ openrpg-1.6.3/start.py
+-#!/usr/local/bin/python
++#!/usr/bin/python
+
+ """ This module tries to retrieve as much platform identifying data as
+ possible. It makes this information available via function APIs.
+Index: openrpg-1.7.1/start.py
+===================================================================
+--- openrpg-1.7.1.orig/start.py 2010-01-09 16:21:47.737031208 +0100
++++ openrpg-1.7.1/start.py 2010-01-09 16:23:11.257029320 +0100
@@ -1,4 +1,4 @@
--#!/usr/bin/env python
-+#!/usr/bin/python
-
- import pyver
- pyver.checkPyVersion()
---- openrpg-1.6.3.orig/start_server.py
-+++ openrpg-1.6.3/start_server.py
+-#!/usr/bin/env python
++#!/usr/bin/python
+ import getopt
+ import pyver
+ import sys
+@@ -17,4 +17,4 @@
+
+ import orpg.main
+ app = orpg.main.orpgApp(0)
+- app.MainLoop()
+\ No newline at end of file
++ app.MainLoop()
+Index: openrpg-1.7.1/start_server.py
+===================================================================
+--- openrpg-1.7.1.orig/start_server.py 2010-01-09 16:21:47.837027157 +0100
++++ openrpg-1.7.1/start_server.py 2010-01-09 16:23:19.789027750 +0100
@@ -1,4 +1,4 @@
--#!/usr/bin/env python
-+#!/usr/bin/python
- import pyver
- import sys
- pyver.checkPyVersion()
---- openrpg-1.6.3.orig/start_server_gui.py
-+++ openrpg-1.6.3/start_server_gui.py
+-#!/usr/bin/env python
++#!/usr/bin/python
+ import pyver
+ import sys
+ pyver.checkPyVersion()
+Index: openrpg-1.7.1/start_server_gui.py
+===================================================================
+--- openrpg-1.7.1.orig/start_server_gui.py 2010-01-09 16:21:47.933029742 +0100
++++ openrpg-1.7.1/start_server_gui.py 2010-01-09 16:23:28.729027993 +0100
@@ -1,4 +1,4 @@
--#!/usr/bin/env python
-+#!/usr/bin/python
-
- import pyver
- pyver.checkPyVersion()
---- openrpg-1.6.3.orig/orpg/networking/meta_server_lib.py
-+++ openrpg-1.6.3/orpg/networking/meta_server_lib.py
+-#!/usr/bin/env python
++#!/usr/bin/python
+
+ import pyver
+ import os
+Index: openrpg-1.7.1/orpg/networking/meta_server_lib.py
+===================================================================
+--- openrpg-1.7.1.orig/orpg/networking/meta_server_lib.py 2010-01-09 16:21:48.045029385 +0100
++++ openrpg-1.7.1/orpg/networking/meta_server_lib.py 2010-01-09 16:23:45.297024042 +0100
@@ -1,4 +1,4 @@
--#!/usr/bin/python2.1
-+#!/usr/bin/python
- # Copyright (C) 2000-2001 The OpenRPG Project
- #
- # openrpg-dev@lists.sourceforge.net
+-#!/usr/bin/python2.1
++#!/usr/bin/python
+ # Copyright (C) 2000-2001 The OpenRPG Project
+ #
+ # openrpg-dev@lists.sourceforge.net
diff -pruN 1.6.3-1.1/debian/patches/series 1.7.1-0ubuntu1/debian/patches/series
--- 1.6.3-1.1/debian/patches/series 2010-01-09 21:33:40.000000000 +0000
+++ 1.7.1-0ubuntu1/debian/patches/series 2010-01-09 21:29:40.000000000 +0000
@@ -1,2 +1,2 @@
-python_interpreter_path
fix_work_directory
+python_interpreter_path
diff -pruN 1.6.3-1.1/debian/rules 1.7.1-0ubuntu1/debian/rules
--- 1.6.3-1.1/debian/rules 2010-01-09 21:33:40.000000000 +0000
+++ 1.7.1-0ubuntu1/debian/rules 2010-01-09 21:29:40.000000000 +0000
@@ -3,15 +3,13 @@
# Sample debian/rules that uses debhelper.
# GNU copyright 1997 to 1999 by Joey Hess.
-# Uncomment this to turn on verbose mode.
