Milo v3
2015-09-07, 09:19 PM
Just some fixes I'm using in my PF setting. This setting uses the guns are everywhere option from ultimate combat and the subjective morality option from Pathfinder Unchained.
Aegis
Invigorating Suit (Su): An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. This bonus increases by +4 at 6th level and every three levels thereafter.
Master Craftsman: At 5th level, an aegis gains the Master Craftsman feat as a bonus feat, except it applies to all Item Creation feats. He must still meet the prerequisites of the feat in order to gain its benefits.
Antipaladin
Loyalties: Any.
Skills per Rank: 4 + Int modifier.
Aura (Ex): The power of an antipaladin's aura (see the detect evil spell) is equal to his antipaladin level.
Detect Evil (Sp): At will, an antipaladin can use detect evil, as the spell. An antipaladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, an antipaladin can call out to the divine powers to crush the forces of evil. As a swift action, the antipaladin chooses one target within sight to smite. If any of this target's loyalties are opposed to your highest loyalty, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the valid target of smite evil is an outsider, a dragon, or a creature with levels of antipaladin, paladin, or warpriest the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not valid the smite use is recovered, but it can only be recovered in such a way in a day equal to number of uses of smite evil per day that you possess.
The smite evil effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite evil one additional time per day, as indicated on the table above to a maximum of seven times per day at 19th level.
Spells: Beginning at 4th level, an antipaladin gains the ability to cast a small number of divine spells which are drawn from the antipaladin spell list presented in Spell Lists. A paladin must choose and prepare his spells in advance. To prepare or cast a spell, an antipaladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an antipaladin's spell is 10 + the spell level + the antipaladin's Charisma modifier.
Like other spellcasters, an antipaladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Antipaladin. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Antipaladin indicates that the antipaladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
An antipaladin must spend 1 hour each day in introspection or self-gratification to regain his daily allotment of spells. An antipaladin may prepare and cast any spell on the antipaladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, an antipaladin has no caster level. At 4th level and higher, his caster level is equal to his antipaladin level.
Fiendish Boon (Sp): Upon reaching 5th level, an antipaladin receives a boon from his dark patrons. This boon can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the antipaladin to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per antipaladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the antipaladin but resumes giving bonuses if returned to the antipaladin. These bonuses apply to only one end of a double weapon. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a fienish spirit is destroyed, the antipaladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first.
The second type of bond allows an antipaladin to gain the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. This mount is usually a heavy horse (for a Medium antipaladin) or a pony (for a Small antipaladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the antipaladin's level as his effective druid level. Bonded mounts have an Intelligence of at least 6.
Once per day, as a full-round action, an antipaladin may magically call his mount to her side. This ability is the equivalent of a spell of a level equal to one-third the antipaladin's level. The mount immediately appears adjacent to the paladin. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 10th level, the mount gains the fiendish template, becomes a magical beast for the purposes of determining which spells affect it, and gains the movement capabilities of a phantom steed with caster level equal to half your antipaladin level. At 15th level, an antipaladin's mount gains spell resistance equal to the antipaladin's level + 11.
Should the antipaladin's mount die, the antipaladin may not summon another mount for 30 days or until he gains a antipaladin level, whichever comes first.
Aura of Vengeance (Su): At 11th level, an antipaladin can expend two uses of his smite evil ability to grant the ability to smite evil to all allies within 10 feet, using his bonuses. Allies must use this smite evil ability by the start of the antipaladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Creatures who have one or more loyalties opposed to the antipaladin's highest loyalty gain no benefit from this ability.
Aura of Sin (Su): At 14th level, an antipaladin's weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of him is treated as good-aligned for the purposes of overcoming damage reduction. This ability functions only while the antipaladin is conscious, not if he is unconscious or dead.
Unholy Champion (Su): At 20th level, an antipaladin becomes a conduit for the might of the dark powers. His DR increases to 10/good. Whenever he uses smite evil and successfully strikes a valid outsider, the outsider is also subject to a banishment, using his antipaladin level as the caster level (his weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever he channels negative energy or uses touch of corruption to damage a creature, he deals the maximum possible amount.
Code of Conduct: An antipaladin loses all class features except proficiencies if he willingly and altruistically commits selfless acts. This does not mean that an antipaladin cannot take actions someone else might qualify as selfless, only that such actions must always be in service of his own ends. An antipaladin's code requires that he place his own interests and desires above all else, as well as impose tyranny, take advantage whenever possible, and punish those he sees as evil, provided such actions don't interfere with his goals.
Associates: An antipaladin may accept only henchmen, followers, or cohorts who share the same highest loyalty.
Ex-Antipaladins: A antipaladin who violates the code of conduct loses all antipaladin spells and class features (including the fiendish boon, but not weapon, armour, and shield proficiencies). He may not progress any further in levels as an antipaladin. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell), as appropriate.
