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Table of Contents

Chapter 1: Creating a Class 4

Chapter 2: Class Types 10

Chapter 3: Themes 14

Chapter 4: Talents 24

Sample Class: Dilettante 60

Open Gaming License 62

Credits and Notices


Designer: Eric Morton

Cover Illustration: Storn Cook

Interior lllustration: Jacob Blackmon, Claudio Casini, Storn Cook, Matt Morrow

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.
See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
Paizo Inc. does not guarantee compatibility, and does not endorse this product.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: all trademarks, registered trademarks, proper names, dialogue, plots, storylines, locations,
characters, artwork, graphics, and trade dress. Elements that have previously been designated as Open Game Content or are in the
public domain are not included in this declaration. The class creation process described in Chapter 1 is also Product Identity.

Open Game Content; Except for material designated as Product Identity (see above), the game mechanics of this product are
Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No portion of this work other than the mater-
ial explicitly designated as Open Game Content may be reproduced in any form without written permission.

Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game
Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See
http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

Custom Class Builder Preview is published under the Open Game License version 1.0a, a copy of which is included herein. Custom
Class Builder, Eric Morton Presents, and the Eric Morton Presents logo are trademarks of Eric Morton. 2015, Eric Morton.
Welcome...
to the Custom Class Builder Preview. In this document, you will
find rules for creating new custom classes of your own design, in-
cluding rules for hundreds of class features your custom class
might grant and guidelines for selecting those features.
These rules will be greatly expanded in the full version of the
Custom Class Builder, which is scheduled for release in the second
half of 2016, but this preview contains everything you need to cre-
ate thousands of complete classes.

An Open Playtest

Illustration by Matt Morrow


The rules in this preview have been
tested for some time, but they can be used
to create more classes than one person or
group could realistically playtest in a life-
time of gaming.
As a result, this preview file is also some-
thing of a playtest document. Readers are encour-
aged to play with the rules in this preview document
and to comment on their experiences.
As of November 2015, customer feedback
is being collected at the following URL:
http://paizo.com/threads/rzs2t5ik?
Eric-Morton-Presents-Custom-Class-
Builder
Note that you need a free account
on Paizo.com to leave feedback in the
thread found at that URL.
If, in the future, additional
forums are created to host feed-
back, links will be provided in
updates to this file.

Updates to this File


This file will be periodi-
cally updated to incorporate
customer feedback. If you down-
loaded this file from an online store, ef-
forts will be made to inform you each
time an update occurs.

Last update: November, 2015.


Custom Class Builder

Chapter 1: Creating a Class


When creating a character, you can usually accomplish minations. A custom class that might be perfectly acceptable
your goals using the dozens of classes that already exist in the without restriction in one GM's game might be seen as prob-
game. Between them, these existing classes can be used to im - lematic in another GM's game. Discuss these matters with your
plement a large number of character concepts. However, not all GM before creating your class to determine what sorts of class-
concepts can be perfectly realized using these tools. At times, es your GM might allow and what sorts of accommodations
you may want to create a new class to fit a particular concept. your GM might make, if any.
The rules in the Custom Class Builder Preview (and in the For example, using the Custom Class Builder, it is entirely
full Custom Class Builder that will follow) provide a compre- possible to create a custom class that resembles a fighter with
hensive framework for creating new classes by combining ex- two extra skill ranks per level, two good saving throws, and
isting class features and archetype features in new ways. While d12 as a class Hit Die. This option is intentionally permitted by
this process may not be able to implement every imaginable these rules, which adopt the opinion that fighters and rogues
character concept, it does allow you to create millions of new are less powerful than most other classes, and should not be
and modified character classes for use in your game. used as benchmarks during custom class creation.
That being said, some GMs run games where fighters and
rogues are perfectly viable, and are within their rights to veto
Using These Rules custom classes that resemble improved versions of fighters or
GMs should feel free to use the rules for custom class cre- rogues. Other GMs run games where fighters and rogues strug-
ation as they see fit. Players can also use these rules to create gle to keep up with characters of other classes, and might wel-
new classes, but only with GM permission. come custom classes that implement the concepts of the fight-
As a GM, you might create a custom class to fill a role in an er and the rogue in a more-powerful manner. Only your GM can
adventure, a campaign setting, or even a new set of character determine which of these situations is the case in your game.
creation rules specific to your game. You might also be creating
a custom class for use by a particular NPC in your game.
When creating a custom class as a GM, your goal should The Class Creation Process
be to create a balanced class that you would allow players in The custom class creation process begins with a question:
your game to play, even if that class is being designed with a what is your class's concept? Think in terms of general, de -
particular NPC in mind. Your class should also be one that you, scriptive statements when answering this question. Consider,
yourself, would find interesting to play if you were a player. for example, what you would say if you were describing your
As a player, you are often creating a custom class for use class to someone not yet familiar with it. What short descrip-
by your own player character. This gives you enormous flexibil- tion would you use to introduce your class?
ity when it comes to creating your character. In return for Once you have this concept for your class in mind, use the
granting you this flexibility, your GM is free to restrict your op- following steps to generate concrete rules for your class. Keep
tions when designing your class. At the very least, your GM your concept in mind and use it to inform the decisions you
should not permit you to create more than one class for use by make while following these steps.
your player character.
Some GMs might not permit you to create a new class at Step 1: Class Type
all. Those who do permit player-created classes still have a re- Each custom class has a class type, such as arcane, divine,
sponsibility to forbid a particular custom class if they feel that martial, or skillful. These class types are described in more de -
class would be disruptive or unfair in their games. They are tail in Chapter 2. Review the information in that chapter and
also free to place restrictions upon characters with levels in choose a class type for your custom class.
custom classes. Examples of restrictions include: gaining one Your class's type affects the options available to your class
less feat than normal, gaining a reduced number of skill ranks during later steps of the class creation process, as noted in the
per level, or not being allowed to selected custom classes as fa- various steps that follow. It also provides a list of class features
vored classes. which are granted to characters taking levels in your class, pos-
When making these sorts of decisions, your GM should sibly including the ability to cast spells.
consider the impact your class would have upon the GM's game
world, and upon the fun that would be had by other players in Step 2: Hit Die
the GM's game. A GM who permits every player to create their The description of your class's type lists one or more Hit
character's own custom class might place fewer restrictions Die options. Choose one of these options as your class's Hit Die.
upon these classes, but is still responsible for checking that no Your class's Hit Die determines your class's base attack
one PC is made irrelevant by the classes of the others. bonus, as noted on Table 1.1: Class Advancement. The better
There is no universal standard when making these deter- your class's Hit Die, the faster its base attack bonus increases.

4
Eric Morton Presents

Table 1.1: Custom Class Advancement

Class Base Saving Throw Bonus Base Attack Bonus by Hit Die 1 Talent Rating by Hit Die
Level Good Fair Poor d6 d8 d10 d12 d6 d8 d10 d12
1st +2 +1 +0 +0 +0 +1 +1 1 1 0 0
2nd +3 +1 +0 +1 +1 +2 +2 2 2 0 0
3rd +3 +2 +1 +1 +2 +3 +3 3 2 0 0
4th +4 +2 +1 +2 +3 +4 +4 4 3 1 1
5th +4 +3 +1 +2 +3 +5 +5 5 4 1 1
6th +5 +3 +2 +3 +4 +6 +6 6 4 2 2
7th +5 +4 +2 +3 +5 +7 +7 7 5 2 2
8th +6 +4 +2 +4 +6 +8 +8 8 6 3 3
9th +6 +5 +3 +4 +6 +9 +9 9 6 3 3
10th +7 +5 +3 +5 +7 +10 +10 10 7 4 4
11th +7 +6 +3 +5 +8 +11 +11 11 8 4 4
12th +8 +6 +4 +6 +9 +12 +12 12 8 5 5
13th +8 +7 +4 +6 +9 +13 +13 13 9 5 5
14th +9 +7 +4 +7 +10 +14 +14 14 10 6 6
15th +9 +8 +5 +7 +11 +15 +15 15 10 6 6
16th +10 +8 +5 +8 +12 +16 +16 16 11 7 7
17th +10 +9 +5 +8 +12 +17 +17 17 12 7 7
18th +11 +9 +6 +9 +13 +18 +18 18 13 8 8
19th +11 +10 +6 +9 +14 +19 +19 19 13 8 8
20th +12 +10 +6 +10 +15 +20 +20 20 14 9 9
1
Members of custom classes gain iterative attacks (not shown on this table) at base attack bonus +6, +11, and +16, as normal.

Your class's Hit Die also determines a value called a talent ing throws for your class; all of your class's saving throws in-
rating, as noted on that same table. The better your class's Hit stead use the fair base saving throw progression listed on Ta-
Die, the slower its talent rating increases. ble 1.1: Custom Class Advancement.
If your custom class has spellcasting as a class feature, its
spellcasting progression depends upon its talent rating. If your Step 4: Proficiencies
class does not have spellcasting as a class feature, one or more On 1st level, every custom class grants a number of profi-
of its other class features depend upon its talent rating. See the ciencies determined by its Hit Die: three if its Hit Die is d6; five
descriptions of the class features listed for your class's type for if its Hit Die is d12; six if its Hit Die is d8 or d10.
more details. Choose your class's proficiencies from the options listed
in this section. This list includes options other than standard
Step 3: Saving Throws armor and weapon proficiencies. You can select any of these
Choose one saving throwFortitude, Reflex, or Willas a options as proficiencies for your custom class.
good saving throw for your class. If your class's Hit Die is d8, If you do not select the weapon proficiency option listed
d10, or d12, choose a second saving throw as a good saving below, your class grants proficiency in all simple weapons. Al-
throw for your class. Any saving throw you do not choose as a ternately, you may choose for your class to instead grant profi-
good saving throw is a poor saving throw for your class. ciency in all weapons belonging to one of the following weapon
Note that your class must have Reflex as one of its good groups: crossbows, druid, natural, primitive, siege engines,
saving throws in order to grant the skill proficiency described spears, or wizard. (See the Weapon Groups section at the end
in Step 4, below. Without that proficiency, your class can grant of this chapter for a list of weapon groups.)
no more than 4 + Intelligence modifier skill ranks per level. Armor Proficiency: Your class can grant this proficiency
The progressions your class uses for its base saving throw up to three times. Its benefits do not stack with those of any ar-
bonuses are listed on Table 1.1: Custom Class Advancement. mor proficiencies granted by other classes.
Good saving throws using the good progression and poor If your class grants this proficiency once, you are profi-
saving throws use the poor progression. cient with light armor and bucklers. In addition, if your class's
Optional: If your class's type is martial, you may choose type is arcane (see Chapter 2), you ignore any arcane spell fail-
for your class to treat all saving throws as fair saving throws. If ure chance due to light armor or bucklers.
you do, no saving throws are good saving throws or poor sav- If your class grants this proficiency twice, you are profi-

5
Custom Class Builder

cient with light armor, medium armor, and shields (other than weapon proficiencies granted by other classes.
tower shields). In addition, if your class's type is arcane, you ig- If your class grants this proficiency once, you are profi-
nore any arcane spell failure chance due to light armor, medi- cient with all simple weapons and all weapons belonging to a
um armor, or shields other than tower shields. single weapon group. (See the Weapon Groups section later in
If your class grants this proficiency three times, you are this chapter for a list of weapon groups.)
proficient with light armor, medium armor, heavy armor, and If your class grants this proficiency twice, you are instead
shields (other than tower shields). In addition, if your class's proficient with all simple and martial weapons.
type is arcane, you ignore any arcane spell failure chance due If your class grants this proficiency three times, you are
to light armor, medium armor, heavy armor, or shields (other instead proficient with all simple and martial weapons, as well
than tower shields). as all weapons belonging to a single weapon group.
Shield Proficiency: You are proficient
with all shields, including tower shields. In Step 5: Skills
addition, if the class granting this By default, your class has ten class skills of your
proficiency is arcane (see Chapter choice and grants 4 + Intelligence modifier skill ranks
2), you ignore any arcane spell fail- per level. If your class grants the skill proficiency (see
ure chance due to shields Step 4, above), your class instead treats all skills as class
(including tower shields). skills and grants a greater number of skill ranks
Skill Proficiency: Your class per level.
must have Reflex as a good saving If your class does not grant the skill profi-
throw to grant this proficiency. If ciency, select your class's ten class skills. When
your class's type is skillful doing so, you can select Craft (all), Perform
(see Chapter 2), your (all), and Profession (all) as if each was a sin-
class can grant this pro- gle skill; you can select Knowledge (all) as if it
ficiency twice. was a total of four skills, or you can select
Illustration by Storn Cook

If your class each Knowledge skill individually.


grants this proficien- Optional: The description of your class's
cy once, your class type includes a list of skills that many classes
treats all skills as class skills and of that type have as class skills. If your class
grants 6 + Intelligence modifier does not grant the skill proficiency, you
skill ranks per class level. Your may choose for your class to have all of
class skills and skill ranks for those listed skills as class skills instead
other classes are unaffected. of selecting ten skills as class skills for
If your class grants this your class.
proficiency twice, that class
instead treats all skills as Step 6: Themes
class skills and grants 8 + Each custom class has a list of
Intelligence modifier skill two or more themes. A theme is a
ranks per class level. Your list of class features called tal-
class skills and skill ents, some of which a character
ranks for other classes taking levels in your class
are unaffected. might gain. Themes are
Talent Profi- detailed in Chapter 3,
ciency: Your class along with short descrip-
can grant this proficiency up to four tions of their associated talents. Full descriptions of talents ap-
times. Choose and gain a number of 0-level talents equal to the pear in Chapter 4. Review this information and choose two
number of times your class grants this proficiency. Each of themes for your class.
these talents must be chosen from the list of 0-level talents Your class's themes are used by the thematic talents class
available to one of the themes you selected with your thematic feature, which is granted by every class type. As detailed in the
talents class feature. description of that class feature, a character taking levels in
The benefits of talent proficiencies granted by multiple your class chooses two of your class's themes and selects one
classes stack; the total number of 0-level talents you gain from or more talents from each of those themes.
talent proficiencies is equal to the total number of talent profi- If you want all characters with levels in your class to use
ciencies you gain from all classes. the same two themes, you can stop after choosing two themes
Weapon Proficiency: Your class can grant this proficien- for your class. When a class has only two themes, every charac-
cy up to three times. Its benefits do not stack with those of any ter with levels in your class must choose those two themes.

6
Eric Morton Presents

Optional: If you want your class to be more flexible, you You need not make any of these decisions during the class
can choose more than two themes for your class. Although a creation process. Unless stated otherwise, decisions allowed by
character taking levels in your class can only select two of your one of your class's features are made by characters taking lev-
class's themes with the thematic talents class feature, there is els in your class, not by you. Different characters can choose to
no upper limit on the number of themes your class can have. gain proficiency in different weapon groups, can choose to gain
However, the more themes you choose, the more generic different talents, etc., as determined by their class features.
your class becomes. If you want your class to have a recogniz- If you want your class to have a narrower focus, you may
able identity, consider choosing no more three or four themes instead choose to make some or all of these decisions during
for that class. Alternately, consider placing restrictions upon the class creation process. If your class's weapon proficiencies
the selection of those themes, as follows. involve selecting a weapon group, for example, you may
If your class has three or more themes for your class, choose that
you can place restrictions on the selection of those weapon group
themes. You can place any restriction you can imagine when you design
on your classes themes, limiting which themes or your class instead of
combinations of themes characters can select with allowing different char-
your class's thematic talents class feature in any manner acters to select different
you see fit. Any restrictions you invent are added directly weapon groups for your
to the text of your class's thematic talents class feature. class. Alternately (or in addi-
For example, you might create a custom tion), you may choose some or all
class called elemental warrior that has the Air, of the talents granted by your class;
Combat, Earth, Fire, and Water themes. (The make any other decision allowed by any
Air, Earth, Fire, and Water themes appear in of your class's other features; or place lim-
the full version of the Custom Class Builder its upon those decisions.
but not in this preview.) To emphasize your Any decisions you make or limitations

Illustration by Storn Cook


class's warrior nature, you might add the fol- you set at the time you create your class ap-
lowing restriction to the text of the elemental ply to all characters taking levels in your
warrior's thematic talents class feature: "You class. All of those characters must choose the
must select Combat as your first theme." In addi- same options you chose for a given class feature
tion to promoting the warrior theme of your class, this or abide by all limitations you placed on that
restriction forces each elemental warrior to specialize feature. This effectively reduces the number
in only one element (air, earth, fire, or water). of choices characters taking levels in your
As another example, you might create a cus- class can make while simultaneously nar-
tom class called divine servant with a large rowing the focus of your class.
number of themes. When choosing these While it is important not to place too
themes, you could sort them into groups many restrictions on your class, some re-
of three or four, each of which is associ- strictions can help shape your class's identity.
ated with a particular deity. You If, for example, you are creating a custom class
might then add the following re- called the sniper and that class grants proficien-
striction to the text of the di- cy in all weapons belonging to a single weapon
vine servant's thematic tal- group, you could require all members of that
ents class feature: "The class to select the crossbow group instead of al-
themes you select must lowing each of them to choose their own
be themes associated weapon group.
with your patron deity." Continuing this example, if your sniper
class grants one or more talents on 1st level, and
Step 7: Class Features one of those talents could be the sneak attack talent, you could
As noted in Step 1 of the class creation process, your cus- decide that snipers always gain sneak attack as one of their
tom class gains all of the class features listed for its class type. 1st-level talents. (The sneak attack talent appears in the full
The proficiencies you selected for your class in Step 4 of the Custom Class Builder but not in this preview.) The choice of
class creation process also count as class features of your class. sneak attack as one of the sniper's 1st-level talents applies to
Many of your class's features allow you to make decisions. all characters taking levels of sniper. Depending upon your vi-
Weapon proficiencies may allow you to select a weapon group, sion for the class, this may or may not be the only restriction
for example, while talent proficiencies and other class features you place upon the sniper's talents.
allow you to select certain talents. Those talents might allow
you to make additional decisions.