-export DH_COMPAT=4
-
build: build-stamp
build-stamp:
dh_testdir
ln -sf debian/patches
quilt push -a || test $$? = 2
+ find . -name "*.py" -exec flip -u {} \;
touch build-stamp
@@ -61,7 +59,6 @@ binary-indep: install
dh_builddeb
binary-arch:
- @echo "Nothing to do."
binary: binary-indep
-.PHONY: clean binary-indep binary-arch binary
+.PHONY: clean binary-indep
diff -pruN 1.6.3-1.1/debian/watch 1.7.1-0ubuntu1/debian/watch
--- 1.6.3-1.1/debian/watch 1970-01-01 01:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/debian/watch 2010-01-09 21:29:40.000000000 +0000
@@ -0,0 +1,2 @@
+version=3
+http://sf.net/openrpg/openrpg-(.*)\.tar\.gz
Binary files 1.6.3-1.1/images/circle.png and 1.7.1-0ubuntu1/images/circle.png differ
Binary files 1.6.3-1.1/images/clear.gif and 1.7.1-0ubuntu1/images/clear.gif differ
Binary files 1.6.3-1.1/images/crosshair.gif and 1.7.1-0ubuntu1/images/crosshair.gif differ
diff -pruN 1.6.3-1.1/images/d20.xpm 1.7.1-0ubuntu1/images/d20.xpm
--- 1.6.3-1.1/images/d20.xpm 2002-02-26 08:00:00.000000000 +0000
+++ 1.7.1-0ubuntu1/images/d20.xpm 2006-10-18 21:50:08.000000000 +0100
@@ -1,2448 +1,2448 @@
-/* XPM */
-static char * d20_xpm[] = {
-"64 64 2381 2",
-" c None",
-". c #8E8481",
-"+ c #6B615A",
-"@ c #6D635B",
-"# c #6B615D",
-"$ c #4E4443",
-"% c #514641",
-"& c #564B46",
-"* c #615954",
-"= c #6A6763",
-"- c #474344",
-"; c #5D5857",
-"> c #676163",
-", c #7E777B",
-"' c #746B67",
-") c #665C5A",
-"! c #605858",
-"~ c #655E61",
-"{ c #585155",
-"] c #4A4143",
-"^ c #373232",
-"/ c #6A6564",
-"( c #787272",
-"_ c #7F7979",
-": c #796E6D",
-"< c #807373",
-"[ c #7F7A78",
-"} c #7E7978",
-"| c #6F6668",
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diff -pruN 1.6.3-1.1/license.txt 1.7.1-0ubuntu1/license.txt
--- 1.6.3-1.1/license.txt 2004-06-19 08:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/license.txt 2004-06-20 04:58:44.000000000 +0100
@@ -1,342 +1,342 @@
- GNU GENERAL PUBLIC LICENSE
- Version 2, June 1991
-
- Copyright (C) 1989, 1991 Free Software Foundation, Inc.
- 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- Everyone is permitted to copy and distribute verbatim copies
- of this license document, but changing it is not allowed.
-
- Preamble
-
- The licenses for most software are designed to take away your
-freedom to share and change it. By contrast, the GNU General Public
-License is intended to guarantee your freedom to share and change free
-software--to make sure the software is free for all its users. This
-General Public License applies to most of the Free Software
-Foundation's software and to any other program whose authors commit to
-using it. (Some other Free Software Foundation software is covered by
-the GNU Library General Public License instead.) You can apply it to
-your programs, too.
-
- When we speak of free software, we are referring to freedom, not
-price. Our General Public Licenses are designed to make sure that you
-have the freedom to distribute copies of free software (and charge for
-this service if you wish), that you receive source code or can get it
-if you want it, that you can change the software or use pieces of it
-in new free programs; and that you know you can do these things.
-
- To protect your rights, we need to make restrictions that forbid
-anyone to deny you these rights or to ask you to surrender the rights.
-These restrictions translate to certain responsibilities for you if you
-distribute copies of the software, or if you modify it.
-
- For example, if you distribute copies of such a program, whether
-gratis or for a fee, you must give the recipients all the rights that
-you have. You must make sure that they, too, receive or can get the
-source code. And you must show them these terms so they know their
-rights.
-
- We protect your rights with two steps: (1) copyright the software, and
-(2) offer you this license which gives you legal permission to copy,
-distribute and/or modify the software.