Bloodrager
Blood Transformation (Ex): When a second level bloodrager is in the throes of bloodrage, his body transforms and warps into a monstrous destroyer, granting him a racial bonus to intimidation checks equal to his class level.
Blood Terror (Ex): At 3rd level, bloodragers can tap into their bloodlines power to increase their menace. As a swift action, the bloodrager can expend a round of bloodrage to gain a racial bonus toward intimidation checks equal to half his class level for 1 minute.
Brawler
Improvised Skill: At first level, the brawler gains either Catch Off Guard or Throw Anything as a bonus feat. At sixth level, the brawler gains whichever feat she did not select as a bonus feat.
Improvised Mastery (Ex): When a third level brawler wields an improvised weapon, she uses unarmed strike damage instead of the base damage for that weapon. If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.
Tough Skin (Ex): At 7th level, brawlers gain a +2 natural armour bonus to armour class. At 14th level, this bonus increases to +5.
Improved Unarmed Mastery (Ex): When an 11th level brawler attacks with a weapon from the close group, they may use their unarmed damage as if they were a brawler two levels lower rather than four levels lower.
Ground Slam (Ex): At 14th level brawlers gain the ability to strike the ground with immense force. When the brawler makes a full-attack with only their unarmed strike, she can treat her reach as 30 ft., except she can only target creatures that are contact with the same surface as her.
Greater Unarmed Mastery (Ex): When an 18th level brawler attacks with a weapon from the close group, they may use their unarmed damage.
Cavalier
Class Skills: The cavalier's class skills are Apprise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Geography)(Int), Knowledge (History)(Int), Knowledge (Local)(Int), Knowledge (Nobility)(Int), Knowledge (Religion)(Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skills per Rank: 4 + Int Modifier.
Aristocrat (Ex): Cavalier gain a bonus equal to half their class level (minimum 1) on diplomacy checks.
Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant a teamwork feat he possesses to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability a number of times per day equal to his charisma modifier (minimum 1) at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Resolve (Ex): Starting at 2nd level, the cavalier gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 2nd level, plus one additional time per day for every two cavalier levels beyond 2nd. Whenever the cavalier defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.
Determined: As a standard action, the cavalier can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the cavalier is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the cavalier is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the cavalier is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilise and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
Noble's Influence (Ex): At seventh level, the cavalier gains a bonus equal to his class level on checks to gain capital in the form of influence.
Greater Tactician (Ex): At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. In addition, using the tactician ability is a swift action.
Greater Resolve (Ex): At 10th level, a cavalier can spend his resolve to negate some of his most grievous wounds. After a critical hit is confirmed against him, the cavalier can spend one use of his resolve as an immediate action to treat that critical hit as a normal hit. Effects that only trigger on a critical hit do not trigger when the cavalier uses this ability.
Honourable Stand (Ex): At 13th level, a cavalier can make an honourable stand, deciding to fight the target of his challenge to the bitter end, no matter the cost. He can make an honourable stand once per day at 13th level, plus one additional time per day at 18th level. Declaring an honourable stand is a swift action. While making an honourable stand, the cavalier is immune to the shaken, frightened, and panicked conditions. He does not fall unconscious while his hit point total is below 0. Finally, whenever a cavalier making an honourable stand must make a saving throw, he can spend one daily use of his resolve to reroll the saving throw after the first roll is made. He must take the result of the second roll, even if it is worse. If a cavalier making an honourable stand ever retreats from battle against his challenged foe, he loses the ability to make a challenge for 24 hours.
Master Tactician (Ex): At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows.
True Resolve (Ex): At 18th level, a cavalier can spend uses of his resolve to avoid death. If he has at least two uses of his resolve remaining, he can spend all of the daily uses of his resolve that he has available to him to avoid death. Regardless of the source of the attack that would have killed him, he is left alive, at –1 hit points (or lower if he was already below –1), unconscious, and stable.
Last Stand (Ex): At 20th level, a cavalier can make a last stand once per day whenever he makes a challenge. While this challenge is in effect, all melee and ranged weapons deal the minimum amount of damage to the cavalier, unless the attack scored is a critical hit. In addition, the cavalier remains conscious and is not staggered while he is below 0 hit points. While using this ability, the cavalier cannot be killed by melee or ranged weapons unless they are wielded by the target of his challenge. Attacks made by opponents that are not the target of his challenge deal no damage when cavalier has 0 or fewer hit points. This ability has no effect on spells, environmental effects, supernatural abilities, or any other source of damage other than melee and ranged weapons. Such sources of damage affect him normally and can kill him (although they do not cause him to fall unconscious or to become staggered if they reduce his hit points below 0). This effect lasts until the challenge ends or the cavalier takes an offensive action against a target other than the target of his challenge.
Fighter
Saves: All saves are good rather than having reflex and will saves as poor.