7
Custom Class Builder

light shield, madu, mere club, punching dagger, sap, scizore,


GM Permission shield spikes, spiked gauntlet, tekko-kagi, tonfa, unarmed
As noted earlier in this chapter, if you are a player creat- strike, wooden stake, and wushu dart.
ing a new custom class for use by your own player character, Crossbows: double crossbow, hand crossbow, heavy
you will need to get your GM's permission before using your crossbow, light crossbow, repeating hand crossbow, repeating
new class. Securing this permission is the unofficial eighth step heavy crossbow, repeating light crossbow, tube arrow shooter,
in the custom class creation process. underwater light crossbow, and underwater heavy crossbow.
In return for granting permission to use a custom class, Double: bo staff, dire flail, double walking stick katana,
your GM may choose to place restrictions upon characters tak- double-chained kama, dwarven urgrosh, gnome hooked ham-
ing levels in that class. See the section mer, kusarigama, orc double axe, quarterstaff, and two-bladed
entitled Using These Rules at the sword.
beginning of this chapter for ex- Druid: club, dagger, dart, quarterstaff, scimitar, scythe,
amples of restrictions your GM sickle, shortspear, sling, spear, and all natural weapons you
may implement. gain from using the wild shape ability.
Firearms: all one-handed firearms, two-handed firearms,
and siege firearms.

Weapon
Groups
As noted in Step
4 of the class creation Flails: chain spear, dire flail, double
process, your custom chained kama, flail (light flail), flying blade,
class might grant profi- heavy flail, kusarigama, kyoketsu shoge, meteor
Illustration by Storn Cook

ciency with all weapons belonging to a hammer, morningstar, nine-section whip, nun-
single weapon group. Examples of chaku, sansetsukon, scorpion whip, spiked
weapon groups that can be selected chain, urumi, and whip.
and the weapons they include Gladiator: aklys, amentum, flying blade,
are listed below. Your GM may gladius, hooked axe, knuckle axe, quadrens,
decide to create other weapon scorpion whip, shotel, sica, and throwing
groups. shield.
Axes: bardiche, battleaxe, Hammers: aklys, battle aspergillum,
dwarven waraxe, greataxe, han- club, earth breaker, greatclub, heavy mace,
daxe, heavy pick, hooked axe, light hammer, light mace, mere club, taiaha,
knuckle axe, light pick, mattock, orc tetsubo, wahaika, and warhammer.
double axe, pata, and throwing axe. Monk: bo staff, brass knuckles, butterfly sword, ces-
Bard: dagger, longsword, rapier, tus, dan bong, double chained kama, double chicken saber,
sap, short sword, shortbow, sickle, emei piercer, fighting fan, jutte, kama, kusarigama,
sling, spear, sword cane, and whip. kyoketsu shoge, lungchuan tamo, monk's spade, nine-
Blades, Heavy: bastard sword, chakram, dou- ring broadsword, nine-section whip, nunchaku, quarter-
ble chicken saber, double walking stick katana, elven staff, rope dart, sai, sansetsukon, seven-branched sword,
curve blade, falcata, falchion, shang gou, shuriken, siangham, tiger fork, tonfa, tri-point
great terbutje, greatsword, double-edged sword, unarmed strike, urumi, and wushu
katana, khopesh, long-sword, dart.
nine-ring broadsword, nodachi, rhoka sword, sawtooth Natural: unarmed strike and all natural weapons.
sabre, scimitar, scythe, seven-branched sword, shotel, Polearms; bardiche, bec de corbin, bill, glaive, glaive-
temple sword, terbutje, and two-bladed sword. guisarme, guisarme, halberd, hooked lance, horsechopper,
Blades, Light: bayonet, butterfly sword, dagger, dogslicer, lucerne hammer, mancatcher, monk's spade, ogre hook, nagina-
gladius, hunga munga, kama, kerambit, kukri, pata, quadrens, ta, nodachi, ranseur, and tiger fork.
rapier, short sword, sica, sickle, starknife, sword cane, sword- Primitive: atlatl, battleaxe, blowgun, club, great terbutje,
breaker dagger, and wakizashi. greatclub, handaxe, longspear, mere club, shortspear, sling,
Bows: composite longbow, composite shortbow, longbow, spear, taiaha, tepoztepilli, terbutje, and wahaika.
and shortbow. Rogue: blowgun, dagger, hand crossbow, heavy crossbow,
Close: armor spikes, bayonet, brass knuckles, dan bong, light crossbow, rapier, sap, shortbow, short sword, sword cane,
emei piercer, fighting fan, gauntlet, heavy shield, iron brush, underwater heavy crossbow, and underwater light crossbow.

8
Eric Morton Presents

Siege Engines: ballista, bombard, catapult, corvus, fire- ing alone is sufficient to represent its dabbling in magic. In-
drake, firewyrm, gallery, ram, siege tower, springal, trebuchet, stead of giving the dilettante class themes that further empha-
and all other siege engines. size its magical nature, we decide to give it a pair of themes un-
Spears: amentum, boar spear, javelin, harpoon, lance, related to magic: Combat and Skill.
longspear, pilum, shortspear, sibat, spear, tiger fork, and tri- Step 7: Class Features. The dilettante's class features are
dent. its proficiencies, noted above, and the class features listed for
Thrown: aklys, amentum, atlatl, blowgun, bolas, boom- the arcane class type: arcane spell list, arcane spellcasting, and
erang, chakram, club, dagger, dart, halfling sling staff, harpoon, thematic talents.
hunga munga, javelin, lasso, kestros, light hammer, net, We want the dilettante to have a wide selection of
poisoned sand tube, rope dart, shortspear, shuriken, spells, so we choose the wizard class when determining
sling, snag net, spear, starknife, throwing axe, throw- the spells appearing on the dilettante's arcane spell list.
ing shield, trident, and wushu dart. We also choose the prepared spellcasting option for
Wizard: Club, dagger, heavy crossbow, light the dilettante's arcane spellcasting class feature, re-
crossbow, quarterstaff, and all natural weapons you flecting the dilettante's eclectic nature.
gain from spells. If we wanted, we could stop here. We have
made every decision that must be made dur-
ing the class creation process. However,
Class Creation Example when stating the concept of the dilettante
As an example of the class creation class, we mentioned feats as one of the
process, let us create a class called the dilet- things in which dilettantes dabble. To play
tante. We want the dilettante class to rep- up this aspect of the class, we want the
resent the following concept: a nimble, rules for the dilettante to emphasize feat
aristocratic duelist who dabbles in many acquisition. We can do this by placing

Illustration by Jacob Blackmon


things, from feats and skills to arcane limits on the talents dilettantes can
spells. select.
Step 1: Class Type. The concept Dilettantes gain two 0-level tal-
of the dilettante class requires arcane ents from their talent proficiencies. We
spellcasting, so we chose arcane as its decide that all dilettantes must select
class type. Combat Expertise and Weapon Finesse as
Step 2: Hit Die. Dilettantes dab- these 0-level talents.
ble in spellcasting, but are also capa- The dilettante also gains talents from its
ble duelists, so we chose d10 as their thematic talents class feature (two talents on
class Hit Die. 1st level and one on every level thereafter).
Step 3: Saving Throws. A class with d10 Because we want the dilettante class to grant
as its Hit Die has two good saving throws. We a large number of feats, we decide that all
choose Reflex as one of the dilettante's good sav- dilettantes must select the combat feat tal-
ing throws, both because it is thematically ap- ent (from the Combat theme) on 1st level
propriate, and because a custom class must and every two levels thereafter. We also
have Reflex as a good saving to gain more decide that they must select the bonus
than 4 + Intelligence modifier skill ranks per feat talent (from the Skill theme) on 2nd
class level. We choose Will as the dillettante's level and every two levels thereafter.
second good saving throw because we want dilet- This leaves us with one undecided tal-
tante's to be nimble of mind as well as body. This ent (the final talent the dilettante gains
leaves Fortitude as a poor saving throw for dilettantes. on 1st level). Since we want dilettantes
Step 4: Proficiencies. The dilettante class grants to be nimble duelists, we decide that
six proficiencies at 1st level. We want the dilettante to all dilettantes must select nimble de-
be lightly armored, skilled, and capable in combat, so fense as their final 1st-level talent.
we choose to have it grant armor proficiency (once), skill By restricting the dilettante's talent selection in this man-
proficiency (once), and weapon proficiency (twice). For its re- ner, we have reinforced the concept of the dilettante class. Note
maining two proficiencies, we have it grant talent proficiency that our restrictions still allow characters taking levels in the
(twice). dilettante class to choose which feats they gain as combat feats
Step 5: Skills. Because it grants the skill proficiency once, and bonus feats, preserving player choice and preventing all
the dilettante has all skills as class skills and grants 6 + Intelli- dilettantes from having identical abilities.
gence modifier skill ranks per level.
Step 6: Themes. We decide that the dilettante's spellcast-

9
Custom Class Builder

Chapter 2: Class Types


Every custom class has a class type. A class's type affects This same restriction applies to any spell that assumes its
its Hit Die, class skills, and spell list (if it has one), as noted in caster has access to a given class feature (such as bard spells
the Class Creation section for the description of each class type. that make use of a caster's bardic performance ability, inquisi-
Each class type also lists a number of class features in the Class tor spells that make use of a caster's judgment ability, paladin
Features section of its description, all of which are granted by spells that make use of a caster's smite ability, etc.).
classes of that type. This information is used as part of the
class creation process described in Chapter 1.
This chapter includes the descriptions of four class types: Arcane Classes
arcane, divine, martial, and skillful. The full version of the Cus- The defining characteristic of an arcane class is the ability
tom Class Builder includes two additional class types: hermetic to cast arcane spells. Members of arcane classes cast their
(classes which blend alchemy with magic) and hybrid (classes spells by manipulating impersonal forces. Some draw upon
which combine the class features of two other class types). forces that permeate the world around them, others draw
upon energy that infuses their own blood. Some master their
Arcane vs. Divine art through careful study, others through intuition. Whatever
The arcane and divine class types described in this chap- their methods, all members of arcane class have some sort of
ter are very similar to one another. Many custom class con- arcane spellcasting ability.
cepts that could be created with the arcane class type can also
be created with the divine class type, and vice versa. The pri- Class Creation
mary difference between arcane and divine is descriptive. An arcane class is created using the class creation process
The arcane and divine class types exist as separate class described in Chapter 1. Choosing the arcane class type affects
types because of the hybrid class type from the full version of that process in the following ways.
the Custom Class Builder. By having separate but similar arcane Hit Die: Every arcane class has d6, d8, or d10 as its class
and divine class types, the rules enable certain hybrid classes Hit Die. You must choose one of these options for your class.
to have both arcane and divine spellcasting. Skills: Many arcane classes have Appraise, Craft (all), Fly,
Knowledge (all), Linguistics, Profession (all), Spellcraft, and
Martial vs. Skillful Use Magic Device as class skills. You may choose these as your
Although not as similar to one another as the arcane and class's skills in place of any other class skills you could choose.
divine class types, the martial and skillful class types still re- Spell List: Every arcane class has an arcane spell list cho-
semble one another in many ways. The martial and skillful sen at the time of its creation. Determine the spells appearing
class types are separate from one another for the same reason on your class's arcane spell list in the following manner.
the arcane and divine class types are separate from one anoth- If your class's Hit Die is d6, choose an existing, non-cus-
er, as noted in the previous section. tom class with a spell list that includes 9th-level spells. Your
class's arcane spell list includes all spells appearing on the cho-
Spells and Spell Lists sen class's spell list.
Custom classes of some types have spell lists, as noted in If your class's Hit Die is d8, choose an existing, non-cus-
the descriptions of their respective class types. A custom class tom class with a spell list that includes 6th-level spells or
that has a spell list usually takes that spell list from an existing choose the alchemist class. Your class's arcane spell list in-
non-custom class. Certain abilities (such as the expanded spell cludes includes all 6th- and lower-level spells appearing on the
list talent) can then add spells to that spell list. chosen class's spell list or formula list.
This can result in a situation where a spell appearing on a If your class's Hit Die is d10, choose an existing, non-cus -
class's spell list relies upon a class feature not granted by that tom class with a spell list that includes 4th-level spells or
class. For example, members of a custom class whose spell list choose the alchemist class. Your class's arcane spell list in-
includes all spells appearing on the summoner spell list can cludes all 1st-, 2nd-, 3rd-, and 4th-level spells appearing on the
potentially cast the summon eidolon spell. That spell summons chosen class's spell list or formula list.
the caster's eidolon, an effect that relies upon the caster having
the eidolon class feature. Class Features
When a member of a custom class casts a spell that relies All members of arcane custom classes gain the following
upon a class feature they do not have, that spell has no effect. class features.
The ability to cast the summon eidolon spell, for example, does Arcane Spell List: This class has an arcane spell list de-
not grant a character an eidolon. Unless the character gains an termined at the time of its creation. See the Class Creation sec-
eidolon from some other source, that spell has no effect. tion above for details.

10
Eric Morton Presents

Table 2.2: Spells per Day Table 2.2: Spells Known

Talent Spells per Day by Spell Level 1 Talent Spells Known by Spell Level 2
Rating 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Rating 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
0 0
1 3 1 4 1
2 4 2 5 2
3 5 3 3 5 2 1
4 6 4 4 6 3 2
5 6 5 3 5 6 3 2 1
6 6 6 4 6 6 3 3 2
7 6 6 5 3 7 6 3 3 2 1
8 6 6 6 4 8 7 4 3 3 2
9 6 6 6 5 3 9 7 4 3 3 2 1
10 6 6 6 6 4 10 7 4 4 3 3 2
11 6 6 6 6 5 3 11 7 4 4 3 3 2 1
12 6 6 6 6 6 4 12 7 4 4 4 3 3 2
13 6 6 6 6 6 5 3 13 7 4 4 4 3 3 2 1
14 6 6 6 6 6 6 4 14 7 4 4 4 4 3 3 2
15 6 6 6 6 6 6 5 3 15 7 4 4 4 4 3 3 2 1
16 6 6 6 6 6 6 6 4 16 8 5 4 4 4 4 3 3 2
17 6 6 6 6 6 6 6 5 3 17 8 5 4 4 4 4 3 3 2 1
18 6 6 6 6 6 6 6 6 4 18 8 5 5 4 4 4 4 3 3 2
19 6 6 6 6 6 6 6 6 5 19 8 5 5 4 4 4 4 3 3 2
20 6 6 6 6 6 6 6 6 6 20 8 5 5 5 4 4 4 4 3 3
1 2
Reduce the number of spells per day of each spell level by 2 Double the number of spells known of each spell level for
for members of custom classes that prepare their spells. members of custom classes that prepare their spells.

Arcane Spellcasting: Whenever your talent rating in this Prepared Spellcasting: At 1st level, you may choose to pre-
class is 1 or higher, you can spontaneously cast arcane spells pare your arcane spells for this class in advance. Once this deci-
drawn this class's arcane spell list. You can cast any spell you sion is made, it cannot be changed. If you prepare your arcane
know by expending a spell slot of the same level or higher. Your spells for this class, you use Intelligence as your spellcasting
caster level for arcane spells equals your total level in all class- ability score for those spells instead of Charisma.
es that cast arcane spells. If you choose to prepare your spells, you gain fewer spells
To learn or cast a spell, you must have a spellcasting abili- per day from this class, as noted in the footnote to Table 2.1:
ty score equal to at least 10 + the spell's level. The DC of saving Spells per Day. You also gain additional spells known from this
throws against your spell is 10 + the spell's level + your spell- class, as noted in the footnote to Table 2.2: Spells Known. How-
casting ability score modifier. Unless stated otherwise, you use ever, only half of your spells known of each level are prepared
Charisma as your spellcasting ability score. at any one time. You cannot cast a spell granted by this class
Your number of spell slots per day for this class and your unless it is one of your currently prepared spells.
number of spells known for this class are both determined by You otherwise cast spells as described above. You can use
your talent rating in this class, as detailed on Table 2.1: Spells your spell slots to cast any of your prepared spells, and a spell
per Day and Table 2.2: Spells Known. You only gain the indicat- you cast remains prepared even after you cast it.
ed number of spell slots and spells known for a given level if Once per day, you can change which of your spells known
the spell list for this class includes spells of that level. You do are prepared by performing a ritual that takes 15 minutes to
not gain bonus spells for having high ability scores. complete. Upon completing this ritual, choose half of your
If you have one or more 0-level spells known, you can ex - spells known of each spell level as your prepared spells.
pend any number of 0-level spell slots per day in addition to Thematic Talents: At 1st level, select two of this class's
the limited number higher-level spell slots you can expend. themes. For each selected theme, choose and gain one 1st-level
Starting at 3rd level, whenever your talent rating in this talent from that theme's list of talents.
class increases to an odd number, you may choose to replace Every level after 1st, choose and gain one additional tal-
any one of your arcane spells known with a different spell of ent of your level or lower. This talent can be chosen from those
the same level from your arcane spell list. listed for either of the two themes you chose with this ability.