-
- Also, for each author's protection and ours, we want to make certain
-that everyone understands that there is no warranty for this free
-software. If the software is modified by someone else and passed on, we
-want its recipients to know that what they have is not the original, so
-that any problems introduced by others will not reflect on the original
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-
- Finally, any free program is threatened constantly by software
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- The precise terms and conditions for copying, distribution and
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-
- GNU GENERAL PUBLIC LICENSE
- TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
-
- 0. This License applies to any program or other work which contains
-a notice placed by the copyright holder saying it may be distributed
-under the terms of this General Public License. The "Program", below,
-refers to any such program or work, and a "work based on the Program"
-means either the Program or any derivative work under copyright law:
-that is to say, a work containing the Program or a portion of it,
-either verbatim or with modifications and/or translated into another
-language. (Hereinafter, translation is included without limitation in
-the term "modification".) Each licensee is addressed as "you".
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-Activities other than copying, distribution and modification are not
-covered by this License; they are outside its scope. The act of
-running the Program is not restricted, and the output from the Program
-is covered only if its contents constitute a work based on the
-Program (independent of having been made by running the Program).
-Whether that is true depends on what the Program does.
-
- 1. You may copy and distribute verbatim copies of the Program's
-source code as you receive it, in any medium, provided that you
-conspicuously and appropriately publish on each copy an appropriate
-copyright notice and disclaimer of warranty; keep intact all the
-notices that refer to this License and to the absence of any warranty;
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-along with the Program.
-
-You may charge a fee for the physical act of transferring a copy, and
-you may at your option offer warranty protection in exchange for a fee.
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- 2. You may modify your copy or copies of the Program or any portion
-of it, thus forming a work based on the Program, and copy and
-distribute such modifications or work under the terms of Section 1
-above, provided that you also meet all of these conditions:
-
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- announcement including an appropriate copyright notice and a
- notice that there is no warranty (or else, saying that you provide
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-These requirements apply to the modified work as a whole. If
-identifiable sections of that work are not derived from the Program,
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-distribute the same sections as part of a whole which is a work based
-on the Program, the distribution of the whole must be on the terms of
-this License, whose permissions for other licensees extend to the
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-
-Thus, it is not the intent of this section to claim rights or contest
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-exercise the right to control the distribution of derivative or
-collective works based on the Program.
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-In addition, mere aggregation of another work not based on the Program
-with the Program (or with a work based on the Program) on a volume of
-a storage or distribution medium does not bring the other work under
-the scope of this License.
-
- 3. You may copy and distribute the Program (or a work based on it,
-under Section 2) in object code or executable form under the terms of
-Sections 1 and 2 above provided that you also do one of the following:
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- a) Accompany it with the complete corresponding machine-readable
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-However, parties who have received copies, or rights, from you under
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- 6. Each time you redistribute the Program (or any work based on the
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-You are not responsible for enforcing compliance by third parties to
-this License.
-
- 7. If, as a consequence of a court judgment or allegation of patent
-infringement or for any other reason (not limited to patent issues),
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-may not distribute the Program at all. For example, if a patent
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-the only way you could satisfy both it and this License would be to
-refrain entirely from distribution of the Program.
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-This section is intended to make thoroughly clear what is believed to
-be a consequence of the rest of this License.
-
- 8. If the distribution and/or use of the Program is restricted in
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-original copyright holder who places the Program under this License
-may add an explicit geographical distribution limitation excluding
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-countries not thus excluded. In such case, this License incorporates
-the limitation as if written in the body of this License.
-
- 9. The Free Software Foundation may publish revised and/or new versions
-of the General Public License from time to time. Such new versions will
-be similar in spirit to the present version, but may differ in detail to
-address new problems or concerns.
-
-Each version is given a distinguishing version number. If the Program
-specifies a version number of this License which applies to it and "any
-later version", you have the option of following the terms and conditions
-either of that version or of any later version published by the Free
-Software Foundation. If the Program does not specify a version number of
-this License, you may choose any version ever published by the Free Software
-Foundation.
-
- 10. If you wish to incorporate parts of the Program into other free
-programs whose distribution conditions are different, write to the author
-to ask for permission. For software which is copyrighted by the Free
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-make exceptions for this. Our decision will be guided by the two goals
-of preserving the free status of all derivatives of our free software and
-of promoting the sharing and reuse of software generally.
-
- NO WARRANTY
-
- 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
-FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
-OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
-PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
-OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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-TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
-PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
-REPAIR OR CORRECTION.
-
- 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
-WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
-REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
-INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
-OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
-TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
-YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
-PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
-POSSIBILITY OF SUCH DAMAGES.