Class Skills: The fighter's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skills per level: 4 + Int modifier.
Combat Stamina: Fighters gain combat stamina as a bonus feat at first level.
Diverse Origins: Warriors come from all walks of life. A fighter may select a variant multiclass from a class he has no levels in, and gains it's benefits treating his class level as his character level, without having to lose any feats from his character progression. Alternatively, the fighter can change the skill ranks per level from his fighter levels to 6 + intelligence modifier.
True Soldier (Ex): Fighters gain an insight bonus equal to their class level to all Profession (Soldier) checks. In addition, fighters can make profession (Soldier) checks untrained.
Bravery (Ex): Starting at 2nd level, a fighter gains a +2 bonus on Will saves against emotion, fear and pain effects. This bonus increases by +2 for every four levels beyond 2nd, until 14th level.
Training Expertise (Ex): Warriors must adapt. At 3rd level, fighters can retrain feats in only 3 days, and retrain hit points in only 1 day.
Opposition Mastery (Ex): Upon reaching their fourth level, fighters gain a bonus equal to a quarter of their class level on all opposed checks they make.
Material Training (Ex): At 5th level, a fighter has mastered a single material beyond that material's normal boundaries, gaining results that others can only dream about. He gains the material unlock powers (see here (http://www.giantitp.com/forums/showthread.php?427677-Material-Unlocks-Martial-Skill-Unlocks&p=19530348#post19530348)) for that material as appropriate for his base attack bonus. At 10th, 15th, and 20th levels, he chooses an additional material and gains material unlock powers for that material as well.
Spell Resistance (Ex): Eighth level, fighter gains spell resistance equal to 10 + class level. The fighter can voluntarily lower this resistance when he would be affected by a beneficial spell, rather than requiring a standard action.
One Man Army (Ex): At 10th level, whenever the fighter would be a fine-sized army in mass combat, he instead counts as medium-sized army. This does not apply any benefits to combat on the tactical scale, it only applies to mass combat.
Influential Blade (Ex): Once a day, when a fighter of 12th level destroys or kills a creature with Hit Dice greater than his character level, he gains capital in the form of 1 point of influence. In addition, as a swift action, the fighter can expend a point of influence to gain a +10 bonus on an intimidation or profession (soldier) check.
Defy Death (Ex): Legends tell of powerful warriors who defied death itself and fought their way out of hell through martial skill. When a 16th level fighter dies, they do not gain the petitioner template in the afterlife. In addition, if the fighter dies he ceases to age and becomes immune to magical ageing until he is resurrected through spells such as raise dead, reincarnate, etc.
True Bravery (Ex): Upon reaching 18th level, fighters become immune to emotion, fear and pain effects.
Armour Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing light armour or using a shield, DR 10/— whenever he is wearing medium armour or light armour and a shield, DR 15/— whenever he is wearing heavy armour or medium armour and a shield, and DR 20/— whenever he is wearing heavy armour and a shield.
A Thousand Swords (Ex): At 20th level, whenever the fighter would be a fine-sized army in mass combat, he instead counts as gargantuan-sized army. This does not apply any benefits to combat on the tactical scale, it only applies to mass combat. In addition the fighter ascends into a true legend of warfare; losing any penalties to ability scores due to ageing, counting as a creature of the outsider type whenever beneficial, and gaining an additional attack at his full base attack bonus when he makes a full-attack.
Gunslinger
Gunsmith: The gunslinger knows hows to maintain, repair and even create firearms from his years of experience, gaining an insight bonus equal to his class level for crafting firearms and their ammunition. In addition, he can treat the key ability score for such checks to be wisdom rather than intelligence.
Gun Training (Ex): Starting at 1st level, a gunslinger can select one specific type of firearm (such as a revolver). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Finally, the action required for the gunslinger to load that type of firearm is reduced by one step as per the rapid reload feat. This action reduction stacks with the rapid reload feat if the gunslinger possesses it.
Every four levels thereafter (5th, 9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well.
Alchemy (Su): Gunslingers are trained a small set of alchemical sciencific formulae, allowing them to fashion magical potion-like extracts and special ammunition, in which they can store spell effects. In effect, a gunslinger prepares his spells by mixing ingredients into a number of advanced ammunition extracts, and then “casts” his spells by drinking the extract or shooting the ammunition. When a gunslinger creates advanced ammunition or an extract, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. A gunslinger can create two special types of magical items—advanced ammunition and extracts.
In many ways, advanced ammunition behave like spells, and as such their effects can be dispelled by effects like dispel magic using the gunslinger's level as the caster level. A gunslinger can create only a certain number of advanced ammunition of each level per day. His base daily allotment of advanced ammunition is the same as a bloodrager. In addition, he receives bonus advanced ammunition per day if he has a high Wisdom score, in the same way a cleric receives bonus spells per day.