11
Custom Class Builder

At 3rd level, and again every two levels thereafter, you can chosen class's spell list or formula list.
choose the expanded spell list talent instead of choosing a tal-
ent listed for one of your class's themes. If your class's Hit Die Class Features
is d6, you must choose the expanded spell list talent on 3rd lev- All members of divine custom classes gain the following
el and every two levels thereafter. class features.
Divine Spell List: This class has a divine spell list deter-
mined at the time of its creation. See the Class Creation section
Divine Classes above for details.
Divine classes are set apart by their ability to cast divine Divine Spellcasting: Whenever your talent rating in this
spells. In contrast to arcane spells, divine spells draw upon class is 1 or higher, you can spontaneously cast divine spells
magical power of a deeply personal nature. The most obvious drawn from this class's divine spell list. You can cast any spell
sources of divine magic are deities that bestow blessings upon you know by expending a spell slot of the same level or higher.
lesser beings, but the spark of divine magic exists in every soul, Your caster level for divine spells equals your total level in all
accessible to anyone whose life has a deep, spiritual purpose. classes that cast divine spells.
Through one or the other of these avenues, all members To learn or cast a spell with this
of divine classes are able to cast divine spells. ability, you must have a spellcasting
ability score equal to at least 10 +
Class Creation the spell's level. The DC of saving
A divine class is created via throws against your spell is 10
the class creation process de- + the spell's level + your spell-
tailed in Chapter 1. Choosing the casting ability score modifier.
divine class type affects that Unless stated otherwise, you
process in the following ways. use Charisma as your spell-
Illustration by Matt Morrow

Hit Die: Every divine class casting ability score.


has d6, d8, or d10 as its class Hit You gain the number of
Die. You must choose one of spell slots per day indicated
these options for your class. on Table 2.1: Spells per Day
Skills: Many divine classes and the number of spells
have Craft (all), Diplomacy, Heal, known as indicated on Table
Knowledge (all), Profession (all), 2.2: Spells Known. You only
Sense Motive, and Spellcraft as gain these spell slots per day
class skills. You may choose and spells known for a giv-
these as your class's skills in en level if the spell list you
place of any other class skills use for this class includes
you could choose. spells of that level. You do
Spell List: Every di- not gain bonus spells for
vine class has a divine spell having high ability scores.
list chosen at the time of its If you have one or
creation. Determine the more 0-level spells known,
spells appearing on your you can expend any number of
class's divine spell list in the 0-level spell slots per day in addition
following manner. to the limited number higher-level spell slots you can
If your class's Hit Die is d6, choose an existing, non- expend.
custom class with a spell list that includes 9th-level spells. Your Starting at 3rd level, whenever your talent rating in this
class's divine spell list includes all spells appearing on the cho- class increases to an odd number, you may choose to replace
sen class's spell list. any one of your divine spells known with a different spell of
If your class's Hit Die is d8, choose an existing, non-cus- the same level from your divine spell list.
tom class with a spell list that includes 6th-level spells or Prepared Spellcasting: At 1st level, you may choose to pre-
choose the alchemist class. Your class's divine spell list in- pare your spells for this class instead of casting them sponta-
cludes includes all 6th- and lower-level spells appearing on the neously. If you do, you use Wisdom as your divine spellcasting
chosen class's spell list or formula list. ability score for this class instead of Charisma. Once this deci-
If your class's Hit Die is d10, choose an existing, non-cus - sion is made, it cannot be changed.
tom class with a spell list that includes 4th-level spells or If you choose to prepare your spells, you gain fewer spells
choose the alchemist class. Your class's divine spell list in- per day from this class, as noted in the footnote to Table 2.1:
cludes all 1st-, 2nd-, 3rd-, and 4th-level spells appearing on the Spells per Day. You also gain additional spells known from this

12
Eric Morton Presents

class, as noted in the footnote to Table 2.2: Spells Known. How- first reaches 1, choose and gain one talent of your level or low-
ever, only half of your spells known of each level are prepared er from the list of talents for the Combat theme. Each time
at any one time. You cannot cast a spell granted by this class thereafter that your talent rating in this class increases, choose
unless it is one of your currently prepared spells. and gain another talent of your level or lower from the list of
You otherwise cast spells as described above. You can use talents for the Combat theme.
your spell slots to cast any of your prepared spells, and a spell Thematic Talents: At 1st level, select two of this class's
you cast remains prepared even after you cast it. themes. For each selected theme, choose and gain one 1st-level
Once per day, you can change which of your spells known talent from that theme's list of talents.
are prepared by performing a ritual that takes 15 minutes to Every level after 1st, choose and gain one additional tal-
complete. Upon completing this ritual, choose half of your ent of your level or lower. This talent can be chosen from those
spells known of each spell level as your prepared spells. listed for either of the two themes you chose with this ability.
Thematic Talents: At 1st level, select two of this class's
themes. For each selected theme, choose and gain one 1st-level
talent from that theme's list of talents. Skillful Classes
Every level after 1st, choose and gain one additional tal- Skillful classes have no spellcasting ability, though some
ent of your level or lower. This talent can be cho- grant supernatural talents. Skillful classes are not
sen from those listed for either of the two defined by their supernatural or spellcasting
themes you chose with this ability. abilities, but by their intense focus on skills.
At 3rd level, and again every two levels Members of skillful classes gain numerous
thereafter, you can choose the expanded spell list talent skill-related talents in additional to any oth-
instead of choosing a talent listed for one of your class's ers they might gain, and have the potential
themes. If your class's Hit Die is d6, you must choose the to gain more class skills and skill ranks per
expanded spell list talent on 3rd level and every two levels level than members of non-skillful classes.

Illustration by Jacob Blackmon


thereafter.
Class Creation
When you create a skillful class,
Martial Classes make all of the following decisions at
Martial classes have no spellcasting ability, the time of the class's creation.
though some grant supernatural talents. What- Hit Die: A skillful class has d6 or d8
ever their other abilities, members of martial as its class Hit Die. You must choose one
classes are set apart by their focus upon of these options for your class.
combat. Members of martial classes gain Skills: Many skillful classes
numerous combat-related talents in ad- have all skills as class skills. You may
dition to any others they might gain, and choose for your class to have all skills
may have class Hit Dice larger than as class skills instead of choosing a lim-
those available to members of non-martial ited list of class skills.
classes. Spell List: A skillful class does not
have a spell list.
Class Creation
When you create a martial class, make Class Features
all of the following decisions at the time of the class's creation. All members of skillful custom classes gain the following
Hit Die: A martial class has d8, d10, or d12 as its class Hit class features.
Die. You must choose one of these options for your class. Skillful Talents: When your talent rating in this class first
Skills: Many martial classes have Acrobatics, Climb, Craft reaches 1, choose and gain one talent of your level or lower
(all), Handle Animal, Intimidate, Knowledge (any one or two from the list of talents for the Skill theme. Each time thereafter
categories chosen by the class's creator), Perception, Profes- that your talent rating in this class increases, choose and gain
sion (all), Ride, Sense Motive, Survival, and Swim as class skills. another talent of your level or lower from the list of talents for
You may choose these as your class's skills in place of any other the Skill theme.
class skills you could choose. Thematic Talents: At 1st level, select two of this class's
Spell List: A martial class does not have a spell list. themes. For each selected theme, choose and gain one 1st-level
talent from that theme's list of talents.
Class Features Every level after 1st, choose and gain one additional tal-
All members of martial custom classes gain the following ent of your level or lower. This talent can be chosen from those
class features. listed for either of the two themes you chose with this ability.
Martial Talents: When your talent rating in this class

13
Custom Class Builder

Chapter 3: Themes
In the context of custom classes, a theme is a collection of
selectable class features called talents. Each custom class has 0-Level Arcana Talents
one or more themes, as well as one or more class features that Arcane Reservoir 1: Limited-use increase to the caster level or
allow characters to select talents from those themes. save DC of an arcane spell.
A custom class's themes are chosen during the creation of Arcane Strike: Gain Arcane Strike as a bonus feat.
that class, as detailed in Chapter 1. The class features of a cus- Bestial Aspect: Gain more benefits from polymorph effects.
tom class class that allow characters to select talents are deter- Blood Sanctuary: Gain +4 saves vs. spells cast by allies.
mined by its class type. Class types are detailed in Chapter 2. Detect Magic: Use detect magic at will.
Eschew Materials: Gain Eschew Materials as a bonus feat.
Talent Descriptions
Improved Counterspell: Gain the Improved Counterspell feat.
Several themes a custom class might have are described Scribe Scroll: Gain Scribe Scroll as a bonus feat.
below. The description of each theme includes a brief overview
of the theme, followed by the the list of talents for that theme.
Order of Presentation: Themes are presented in alpha- 1st-Level Arcana Talents
betical order. Talents within each theme are sorted first by lev- Acid Jet 1: Limited-use ranged attack deals acid damage.
el and then alphabetically by talent name. Note that some tal- Arcane Barrier: Limited-use temporary hit points.
ent names appear on Arcane Reservoir 2: Limited-use increase to the caster level or
Talents and Levels: The level for which a talent is listed save DC of an arcane spell.
is the minimum class level on which that talent can be selected. Augment: Grant a bonus to an ability score or natural armor.
Talents listed as 0-level talents can be selected on any class lev- Battleshaping: Limited-use natural weapons.
el and can also be selected with the talent proficiency class fea- Beguiling Touch: Limited-use touch attack charms a creature.
ture. That class feature is described in Chapter 1. Binding Darkness: Limited-use ranged attack entangles a
A talent whose name is followed by a number can be se- target in concealing shadows.
lected more than once and appears on more than one level. Blinding Ray: Limited-use ranged attack blinds a target.
The number following the talent's name on any given level in- Bolster: Limited use ability to grant bonuses to undead.
dicates the maximum number of times a character can select Command Undead: Gain uses of the Command Undead feat.
that talent as of that class level. Conjurer's Focus 1: Limited-used summon monster spells.
A talent whose name is not followed by a number can be Counterspell 1: Counterspell as an immediate action.
selected only once. Create Gear: Limited-use item creation.
Dazing Touch: Limited-use touch attack dazes a creature.
Additional Themes
Dimensional Slide: Limited-use teleportation while moving.
This chapter includes four themes and their associated Disruption: Limited-use touch attack interferes with spells.
talent lists: Arcana, Combat, Devotion, and Skill. Diviner's Fortune: Grant various bonuses.
The full version of the Custom Class Builder has dozens of Elemental Focus: Learn additional elemental spells.
additional themes. Many represent broad concepts similar to Energy Resistance: Gain permanent energy resistance.
those of the themes appearing in this chapter, concepts such as Energy Shield 1: Limited-use energy resistance.
Air, Alchemy, Death, Earth, Fate, Fire, Nature, Void, and Water. Extended Illusions: Your illusions last longer.
Others are named for iconic class features such as bardic Flame Arc 1: Limited-use ranged attack deals fire damage.
performance, channel energy, rage, and sneak attack. Themes Force of Will: Communicate telepathically with creatures
named after class features include those features and related within 60 feet that you have charmed or dominated.
abilities as selectable talents. The Rage theme, for example, in- Force Strike: Deal force damage to a foe within 30 feet.
cludes the rage ability and all rage powers on its list of talents. Forewarned: Always act in the surprise round and gain a
bonus on initiative checks.
Arcana Grave Touch: Limited-use melee touch attack causes fear.
Hand of the Apprentice: Limited-use ranged attacks with a
A class with this theme dabbles in arcane magic. Even if melee weapon.
members of that class cannot cast arcane spells, they have the Healing Grace 1: Heal allies affected by your spells.
potential to acquire an eclectic mix of supernatural talents. Ice Missile 1: Limited-use ranged attack deals cold damage.
Most of these talents are related to the eight traditional schools Intense Evocation: Your evocation spells deal extra damage.
of arcane magic: abjuration, conjuration, divination, enchant- Item Crafting: Gain one item creation feat as a bonus feat.
ment, evocation, illusion, necromancy, and transmutation.

14
Eric Morton Presents

Life Sight: Limited-use ability to sense life and wellness.


Lightning Lance 1: Limited-use ranged electricity attack. 4th-Level Arcana Talents
Lingering Evocation: Your non-instantaneous evocation spells Arcane Movement: Gain a bonus on Acrobatics, Climb, Escape
last longer. Artist, and Stealth when you cast an arcane spell.
Metamixing: Limited-use of metamagic without increasing the
casting time of a spontaneous spell.
Physical Enhancement: Gain a bonus to one ability score. 6th-Level Arcana Talents
Prescience: Limited-use foreknowledge of a d20 roll result. Disruptive: Gain Disruptive as a bonus feat.
Protective Ward: Grant allies a deflection bonus to AC. Empowered Magic: Cast one empowered spell per day.
Quick Study: Quickly change your prepared spells. Energy Absorption: Harmlessly absorb some energy damage.
See Magic: Limited-use ability to see magical auras. Energy Strike, Thunderous: Limited-use touch attack deals
Send Senses: Limited-use hearing or sight at a distance. acid, cold, electricity, fire, or sonic damage.
Share Essence: Take nonlethal damage to grant temporary hp. Planar Contact: Cast augury once per day and contact other
Shift: Limited-use teleportation as a standard action. plane once per week.
Spell Disruption 1: Limited-use suppression of ongoing spells. Prescient Attack: Limited-use ability to deny target you hit
Spell Resistance 1: Limited-use spell resistance. with a weapon its Dexterity bonus against you.
Spell Strike: Deliver touch spells with a melee weapon.
Spell Tinkerer: Modify the durations of ongoing spells.
Spontaneous Healing: Spontaneously cast cure spells. 8th-Level Arcana Talents
Summoner's Charm: Your summoning spells last longer. Accurate Strike: Turn some melee attacks into touch attacks.
Telekinetic Fist: Limited-use bludgeoning ranged attack. Arcane Edge: Sometimes deal bleed damage with weapons.
Terror: Limited use melee touch attack startles target, causing Aura of Banishment: Limited-use aura staggers and banishes
it to provoke attacks of opportunity. called and summoned creatures.
Turn Undead: Gain uses of the Turn Undead feat. Aura of Crushing Despair: Limited-use aura penalizes foes.
Unstable Bonds: Limited-use melee touch attack makes Bedeviling Aura: Limited-use aura hampers enemies.
summoned creature shaken and staggered. Change Shape: Limited-use polymorph effect.
Versatile Evocation: Limited-use ability to change the energy Creator's Will: Limited-use minor or major creation.
damage dealt by your spells. Dimensional Steps: Limited-use teleportation.
Wind Servant: Limited-use burst of wind hurls objects. Dispelling Strike: Grant a weapon a dispel magic effect.
Elemental Manipulation: Limited-use aura changes magical
damage of one energy type to another energy type.
2nd-Level Arcana Talents Elemental Wall: Limited-use wall of energy.
Arcane Accuracy: Limited-use bonus on attack rolls. Energy Strike, Clinging: Limited-use touch attack deals acid,
Arcane Cloak: Limited-use bonus on Stealth checks and Bluff cold, electricity, or fire damage.
checks made to create a diversion. Foretell: Limited-use aura aids allies or hinders enemies.
Arcane Redoubt 1: Limited-use shield bonus to touch AC. Hasted Assault: Limited-use haste effect on yourself.
Assault Synergy: Limited-use extra energy damage for spells. Imbue Arrow: Center an area spell on an arrow you fire.
Bypassing Strike: Limited-use ability to overcome the DR of Invisibility Field: Limited use greater invisibility.
evil outsiders. Irresistible Demand: Limited-use dominate monster.
Close Range: Use ranged touch spells in melee. Metamagic Mastery: Limited use of metamagic without
Concentrate: Limited-use +4 bonus to concentration. increasing a spell's level or casting time.
Energy Resistance Boost: Limited-use increase to your Perfection of Self: Limited-use enhancement bonus to one
existing energy resistances. ability score.
Energy Strike: Limited-use touch attack deals acid, cold, Powerful Energy: Gain bonus damage and increased range
electricity, or fire damage. with talents that deal acid, cold, electricity, or fire damage.
Lingering Pain: Your attacks might disrupt concentration. Prescient Defense: Limited-use AC and Reflex save bonus
Powerful Change: Limited-use increase to ability score against target you hit with a weapon.
bonuses from your transmutation spells. Scrying Adept: Gain bonuses with and against scrying.
Rod Mastery: Increased rod save DCs. Shadow Step: Limited-use travel through the Plane of Shadow.
Rod Wielder: Increased rod caster caster level checks. Shape Emotions: Limited-use aura improves some saves made
Silent Magic: Cast one silent spell per day. by allies or penalizes some saves made by enemies.
Spell Shield: Limited-use shield bonus to AC. Share Transmutation: Limited-use ability to target others
Still Magic: Cast one still spell per day. with personal transmutation spells.
Wand Mastery: Wands you use are more potent. Soul Sight: Limited-use detection of living and undead beings.
Spellbreaker: Gain Spellbreaker as a bonus feat.

15
Custom Class Builder

Energy Strike, Arcing: Limited-use touch attack deals acid,


cold, electricity, or fire damage.
Maximized Magic: Cast a maximized spell once per day.
Phase Arrow: Occasionally fire arrows through solid barriers.

14th-Level Arcana Talents


Elemental Movement: Move like an elemental.
Hail of Arrows: Fire an arrow at each opponent within range
once per day.
Quickened Magic: Cast one quickened spell per day.
Reflection: Limited-use spell turning.

16th-Level Arcana Talents


Arrow of Death: Craft deadly, magic arrows.
Spell Critical: Cast a spell that affects your target when you
score a critical hit.
Spell Synthesis: Cast two spells at the same time once per day.

20th-Level Arcana Talents


Conjurer's Focus 2: Cast summon monster spells at will.
Illustration by Jacob Blackmon

Enchanting Riposte: Gain spell turning against enchantments.