-
- END OF TERMS AND CONDITIONS
-
- How to Apply These Terms to Your New Programs
-
- If you develop a new program, and you want it to be of the greatest
-possible use to the public, the best way to achieve this is to make it
-free software which everyone can redistribute and change under these terms.
-
- To do so, attach the following notices to the program. It is safest
-to attach them to the start of each source file to most effectively
-convey the exclusion of warranty; and each file should have at least
-the "copyright" line and a pointer to where the full notice is found.
-
-
- Copyright (C)
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
-
-
-Also add information on how to contact you by electronic and paper mail.
-
-If the program is interactive, make it output a short notice like this
-when it starts in an interactive mode:
-
- Gnomovision version 69, Copyright (C) year name of author
- Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
- This is free software, and you are welcome to redistribute it
- under certain conditions; type `show c' for details.
-
-The hypothetical commands `show w' and `show c' should show the appropriate
-parts of the General Public License. Of course, the commands you use may
-be called something other than `show w' and `show c'; they could even be
-mouse-clicks or menu items--whatever suits your program.
-
-You should also get your employer (if you work as a programmer) or your
-school, if any, to sign a "copyright disclaimer" for the program, if
-necessary. Here is a sample; alter the names:
-
- Yoyodyne, Inc., hereby disclaims all copyright interest in the program
- `Gnomovision' (which makes passes at compilers) written by James Hacker.
-
- , 1 April 1989
- Ty Coon, President of Vice
-
-This General Public License does not permit incorporating your program into
-proprietary programs. If your program is a subroutine library, you may
-consider it more useful to permit linking proprietary applications with the
-library. If this is what you want to do, use the GNU Library General
-Public License instead of this License.
-
-
+ GNU GENERAL PUBLIC LICENSE
+ Version 2, June 1991
+
+ Copyright (C) 1989, 1991 Free Software Foundation, Inc.
+ 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+ Preamble
+
+ The licenses for most software are designed to take away your
+freedom to share and change it. By contrast, the GNU General Public
+License is intended to guarantee your freedom to share and change free
+software--to make sure the software is free for all its users. This
+General Public License applies to most of the Free Software
+Foundation's software and to any other program whose authors commit to
+using it. (Some other Free Software Foundation software is covered by
+the GNU Library General Public License instead.) You can apply it to
+your programs, too.
+
+ When we speak of free software, we are referring to freedom, not
+price. Our General Public Licenses are designed to make sure that you
+have the freedom to distribute copies of free software (and charge for
+this service if you wish), that you receive source code or can get it
+if you want it, that you can change the software or use pieces of it
+in new free programs; and that you know you can do these things.
+
+ To protect your rights, we need to make restrictions that forbid
+anyone to deny you these rights or to ask you to surrender the rights.
+These restrictions translate to certain responsibilities for you if you
+distribute copies of the software, or if you modify it.
+
+ For example, if you distribute copies of such a program, whether
+gratis or for a fee, you must give the recipients all the rights that
+you have. You must make sure that they, too, receive or can get the
+source code. And you must show them these terms so they know their
+rights.
+
+ We protect your rights with two steps: (1) copyright the software, and
+(2) offer you this license which gives you legal permission to copy,
+distribute and/or modify the software.
+
+ Also, for each author's protection and ours, we want to make certain
+that everyone understands that there is no warranty for this free
+software. If the software is modified by someone else and passed on, we
+want its recipients to know that what they have is not the original, so
+that any problems introduced by others will not reflect on the original
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+
+ Finally, any free program is threatened constantly by software
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+patent must be licensed for everyone's free use or not licensed at all.
+
+ The precise terms and conditions for copying, distribution and
+modification follow.
+
+ GNU GENERAL PUBLIC LICENSE
+ TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
+
+ 0. This License applies to any program or other work which contains
+a notice placed by the copyright holder saying it may be distributed
+under the terms of this General Public License. The "Program", below,
+refers to any such program or work, and a "work based on the Program"
+means either the Program or any derivative work under copyright law:
+that is to say, a work containing the Program or a portion of it,
+either verbatim or with modifications and/or translated into another
+language. (Hereinafter, translation is included without limitation in
+the term "modification".) Each licensee is addressed as "you".
+
+Activities other than copying, distribution and modification are not
+covered by this License; they are outside its scope. The act of
+running the Program is not restricted, and the output from the Program
+is covered only if its contents constitute a work based on the
+Program (independent of having been made by running the Program).