When an gunslinger mixes advanced ammunition, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. Advanced ammunition immediately becomes inert if it leaves the gunslinger's possession, reactivating as soon as it returns to his keeping—a gunslinger cannot normally pass out his advanced ammunition for allies to use. Advanced ammunition, once created, remains potent for 1 day before losing its magic, so a gunslinger must re-prepare his advanced ammunition every day. Mixing an extract takes 1 minute of work—most gunslingers prepare many advanced ammunition at the start of the day or just before going on an adventure, but it's not uncommon for a gunslinger to keep some (or even all) of his daily slots open so that he can prepare advanced ammunition in the field as needed. Advanced ammunition is “cast” by firing it from a firearm—the effects of advanced ammunition exactly duplicate the spell upon which its formula is based, save that the spell gains a bonus to it's attack rolls and DC equal to the enhancement bonus of the firearm being used. A gunslinger can draw, load and fire advanced ammunition as a standard action.
Extracts are the other form of alchemy a gunslinger can perform. Whenever the gunslinger would attempt to create advanced ammunition with a target of one or more creatures he can create it as an extract instead, and if the formulae has a range of personal he must create it as an extract instead. Extracts acts like advanced ammunition in all ways except that extract is “cast” by drinking it—the effects of an extract exactly duplicate the spell upon which its formula is based. A gunslinger can draw and drink an extract as a standard action.
Although the gunslinger doesn't actually cast spells, he does have a formulae list that determines what advanced ammunition and extracts he can create. A gunslinger can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). The gunslinger uses his level as the caster level to determine any effect based on caster level.
Creating advanced ammunition and extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (gunslinger formulae that duplicate divine spells never have a divine focus requirement).
A gunslinger can prepare advanced ammunition and extracts of any formula he knows. To learn or use an formulae, a gunslinger must have a Wisdom score equal to at least 10 + the formula's level. The Difficulty Class for a saving throw against a gunslinger's advanced ammunition is 10 + the formula level + the gunslinger's Dexterity modifier. The Difficulty Class for a saving throw against a gunslinger's extract is 10 + the formula level + the gunslinger's Wisdom modifier.
A gunslinger is only taught a very limited set of formula, possessing a number of fomulae known equal to the number of spells known by bloodragers of equal level.
Lead Touch (Su): When a 4th level gunslinger uses advanced ammunition with a range of touch, it causes your firearm to hold the charge in the same manner a spellcaster can hold the charge and have it activate as part of a later unarmed attack, except that it is held in your firearm until the next attack you make with that firearm. As long as your firearm holds a charge, it's misfire chance increases by 1. This ability does not work with scattering shot attacks, causing the weapon to simply lose the charged spell as the magic is spread to thin.
Formulae List
1st
Anticipate Peril, Blurred Movement, Break, Burning Hands, Chill Touch, Colour Spray, Corrosive Touch, Cure Light Wounds, Disguise Self, Ear-Piercing Scream, Endure Elements, Expeditious Retreat, Flare Burst, Frostbite, Glue Seal, Grease, Heightened Awareness, Hydraulic Push, Magic Missile, Mudball, Phantom Blood, Ray of Enfeeblement, Ray of Sickening, Shocking Grasp, Summon Monster I, Touch of Combustion, Touch of Gracelessness, True Strike, Web Bolt
2nd
Acid Arrow, Animal Aspect, Bear's Endurance, Blindness/Deafness, Blood Armour, Bullet Shield, Cat's Grace, Daze Monster, Delay Pain, Disfiguring Touch, Eagle's Splendour, Elemental Touch, Extreme Flexibility, Fire Breath, Frigid Touch, Ghoul Touch, Glitterdust, Gust of Wind, Protection from Arrows, Resist Energy, Scorching Ray, See Invisibility, Shatter, Sonic Scream, Spider Climb, Stone Call, Summon Monster II, Touch of Idiocy.
3rd
Beast Shape I, Blood Scent, Burrow, Countless Eyes, Elemental Aura, Excruciating Deformation, Fireball, Firestream, Flame Arrow, Fly, Force Hook Charge, Force Punch, Greater Animal Aspect, Haste, Hold Person, Hydraulic Torrent, Lightning Bolt, Monstrous Physique I, Oneiric Horror, Pain Strike, Pellet Blast, Protection from Energy, Rage, Ray of Exhaustion, Silver Darts, Sleet Storm, Slow, Stinking Cloud, Summon Monster III, Toxic Gift, Vampiric Touch
4th
Acidic Spray, Beast Shape II, Bestow Curse, Black Tentacles, Confusion, Contagion, Crushing Despair, Dragon's Breath, Elemental Body I, Enervation, Greater False Life, Fire Shield, Lesser Spellcrash, Ice Storm, Mindwipe, Monstrous Physique II, Moonstruck, Purge Spirit, River of Wind, Shout, Stoneskin, Summon Monster IV, Touch of Slime, Volcanic Storm.