Energy Immunity: Gain permanent energy immunity.
Healing Grace 2: Heal allies affected by your spells.
Magical Supremacy: Cast spells without expending spell slots.
Overwhelming Evocation: Roll twice to overcome spell
10th-Level Arcana Talents resistance when casting evocation spells.
Acid Jet 2: Limited-use ranged attack deals acid damage. Perfect Initiative: Your initiative is maximized.
Counterspell 2: Counterspell as an immediate action. Permanent Illusions: Make one illusion permanent.
Energy Shield 2: Absorb and reuse energy damage. Persistent Enchantment: Your enchantment spells take effect
Fast Healing: Grant fast healing to allies within 30 feet. for 1 round when a foe successfully saves against them.
Flame Arc 2: Limited-use ranged attack deals fire damage. Persistent Evocation: Dispel checks against your evocation
Ice Missiles 2: Limited-use attack deals cold damage. spells are rolled twice, taking the lower result.
Lightning Lance 2: Limited-use ranged attack deals electricity Physical Perfection: Gain one or more ability score bonuses.
damage. Transmutation Supremacy: Your transmutation spells are
Redirect Spell: Gain control of another caster's spell. extended and some of your other talents may improve.
Seeker Arrow: Occasionally fire arrows around corners. Unstoppable Evocation: Your evocations are harder to dispel.
Spell Disruption 2: Limited use suppression of ongoing spells
and possible ability to dispel magic with a touch.
Spell Resistance 2: Limited-use spell resistance.
Combat
Spell Thief: You can steal spells affecting other creatures. A class with this theme focuses on the physical and tacti-
Spontaneous Revival: Spontaneously cast breath of life. cal aspects of combat. The talents associated with this theme
Suffering Knowledge: Temporarily learn spells that affect you. are all extraordinary abilities (though a class with this theme is
not prohibited from granting supernatural or spell-like abili-
ties through means other than the Combat talent).
12th-Level Arcana Talents
0-Level Combat Talents
Arcane Redoubt 2: Limited-use shield bonus to touch AC and
other possible benefits. Agility: Bonus on saves vs. paralysis, slow, and entanglement.
Critical Strike: Cast a touch spell when you score a critical hit Battle Scavenger: Bonuses with broken/improvised weapons.
once per day. Brawler's Cunning: Ignore some combat feat prerequisites.
Energy Reflection: Limited-use spell turning against spells Bravery: Bonus on saves against fear, eventual immunity.
with energy descriptors. Burst Barrier: Bonus on saves against burst effects when
using a tower shield.

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Eric Morton Presents

Combat Expertise: Gain Combat Expertise as a bonus feat. and attacking with a weapon in two hands.
Deflective Shield: Add some of shield bonus to touch AC. Throw Shield 1: Throw light or medium shields.
Fame: Gain extra victory points during performance combat. Tough Guy: DR against nonlethal and grapple damage.
Far Shot: Gain Far Shot as a bonus feat. Trick Shot 1: Make ranged combat maneuvers with bows.
Gunsmith: Gain the Gunsmith feat and a battered firearm.
Harsh Training: Bonus on saves against exhaustion, fatigue,
the staggered condition, and ability score penalties. 5th-Level Combat Talents
Hawkeye: Bonus on Perception checks and to bow range. Aerobatics: Use Fly in place of Acrobatics when airborne.
Lookout: Bonus on initiative checks. Armored Defense 1: Gain DR when wearing armor.
Martial Training: Your levels count as fighter and monk levels. Combat Feat 3: Gain a combat feat as a bonus feat.
Massive Weapons: Reduced penalties with large weapons. Heroic Recovery: Gain uses of the Heroic Recovery feat.
Nimble Defense: AC bonus when in light or no armor. Leaping Attack: Bonus on melee attack and damage rolls after
Pole Fighting: Use polearms and spears against adjacent foes. moving at least 5 feet.
Precise Shot: Gain Precise Shot as a bonus feat. Leaping Shot: Bonus on ranged attack and damage rolls after
Quarterstaff Master: Gain Quarterstaff Master as a bonus feat. moving at least 5 feet.
Sidestep: AC bonus when attempting combat maneuvers. Mounted Mettle: You gain a bonus to attack and damage when
Silent Shooter: Bonus on some Stealth checks. you are mounted or adjacent to your mount.
Spark of Life: Bonus on saves vs. energy drain, death effects. Mounted Might: Your mount gains a bonus to attack and
Steadfast Mount: Grant a mount bonuses to AC and saves. damage when you are mounted or adjacent to your mount.
Two-Weapon Fighting: Gain the Two-Weapon Fighting feat. Payback: Bonus on attack and damage rolls against creatures
Weapon Focus: Gain Weapon Focus as a bonus feat. that have attacked you since your last turn.
Ready Pike: Limited-use ability to ready a brace weapon as an
immediate action with attack and damage bonuses.
1st-Level Combat Talents Reliable Strike: Limited-use reroll of an attack roll, critical
Battlecry: Grant bonus to attack rolls, skill checks, and saves. confirmation roll, damage roll, or miss chance.
Battlefield Clarity: Limited-use ability to avoid being affected Singleton: Bonus on attack and damage rolls when attacking
by fear or becoming blind, deaf, paralyzed, or stunned. with a weapon in one hand while one hand is free.
Call to Arms: Grant ability to avoid being flat-footed. Stranger's Fortune: Ignore some firearm misfires.
Combat Feat 1: Gain a combat feat as a bonus feat. Tower Shield Specialist: No attack roll penalty for using a
Resilient: Reduced penalties for having 0 or fewer hp. tower shield.
Skill at Arms: Additional armor and weapon proficiency. Twin Blades: Bonus on attack and damage when making a full
Surprising Charge: Limited-use immediate movement. attack with two weapons.
Weapon Specialization: Gain the benefits of the Weapon
Specialization feat for having the Weapon Focus feat.
3rd-Level Combat Talents Weapon Training 1: Bonuses when using certain weapons.
Active Defense: Gain and grant AC bonus when using a shield.
Armor Training 1: Reduced penalties from armor.
Armored Charger: No Ride penalties for armor, mount not 7th-Level Combat Talents
slowed when carrying a medium or heavy load. Armor Training 2: Reduced penalties from armor.
Combat Feat 2: Gain a combat feat as a bonus feat. Backswing: Add double Str bonus when making an iterative
Defensive Flurry: AC bonus when two-weapon fighting. attack with a two-handed weapon.
Finesse Targeting 1: Add your Dexterity modifier to your Clever Wrestler: Fewer penalties when grappling, can make
damage with one ranged weapon. attacks of opportunity against grapple maneuvers.
Finesse Training 1: Add your Dexterity modifier to your Combat Feat 4: Gain a combat feat as a bonus feat.
damage with one melee weapon. Combat Lore 1: Study a foe to gain attack and damage bonuses.
Knockout: Limited-use attack might knock a foe unconscious. Crossbow Sniper: Targets of your readied attacks with
Maneuver Training: Bonus to and against combat maneuvers. crossbows are denied their Dex bonus to AC.
Mirror Move: AC bonus against attacks with certain weapons. Deadly Surprise: Immediate dirty trick attempt against an
Overhand Chop: Bonus to damage with two-handed weapons. opponent you hit that was denied its Dex bonus to AC.
Phalanx Fighting: Use a polearm or spear with a shield. Deft Shield 1: Your armor check and attack roll penalties for
Sleeper Hold: Limited-use ability to incapacitate a pinned foe. using a tower shield are reduced.
Snake Feint: Feint as part of a move action. Finesse Targeting 2: Add your Dexterity modifier to your
Steadfast Attack: Bonus on melee attack rolls with readied damage with one ranged weapon.
attacks and attacks of opportunity. Finesse Training 2: Add your Dexterity modifier to your
Strapped Shield: No attack roll penalty when using a buckler damage with one melee weapon.

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Custom Class Builder

Razor-Sharp Chair Leg: Can change damage type, increase


critical threat range of improvised weapons.
Safe Shot: You do not provoke attacks of opportunity for
making ranged attacks with a bow or crossbow.
Savage Charge 1: Greater bonus and penalty when charging.
Shield Ally 1: Your heavy or tower shield can provide cover to
adjacent allies.
Shield Buffet 1: You can use your shield to give an opponent
attack and AC penalties.
Speedy Tricks: You can perform a dirty trick maneuver in
place of an attack.
Timely Tip: Disarm opponent's shield as a move action.
Tower Shield Defense: Bonus from tower shield applies
against touch attacks.
Trick Throw: Immediate dirty trick against an opponent you
trip with an unarmed strike.
Weapon Training 2: Bonuses when using certain weapons.

11th-Level Combat Talents


Acrobatic Charge: You can charge over difficult terrain.
Armor Training 3: Reduced penalties from armor.
Combat Feat 6: Gain a combat feat as a bonus feat.
Cooperative Combatant: Aid multiple allies with aid another.
Illustration by Storn Cook

Craven Combatant: Cannot be flanked while fighting


Hardbuckler: Can use a buckler to shield bash. defensively.
Leap from the Saddle: Make a full attack after your mount Deft Shield 2: Your armor check and attack roll penalties for
makes a single move and you fast dismount. using a tower shield are reduced.
Menacing Stance: Adjacent enemies take penalties on attack Finesse Targeting 3: Add your Dexterity modifier to your
rolls and concentration checks. damage with one ranged weapon.
Tactical Expertise: Attack bonus when flanking, making an Finesse Training 3: Add your Dexterity modifier to your
attack of opportunity, and during some readied actions. damage with one melee weapon.
Throw Shield 2: Throw light or medium shields. Hair's Breadth: Use Acrobatics to negate a critical hit.
Trick Shot 2: Make ranged combat maneuvers with bows. Improved Balance 1: Reduced penalties for fighting with two
weapons.
Knockback Smash: Shield gains the bashing property.
9th-Level Combat Talents Piercing Lance: Attack both a rider and a mount as one action,
Banner 1: Grant bonuses to allies for displaying a banner. attack against mount is hard to block.
Belly Shot: Bonus to firearm damage against adjacent foes. Piledriver: Make an attack with a two-handed weapon that
Champion Defense: When using a shield, you can sometimes allows a free bull rush or trip maneuver if it hits.
attempt Fortitude saves to reduce weapon damage. Quick Recovery: Quickly recover from fatigue.
Combat Feat 5: Gain a combat feat as a bonus feat. Rapid Attack: Combine a full attack with a move action.
Doublestrike: Attack with two weapons as a standard action. Relentless Steed: Mount's speed not reduced by heavy armor
Enhanced Mobility: AC bonus against attacks of opportunity or load, can reroll Ride checks and mount's saves.
provoked by movement. Takedown: Free trip attempt after successful drag or grapple.
Flexible Flanker: You may treat an adjacent square as your Trick Shot 3: Make ranged combat maneuvers with bows.
location for flanking.
Flying Dodger: AC bonus when you fly at least half your speed.
Fortification 1: Your armor gains light fortification. 13th-Level Combat Talents
Grace: Bonus on Reflex saves when wearing light or no armor. Banner 2: Grant saving throw bonuses and extra saves.
Heroic Defiance: Gain uses of the Heroic Defiance feat. Careful Claw: When attacking with a natural weapon, take less
No Escape: Creatures leaving spaces adjacent to you always damage from fire shield and similar effects.
provoke attacks of opportunity from you. Combat Feat 7: Gain a combat feat as a bonus feat.
Quick Sniper: Bonus on Stealth checks when sniping, fire Combat Lore 2: Study a foe to gain attack and damage bonuses.
crossbow as immediate action when hit with ranged attack. Deadly Critical: Limited-use critical multiplier increase.

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Eric Morton Presents

Double Tricks 1: Apply multiple conditions with a successful Deft Doublestrike: When you hit with two weapons, you can
dirty trick combat maneuver. make an immediate disarm, sunder, or trip attempt.
Elaborate Defense: AC bonus when fighting defensively. Double Tricks 2: Apply multiple conditions with a successful
Equal Opportunity: Make two-weapon attacks of opportunity. dirty trick combat maneuver.
Evasive Archer: AC bonus against ranged attacks. Meteor Shot: Crossbow attack might bull rush or trip foes.
Eye Gouge: Attempt a dirty trick maneuver to blind on critical Miraculous Recovery: Bonus on saves vs. ongoing effects.
hit with an unarmed strike or when grappling. Plummeting Charge 2: Bonus when charging while flying.
Fortification 2: Your armor gains light or medium fortification. Raider's Riposte: When an enemy misses you with an attack
Immediate Repositioning: Change the orientation of your of opportunity, it provokes one from you.
tower shield as an immediate action. Savage Charge 2: Greater bonus and penalty while charging
Interference: You can make foes flat-footed. and possibly charge through allies and difficult terrain.
Plummeting Charge 1: Bonus when charging while flying. Shield Ally 3: Your heavy or tower shield can provide cover to
Shield Ally 2: Your heavy or tower shield can provide cover to adjacent allies.
adjacent allies. Shield Guard: Use shield to prevent enemies from flanking.
Shield Buffet 2: You can use your shield to give an opponent Step Aside: Step back when a foe closes with a 5-foot step.
attack and AC penalties. Sucker Punch: Swift dirty trick against a creature that is
Stand Still: Gain the Stand Still feat and a bonus when using it. pinned or denied its Dex bonus to AC.
Sweeping Fend: Use a polearm or spear to trip enemies. Sweeping Prank 2: Dirty trick affects multiple targets.
Sweeping Prank 1: Dirty trick affects multiple targets. Volley: Attack creatures in a 15-foot-radius burst with a bow.
Weapon Training 3: Bonuses when using certain weapons. Weapon Training 4: Bonuses when using certain weapons.

15th-Level Combat Talents 19th-Level Combat Talents


4
Armor Training : Reduced penalties from armor. Armored Defense 2: Gain DR when wearing armor.
Awesome Blow 1: You can knock creatures flying. Armor Mastery: Gain DR when using armor or a shield.
Battle Insight: Grant a bonus on attack rolls. Combat Feat 10: Gain a combat feat as a bonus feat.
Combat Feat 8: Gain a combat feat as a bonus feat. Deadly Defense: After a full attack with two weapons, each
Crippling Critical: Inflict penalties when you confirm a critical creature hitting you provokes an attack of opportunity.
hit with a light blade. Devastating Blow: Standard-action attack with a 5 penalty
Finesse Targeting 4: Add your Dexterity modifier to your automatically threatens a critical hit.
damage with one ranged weapon. Indomitable Steed: When mounted, you and mount gain DR.
Finesse Training 4: Add your Dexterity modifier to your Know Weakness: Automatically confirm one critical hit per
damage with one melee weapon. round.
Fleet Footed: Gain 10 feet of speed and bonuses to Acrobatics. Penetrating Shot: Critical hit with a crossbow can hit multiple
Greater Power Attack: Increased damage from Power Attack. creatures in a line.
Irresistible Advance: Bonus to CMB when using a shield. Polearm Parry: Grant an AC bonus and DR against attacks
Leaping Lance: No armor check penalties to Acrobatics when made by a foe you threaten with a polearm.
mounted, can leap from your mount when charging. Ranged Defense: Gain DR against ranged attacks and gain
Neckbreaker 1: Incapacitate or kill pinned foes. Snatch Arrows as a bonus feat.
Improved Balance 2: Reduced penalties for two-weapon Reversal: Make an immediate disarm attempt to redirect a
fighting. melee attack towards the disarmed creature.
Ride Them Down: Full attack after your mount moves once. Sheer Toughness: Immune to nonlethal damage and the
Tower Shield Evasion: Gain improved evasion when using a exhausted, fatigued, and staggered conditions.
tower shield. Unstoppable Strike: Standard action attack is a touch attack
Treacherous Blow: Critical hit allows a dirty trick maneuver. that ignores damage reduction and hardness.
Trick Shot 4: Make ranged combat maneuvers with bows.
Unavoidable Onslaught: Your mounted charge is not blocked
by allies or difficult terrain. 20th-Level Combat Talents
Unlimited Endurance: Reduced penalties when exhausted. Awesome Blow 2: You can knock creatures flying.
Indestructible: Immune to critical hits and precision damage
while wearing armor, your armor cannot be sundered.
17th-Level Combat Talents Neckbreaker 2: Incapacitate or kill a pinned foes.
Combat Feat 9: Gain a combat feat as a bonus feat. Shield Ward: Bonuses to AC and saves when using a shield.
Critical Specialist: Effects caused by your critical hits have Shielded Fortress: Shield cannot be disarmed or sundered,
higher save DCs. can be used to grant evasion.

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Custom Class Builder

Necessary Lies: Bonus on saves made to conceal lies.


Strong-Willed: Bonus on saves against mind-affecting effects.

1st-Level Devotion Talents


Battle Rage: Grant a bonus on melee damage rolls.
Battle Spirit: Grant bonuses on attack and damage rolls.
Binding Ties: Transfer conditions from allies to yourself.
Caging Strike: Your critical hits might cause entanglement.
Calming Touch: Cure nonlethal damage and some conditions.
Caster Support: Use aid another to bolster divine casters.
Communal Aid: Grant an improved aid another ability.
Deflection Aura: Grant bonuses to AC and CMD.
Destructive Attacks: Grant a bonus on weapon damage rolls.
Destructive Smite: Grant a limited-use bonus on attack rolls.
Divine Retribution: Damage a foe within 30 feet.
Eat Sin 1: Perform funereal rites to heal yourself.
Glorious Presence: Grant a mind-affecting sanctuary effect.
Hateful Retort: Counterattack a creature that attacks you.
Honor Bound: Grant new saves vs. charms and compulsions.
Illuminating Touch: Grant a Will save or skill bonus.
Increased Defense: Gain a limited-use bonus to AC and saves.
Inquisitor's Direction: Grant allies haste for 1 round.
Illustration Claudio Casini

Inspiring Command: Grant various bonuses to allies.


Inspiring Word: Grant various bonuses to allies.
Judicious Force: Grant a bonus on a critical confirmation roll.
Justice's True Path: Grant various bonuses to allies.
Liberation: Gain limited-use freedom of movement.
Liberty's Blessing: Grant new saves against ongoing effects.
Ultimate Payback: Automatically confirm critical threats Life Sight: Limited-use ability to sense life and wellness.
against foes that have recently attacked you. Relentless Footing: Gain a limited-use speed increase.
Unbreakable Mind: Gain immunity to mind-affecting effects. Resistant Touch: Gain and grant bonuses on saving throws.
Weapon Mastery: With some weapons, cannot be disarmed, Righteous Infiltration: Gain bonuses on Bluff, Diplomacy,
critical threats automatically confirm with a +1 multiplier. Intimidate, and Stealth checks.
Whirlwind Blitz: Full attack as a standard action. Seize the Initiative: Grant the better of two initiative checks.
Spirit of Community: Grant a bonus on skill checks.