+Whether that is true depends on what the Program does.
+
+ 1. You may copy and distribute verbatim copies of the Program's
+source code as you receive it, in any medium, provided that you
+conspicuously and appropriately publish on each copy an appropriate
+copyright notice and disclaimer of warranty; keep intact all the
+notices that refer to this License and to the absence of any warranty;
+and give any other recipients of the Program a copy of this License
+along with the Program.
+
+You may charge a fee for the physical act of transferring a copy, and
+you may at your option offer warranty protection in exchange for a fee.
+
+ 2. You may modify your copy or copies of the Program or any portion
+of it, thus forming a work based on the Program, and copy and
+distribute such modifications or work under the terms of Section 1
+above, provided that you also meet all of these conditions:
+
+ a) You must cause the modified files to carry prominent notices
+ stating that you changed the files and the date of any change.
+
+ b) You must cause any work that you distribute or publish, that in
+ whole or in part contains or is derived from the Program or any
+ part thereof, to be licensed as a whole at no charge to all third
+ parties under the terms of this License.
+
+ c) If the modified program normally reads commands interactively
+ when run, you must cause it, when started running for such
+ interactive use in the most ordinary way, to print or display an
+ announcement including an appropriate copyright notice and a
+ notice that there is no warranty (or else, saying that you provide
+ a warranty) and that users may redistribute the program under
+ these conditions, and telling the user how to view a copy of this
+ License. (Exception: if the Program itself is interactive but
+ does not normally print such an announcement, your work based on
+ the Program is not required to print an announcement.)
+
+These requirements apply to the modified work as a whole. If
+identifiable sections of that work are not derived from the Program,
+and can be reasonably considered independent and separate works in
+themselves, then this License, and its terms, do not apply to those
+sections when you distribute them as separate works. But when you
+distribute the same sections as part of a whole which is a work based
+on the Program, the distribution of the whole must be on the terms of
+this License, whose permissions for other licensees extend to the
+entire whole, and thus to each and every part regardless of who wrote it.
+
+Thus, it is not the intent of this section to claim rights or contest
+your rights to work written entirely by you; rather, the intent is to
+exercise the right to control the distribution of derivative or
+collective works based on the Program.
+
+In addition, mere aggregation of another work not based on the Program
+with the Program (or with a work based on the Program) on a volume of
+a storage or distribution medium does not bring the other work under
+the scope of this License.
+
+ 3. You may copy and distribute the Program (or a work based on it,
+under Section 2) in object code or executable form under the terms of
+Sections 1 and 2 above provided that you also do one of the following:
+
+ a) Accompany it with the complete corresponding machine-readable
+ source code, which must be distributed under the terms of Sections
+ 1 and 2 above on a medium customarily used for software interchange; or,
+
+ b) Accompany it with a written offer, valid for at least three
+ years, to give any third party, for a charge no more than your
+ cost of physically performing source distribution, a complete
+ machine-readable copy of the corresponding source code, to be
+ distributed under the terms of Sections 1 and 2 above on a medium
+ customarily used for software interchange; or,
+
+ c) Accompany it with the information you received as to the offer
+ to distribute corresponding source code. (This alternative is
+ allowed only for noncommercial distribution and only if you
+ received the program in object code or executable form with such
+ an offer, in accord with Subsection b above.)
+
+The source code for a work means the preferred form of the work for
+making modifications to it. For an executable work, complete source
+code means all the source code for all modules it contains, plus any
+associated interface definition files, plus the scripts used to
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+operating system on which the executable runs, unless that component
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+
+If distribution of executable or object code is made by offering
+access to copy from a designated place, then offering equivalent
+access to copy the source code from the same place counts as
+distribution of the source code, even though third parties are not
+compelled to copy the source along with the object code.
+
+ 4. You may not copy, modify, sublicense, or distribute the Program
+except as expressly provided under this License. Any attempt
+otherwise to copy, modify, sublicense or distribute the Program is
+void, and will automatically terminate your rights under this License.
+However, parties who have received copies, or rights, from you under
+this License will not have their licenses terminated so long as such
+parties remain in full compliance.
+
+ 5. You are not required to accept this License, since you have not
+signed it. However, nothing else grants you permission to modify or
+distribute the Program or its derivative works. These actions are
+prohibited by law if you do not accept this License. Therefore, by
+modifying or distributing the Program (or any work based on the
+Program), you indicate your acceptance of this License to do so, and
+all its terms and conditions for copying, distributing or modifying
+the Program or works based on it.
