Here are two charts about the skills and main abilities of each player-character class.
Below the charts, you will find a description of the skills. In the first chart, you
can also see the name given to each class once they have reached level 20.
Player characters can advance beyond level 20. Each level gained above 20 provides the character
five extra Hit Points and one permanent ability-score bonus point selected by the player.
In addition, an extra feat is awarded at level 21 and every three levels afterwards (such as
24, 27 and 30).
Levels above 20 do not provide any new spell picks, new spell slots (beyond the ones granted by the
Intelligence, Wisdom or Charisma bonus), increases in power points, increases in the base attack
bonus, increases in the number of attacks, increases in sneak-attack damage, or any other improvement
in the special abilities gained from level 1 to level 20.
However, effects that benefit directly from a higher level (like the number of bard-ability uses, or
the wizard's spell resistance) do receive the benefit from the level increase.
The gold cost of levelling up is equal to 1,150 times the current level of the character. A character
cannot advance in levels if the party does not have enough gold for that character's training. For example,
reaching level 2 costs 1,150 gold per character, while reaching level 3 costs 2,300 gold, reaching level 5
costs 5,750 gold, reaching level 10 costs 11,500 gold and reaching level 20 costs 23,000 gold.
Classes with a prefix keep their prefix after reaching level 20. For example, a Red Wizard becomes
a Red Archmage. An Earth Druid becomes an Earth Archdruid.
In the second chart, you will find the main abilities of each player-character class and the list of recommended subraces for each class.
Generic class skills
[Nature] Ranger, Druid and Storm Warrior only. Includes herbalism, tracking, animal handling,
wilderness survival, geography, geology, monster identification.
[Healing] Cleric, Druid and Psychic Healer only. Includes medicine, curing, potions, diseases, poisons, antidotes.
[Arcana] Wizard, Sorcerer and Mage Knight only. Includes detect magic, spells, runes, symbols, rituals, secret codes, ancient books, ancient languages.
[Religion] Cleric, Bishop and Monk only. Includes detect evil, detect undead, gods, demons, churches, sects, temples, monasteries, history, the planes.
[Warrior] Fighter, Barbarian and Gladiator only. Includes athletics, climbing, swimming, jumping, riding, jousting, break open doors and chests, appraise weapon and armour, legendary weapons and armour, metals, intimidation, leadership, marshalling.
[Assassin] Death Knight, Rogue and Monk only. Includes critical strikes, anatomy, vital spots, autopsy, inflict pain.
[Psionics] Psionicist, Psychic Warrior and Warlock only. Includes telekinetics, telepathy, lie detection, mental suggestion, mind manipulation.
[Streetwise] Rogue, Bard and Fighter only. Includes bluff, sense motive, gather information, appraise, bargaining, underground factions, criminal organisations.
[Word of Honour] Paladin, Champion and Samurai only. Includes honour, oaths, rules, nobility, royal families, elicit trust, diplomacy, etiquette.
[Monk Diamond Body] includes poison detection and poison neutralisation.
[Druid Clairvoyance] includes conversing with animals, conversing with stones.
[Bard Charm] includes charming an NPC of the opposite gender, elicit courage.
[Bard Perform] includes singing, playing instruments and telling stories. Requires a musical instrument in the inventory.
[Bard Knowledge] includes knowledge of legends, heroes, famous warriors, artefacts.
[Rogue Search] includes searching for secret doors, secret buttons, hidden traps.
[Rogue Open Lock] includes lock picking and disarming. Requires thieves' tools in the inventory.
[Rogue Stealth] includes stealthy movement and hiding.
[Rogue Pick Pocket] includes stealing, sleight of hand, spot sleight of hand.
[Rogue Deception] includes forgery and disguise.
[Half Giant] includes picking up, pushing and moving extremely heavy items.
[Drake Glide] A Drake can use its vestigial wings to jump across a long distance or descend to a lower level smoothly. This ability does not work when the Drake is surprised.
[Small Size] includes gaining access to tunnels that are too narrow for bigger races.
[Dwarf Sense] includes detect secret stone doors, detect sliding stone walls, detect gold, detect gems and appraise gems.
[Ranger Stealth] includes stealthy movement through forested terrain.
[Ranger Hunting] includes knowledge about wilderness traps and wilderness hunting.
[Paladin Purity] includes the ability to detect evil creatures and detect evil magic.
[Human Diplomacy] Humans are particularly good at diplomacy, negotiation and influencing others.
[Elf Search] Includes Detect Secret Doors and Detect Secret Compartments.
[Centaur Endurance] A centaur can perform prolonged physical tasks without getting tired.
[Mantis Light Sleep] It is particularly difficult to surprise a sleeping mantis.
[Half Salamander Sense] Half Salamanders are particularly sensitive to changes in temperature and they can detect sources of heating and cooling from far away.
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