Devotion Touch of Glory: Grant bonuses on Charisma-related checks.


Touch of Resolve: Grant a remove fear effect.
Members of a class with this theme are able to draw su- War Mind: Grant various combat-related bonuses.
pernatural power from devotion to a cause, such as a deity or a War Sight: Gain initiative and surprise-round-related benefits.
code of honor. This power can bolster members of that class Zealous Surge: You might heal when reduced to 0 hit points.
and their allies. It can also detect or weaken their foes.

0-Level Devotion Talents 2nd-Level Devotion Talents


Detect Chaos: Use detect chaos at will and quickly. Aura of Courage: Immune to, grant bonuses against fear.
Detect Evil: Use detect evil at will and quickly. Aura of Cowardice: Make enemies more susceptible to fear.
Detect Good: Use detect good at will and quickly. Aura of Purity: Grant bonuses on saves against aberrations.
Detect Law: Use detect law at will and quickly. Battle Ward: Grant deflection bonus to AC.
Detect Magic: Use detect magic at will. Battlefield Presence 1: Grant allies teamwork feats.
Detect Undead: Use detect undead at will and quickly. Blessed Fortitude 1: Gain better results from Fortitude saves.
Forbidden Lore: Use spells with any alignment descriptor. Curse of Suffering: Increase bleed damage, reduce healing.
Iconoclast: Bonus on saves against effects of magic items. Detect Alignment: Use detect chaos/evil/good/law at will.
Inflexible Will: Bonus on saves against confusion, insanity, Divine Grace: Gain a bonus on saving throws.
and chaotic effects. Divine Health: Gain immunity to disease.
Misdirection: Detect as an alignment of your choice. Eyes of Battle: Sometimes ignore cover and concealment.

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Eric Morton Presents

Hampering Hex: Impose a penalty to AC and CMD. Pact of Peace: Place a compulsion on surrendering creatures.
Plague Bringer: Unharmed by but can transit diseases. Powerful Persuader: Limited-use bonus to Diplomacy and
Pure of Mind: Gain a bonus on Will saving throws. Intimidate checks.
Renewing Radiance: Grant AC bonuses and healing. Pure of Body: You gain fortification.
See Sin: Bonus on Sense Motive and Spellcraft checks. Purifying Touch: Grant new saves against ongoing effects.
Shared Precision: Grant benefits of the Precise Shot feat. Sacrificial Bond: Transfer damage from an ally to yourself.
Skilled Rider: No armor check penalty to Ride checks and Speak with Dead: Limited-use speak with dead.
your mount gains saving throw bonuses. Unity: Grant your save to allies saving against the same effect.
Word of Anathema: Bestow a curse once per day.

4th-Level Devotion Talents


Aura of Enlightenment: Light grants bonuses on skill checks. 10th-Level Devotion Talents
Discern Lies: Limited-use discern lies. Aura of Protection: Grant energy resistance.
Dispelling Attack: Attack may dispel magic once per day. Battle Lust: Grant bonuses to attack rolls and weapon damage.
Demoralizing Glory: Your might demoralize foes you damage.
Fight as One: Grant bonuses on attacks against targets you hit.
6th-Level Devotion Talents Freedom's Shout: Grant freedom of movement to allies.
Banish Enchantment: Limited-use dispel magic. Heart of Carnage: Grant fortification and a bonus on rolls to
Chains of Justice: Share damage with one target once per day. confirm critical hits.
Death Ward: Limited-use death ward on yourself. Hordebreaker: Gain more and deadlier attacks of opportunity.
Eat Sin 2: Perform funereal rites to heal or to speak with dead. Lead by Example: Grant bonuses to emulate your actions.
Inner Strength: Heal yourself once per day. Sin Eater: Overcome curses, enchantments, and possession.
Stigmata: Take bleed damage to gain various bonuses. Stalwart: Your Fortitude and Will saves negate partial effects.

8th-Level Devotion Talents 12th-Level Devotion Talents


Anchoring Aura: Block dimensional travel by evil outsiders. Divine Judgment: Reactively cast death knell spells.
Aura of Calm: Immunity to emotion and fear effects, grant
saving throw bonuses against emotion and fear.
Aura of Care: Allies do not provide cover against one another's 14th-Level Devotion Talents
ranged attacks. Aura of Faith: Grant weapons your alignment for overcoming
Aura of Despair: Impose saving throw penalty on enemies. the DR of creatures within 10 feet.
Aura of Heroism: Limited-use aura of heroism. Bless Army: Grant bonuses to an army during mass combat.
Aura of Life: Aura makes undead more vulnerable to positive Burden of Sin: Transfer harmful effects from allies to yourself.
energy and unaffected by negative energy. Divine Retaliation: Reactively cast bestow curse spells.
Aura of Life: Grant bonuses on saves against negative levels. Exploit Weakness: Your critical hits overcome DR and
Aura of Resolve: Immune to, grant bonuses against charms. regeneration, more energy damage to vulnerable targets.
Blessed Fortitude 2: Gain better results from Fortitude saves. Negating Critical: Your critical hits suppress magic items.
Call Celestial Ally: Use lesser planar ally once per week. Righteous Hunter: Grant ranged weapons within 10 feet your
Deadly Weather: Conjure foul and ever-changing weather. alignment for overcoming DR.
Destructive Aura: Limited-use aura increases all damage and
causes all critical threats to automatically confirm.
Divine Presence: Limited-use aura grants sanctuary to allies. 16th-Level Devotion Talents
Divine Prison: Melee attack causes hold monster once per day. Aura of Depravity: Gain DR/good and impose a penalty on
Divine Wrath: Reactively cast doom spells. saves against compulsions.
Faith Healing: Cure spells you cast on yourself work better. Aura of Righteousness: Gain DR/evil, immunity to
Fearless: You are immune to fear. compulsions, and grant allies saving throw bonuses.
Final Vengeance: Counterattack when reduced to negative hp. Closed Mind: Gain immunity to compulsions and possession.
Freedom's Call: Prevent confusion, fear, grappling, paralysis. Paragon of Battle: Limited-use size and damage increase.
Grant the Initiative: Grant a bonus on initiative checks.
Grasp of Honesty: Limited-use zone of truth when grappling.
Guarded Hearth: Ward an area to alert and bolster defenders. 20th-Level Devotion Talents
Guide the Battle: Grant allies additional movement. Aspect of War: Gain numerous benefits once per day.
Lay to Rest: Prevent corpses from rising as undead. Battlefield Presence 2: Grant allies teamwork feats.
Leadership: Gain Leadership and a leadership score bonus. Spirit of Battle: Gain numerous benefits in combat.

21
Custom Class Builder

Well-Versed: Bonus on saves against bardic performance,


language-dependent, and sonic effects.

1st-Level Skill Talents


Canny Observer: Bonus on some Perception checks.
Certainty: Limited-use skill check reroll.
Chemical Weapons: Bonuses to Craft (alchemy) and splash
weapon damage, quickly draw alchemical items.
Coax Information: Make foes friendly with Bluff of Diplomacy.
Esoteric Scholar: Use Knowledge skills untrained.
Expert Leaper: Bonus on some Acrobatics checks.
Fast Picks: Disable Device to open locks as a standard action.
Fast Stealth: No penalty to Stealth for moving full speed.
Foil Scrutiny: Bonus to Bluff, Disguise, saves vs. mind-reading.
Follow Clues: Use Perception to track instead of Survival.
Getaway Artist: Bonus on driving checks.
Guileful Polyglot: Gain additional languages from Linguistics.
Frightening: Use Intimidate to demoralize for added rounds.
Hidden Weapons: Bonuses when utilizing hidden weapons.
High Jumper: Lower DCs for Acrobatics checks to jump.
Hold Breath: Hold your breath longer than normal.
Iron Guts: Bonus on saves vs. ingested poisons and sickness.
Ledge Walker: Bonuses when moving on narrow surfaces.
Illustration by Storn Cook

Nimble Climber: Less likely to fall while climbing.


Measure the Mark: Know target's Perception check before
using Sleight of Hand to take an item from them.
Quick Disable: Quickly disable traps.
Quick Disguise: Quickly don disguises.
Quick Trapsmith: Quickly set previously-constructed traps.
Quicker than the Eye: Bonus to Sleight of Hand checks and
quickly draw hidden weapons.
Skill Rope Master: Gain bonuses when using or escaping ropes.
A class with this theme focuses on mental, physical, and Strong Stroke: Limited-use bonus on Swim checks.
social skills. A small number of the talents associated with this Trapfinding: Bonus to find and disable traps.
theme are supernatural abilities that interfere with divination Wall Scramble: Limited-use bonus on Climb checks.
effects, but the vast majority are extraordinary abilities.

0-Level Skill Talents 2nd-Level Skill Talents


Charmed Life: Limited-use bonus on saves. Acrobatic Master: Limited-use bonus on Acrobatics checks.
Daring: Bonus on Acrobatics checks and saves against fear. Assault Leader: Grant an extra attack to a flanking ally.
Dauntless: Bonus on saves against mind-affecting effects. Black Market Connections: Better access to magic items.
Driver's Fortitude: Operate vehicles while mortally wounded. Bonus Feat 1: Gain a feat of your choice as a bonus feat.
Far Shot: Gain the Far Shot feat as a bonus feat. Camouflage: Create terrain-specific camouflage.
Gunsmith: Gain the Gunsmith feat and a battered firearm. Combat Swipe: Gain the Improved Steal feat.
Hard Drive: Bonuses when driving animal-powered vehicles. Convincing Lie: Your lies are convincing when retold.
Hardy: Survive longer without water and food. Cunning Trigger: Swiftly activate traps you constructed.
Lookout: Bonus on initiative checks. Deft Palm: Conceal weapons even while being observed.
Misdirection: Detect as an alignment of your choice. Enhance Healing: Limited-use boost to magic items that heal.
Poison Use: No risk of accidentally poisoning yourself. Evasion 1: Gain better results when making Reflex saves.
Sea Legs: Bonus on checks to maintain your footing. Fast Getaway: Withdraw after Sleight of Hand or sneak attack.
Skill Bonus 2: Gain a bonus on some skill checks. Flurry of Stars: Limited-use extra attacks with shuriken.
Unflinching: Bonus on saves against mind-affecting effects. Lasting Poison: Poison you apply to a weapon can last longer.
Weapon Finesse: Gain the Weapon Finesse feat. Lore Master: Limited-use take 20 on Knowledge checks.
Weapon Focus: Gain the Weapon Focus feat. Positioning Attack: Limited-use extra movement in melee.

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Eric Morton Presents

Resiliency: Limited-use temporary hp when reduced to 0 hp.


Rogue Crawl: Move half speed while crawling. 10th-Level Skill Talents
Rumormonger: Use Bluff to spread rumors in a community. Another Day: Limited-use ability to step away from attacks.
Slow Metabolism: Affected slowly by poison or suffocation. Bonus Feat 5: Gain a feat of your choice as a bonus feat.
Snap Shot: Gain higher initiative in surprise rounds. Concealed Thoughts: Fool mind-reading used against you.
Stand Up: Stand up from prone as a free action. Deadly Cocktail: Apply two doses of poison to a weapon.
Surprise Attack: You always treat your opponents as flat- Deadly Shuriken: Make a single, devastating shuriken attack.
footed during surprise rounds. Defensive Roll: You can attempt Reflex saves to reduce
Swift Poison: Poison a weapon as a move action. weapon damage that would reduce you to 0 or fewer hp.
Swinging Reposition: Move nimbly around ship's rigging. Evasion 2: Gain better results when making Reflex saves.
Trap Spotter: Automatic chance to spot traps within 10 feet. Fast Tumble: No penalty to Acrobatics for moving full speed.
Uncanny Dodge: Retain Dex bonus to AC when surprised. Frugal Trapsmith: Craft mechanical traps for a reduced cost.
Undetected Sabotage: Use Stealth to hide sabotage. Hard Minded: Extra saves against mind-affecting effects.
Versatile Performance: Use Perform in place of other skills. Master of Disguise: Limited-use bonus on Disguise checks.
Wall Climber: Gain climb speed of 20 feet on vertical surfaces. Nonmagical Aura: Limited-use magic aura effect.
Opportunist: Make one attack of opportunity per round
against a creature damaged by an ally's melee attack.
4th-Level Skill Talents Probable Path: Limited-use ability to take 10 on any d20 roll.
Ambush: Take extra actions in the surprise round. Redirect Attack: Redirect a melee attack once per day.
Bonus Feat 2: Gain a feat of your choice as a bonus feat. Skill Mastery: Can always take 10 on certain skill checks.
Careful Disarm: Gain bonuses when disarming traps. Slippery Mind: Extra saves against enchantments.
Filch 1: Gain bonuses when using the steal maneuver. Stealthy Sniper: Reduced penalties to Stealth when sniping.
Haunting Refrain: Gain bonuses to demoralize or cause fear. Superficial Knowledge: Use Knowledge and Profession skills
Jack-of-All-Trades: Use skills untrained and more easily. untrained.
Phantom Presence: Leave no trail in underground or urban Unwitting Ally: Can sometimes have enemies provide flanking.
terrain and you can always take 10 on Stealth checks. Wand Mastery: Wands you use are more potent.
Quick Change: Various bonuses to Bluff and Disguise. Weapon Snatcher: Use Sleight of Hand to disarm opponents.
Signature Wand: More easily use one wand.
Swap: Replace objects carried by opponents with others.
Uncanny Dodge, Improved: You cannot be flanked. 12th-Level Skill Talents
Without a Trace: Alter evidence of past events. Bonus Feat 6: Gain a feat of your choice as a bonus feat.
Elude Detection: Gain permanent nondetection.
Shift Alignment: Count as an alignment of your choice.
6th-Level Skill Talents Slayer's Advance: Limited-use swift movement.
Bonus Feat 3: Gain a feat of your choice as a bonus feat.
Deep Pockets: Retroactively choose some of your gear.
Ever Ready: You can always act in the surprise round. 14th-Level Skill Talents
Live to Tell the Tale: Reroll saves against ongoing effects. Bonus Feat 7: Gain a feat of your choice as a bonus feat.
Master Scribe: Bonus on writing-related skill checks. Fool Casting: Failed charm and dominate effects used against
Mislead: Use misdirection on yourself at will. you appear to succeed.
Pathfinding: Gain ability to find trails and avoid getting lost.
Spell Use: Use some spell completion and spell trigger items.
Wand Adept: Bonus on Use Magic Device checks with wands. 16th-Level Skill Talents
Assumption: You can detect as if you were another creature.
Bonus Feat 8: Gain a feat of your choice as a bonus feat.
8th-Level Skill Talents Hidden Mind: Gain a continuous a mind blank effect.
Bonus Feat 4: Gain a feat of your choice as a bonus feat.
Distraction: Use Bluff to avoid detection when Stealth fails.
Glib Lie: Your lies are harder to detect. 18th-Level Skill Talents
Improved Aid: Grant larger bonuses with aid another. Bonus Feat 9: Gain a feat of your choice as a bonus feat.
Mask Alignment: Detect as an alignment of your choice.
Filch 2: Gain bonuses when using the steal maneuver.
Trap Master: More easily bypass traps and modify traps. 20th-Level Skill Talents
Trap Saboteur: Quickly open locks and bypass traps. Bonus Feat 10: Gain a feat of your choice as a bonus feat.