+
+ 6. Each time you redistribute the Program (or any work based on the
+Program), the recipient automatically receives a license from the
+original licensor to copy, distribute or modify the Program subject to
+these terms and conditions. You may not impose any further
+restrictions on the recipients' exercise of the rights granted herein.
+You are not responsible for enforcing compliance by third parties to
+this License.
+
+ 7. If, as a consequence of a court judgment or allegation of patent
+infringement or for any other reason (not limited to patent issues),
+conditions are imposed on you (whether by court order, agreement or
+otherwise) that contradict the conditions of this License, they do not
+excuse you from the conditions of this License. If you cannot
+distribute so as to satisfy simultaneously your obligations under this
+License and any other pertinent obligations, then as a consequence you
+may not distribute the Program at all. For example, if a patent
+license would not permit royalty-free redistribution of the Program by
+all those who receive copies directly or indirectly through you, then
+the only way you could satisfy both it and this License would be to
+refrain entirely from distribution of the Program.
+
+If any portion of this section is held invalid or unenforceable under
+any particular circumstance, the balance of the section is intended to
+apply and the section as a whole is intended to apply in other
+circumstances.
+
+It is not the purpose of this section to induce you to infringe any
+patents or other property right claims or to contest validity of any
+such claims; this section has the sole purpose of protecting the
+integrity of the free software distribution system, which is
+implemented by public license practices. Many people have made
+generous contributions to the wide range of software distributed
+through that system in reliance on consistent application of that
+system; it is up to the author/donor to decide if he or she is willing
+to distribute software through any other system and a licensee cannot
+impose that choice.
+
+This section is intended to make thoroughly clear what is believed to
+be a consequence of the rest of this License.
+
+ 8. If the distribution and/or use of the Program is restricted in
+certain countries either by patents or by copyrighted interfaces, the
+original copyright holder who places the Program under this License
+may add an explicit geographical distribution limitation excluding
+those countries, so that distribution is permitted only in or among
+countries not thus excluded. In such case, this License incorporates
+the limitation as if written in the body of this License.
+
+ 9. The Free Software Foundation may publish revised and/or new versions
+of the General Public License from time to time. Such new versions will
+be similar in spirit to the present version, but may differ in detail to
+address new problems or concerns.
+
+Each version is given a distinguishing version number. If the Program
+specifies a version number of this License which applies to it and "any
+later version", you have the option of following the terms and conditions
+either of that version or of any later version published by the Free
+Software Foundation. If the Program does not specify a version number of
+this License, you may choose any version ever published by the Free Software
+Foundation.
+
+ 10. If you wish to incorporate parts of the Program into other free
+programs whose distribution conditions are different, write to the author
+to ask for permission. For software which is copyrighted by the Free
+Software Foundation, write to the Free Software Foundation; we sometimes
+make exceptions for this. Our decision will be guided by the two goals
+of preserving the free status of all derivatives of our free software and
+of promoting the sharing and reuse of software generally.
+
+ NO WARRANTY
+
+ 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
+FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
+OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
+PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
+OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
+MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
+TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
+PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
+REPAIR OR CORRECTION.
+
+ 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
+REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
+INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
+OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
+TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
+YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
+PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
+POSSIBILITY OF SUCH DAMAGES.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+convey the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+
+ Copyright (C)
+
+ This program is free software; you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation; either version 2 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program; if not, write to the Free Software
+ Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+
+
+Also add information on how to contact you by electronic and paper mail.
+
+If the program is interactive, make it output a short notice like this
+when it starts in an interactive mode:
+
+ Gnomovision version 69, Copyright (C) year name of author
+ Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, the commands you use may
+be called something other than `show w' and `show c'; they could even be
+mouse-clicks or menu items--whatever suits your program.
+
+You should also get your employer (if you work as a programmer) or your
+school, if any, to sign a "copyright disclaimer" for the program, if
+necessary. Here is a sample; alter the names:
+
+ Yoyodyne, Inc., hereby disclaims all copyright interest in the program
+ `Gnomovision' (which makes passes at compilers) written by James Hacker.
+
+ , 1 April 1989
+ Ty Coon, President of Vice
+
+This General Public License does not permit incorporating your program into
+proprietary programs. If your program is a subroutine library, you may
+consider it more useful to permit linking proprietary applications with the
+library. If this is what you want to do, use the GNU Library General
+Public License instead of this License.