Hunter
Loyalties: One of your loyalties must be towards nature.
Aegis
Invigorating Suit (Su): An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. This bonus increases by +4 at 6th level and every three levels thereafter.
Master Craftsman: At 5th level, an aegis gains the Master Craftsman feat as a bonus feat, except it applies to all Item Creation feats. He must still meet the prerequisites of the feat in order to gain its benefits.
Antipaladin
Loyalties: Any.
Skills per Rank: 4 + Int modifier.
Aura (Ex): The power of an antipaladin's aura (see the detect evil spell) is equal to his antipaladin level.
Detect Evil (Sp): At will, an antipaladin can use detect evil, as the spell. An antipaladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, an antipaladin can call out to the divine powers to crush the forces of evil. As a swift action, the antipaladin chooses one target within sight to smite. If any of this target's loyalties are opposed to your highest loyalty, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the valid target of smite evil is an outsider, a dragon, or a creature with levels of antipaladin, paladin, or warpriest the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not valid the smite use is recovered, but it can only be recovered in such a way in a day equal to number of uses of smite evil per day that you possess.
The smite evil effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite evil one additional time per day, as indicated on the table above to a maximum of seven times per day at 19th level.
Spells: Beginning at 4th level, an antipaladin gains the ability to cast a small number of divine spells which are drawn from the antipaladin spell list presented in Spell Lists. A paladin must choose and prepare his spells in advance. To prepare or cast a spell, an antipaladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an antipaladin's spell is 10 + the spell level + the antipaladin's Charisma modifier.
Like other spellcasters, an antipaladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Antipaladin. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Antipaladin indicates that the antipaladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
An antipaladin must spend 1 hour each day in introspection or self-gratification to regain his daily allotment of spells. An antipaladin may prepare and cast any spell on the antipaladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, an antipaladin has no caster level. At 4th level and higher, his caster level is equal to his antipaladin level.
Fiendish Boon (Sp): Upon reaching 5th level, an antipaladin receives a boon from his dark patrons. This boon can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the antipaladin to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per antipaladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the antipaladin but resumes giving bonuses if returned to the antipaladin. These bonuses apply to only one end of a double weapon. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a fienish spirit is destroyed, the antipaladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first.
The second type of bond allows an antipaladin to gain the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. This mount is usually a heavy horse (for a Medium antipaladin) or a pony (for a Small antipaladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the antipaladin's level as his effective druid level. Bonded mounts have an Intelligence of at least 6.
Once per day, as a full-round action, an antipaladin may magically call his mount to her side. This ability is the equivalent of a spell of a level equal to one-third the antipaladin's level. The mount immediately appears adjacent to the paladin. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 10th level, the mount gains the fiendish template, becomes a magical beast for the purposes of determining which spells affect it, and gains the movement capabilities of a phantom steed with caster level equal to half your antipaladin level. At 15th level, an antipaladin's mount gains spell resistance equal to the antipaladin's level + 11.
Should the antipaladin's mount die, the antipaladin may not summon another mount for 30 days or until he gains a antipaladin level, whichever comes first.
Aura of Vengeance (Su): At 11th level, an antipaladin can expend two uses of his smite evil ability to grant the ability to smite evil to all allies within 10 feet, using his bonuses. Allies must use this smite evil ability by the start of the antipaladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Creatures who have one or more loyalties opposed to the antipaladin's highest loyalty gain no benefit from this ability.
Aura of Sin (Su): At 14th level, an antipaladin's weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of him is treated as good-aligned for the purposes of overcoming damage reduction. This ability functions only while the antipaladin is conscious, not if he is unconscious or dead.
Unholy Champion (Su): At 20th level, an antipaladin becomes a conduit for the might of the dark powers. His DR increases to 10/good. Whenever he uses smite evil and successfully strikes a valid outsider, the outsider is also subject to a banishment, using his antipaladin level as the caster level (his weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever he channels negative energy or uses touch of corruption to damage a creature, he deals the maximum possible amount.
Code of Conduct: An antipaladin loses all class features except proficiencies if he willingly and altruistically commits selfless acts. This does not mean that an antipaladin cannot take actions someone else might qualify as selfless, only that such actions must always be in service of his own ends. An antipaladin's code requires that he place his own interests and desires above all else, as well as impose tyranny, take advantage whenever possible, and punish those he sees as evil, provided such actions don't interfere with his goals.
Associates: An antipaladin may accept only henchmen, followers, or cohorts who share the same highest loyalty.
Ex-Antipaladins: A antipaladin who violates the code of conduct loses all antipaladin spells and class features (including the fiendish boon, but not weapon, armour, and shield proficiencies). He may not progress any further in levels as an antipaladin. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell), as appropriate.