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Chapter 4: Talents
Most class features that can be granted by a custom class Accurate Strike (Ex): Starting at 8th level, as a swift ac-
are abilities called talents. In the previous chapter, talents are tion, you can expend two uses of heroic effort to resolve all of
listed by theme and level. Certain class features allow charac- your melee weapon attacks until the end of your turn as melee
ters to select talents of certain levels from these lists. touch attacks.
In particular, every class type described in Chapter 2 has Acid Jet (Su): Starting at 1st level, as a standard action,
a thematic talents class feature that grants numerous talents. you can spend one use of heroic effort to unleash a jet of acid
Some class types have additional class features that grant one as a ranged touch attack against any one target within 30 feet.
or more talents. The talent proficiency described in the profi- If the attack hits, it deals 1d6 points of acid damage + your
ciency section of Chapter 1 can also grant certain talents. Charisma modifier, plus an additional 1d6 points of acid dam-
age for every 2 class levels beyond 1st (to a maximum of 10d6
Focus at 19th level). The target is also sickened for 1d4 rounds. It can
Some talents provide certain benefits when you focus on attempt a Fortitude saving throw to negate the sickened condi-
them. The action required to focus on a given talent and the tion.
benefits you gain for doing so are each noted in that talent's Starting at 10th level, you can gain this talent a second
description. You cannot focus on a talent whose description time. If you do, you can spend two uses of heroic effort when
does not explicitly say that you can do so. using this talent instead of one. Whenever you do so, the target
Once you focus on a given talent, you remain focused on it takes additional damage on the following rounds if it fails its
indefinitely. No additional action is required to retain your fo- saving throw. The target takes 1d6 points of acid damage on
cus, and your focus does not require concentration. the following round for every 2d6 points of acid damage dealt
However, unless stated otherwise, you can focus on only by the initial attack. On subsequent rounds, the target contin-
one talent at a time. Your focus on a talent ends if you focus on ues to take 1d6 points of acid damage for every 2d6 points of
a different talent or if you no longer have that talent. You can acid damage dealt on the previous round. The damage contin-
also choose to end your focus on a talent as a free action. ues until the amount of acid damage dealt on the previous
round by this effect is 1d6. For example, at 9th level, you would
Heroic Effort deal 5d6 points of acid damage + your Charisma modifier, 2d6
Some talents allow you to perform actions that spend one points of acid damage on the following round, and 1d6 points
or more uses of a resource called heroic effort. All of your tal- of acid damage on the third and final round.
ents use a single, shared pool of heroic effort. You can spend a Acrobatic Charge (Ex): Starting at 11th level, you can
number of uses of heroic effort per day equal to 3 + your total charge over difficult terrain.
level in all custom classes. Acrobatic Master (Su): Starting at 2nd level, as a swift
Uses of heroic effort can be converted into rounds of sus- action, you can spend one use of heroic effort to gain a +20 tal-
tained effort, as explained in the following section. ent bonus on one Acrobatics check of your choice made before
the start of your next turn.
Sustained Effort Active Defense (Ex): Starting at 3rd level, you gain a +1
Some talents provide certain benefits when you are using dodge bonus to AC when wielding a shield and fighting defen-
a resource called sustained effort, which you can use a limited sively, using Combat Expertise, or using total defense. As a
number of rounds per day. You start each day with no available swift action, you may share this bonus with one adjacent ally,
rounds of sustained effort. As a free action, you can expend on or half of the bonus (minimum +0) with all adjacent allies, until
use of heroic effort (see above) to gain two rounds of sustained the beginning of your next turn.
effort that you can use any time during the same day. You can select this talent up to four times (but not on con-
These rounds need not be consecutive. Starting a sus- secutive class levels). Its effects stack.
tained effort is a free action. Unused rounds of sustained effort Aerobatics (Ex): Starting at 5th level, whenever you have
last until you regain your daily uses of heroic effort, at which a fly speed, you may make a Fly check instead of an Acrobatics
point your remaining rounds of sustained effort reset to zero. check to move through a threatened area or an enemy's space.
Agility (Ex): You gain a +4 talent bonus on saving throws
made against effects that cause you to become entangled, para-
Talent Descriptions lyzed, or slowed.
The talents described herein are listed alphabetically. The Ambush (Ex): Starting at 4th level, you become fully
minimum level upon which a talent can be selected is indicated practiced in the art of ambushing. When you act in the surprise
in its description by a phrase that says the benefits of the talent round, you can take a move action, standard action, and swift
apply at a certain level. action during the surprise round, not just a move or standard

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Eric Morton Presents

action. telligence bonus to Stealth checks and Bluff checks to create a


Anchoring Aura (Su): Starting at 8th level, an aura that diversion in order to hide. This bonus lasts for 1 minute.
hampers extradimensional travel by evil outsiders extends 20 Arcane Edge (Su): Starting at 8th level, as an immediate
feet from you. Evil outsiders attempting to use abilities such as after hitting a target with a slashing or piercing weapon, you
dimension door, plane shift, or teleport to leave or enter the can spend one use of heroic effort in order to deal an amount
aura must succeed at a Will save (DC 10 + 1/2 your level + your of bleed damage equal to your Intelligence modifier (minimum
Charisma modifier); failure means the ability does not func- 0).
tion, as if the outsider were affected by dimensional anchor. Arcane Movement (Su): Starting at 4th level, whenever
This aura functions only while you are conscious. you cast a magus spell, you gain a competence bonus on Acro -
Alternatively, as an immediate action, you can ex- batics, Climb, Escape Artist, and Stealth checks equal to the
pend one use of your smite evil ability to target an evil spell's level until the beginning of your next turn.
outsider within 30 feet with dimensional anchor. A Arcane Redoubt (Su): Starting at 2nd level, as a swift
targeted dimensional anchor persists even if you action, you can expend one use of heroic effort to
are unconscious or dead. treat your shield bonus to AC (in-
Another Day (Ex): Starting at 10th lev- cluding any enhancement
el, as an immediate action when you would bonus) as a bonus to touch AC
be reduced to 0 or fewer hit points by until the beginning of your
a melee attack, you can spend two next turn.
uses of heroic action to take a 5- Starting at 12th level, you
foot step. As normal for a 5- can gain this talent a second
foot step, this movement does time. This allows you to spend
not provoke attacks of opportu- two uses of heroic effort when you
nity. If this movement takes you use this talent instead of one. If you do,
out of the reach of the attack, you you gain the benefits listed above and also

Illustration by Storn Cook


take no damage from the attack. Af- apply your shield bonus to AC (including
ter using this talent to move, you are any enhancement bonus) as a bonus on Reflex
staggered until the beginning of your saves until the beginning of your next turn. If you are
next turn and for 1 round thereafter. targeted with an effect requiring a Reflex save while
Arcane Accuracy (Su): Start- using this talent, you may spend two uses of heroic
ing at 2nd level, as a swift ac- effort as an immediate action to grant yourself eva-
tion, you can expend one use sion (as per the talent) against that effect, or four
of heroic effort to grant your- uses of heroic effort to grant yourself evasion and
self an insight bonus equal to improved evasion (as per the evasion talent)
your Intelligence bonus on all against that effect.
attack rolls until the end of Arcane Reservoir (Su): As a swift action,
your turn. you can spend one use of heroic effort to in-
Arcane Barrier (Su): crease the caster level and save DC of the
Starting at 1st level, as a swift next arcane spell you cast this turn by 1.
action, you can expend one Starting at 1st level, you can gain this
use of heroic effort to create a talent a second time. If you do, this talent
barrier of magic that protects increases the caster level and save DC of the
you from harm. This barrier next arcane spell you cast this turn by 2 in-
grants you a number of temporary stead of 1.
hit points equal to your class level + Arcane Strike: You gain Arcane Strike
your Charisma modifier, and lasts for 1 minute per class level as a bonus feat, even if you do not meet the
or until all the temporary hit points have been lost. Each addi - prerequisite. If you do not otherwise have an
tional time per day you use this ability, the number of uses of arcane caster level, you count as having ar-
heroic effort you must spend to activate it increases by 1 (so cane caster level 1st for the purpose of Arcane Strike.
the second time it is used, you must expend two uses of heroic Armor Mastery (Ex): Starting at 19th level, you gain DR
effort, three uses of heroic effort for the third time, and so on). 5/ whenever you are wearing armor or using a shield.
The temporary hit points from this ability do not stack with Armor Training (Ex): Starting at 3rd level, whenever you
themselves, but additional uses do cause the total number of are wearing armor, you reduce the armor check penalty by 1
temporary hit points and the duration to reset. (to a minimum of 0) and increase the maximum Dexterity
Arcane Cloak (Su): Starting at 2nd level, as a standard bonus allowed by your armor by 1. In addition, you can move
action, you can expend one use of heroic effort to add your In- at your normal speed while wearing medium armor.

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At 7th, 11th, and 15th level, you can gain this talent one action, you can touch a helpless creature and shift your aura to
additional time. Each time, you reduce the armor check penalty that of your target. This confuses divination effects and spells,
of armor you are wearing by an additional 1 (to a minimum of even ones as powerful as discern location, such that they
0) and increase the maximum Dexterity bonus allowed by your register you as being the creature you have touched. This
armor by an additional 1. In addition, if you have gained this ability is not proof against the actions of deities or similarly
talent at least twice, you can move your normal speed while powerful beings. The assumption of an identity lasts until you
wearing heavy armor. end it (a standard action) or you use the ability on another
Armored Charger (Ex): Starting at 3rd level, you no creature.
longer suffer armor check penalties on Ride skill checks. Your Augment (Sp): Starting at 1st level, as a standard action,
mount's speed is not reduced when carrying a medium load or you can spend one use of heroic effort and touch a creature to
wearing medium barding. grant it either a +2 enhancement bonus to a single ability score
Armored Defense (Ex): Starting at 5th level, you gain DR of your choice (increasing to +4 if you are at least 10th level) or
1/ when wearing light armor, DR 2/ when wearing medi- an enhancement bonus to natural armor equal to 1 + one-
um armor, and DR 3/ when wearing heavy armor. This dam- fourth your class level. This bonus lasts for 1 minute.
age reduction stacks with that provided by adamantine armor, Aura of Banishment (Su): Starting at 8th level, while us-
but not with other forms of damage reduction. This damage re- ing sustained effort (see page 24), you can focus on this talent
duction does not apply if you are stunned, unconscious, or as a standard action. Your focus on this talent ends if you stop
helpless. using sustained effort. While focused on this talent, you emit a
Starting at 19th level, you can gain this talent a second 30-foot aura of banishment. Every summoned or called crea-
time. This increases the DR provided by this talent to DR 4/ ture in this area must make a Will save at the start of its turn
when wearing light armor, DR 8/ when wearing medium ar- each round. The first time a creature fails a Will saving throw
mor, and DR 12/ when wearing heavy armor. while your aura of banishment is active, the creature is stag-
Arrow of Death (Su): Starting at 16th level, you can gered as long as it remains inside the aura. The second time,
create a special type of slaying arrow that forces the target, if the creature is immediately sent back to its home plane. The
damaged by the arrow's attack, to make a Fortitude save or be spell that summoned or called it immediately ends unless the
slain immediately. The DC of this save is equal to 20 + your spell summoned or called more than one creature, in which
Charisma modifier. It takes 1 day to make a slaying arrow, and case only the creature that failed two saving throws is affected.
the arrow only functions for you. The slaying arrow lasts no Aura of Calm (Su): Starting at 8th level, you are immune
longer than 1 year, and you can only have one such arrow in to all spells and spell-like abilities with the emotion descriptor,
existence at a time. as well as all fear effects. Each ally within 10 feet of you gains a
Aspect of War (Su): At 20th level, once per day as a swift +4 morale bonus on saving throws against these effects. This
action, you can become an aspect of war for 1 minute. For this ability functions only while you are conscious, not if you are is
duration, you treat your level as your base attack bonus, you unconscious or dead.
gain DR 10/, and you can move at your full speed regardless Aura of Care (Su): Starting at 8th level, you and any allies
of the armor you are wearing and your encumbrance. In within 10 feet of you no longer provide cover against each
addition, for this duration, whenever a talent would require other's ranged attacks unless they wish to. Allies who cannot
you to spend a single use of heroic effort, you may use that move or otherwise take actions still provide cover, as do flat-
talent without spending any uses of heroic effort. Talents that footed allies. You and your allies must be able to see or hear
require you to spend more than one use of heroic effort are each other to use this ability.
unaffected by this ability. Aura of Courage (Su): Starting at 2nd level, you are im-
Assault Leader (Ex): Starting at 2nd level, as an immedi- mune to fear (magical or otherwise). Each ally within 10 feet of
ate action when you miss with an attack on a flanked oppo- you gains a +4 morale bonus on saving throws against fear ef-
nent, you can spend four uses of heroic effort to designate a fects. This ability functions only while you are conscious, not if
single ally who is also flanking the target that your attack you are unconscious or dead.
missed. That ally can make a single melee attack against the Aura of Cowardice (Su): Starting at 2nd level, all ene-
opponent as an immediate action. mies within 10 feet of you take a 4 penalty on saving throws
Assault Synergy (Su): Starting at 2nd level, as a swift ac- against fear effects. Creatures that are normally immune to fear
tion, you can expend one use of heroic effort to add +1d6 lose that immunity while within 10 feet of you. This ability
points of energy damage to an offensive spell you cast that functions only while you are conscious, not if you are uncon-
round. The spell must have the acid, cold, electricity or fire de- scious or dead.
scriptor. This extra energy damage matches the energy damage Aura of Crushing Despair (Su): Starting at 8th level,
of the spell. At 10th level, you may expend two uses of heroic while using sustained effort (see page 24), you can focus on
effort instead of one to add +2d6 points of energy damage to this talent as a standard action. Your focus on this talent ends if
the spell. you stop using sustained effort. While focused on this talent,
Assumption (Su): Starting at 16th level, as a full-round you emit a 30-foot aura of despair. Enemies within this aura

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Eric Morton Presents

take a 2 penalty on ability checks, attack rolls, damage rolls, bonus) on these saves. This ability functions only while you are
saving throws, and skill checks. This is a mind-affecting emo- conscious, not if you are unconscious or dead.
tion effect. Aura of Resolve (Su): Starting at 8th level, you are im-
Aura of Depravity (Su): Starting at 16th level, you gain mune to charm spells and spell-like abilities. Each ally within
DR 5/good. Each enemy within 10 feet of you takes a 4 penal- 10 feet of you gains a +4 morale bonus on saving throws
ty on saving throws against compulsion effects. This ability against charm effects. This ability functions only while you are
functions only while you are conscious, not if you are uncon- conscious, not if you are unconscious or dead.
scious or dead. Aura of Righteousness (Su): Starting at 16th level, you
Aura of Despair (Su): Starting at 8th level, enemies with- gain DR 5/evil and immunity to compulsion spells and spell-
in 10 feet of you take a 2 penalty on all saving throws. This like abilities. Each ally within 10 feet of you gains a +4 morale
penalty does not stack with the penalty from aura of cow- bonus on saving throws against compulsion effects. This ability
ardice. This ability functions only while you are conscious, not functions only while you are conscious, not if you are uncon-
if you are unconscious or dead. scious or dead.
Aura of Enlightenment (Su): Starting at 4th level, while Awesome Blow (Ex): Starting at 15th level, as a standard
using sustained effort (see page 24), you can focus on this tal- action, you can perform an awesome blow combat maneuver
ent as a standard action. Your focus on this talent ends if you against a corporeal creature of your size or smaller. If the com-
stop using sustained effort. While focused on this talent, you bat maneuver check succeeds, the opponent takes damage as if
emit a 30-foot-radius aura of normal light. Allies in this aura you hit it with the close weapon you are wielding or an un-
gain a +2 insight bonus on skill checks. This counts as a 2nd- armed strike, it is knocked flying 10 feet in a direction of your
level light effect for the purpose of countering or dispelling choice, and it falls prone. You can only push the opponent in a
darkness effects. straight line, and the opponent can't move closer to you than
Aura of Faith (Su): Starting at 14th level, your weapons the square it started in. If an obstacle prevents the completion
are treated as having your alignment for the purpose of over- of the opponent's move, the opponent and the obstacle each
coming damage reduction. Any attack made against an enemy take 1d6 points of damage, and the opponent is knocked prone
within 10 feet of you is treated as having your alignment for in the space adjacent to the obstacle. (Unlike the Awesome
the purpose of overcoming damage reduction. This ability Blow monster feat, you can be of any size to use this ability.)
functions only while you are conscious. Starting at 20th level, you can gain this talent a second
Aura of Heroism (Su): Starting at 8th level, while using time. If you do, you can use your awesome blow ability as an
sustained effort (see page 24), you can focus on this talent as a attack rather than as a standard action. You may use it on crea-
standard action. Your focus on this talent ends if you stop using tures of any size. If the maneuver roll is a natural 20, you can
sustained effort. While focused on this talent, you emit a 30- immediately attempt to confirm the critical by rolling another
foot aura of heroism. Allies within this aura gain the benefits of combat maneuver check with all the same modifiers as the one
a heroism spell. just rolled; if the confirmation roll is successful, the attack
Aura of Life (Su): Starting at 8th level, you emit a 10-foot deals double damage, and the damage from hitting an obstacle
aura of life around you that weakens undead creatures. Undead (if any) is also doubled.
in this aura take a 4 penalty on Will saves made to resist posi - Backswing (Ex): Starting at 7th level, when you make a
tive energy. In addition, undead in this aura do not regain hit full attack with a two-handed weapon, you add double your
points from channeled negative energy. Strength bonus on damage rolls for all attacks after the first.
Aura of Life (Su): Starting at 8th level, you gain a +4 Banish Enchantment (Su): Starting at 6th level, you
morale bonus on saving throws against attacks that grant nega- learn to focus your mystic interference. As a standard action,
tive levels and saves to overcome negative levels. Each ally you can consume two uses of your fervor ability to target a sin-
within 10 feet of you gains a +2 morale bonus on these saves. gle creature within 30 feet with a targeted dispel magic.
This ability functions only while you are conscious, not if you Banner (Ex): Starting at 5th level, as long as your banner
are unconscious or dead. is clearly visible, all allies within 60 feet receive a +2 morale
Aura of Protection (Su): Starting at 5th level, as a stan- bonus on saving throws against fear and a +1 morale bonus on
dard action, you can spend one use of heroic effort to emit a attack rolls made as part of a charge. At 10th level, and every
30-foot aura of protection for 1 minute. You and your allies five levels thereafter, these bonuses increase by +1. The banner
within this aura gain resistance 5 against acid, cold, electricity, must be at least Small or larger and must be carried or dis-
fire, and sonic. At 10th level, this resistance increases to 10. At played by you or your mount to function.
15th level, it increases to 20. Starting at 13th level, you can take this talent a second
Aura of Purity (Su): Starting at 2nd level, you gain a +4 time. If you do, all allies within 60 feet of you receive a +2
divine bonus (which does not stack with any sacred or profane morale bonus on saving throws against charm and compulsion
bonus) on saving throws against spells and effects from crea- spells and effects. In addition, while your banner is displayed,
tures of the aberration type. Allies within 10 feet gain a +1 di- you can spend a standard action to wave the banner through
vine bonus (which does not stack with any sacred or profane the air, granting all allies within 60 feet an additional saving