+
+
diff -pruN 1.6.3-1.1/myfiles/logs/.cvsignore 1.7.1-0ubuntu1/myfiles/logs/.cvsignore
--- 1.6.3-1.1/myfiles/logs/.cvsignore 1970-01-01 01:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/myfiles/logs/.cvsignore 2006-10-18 21:50:08.000000000 +0100
@@ -0,0 +1,5 @@
+.cvsignore
+.#*
+*.pyo
+*.pyc
+*.html
\ No newline at end of file
diff -pruN 1.6.3-1.1/myfiles/runlogs/.cvsignore 1.7.1-0ubuntu1/myfiles/runlogs/.cvsignore
--- 1.6.3-1.1/myfiles/runlogs/.cvsignore 1970-01-01 01:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/myfiles/runlogs/.cvsignore 2006-11-04 20:22:24.000000000 +0000
@@ -0,0 +1,14 @@
+.cvsignore
+.#*
+*.pyo
+*.pyc
+ini.xml
+tree.xml
+initlist.txt
+Lobby_map.xml
+LobbyMessage.html
+metaservers.cache
+server_ini.xml
+plugindb.xml
+lastgood.xml
+gui.xml
\ No newline at end of file
diff -pruN 1.6.3-1.1/myfiles/webfiles/.cvsignore 1.7.1-0ubuntu1/myfiles/webfiles/.cvsignore
--- 1.6.3-1.1/myfiles/webfiles/.cvsignore 1970-01-01 01:00:00.000000000 +0100
+++ 1.7.1-0ubuntu1/myfiles/webfiles/.cvsignore 2006-11-04 20:22:24.000000000 +0000
@@ -0,0 +1,14 @@
+.cvsignore
+.#*
+*.pyo
+*.pyc
+ini.xml
+tree.xml
+initlist.txt
+Lobby_map.xml
+LobbyMessage.html
+metaservers.cache
+server_ini.xml
+plugindb.xml
+lastgood.xml
+gui.xml
\ No newline at end of file
diff -pruN 1.6.3-1.1/orpg/chat/chat_msg.py 1.7.1-0ubuntu1/orpg/chat/chat_msg.py
--- 1.6.3-1.1/orpg/chat/chat_msg.py 2005-08-01 23:02:00.000000000 +0100
+++ 1.7.1-0ubuntu1/orpg/chat/chat_msg.py 2006-11-04 20:24:18.000000000 +0000
@@ -1,98 +1,97 @@
-# Copyright (C) 2000-2001 The OpenRPG Project
-#
-# openrpg-dev@lists.sourceforge.net
-#
-# This program is free software; you can redistribute it and/or modify
-# it under the terms of the GNU General Public License as published by
-# the Free Software Foundation; either version 2 of the License, or
-# (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software
-# Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-# --
-#
-# File: chat_msg.py
-# Author: Ted Berg
-# Maintainer:
-# Version:
-# $Id: chat_msg.py,v 1.9 2005/07/26 19:21:50 digitalxero Exp $
-#
-# Description: Contains class definitions for manipulating messages
-#
-#
-
-
-
-__version__ = "$Id: chat_msg.py,v 1.9 2005/07/26 19:21:50 digitalxero Exp $"
-
-
-import orpg.orpg_xml
-from chat_version import CHAT_VERSION
-
-
-
-CHAT_MESSAGE = 1
-WHISPER_MESSAGE = 2
-EMOTE_MESSAGE = 3
-INFO_MESSAGE = 4
-SYSTEM_MESSAGE = 5
-
-
-class chat_msg:
- def __init__(self,xml_text=""):
- self.chat_dom = None
- self.takexml(xml_text)
-
- def __del__(self):
- if self.chat_dom:
- self.chat_dom.unlink()
-
- def toxml(self):
- return orpg.orpg_xml.toxml(self.chat_dom)
-
- def takexml(self,xml_text):
- xml_dom = orpg.orpg_xml.parseXml(xml_text)
- node_list = xml_dom.getElementsByTagName("chat")
- if len(node_list) < 1:
- print "Warning: no elements found in DOM."