Bloodrager
Blood Transformation (Ex): When a second level bloodrager is in the throes of bloodrage, his body transforms and warps into a monstrous destroyer, granting him a racial bonus to intimidation checks equal to his class level.
Blood Terror (Ex): At 3rd level, bloodragers can tap into their bloodlines power to increase their menace. As a swift action, the bloodrager can expend a round of bloodrage to gain a racial bonus toward intimidation checks equal to half his class level for 1 minute.
Brawler
Improvised Skill: At first level, the brawler gains either Catch Off Guard or Throw Anything as a bonus feat. At sixth level, the brawler gains whichever feat she did not select as a bonus feat.
Improvised Mastery (Ex): When a third level brawler wields an improvised weapon, she uses unarmed strike damage instead of the base damage for that weapon. If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.
Tough Skin (Ex): At 7th level, brawlers gain a +2 natural armour bonus to armour class. At 14th level, this bonus increases to +5.
Improved Unarmed Mastery (Ex): When an 11th level brawler attacks with a weapon from the close group, they may use their unarmed damage as if they were a brawler two levels lower rather than four levels lower.
Ground Slam (Ex): At 14th level brawlers gain the ability to strike the ground with immense force. When the brawler makes a full-attack with only their unarmed strike, she can treat her reach as 30 ft., except she can only target creatures that are contact with the same surface as her.
Greater Unarmed Mastery (Ex): When an 18th level brawler attacks with a weapon from the close group, they may use their unarmed damage.
Cavalier
Class Skills: The cavalier's class skills are Apprise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Geography)(Int), Knowledge (History)(Int), Knowledge (Local)(Int), Knowledge (Nobility)(Int), Knowledge (Religion)(Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skills per Rank: 4 + Int Modifier.
Aristocrat (Ex): Cavalier gain a bonus equal to half their class level (minimum 1) on diplomacy checks.
Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant a teamwork feat he possesses to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability a number of times per day equal to his charisma modifier (minimum 1) at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Resolve (Ex): Starting at 2nd level, the cavalier gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 2nd level, plus one additional time per day for every two cavalier levels beyond 2nd. Whenever the cavalier defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.
Determined: As a standard action, the cavalier can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the cavalier is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the cavalier is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the cavalier is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilise and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
Noble's Influence (Ex): At seventh level, the cavalier gains a bonus equal to his class level on checks to gain capital in the form of influence.
Greater Tactician (Ex): At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. In addition, using the tactician ability is a swift action.
Greater Resolve (Ex): At 10th level, a cavalier can spend his resolve to negate some of his most grievous wounds. After a critical hit is confirmed against him, the cavalier can spend one use of his resolve as an immediate action to treat that critical hit as a normal hit. Effects that only trigger on a critical hit do not trigger when the cavalier uses this ability.
Honourable Stand (Ex): At 13th level, a cavalier can make an honourable stand, deciding to fight the target of his challenge to the bitter end, no matter the cost. He can make an honourable stand once per day at 13th level, plus one additional time per day at 18th level. Declaring an honourable stand is a swift action. While making an honourable stand, the cavalier is immune to the shaken, frightened, and panicked conditions. He does not fall unconscious while his hit point total is below 0. Finally, whenever a cavalier making an honourable stand must make a saving throw, he can spend one daily use of his resolve to reroll the saving throw after the first roll is made. He must take the result of the second roll, even if it is worse. If a cavalier making an honourable stand ever retreats from battle against his challenged foe, he loses the ability to make a challenge for 24 hours.
Master Tactician (Ex): At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows.
True Resolve (Ex): At 18th level, a cavalier can spend uses of his resolve to avoid death. If he has at least two uses of his resolve remaining, he can spend all of the daily uses of his resolve that he has available to him to avoid death. Regardless of the source of the attack that would have killed him, he is left alive, at –1 hit points (or lower if he was already below –1), unconscious, and stable.
Last Stand (Ex): At 20th level, a cavalier can make a last stand once per day whenever he makes a challenge. While this challenge is in effect, all melee and ranged weapons deal the minimum amount of damage to the cavalier, unless the attack scored is a critical hit. In addition, the cavalier remains conscious and is not staggered while he is below 0 hit points. While using this ability, the cavalier cannot be killed by melee or ranged weapons unless they are wielded by the target of his challenge. Attacks made by opponents that are not the target of his challenge deal no damage when cavalier has 0 or fewer hit points. This ability has no effect on spells, environmental effects, supernatural abilities, or any other source of damage other than melee and ranged weapons. Such sources of damage affect him normally and can kill him (although they do not cause him to fall unconscious or to become staggered if they reduce his hit points below 0). This effect lasts until the challenge ends or the cavalier takes an offensive action against a target other than the target of his challenge.
Fighter
Saves: All saves are good rather than having reflex and will saves as poor.
Class Skills: The fighter's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skills per level: 4 + Int modifier.
Combat Stamina: Fighters gain combat stamina as a bonus feat at first level.