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Custom Class Builder

throw against any one spell or effect that is targeting them. lyzed, shaken, or stunned, you may spend two uses of heroic ef-
This save is made at the original DC. Spells and effects that do fort to attempt that saving throw again, with a +4 insight bonus
not allow saving throws are unaffected by this ability. An ally on the roll. You must take the second result, even if it is worse.
cannot benefit from this ability more than once per day. Battlefield Presence (Su): Starting at 2nd level, as a
Battle Insight (Ex): Starting at 15th level, as a swift ac- standard action, you can direct your allies in battle, granting
tion, you can spend one use of heroic effort to grant an insight each ally within 30 feet one teamwork feat you possess as a
bonus equal to your Intelligence modifier (minimum +0) on bonus feat. All allies must receive the same feat, but do not
the attack rolls made by a single ally within line of sight that need to meet the prerequisites of this bonus feat. This ability
can both see and hear you. That ally gains the bonus until the does not function if you are flat-footed or unconscious. Allies
end of your next turn. must be able to see and hear you in order to gain this benefit.
Battle Lust (Su): Starting at 10th level, as a standard Changing the bonus feat granted is a swift action.
action, you can spend one use of heroic effort and touch an ally Starting at 20th level, you can gain this talent a second
to grant it a thirst for battle. All of the ally's melee attacks are time. If you do, you can use it to grant a different bonus feat to
treated as if they had the vicious weapon special ability, but the each affected ally. In addition, if you have the weal's champion
additional damage dealt to the ally from that special ability is talent, all critical threats made by you and your allies against
nonlethal. In addition, the ally receives a +4 insight bonus on creatures affected by your weal's champion talent are automat-
attack rolls made to confirm critical hits. These benefits last for ically confirmed (no confirmation roll is needed).
1 minute. Battleshaping (Su): Starting at 1st level, as a swift action,
Battle Rage (Sp): Starting at 1st level, as a standard you spend one use of heroic effort to grow a single natural
action, you can spend one use of heroic effort and touch a weapon. The natural weapon lasts for 1 round and has a +1 en-
creature to give it a bonus on melee damage rolls equal to half hancement bonus on attack and damage rolls for every four
your class level (minimum 1) for 1 round. class levels you possess. You can grow a claw, a bite, or a gore
Battle Scavenger (Ex): At 3rd level, you suffer no penalty attack. These attacks deal the normal damage for a creature of
on attack rolls when using an improvised weapon or a weapon your size. At 11th level, you can instead grow two natural
with the broken condition. In addition, you gain a proficiency weapons. You may not grow additional limbs or a tail with this
bonus equal to 1 + one-fourth your class level on damage rolls ability.
with improvised or broken weapons. Bedeviling Aura (Su): Starting at 8th level, while using
Battle Spirit (Su): Starting at 1st level, as a standard ac- sustained effort (see page 24), you can focus on this talent as a
tion, you can spend one use of heroic effort to surround your- standard action. Your focus on this talent ends if you stop using
self in an aura that grants you and all allies within 30 feet of sustained effort. While focused on this talent, you emit a 30-
you a +1 morale bonus on attack rolls and weapon damage foot aura that bedevils your enemies with phantasmal as-
rolls for 1 round. Whenever this benefit would end, you may sailants. Enemies within this aura move at half speed, are un-
spend one use of heroic effort as a free action to extend its du - able to take attacks of opportunity, and are considered to be
ration for 1 additional round. At 8th level, and again at 16th flanked. This is a mind-affecting effect.
level, the bonuses granted by this ability increase by 1. Beguiling Touch (Sp): Starting at 1st level, as a standard
Battle Ward (Su): Starting at 2nd level, as a standard ac- action, you can spend one use of heroic effort to charm a living
tion, you can touch a willing creature (including yourself) and creature by touching it. Creatures with more Hit Dice than your
grant a battle ward. The next time a foe makes an attack roll class level are unaffected, as are creatures in combat and those
against the target, the ward activates and grants a +3 deflection with an attitude of hostile toward you. Creatures receive a Will
bonus to the warded creature's AC. Each subsequent time the saving throw to negate the effect. The DC of this save is equal
creature is attacked, the defection bonus reduces by 1 (to +2 to 10 + 1/2 your class level + your Intelligence modifier. Crea-
for the second time it is attacked and +1 for the third). The tures that fail their save are affected by charm monster for a
ward fades when the bonus is reduced to +0 or after 24 hours, number of rounds equal to 1/2 your class level (minimum 1).
whichever comes first. At 8th level, the ward's starting bonus This is a mind-affecting effect.
increases to +4. At 16th level, it increases to +5. A creature af- Belly Shot (Ex): Starting at 9th level, when you success-
fected by this ability cannot be affected by it again for 24 hours. fully hit an adjacent target with a ranged firearm attack, you
Battlecry (Ex): Starting at 1st level, as a standard action, deals +1d6 points of damage. This damage increases to +2d6 at
you can spend two uses of heroic effort to unleash an inspiring 13th level and to +3d6 at 17th level. Creatures immune to pre-
battlecry. All allies within 100 feet who hear your cry gain a +1 cision damage, critical hits, or sneak attacks do not take this
morale bonus on attack rolls, skill checks, and saving throws additional damage.
for a number of rounds equal to your Charisma modifier. At Bestial Aspect (Su): Starting at 4th level, whenever you
10th level, this bonus increases to +2. gain a natural attack through the use of a polymorph spell, you
Battlefield Clarity (Ex): Starting at 1st level, as an imme- can increase the damage done by that attack by one die. If the
diate action you can take whenever you fail a saving throw that spell grants multiple natural attacks, you must choose one kind
causes you to become blind, deaf, frightened, panicked, para- of natural attack for the ability to enhance. At 9th level, if your

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Eric Morton Presents

altered form grants you a new mode of movement, that move- the authorities to your presence in an act of reprisal for spook-
ment's base speed increases by 10 feet. This is an enhance- ing the market or to divert attention away from their illicit ac-
ment bonus. If you have other talents that temporarily grant tivities. The DCs of the checks are by settlement size and are
natural attacks or alternate modes of movement, then the given in the table below.
bonuses granted by bestial aspect also apply to these other tal- Bless Army (Su): Starting at 14th level, during the tactics
ents. phase of a mass combat, you can spend two uses of heroic ef-
Binding Darkness (Sp): Starting at 1st level, as a stan- fort to grant an army you are leading a +1 morale bonus to its
dard action, you can spend one use of heroic effort to cast OM and DV for one battle.
a weave of shadows at any foe within 30 feet as a Blessed Fortitude (Su): Starting at 2nd level, if you
ranged touch attack. The shadows entangle your foe succeed at a Fortitude saving throw against an attack that
for 1 round plus 1 additional round for every five has a reduced effect on a successful save, you instead
class levels you possess. In conditions of bright avoid the effect entirely. You do not gain the benefit of
light, this duration is halved (minimum 1 round). A this ability it you are helpless.
creature entangled by your shadows has con- Starting at 8th level, you can take this talent
cealment from those without darkvision or a second time. If you do, whenever you fail a For-
the ability to see in darkness, and other titude saving throw against a spell or effect that
creatures likewise have concealment rela- deals damage (including ability damage and
tive to it. drain), you take only half the amount of dam-
Binding Ties (Su): Starting at 1st age. You do not gain the benefit of this ability
level, as a standard action, you can if you are helpless.
spend one use of heroic effort and Blinding Ray (Sp): Starting at 1st
touch an ally to remove one condition level, as a standard, you can spend one use
affecting the ally by transferring it to of heroic effort to fire a shimmering ray
yourself. This transfer lasts a number of at any foe within 30 feet as a ranged

Illustration by Storn Cook


rounds equal to your class level, but you touch attack. The ray causes creatures
can end it as a free action on your turn. to be blinded for 1 round. Creatures
At the end of this effect, the condition with more Hit Dice than your class level
reverts to the original creature, unless it are dazzled for 1 round instead.
has ended or is removed by another Blood Sanctuary (Su): You gain a +4
effect. While this power is in use, the talent bonus on saving throws against spells
target is immune to the transferred that you or an ally casts.
condition. Bolster (Sp): Starting at 1st level, as a
Black Market Connections standard action, you can spend one use of
(Ex): Starting at 2nd level, you heroic effort and touch an undead creature and
treat every settlement as one infuse it with negative energy. It gains a divine
size greater for the purpose of bonus (which does not stack with any sacred or
determining the gp limit of the profane bonus) equal to 1 + one-fourth your
base value of items for sale, as class level on all attack rolls and saving throws,
well as the number of minor, as well as 1 temporary hit point per Hit Die
medium, and major magic and a +2 bonus to its turn resistance.
items for sale in the settle- These bonuses last for a number of
ment. If the settlement is al- rounds equal to 1/2 your class level
ready a metropolis, all minor (minimum 1 round). The bonuses and
and medium magic items are for temporary hit points are immediately dis-
sale, as well as 3d8 major magic items. pelled if the creature is within the area of a
With a successful Diplomacy check, you consecrate spell.
can treat the settlement as two sizes larger. Bonus Feat: When you gain this talent, choose any one
If the settlement is already a metropolis and you succeed at the feat whose prerequisites you meet. At 2nd level, you gain the
check, all magic items are for sale. If the settlement is already a chosen feat as a bonus feat. At 4th level, and every two levels
large city and you succeed at the check, all minor and medium thereafter, you can gain this talent one additional time, choos-
magic items are for sale, as well as 3d8 major magic items. ing and gaining another bonus feat each time.
With a successful check, you can also sell stolen items on the Bravery (Ex): You gain a +4 talent bonus on saving
black market. If the check fails by 5 or more, you do something throws against fear. Starting at 2nd level, you are immune to
to spook the market, and treat the city as normal for 1 week. fear.
Furthermore, those in control of the black market may alert Brawler's Cunning (Ex): Starting at 1st level, if your In-

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Custom Class Builder

telligence score is less than 13, it counts as 13 for the purpose conversation or to find concealed or secret objects (including
of meeting the prerequisites of combat feats. doors and traps).
Burden of Sin (Sp): Starting at 14th level, you may spend Careful Claw (Ex): Starting at 13th level, when using a
a full-round action to transfer one harmful affliction, condition, natural weapon to attack a creature using fire shield or a simi-
or spell effect from another creature to yourself (this includes lar effect that damages creatures attacking it (such as a barbed
curses, possessions, and permanent effects such as petrifica- devil's barbed defense), you reduce the damage from such ef-
tion, or any condition that break enchantment can end or re- fects by an amount equal to 1/2 your class level.
verse). The effect to be transferred is chosen by you and affects Careful Disarm (Ex): Starting at 4th level, whenever you
you as if you were the original target, continuing its duration attempt to disarm a trap using Disable Device, you do not
(if any) and preventing any further effect on the original bear- spring the trap unless you fail by 10 or more. If you do set off a
er. For example, you could transfer a lethal disease to yourself, trap you were attempting to disarm, you gain a circumstance
or petrify yourself to restore a petrified comrade. You can use bonus equal to 1 + one-fourth your class level to your AC and
this ability as often as desired, even using it multiple times on saving throws against that trap.
the same creature. Caster Support (Su): Starting at 1st level, you can use the
Burst Barrier (Ex): Starting at 2nd level, you gain a +4 aid another action to assist a divine spellcaster other than
talent bonus on Reflex saving throws against burst spells and yourself, granting a +2 circumstance bonus on caster level
effects while employing a tower shield. checks and concentration checks until the beginning of your
Bypassing Strike (Su): Starting at 2nd level, as a swift next turn. This bonus increases by +1 at 4th level and every
action, you can expend one use of heroic effort to allow one four levels thereafter (to a maximum of +7 at 20th level). The
melee or spellstrike attack you make before the end of your allied caster must remain adjacent to you to gain this benefit.
turn to ignore an evil outsider target's damage reduction. Caster support can be used to assist arcane spellcasters or
Caging Strike (Su): Starting at 1st level, whenever you characters using magical items, but they gain only half the nor-
confirm a critical hit with a melee or ranged weapon attack (in- mal bonus.
cluding spells that require attack rolls), you can spend one use Certainty (Ex): Starting at 1st level, as part of rolling a
of heroic effort to also entangle that target with spectral chains skill check, you can spend a single use of heroic effort to reroll
for 1d4 rounds (Fortitude negates). that skill check one time and take the better result.
Call Celestial Ally (Sp): Starting at 8th level, once per Chains of Justice (Su): Starting at 6th level, once per day
week, you can cast lesser planar ally as a spell-like ability with- as a standard action, you can bind an opponent within 60 feet
out having to pay the material component cost or the servant to you with spectral chains (Will negates). When you take dam-
(for reasonable tasks). At 12th level, this improves to planar age from an enemy, the bound target takes this damage as well.
ally and at 16th level, this improves to greater planar ally. Your Whenever the bound target takes damage from you or one of
caster level for this effect is equal to your class level. your allies, you take this damage as well. You and the target are
Call to Arms (Ex): Starting at 1st level, as a move action, not physically bound to each other, and either can end the con-
you can spend one use of heroic effort to rouse your allies into nection by breaking the line of effect or exceeding the ability's
action. All allies within 30 feet are no longer flat-footed, even if range. You may dismiss the chains as a standard action.
they are surprised. At 6th level, you can use this ability as a Champion Defense (Ex): Starting at 9th level, whenever
swift action. At 10th level, you can use it as a free action. At you are wielding a shield and would be reduced to 0 or fewer
12th level, you can use it as an immediate action. hit points by an attack with a weapon, natural weapon, or un-
Calming Touch (Sp): Starting at 1st level, as a standard armed strike, you can attempt a Fortitude saving throw (DC =
action, you can spend one use of heroic effort and touch a damage dealt). If you also have the defensive roll talent, choos-
creature to heal it of 1d6 points of nonlethal damage + 1 point ing to attempt this Fortitude saving throw prevents you from
per class level. This touch also removes the fatigued, shaken, using the defensive roll talent. If the save succeeds, you take
and sickened conditions (but has no effect on more severe only half damage from the blow; if it fails, you take full damage.
conditions). You must be aware of the attack and able to react to it in order
Camouflage (Ex): Starting at 2nd level, you can craft sim- to use this talentif you are denied your Dexterity bonus to
ple but effective camouflage from the surrounding foliage. You AC, you can't use this ability. The stalwart ability does not ap-
need 1 minute to prepare the camouflage, but once you do, it is ply to an attack with a weapon, natural weapon, or unarmed
good for the rest of the day or until you fail a saving throw strike, even if this talent allows you to make a Fortitude saving
against an area effect spell that deals fire, cold, or acid damage, throw to reduce the damage dealt by that attack.
whichever comes first. You gain a +4 circumstance bonus on Change Shape (Sp): Starting at 8th level, while using sus-
Stealth checks while within terrain that matches the foliage tained effort (see page 24), you can focus on this talent as a
used to make the camouflage. This ability cannot be used in ar- standard action. Your focus on this talent ends if you stop using
eas without natural foliage. sustained effort. Whenever you focus on this talent, you change
Canny Observer (Ex): Starting at 1st level, you gain a +4 shape as if you were using beast shape II or elemental body I. At
talent bonus on Perception checks made to hear the details of a 12th level, you can instead change your shape as if using beast

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Eric Morton Presents

shape III or elemental body II. This effect lasts as long as you check to use this ability on a different target.
maintain your focus on this talent. Starting at 14th level, you can gain this talent a second
Charmed Life (Ex): Starting at 2nd level, three times per time. If you do, you can use it as a swift action instead of a stan-
day as an immediate action before attempting a saving throw, dard action.
you can add your Charisma modifier to the result of the save. Combat Swipe: At 2nd level, you gain Improved Steal as a
You must choose to do this before the roll is made. At 6th level bonus feat, even if you do not meet the prerequisite.
and every 4 levels thereafter, the number of times you can do Command Undead (Su): At 1st level, you gain Command
this per day increases by one (to a maximum of 7 times per day Undead as a bonus feat, even if you do not meet the prerequi-
at 18th level). site. You can activate that feat by spending one use of heroic ef-
Chemical Weapons (Ex): Starting at 1st level, you are fort instead of spending one use of the channel energy ability.
able to retrieve an alchemical item as if drawing a weapon. You You can take other feats that improve your ability to command
add your Intelligence modifier to damage dealt with splash undead, such as Improved Channel, but not feats that alter that
weapons, including any splash damage. You add 1/2 your level ability, such as Elemental Channel and Alignment Channel. The
to Craft (alchemy) checks. DC to save against your Command Undead feat is equal to 10 +
Clever Wrestler (Ex): Starting at 7th level, you take no 1/2 your class level + your Charisma modifier. At 20th level,
penalties to Dexterity or on attack rolls while grappled, and re- undead cannot add their channel resistance to the save against
tain your Dexterity bonus to AC while pinning an opponent. your Command Undead feat.
You can make attacks of opportunity even when grappled and Communal Aid (Su): Starting at 1st level, as a standard
even against creatures attempting to grapple you if the oppo- action (or a swift action if you target yourself), you can spend
nent has the Improved Grapple feat or the grab ability. one use of heroic effort and touch an ally to grant that ally the
Close Range (Ex): Starting at 2nd level, you can deliver blessing of community. For 1 minute, whenever that ally uses
ray spells that feature a ranged touch attack as melee touch the aid another action, the bonus granted increases to +4.
spells. You can use a ranged touch attack spell that targets Concealed Thoughts (Su): Starting at 10th level, you can
more than one creature (such as scorching ray), but you make conceal your schemes from mind-reading magic. When a
only one melee touch attack to deliver one of these ranged creature is using detect thoughts or similar magic to read your
touch effects; additional ranged touch attacks from that spell mind, you decide what surface thoughts your opponent
are wasted and have no effect. These spells can be used with detects, and your true surface thoughts remain private. This
the spellstrike talent. ability does not protect against mental attacks or mind-reading
Closed Mind (Su): Starting at 16th level, you are immune that delves deeper than surface thoughts.
to compulsion effects and possession attempts (such as magic Concentrate (Ex): Starting at 2nd level, as part of rolling
jar or the malevolence ability of ghosts). a concentration check, you can spend two uses of heroic effort
Coax Information (Ex): Starting at 1st level, you can use to reroll that concentration check with a +4 talent bonus. You
Bluff or Diplomacy in place of Intimidate to force an opponent must use this ability after the roll is made, but before the roll's
to act friendly toward you. When the duration of the attitude outcome is determined. You must take the second roll, even if it
shift ends, the affected creature's attitude towards you returns is worse.
to its previous level rather than dropping one level. Conjurer's Focus (Sp): Starting at 1st level, as a standard
Combat Expertise: You gain Combat Expertise as a bonus action, you can spend one use of heroic effort to cast summon
feat, even if you do not meet the prerequisite. monster I. Creatures you summon in this manner remain for 1
Combat Feat: When you gain this talent, choose a combat minute per level (instead of 1 round per level). At 3rd level and
feat whose prerequisites you meet. At 1st level, you gain the every two levels thereafter, the talent allows you to cast the
chosen combat feat as a bonus feat. At 3rd level, and every two summon monster spell of the next highest level (to a maximum
levels thereafter, you can gain this talent one additional time, of summon monster IX at 17th level), at the cost of one addi-
choosing and gaining another bonus feat each time. Your class tional use of heroic effort per additional spell level. You cannot
levels count as fighter levels for the purpose of meeting the have more than one summon monster spell active in this way at
prerequisites of feats chosen with this ability. one time. If this ability is used again, any existing summon
Combat Lore (Ex): Starting at 7th level, you can take a monster spell immediately ends.
standard action to study a specific target in sight. You must At 20th level, you can gain this talent a second time. If you
make a Knowledge check to determine the targets abilities and do, you can use it without spending any uses of heroic effort,
weaknesses as part of this standard action. If successful, you and the creatures summoned last until dismissed.
not only note the appropriate abilities and weaknesses, as de- Convincing Lie (Ex): Starting at 2nd level, when you suc-
tailed under the Knowledge skill, but also gain a +2 compe- cessfully use the Bluff skill to convince someone that what you
tence bonus on all attack rolls and weapon damage rolls made are saying is true, if they attempt to convince someone else
against that enemy. This bonus on attack and damage rolls ap- that the same statement or story is true, they use your Bluff
plies only to that specific creature. This bonus lasts for the du- skill modifier to convince instead of their own. If their Bluff
ration of an encounter, or until you attempt a new Knowledge skill modifier is better than yours, they can instead use their