- else:
- if len(node_list) > 1:
- print "Found more than one instance of <" + self.tagname + "/>. Taking first one"
- self.takedom(node_list[0])
-
- def takedom(self,xml_dom):
- if self.chat_dom:
- self.text_node = None
- self.chat_dom.unlink()
- self.chat_dom = xml_dom
- self.text_node = orpg.orpg_xml.safe_get_text_node(self.chat_dom)
-
- def set_text(self,text):
- text = orpg.orpg_xml.strip_text(text)
- self.text_node._set_nodeValue(text)
-
- def set_type(self,type):
- self.chat_dom.setAttribute("type",str(type))
-
- def get_type(self):
- return int(self.chat_dom.getAttribute("type"))
-
- def set_alias(self,alias):
- self.chat_dom.setAttribute("alias",alias)
-
- def get_alias(self):
- return self.chat_dom.getAttribute("alias")
-
- def get_text(self):
- return self.text_node._get_nodeValue()
-
- def get_version(self):
- return self.chat_dom.getAttribute("version")
-
-
+# Copyright (C) 2000-2001 The OpenRPG Project
+#
+# openrpg-dev@lists.sourceforge.net
+#
+# This program is free software; you can redistribute it and/or modify
+# it under the terms of the GNU General Public License as published by
+# the Free Software Foundation; either version 2 of the License, or
+# (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software
+# Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+# --
+#
+# File: chat_msg.py
+# Author: Ted Berg
+# Maintainer:
+# Version:
+# $Id: chat_msg.py,v 1.15 2006/11/04 21:24:19 digitalxero Exp $
+#
+# Description: Contains class definitions for manipulating messages
+#
+#
+
+
+
+__version__ = "$Id: chat_msg.py,v 1.15 2006/11/04 21:24:19 digitalxero Exp $"
+
+
+import orpg.orpg_xml
+from chat_version import CHAT_VERSION
+
+
+
+CHAT_MESSAGE = 1
+WHISPER_MESSAGE = 2
+EMOTE_MESSAGE = 3
+INFO_MESSAGE = 4
+SYSTEM_MESSAGE = 5
+WHISPER_EMOTE_MESSAGE = 6
+
+
+class chat_msg:
+ def __init__(self,xml_text=""):
+ self.chat_dom = None
+ self.takexml(xml_text)
+
+ def __del__(self):
+ if self.chat_dom:
+ self.chat_dom.unlink()
+
+ def toxml(self):
+ return orpg.orpg_xml.toxml(self.chat_dom)
+
+ def takexml(self,xml_text):
+ xml_dom = orpg.orpg_xml.parseXml(xml_text)
+ node_list = xml_dom.getElementsByTagName("chat")
+ if len(node_list) < 1:
+ print "Warning: no elements found in DOM."
+ else:
+ if len(node_list) > 1:
+ print "Found more than one instance of <" + self.tagname + "/>. Taking first one"
+ self.takedom(node_list[0])
+
+ def takedom(self,xml_dom):
+ if self.chat_dom:
+ self.text_node = None
+ self.chat_dom.unlink()
+ self.chat_dom = xml_dom
+ self.text_node = orpg.orpg_xml.safe_get_text_node(self.chat_dom)
+
+ def set_text(self,text):
+ text = orpg.orpg_xml.strip_text(text)
+ self.text_node._set_nodeValue(text)
+
+ def set_type(self,type):
+ self.chat_dom.setAttribute("type",str(type))
+
+ def get_type(self):
+ return int(self.chat_dom.getAttribute("type"))
+
+ def set_alias(self,alias):
+ self.chat_dom.setAttribute("alias",alias)
+
+ def get_alias(self):
+ return self.chat_dom.getAttribute("alias")
+
+ def get_text(self):
+ return self.text_node._get_nodeValue()
+
+ def get_version(self):
+ return self.chat_dom.getAttribute("version")
diff -pruN 1.6.3-1.1/orpg/chat/chat_util.py 1.7.1-0ubuntu1/orpg/chat/chat_util.py
--- 1.6.3-1.1/orpg/chat/chat_util.py 2005-08-01 23:02:00.000000000 +0100
+++ 1.7.1-0ubuntu1/orpg/chat/chat_util.py 2006-11-15 11:11:16.000000000 +0000
@@ -1,155 +1,155 @@
-# utility function; see Post() in chatwnd.py
-
-import re
-
-#============================================
-# simple_html_repair(string)
-#
-# Crude html/xml parser/verifier.
-# Catches many mistyped and/or malformed
-# html tags and prevents them from causing
-# issues with the chat display (see chatwnd.py)
-# DOES NOT catch misused but properly formated
-# html like