Diverse Origins: Warriors come from all walks of life. A fighter may select a variant multiclass from a class he has no levels in, and gains it's benefits treating his class level as his character level, without having to lose any feats from his character progression. Alternatively, the fighter can change the skill ranks per level from his fighter levels to 6 + intelligence modifier.
True Soldier (Ex): Fighters gain an insight bonus equal to their class level to all Profession (Soldier) checks. In addition, fighters can make profession (Soldier) checks untrained.
Bravery (Ex): Starting at 2nd level, a fighter gains a +2 bonus on Will saves against emotion, fear and pain effects. This bonus increases by +2 for every four levels beyond 2nd, until 14th level.
Training Expertise (Ex): Warriors must adapt. At 3rd level, fighters can retrain feats in only 3 days, and retrain hit points in only 1 day.
Opposition Mastery (Ex): Upon reaching their fourth level, fighters gain a bonus equal to a quarter of their class level on all opposed checks they make.
Material Training (Ex): At 5th level, a fighter has mastered a single material beyond that material's normal boundaries, gaining results that others can only dream about. He gains the material unlock powers (see here (http://www.giantitp.com/forums/showthread.php?427677-Material-Unlocks-Martial-Skill-Unlocks&p=19530348#post19530348)) for that material as appropriate for his base attack bonus. At 10th, 15th, and 20th levels, he chooses an additional material and gains material unlock powers for that material as well.
Spell Resistance (Ex): Eighth level, fighter gains spell resistance equal to 10 + class level. The fighter can voluntarily lower this resistance when he would be affected by a beneficial spell, rather than requiring a standard action.
One Man Army (Ex): At 10th level, whenever the fighter would be a fine-sized army in mass combat, he instead counts as medium-sized army. This does not apply any benefits to combat on the tactical scale, it only applies to mass combat.
Influential Blade (Ex): Once a day, when a fighter of 12th level destroys or kills a creature with Hit Dice greater than his character level, he gains capital in the form of 1 point of influence. In addition, as a swift action, the fighter can expend a point of influence to gain a +10 bonus on an intimidation or profession (soldier) check.
Defy Death (Ex): Legends tell of powerful warriors who defied death itself and fought their way out of hell through martial skill. When a 16th level fighter dies, they do not gain the petitioner template in the afterlife. In addition, if the fighter dies he ceases to age and becomes immune to magical ageing until he is resurrected through spells such as raise dead, reincarnate, etc.
True Bravery (Ex): Upon reaching 18th level, fighters become immune to emotion, fear and pain effects.
Armour Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing light armour or using a shield, DR 10/— whenever he is wearing medium armour or light armour and a shield, DR 15/— whenever he is wearing heavy armour or medium armour and a shield, and DR 20/— whenever he is wearing heavy armour and a shield.
A Thousand Swords (Ex): At 20th level, whenever the fighter would be a fine-sized army in mass combat, he instead counts as gargantuan-sized army. This does not apply any benefits to combat on the tactical scale, it only applies to mass combat. In addition the fighter ascends into a true legend of warfare; losing any penalties to ability scores due to ageing, counting as a creature of the outsider type whenever beneficial, and gaining an additional attack at his full base attack bonus when he makes a full-attack.
Gunslinger
Gunsmith: The gunslinger knows hows to maintain, repair and even create firearms from his years of experience, gaining an insight bonus equal to his class level for crafting firearms and their ammunition. In addition, he can treat the key ability score for such checks to be wisdom rather than intelligence.
Gun Training (Ex): Starting at 1st level, a gunslinger can select one specific type of firearm (such as a revolver). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Finally, the action required for the gunslinger to load that type of firearm is reduced by one step as per the rapid reload feat. This action reduction stacks with the rapid reload feat if the gunslinger possesses it.
Every four levels thereafter (5th, 9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well.
Alchemy (Su): Gunslingers are trained a small set of alchemical sciencific formulae, allowing them to fashion magical potion-like extracts and special ammunition, in which they can store spell effects. In effect, a gunslinger prepares his spells by mixing ingredients into a number of advanced ammunition extracts, and then “casts” his spells by drinking the extract or shooting the ammunition. When a gunslinger creates advanced ammunition or an extract, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. A gunslinger can create two special types of magical items—advanced ammunition and extracts.
In many ways, advanced ammunition behave like spells, and as such their effects can be dispelled by effects like dispel magic using the gunslinger's level as the caster level. A gunslinger can create only a certain number of advanced ammunition of each level per day. His base daily allotment of advanced ammunition is the same as a bloodrager. In addition, he receives bonus advanced ammunition per day if he has a high Wisdom score, in the same way a cleric receives bonus spells per day.
When an gunslinger mixes advanced ammunition, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. Advanced ammunition immediately becomes inert if it leaves the gunslinger's possession, reactivating as soon as it returns to his keeping—a gunslinger cannot normally pass out his advanced ammunition for allies to use. Advanced ammunition, once created, remains potent for 1 day before losing its magic, so a gunslinger must re-prepare his advanced ammunition every day. Mixing an extract takes 1 minute of work—most gunslingers prepare many advanced ammunition at the start of the day or just before going on an adventure, but it's not uncommon for a gunslinger to keep some (or even all) of his daily slots open so that he can prepare advanced ammunition in the field as needed. Advanced ammunition is “cast” by firing it from a firearm—the effects of advanced ammunition exactly duplicate the spell upon which its formula is based, save that the spell gains a bonus to it's attack rolls and DC equal to the enhancement bonus of the firearm being used. A gunslinger can draw, load and fire advanced ammunition as a standard action.
Extracts are the other form of alchemy a gunslinger can perform. Whenever the gunslinger would attempt to create advanced ammunition with a target of one or more creatures he can create it as an extract instead, and if the formulae has a range of personal he must create it as an extract instead. Extracts acts like advanced ammunition in all ways except that extract is “cast” by drinking it—the effects of an extract exactly duplicate the spell upon which its formula is based. A gunslinger can draw and drink an extract as a standard action.
Although the gunslinger doesn't actually cast spells, he does have a formulae list that determines what advanced ammunition and extracts he can create. A gunslinger can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). The gunslinger uses his level as the caster level to determine any effect based on caster level.
Creating advanced ammunition and extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (gunslinger formulae that duplicate divine spells never have a divine focus requirement).
A gunslinger can prepare advanced ammunition and extracts of any formula he knows. To learn or use an formulae, a gunslinger must have a Wisdom score equal to at least 10 + the formula's level. The Difficulty Class for a saving throw against a gunslinger's advanced ammunition is 10 + the formula level + the gunslinger's Dexterity modifier. The Difficulty Class for a saving throw against a gunslinger's extract is 10 + the formula level + the gunslinger's Wisdom modifier.
A gunslinger is only taught a very limited set of formula, possessing a number of fomulae known equal to the number of spells known by bloodragers of equal level.
Lead Touch (Su): When a 4th level gunslinger uses advanced ammunition with a range of touch, it causes your firearm to hold the charge in the same manner a spellcaster can hold the charge and have it activate as part of a later unarmed attack, except that it is held in your firearm until the next attack you make with that firearm. As long as your firearm holds a charge, it's misfire chance increases by 1. This ability does not work with scattering shot attacks, causing the weapon to simply lose the charged spell as the magic is spread to thin.
Formulae List
1st
Anticipate Peril, Blurred Movement, Break, Burning Hands, Chill Touch, Colour Spray, Corrosive Touch, Cure Light Wounds, Disguise Self, Ear-Piercing Scream, Endure Elements, Expeditious Retreat, Flare Burst, Frostbite, Glue Seal, Grease, Heightened Awareness, Hydraulic Push, Magic Missile, Mudball, Phantom Blood, Ray of Enfeeblement, Ray of Sickening, Shocking Grasp, Summon Monster I, Touch of Combustion, Touch of Gracelessness, True Strike, Web Bolt
2nd
Acid Arrow, Animal Aspect, Bear's Endurance, Blindness/Deafness, Blood Armour, Bullet Shield, Cat's Grace, Daze Monster, Delay Pain, Disfiguring Touch, Eagle's Splendour, Elemental Touch, Extreme Flexibility, Fire Breath, Frigid Touch, Ghoul Touch, Glitterdust, Gust of Wind, Protection from Arrows, Resist Energy, Scorching Ray, See Invisibility, Shatter, Sonic Scream, Spider Climb, Stone Call, Summon Monster II, Touch of Idiocy.
3rd
Beast Shape I, Blood Scent, Burrow, Countless Eyes, Elemental Aura, Excruciating Deformation, Fireball, Firestream, Flame Arrow, Fly, Force Hook Charge, Force Punch, Greater Animal Aspect, Haste, Hold Person, Hydraulic Torrent, Lightning Bolt, Monstrous Physique I, Oneiric Horror, Pain Strike, Pellet Blast, Protection from Energy, Rage, Ray of Exhaustion, Silver Darts, Sleet Storm, Slow, Stinking Cloud, Summon Monster III, Toxic Gift, Vampiric Touch
4th
Acidic Spray, Beast Shape II, Bestow Curse, Black Tentacles, Confusion, Contagion, Crushing Despair, Dragon's Breath, Elemental Body I, Enervation, Greater False Life, Fire Shield, Lesser Spellcrash, Ice Storm, Mindwipe, Monstrous Physique II, Moonstruck, Purge Spirit, River of Wind, Shout, Stoneskin, Summon Monster IV, Touch of Slime, Volcanic Storm.
Hunter
Loyalties: One of your loyalties must be towards nature.