31
Custom Class Builder

own modifier with a +2 circumstance bonus. This effect lasts minute, except for ability damage, which must be healed nor-
for a number of days equal to 1/2 your class level + your mally, and bleed damage, which continues until the target re-
Charisma modifier. ceives magic healing or a DC 15 Heal skill check.
Cooperative Combatant (Ex): Starting at 11th level, Critical Specialist (Ex): Starting at 17th level, the save
when you use the aid another action to grant a bonus on or DCs of any effects caused by a critical hit with your chosen
against an attack against an opponent, you may affect one addi- weapon increase by +4.
tional ally per point of Intelligence bonus. For each ally that Critical Strike (Su): Starting at 12th level, once per day
you aid, you can pick whether to grant that ally the +2 bonus as a swift action you can take when you score a critical hit with
on its next attack against the opponent or the +2 bonus to AC a melee weapon, you may cast a spell with a range of touch,
against the opponent's next attack on that ally, and can grant then make a touch attack with that spell against the target of
different allies different bonuses. the critical hit as a free action.
Counterspell (Su): Starting at 1st level, by expending one Crossbow Sniper (Ex): Starting at 7th level, whenever
use of heroic effort, you can attempt to counter a spell as it is you make a readied attack with a weapon belonging to the
being cast. You must identify the spell being cast as normal. If crossbow weapon group, your target is denied its Dexterity
you successfully do so, you can attempt to counter the spell as bonus to its AC.
an immediate action and by expending an available class spell Cunning Trigger (Ex): Starting at 2nd level, you can use
slot of a level at least one higher than the level of the spell be - a swift action to set off any trap within 30 feet that you con-
ing cast. To counterspell, you must attempt a dispel check as if structed.
using dispel magic. If the spell being countered is one that you Curse of Suffering (Su): Starting at 2nd level, as a stan-
are currently able to cast, you can instead expend a class spell dard action, you can curse a creature within 30 feet. When the
slot of the same level as the spell, and you receive a +5 bonus cursed creature takes bleed damage, it takes 1 additional point
on the dispel check. Counterspelling in this way does not trig- of bleed damage (even if the bleed is ability damage). Further-
ger any feats or other abilities that normally occur when a more, when the target is subject to an effect that would restore
spellcaster successfully counters a spell. its hit points, that effect restores only half the normal amount
Starting at 10th level, you can gain this talent a second of hit points. This curse lasts for a number of rounds equal to
time. If you do, whenever you use it, you can expend any class your class level. After the duration ends, the creature cannot be
spell slot of the same level as the spell to be countered or the target of this ability again for 24 hours.
greater (instead of the spell level +1). Daring (Ex): Starting at 2nd level, you gain a morale
Craven Combatant (Ex): Starting at 11th level, when bonus equal to 1 + one-fourth your class level on Acrobatics
fighting defensively or using Combat Expertise or total defense, checks and on saving throws against fear effects.
you cannot be flanked except by a rogue or ninja whose level is Darkvision (Ex): Starting at 7th level, you gain darkvi-
four or more higher than your class level. sion out to a range of 60 feet. If you already have darkvision,
Create Gear (Su): Starting at 1st level, as a standard ac- the range increases by 30 feet.
tion, you can spend one use of heroic effort to create any object Dauntless (Ex): Starting at 2nd level, you gain a morale
that weighs no more than 1 pound per class level you possess. bonus equal to 1 + one-fourth your class level on saving throws
The item remains for 1 minute before fading away, although it against mind-affecting effects, including all fear effects.
disappears after one round if it leaves your possession. Creat- Dazing Touch (Sp): Starting at 1st level, you can spend
ing an item to an exact specification might require a Craft skill one use heroic effort to make a melee touch attack that causes
check, subject to GM discretion. The object must be made of a living creature to become dazed for 1 round. Creatures with
simple materials, such as wood, stone, glass, or metal, and can- more Hit Dice than your class level are unaffected.
not contain any moving parts. You could use this ability to cre- Deadly Cocktail (Ex): Starting at 10th level, you can ap-
ate a dagger, but not a vial of alchemist's fire. ply two doses of poison to a weapon at once. These can be sep-
Creator's Will (Sp): Starting at 8th level, you can cast mi- arate poisons, in which case they both affect the target individ-
nor creation as a spell-like ability. You can have no more than ually, or two doses of the same toxin, in which case the poisons'
one minor creation active at a time. If you cast the spell again, frequency is extended by 50% and the save DC increases by +2.
the previous casting immediately ends. At 12th level, this abili- This talent is an exception to the rule that injury poisons can
ty improves to major creation. You can use this ability a num- only be delivered one dose at a time.
ber of times per day equal to 1/2 your class level. Deadly Critical (Ex): Starting at 13th level, as an immedi-
Crippling Critical (Ex): Starting at 15th level, when you ate action when you confirm a critical hit, you can spend four
confirm a critical hit using a light or one-handed piercing uses of heroic effort to increase the weapon's damage multipli-
weapon, you can apply one of the following penalties in addi- er by 1.
tion to the damage dealt: reduce all of the target's speeds by 10 Deadly Defense (Ex): Starting at 19th level, when you
feet (minimum 5 feet), 1d4 points of Strength or Dexterity make a full attack with two or more weapons, every creature
damage, 4 penalty on all saving throws, 4 penalty to Armor that hits you with a melee attack before the beginning of your
Class, or 2d6 points of bleed damage. These penalties last for 1 next turn provokes an attack of opportunity from you.

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Eric Morton Presents

Deadly Shuriken (Ex): Starting at 10th level, as a full- to bring your total up to 100 gp per two class levels.
round action, you can take careful aim and pool all of your at- In addition, if you take 1 hour to pack your gear each day,
tack potential into a single, deadly shuriken throw. When you you gain a +4 bonus to Strength to determine your light en-
do this, you throw a single shuriken at a single target, but make cumbrance. This does not affect your maximum carrying ca-
as many attack rolls as you can, based on your base attack pacity. The efficient distribution of weight simply encumbers
bonus. You make the attack rolls in order from highest bonus you less than the same amount of weight normally should. Fi-
to lowest, as if you were making a full attack. If any of the at - nally, you gain a +4 talent bonus on Sleight of Hand checks
tack rolls hit the target, the attack hits. For each additional suc - made to conceal small objects on your person.
cessful attack roll beyond the first, you increase the damage by Defensive Flurry (Ex): Starting at 3rd level, when
1d6. Precision damage and extra damage from weapon spe- you make a full attack with two weapons, you gain a
cial abilities (such as flaming) are added with damage dodge bonus equal to 1 + one-fourth your class level
modifiers and are not increased by this advanced talent. If to AC against melee attacks until the beginning of
one or more rolls are critical threats, you confirm the criti- your next turn.
cal once using your highest base attack bonus 5. For Defensive Roll (Ex): Starting at 10th level,
each critical threat beyond the first, you reduce this whenever you would be reduced to 0 or fewer
penalty by 1 (to a maximum of 0). hit points by an attack with a weapon, natural
Deadly Surprise (Ex): Starting at 7th lev- weapon, or unarmed strike, you can at-
el, as an immediate action when you hit an op- tempt a Reflex saving throw (DC = damage
ponent that is denied its Dexterity bonus to AC dealt). If the save succeeds, you take only
against you with a weapon or unarmed attack, half damage from the blow; if it fails, you
you may attempt a dirty trick combat maneu- take full damage. You must be aware of the
ver against that opponent. attack and able to react to it in order to use
Deadly Weather (Su): Starting at 8th this talentif you are denied your Dexteri-
level, while using sustained effort (see ty bonus to AC, you can't use this ability.

Illustration by Storn Cook


page 24), you can focus on this talent as The evasion and improved evasion abili-
a standard action. Your focus on this tal- ties do not apply to an attack with a
ent ends if you stop using sustained effort. weapon, natural weapon, or unarmed
While focused on this talent, you are sur- strike, even if this talent allows you to
rounded by a storm of destruction with a ra- make Reflex saving throws to halve the
dius of 5 feet per class level. Each round, the damage dealt by that attack.
storm has one of the following effects: driving Deflection Aura (Su): Starting at 1st level,
rain (4 on all Perception checks and ranged attack once per day, you can emit a 20-foot-radius aura
rolls), howling winds (8 on Fly skill checks and ranged for a number of rounds equal to your class level.
attack rolls), heavy snow (all terrain is considered diffi- Allies within the aura gain a +2 deflection bonus to
cult), or lightning bolt (as call lightning). Other effects AC and combat maneuver defense.
depending on the weather might also apply (at the Deflective Shield (Ex): Starting at 2nd level,
GM's discretion). You choose which effect takes place you gain a bonus to touch AC. This bonus equals 1
each round, but no effect may be repeated on the fol- + one-fourth your class level or the shield bonus to
lowing round. AC provided by the shield that you are currently
Death Ward (Sp): Starting at 6th level, you can carrying (including any enhancement bonus
perform a short ritual that grants you the benefits of that shield has), whichever is less.
death ward, using your class level as your caster lev- Deft Doublestrike (Ex): Starting at 17th
el. Performing this ritual takes 1 minute and uses 4 level, when you hit an opponent with two or more
flasks of holy water. You can protect only yourself with weapons during the same action, you can make a dis-
this ability. arm or sunder attempt (or trip, if one or both weapons
Deep Pockets (Ex): Starting at 6th level, you may carry can be used to trip) against that opponent as an imme-
unspecified equipment worth up to 100 gp per two class levels. diate action that does not provoke attacks of opportunity.
This can be any kind of gear that can reasonably fit into a back- Deft Palm (Ex): Starting at 2nd level, you can make a
pack, including potions and scrolls (but not any other sort of Sleight of Hand check to conceal a weapon while holding it in
magic item). As a full-round action, you may dig through your plain sight, even while you are being observed.
pockets to retrieve an item you specify at that time, deducting Deft Shield (Ex): Starting at 7th level, the armor check
its value from the allocated amount of cost. This item cannot and attack roll penalties you take for using a tower shield are
weigh more than 10 pounds. When the total remaining cost reduced by 1.
reaches 0, you can retrieve no more items until you refill your Starting at 11th level, you can gain this talent a second
deep pockets by spending a few hours and an amount of gold time. If you do, the armor check and attack roll penalties you

33
Custom Class Builder

take for using a tower shield are reduced by an additional 1. on a single item or individual within 60 feet and determine if it
Demoralizing Glory (Su): Starting at 10th level, as a is lawful, learning the strength of its aura as if having studied it
swift action, when you successfully damage an opponent with a for 3 rounds. While focusing on one individual or object, you
melee attack or attack spell, you can spend one use of heroic do not detect law in any other object or individual within
effort to attempt to demoralize that opponent with the Intimi- range.
date skill using your ranks in Intimidate or your class level, Detect Magic (Sp): Starting at 1st level, you gain the abil-
whichever is higher. ity to detect magic at will.
Destructive Attacks (Su): Starting at 1st level, as a Detect Undead (Su): Starting at 1st level, you can use de-
standard action, you can spend one use of heroic effort and tect undead, as the spell, at will. You can, as a move action, con-
touch an ally to bless it with the power of destruction. For 1 centrate on a single corpse or individual within 60 feet and de -
minute, the ally gains a morale bonus on weapon damage rolls termine if it is undead, learning the strength of its aura as if
equal to half your class level (minimum 1). having studied it for 3 rounds. While focusing on one corpse or
Destructive Aura (Su): Starting at 8th level, while using individual, you do not detect undead in any other corpse or in-
sustained effort (see page 24), you can focus on this talent as a dividual within range.
standard action. Your focus on this talent ends if you stop using Devastating Blow (Ex): Starting at 19th level, as a stan-
sustained effort. While focused on this talent, you emit a 30- dard action, you may make a single melee attack with a two-
foot aura of destruction. All attacks made against targets in this handed weapon at a 5 penalty. If the attack hits, it is treated as
aura (including you) gain a morale bonus on damage equal to a critical threat. Special weapon abilities that activate only on a
1/2 your class level and all critical threats are automatically critical hit do not activate if this critical hit is confirmed.
confirmed. Dimensional Slide (Su): Starting at 1st level, once per
Destructive Smite (Su): Starting at 1st level, whenever round as part of a move or withdraw action, you can expend
you make a melee attack, you can spend one use of heroic ef- one use of heroic effort to create a dimensional crack that you
fort to gain a morale bonus on damage rolls for that attack can step through to reach another location, allowing you to
equal to 1/2 your class level (minimum 1) if that attack hits. move up to 10 feet per class level to any location you can see.
You must declare the destructive smite before making the at- This counts as 5 feet of movement. You do not provoke attacks
tack. of opportunity when moving in this way, but any other move-
Detect Alignment (Sp): Starting at 3rd level, you can de- ment you attempt as part of your move action provokes as nor-
tect your opposed alignment. As a move action, you can focus mal.
on a single item or creature within 60 feet and determine Dimensional Steps (Sp): Starting at 8th level, as a stan-
whether it possesses the opposed alignment, as detect dard action, you can teleport to another location. Each day, you
chaos/evil/good/law, learning the strength of the aura as if you can travel up to 30 feet per class level in this manner. This tele-
had studied it for 3 rounds. You do not detect alignment in any portation must be used in 5-foot increments and such move-
other object or creature when using this ability in this way. ment does not provoke an attack of opportunity. You can bring
Detect Chaos (Sp): Starting at 1st level, you can use de- other willing creatures with you, but you must expend an equal
tect chaos, as the spell, at will. You can, as a move action, con- amount of distance for each additional creature brought with
centrate on a single item or individual within 60 feet and de- you.
termine if it is chaotic, learning the strength of its aura as if Discern Lies (Sp): Starting at 4th level, while using sus-
having studied it for 3 rounds. While focusing on one individu- tained effort (see page 24), you can focus on this talent as an
al or object, you do not detect chaos in any other object or indi- immediate action. Your focus on this talent ends if you stop us-
vidual within range. ing sustained effort. While focused on this talent, you gain the
Detect Evil (Sp): Starting at 1st level, you can use detect benefits of a discern lies spell.
evil, as the spell, at will. You can, as a move action, concentrate Dispelling Attack (Sp): Starting at 4th level, once per day
on a single item or individual within 60 feet and determine if it as a standard action, you can make a melee or ranged attack
is evil, learning the strength of its aura as if having studied it against an opponent, and if you hit, you can affect that oppo-
for 3 rounds. While focusing on one individual or object, you nent as if you had cast dispel magic, using the targeted dispel
do not detect evil in any other object or individual within range. option. If you miss, this ability is wasted. Use your class level as
Detect Good (Sp): Starting at 1st level, you can use detect the caster level of the dispel magic effect.
good, as the spell, at will. You can, as a move action, concen- Dispelling Strike (Su): Starting at 8th level, as a swift ac-
trate on a single item or individual within 60 feet and deter- tion, you can spend one or more uses of heroic effort to imbue
mine if it is good, learning the strength of its aura as if having your weapon with a special power. If the weapon strikes a
studied it for 3 rounds. While focusing on one individual or ob- creature within the next minute, that creature is the subject of
ject, you do not detect good in any other object or individual a targeted dispel magic using your level as the caster level, ex-
within range. cept this effect cannot dispel a spell of a level higher than the
Detect Law (Sp): Starting at 1st level, you can use detect number of uses of heroic effort expended to activate this ability
law, as the spell, at will. You can, as a move action, concentrate (treat higher-level spells as if they do not exist and apply the

34
Eric Morton Presents

dispel attempt to the remaining spells with the highest caster or kills you.
level). Once the strike is made, the power dissipates, even if the Divine Retribution (Sp): Starting at 1st level, as a stan-
dispel attempt is unsuccessful. dard action, you can spend one use of heroic effort and point at
Disruption (Su): Starting at 1st level, as a standard ac- one creature within 30 feet to indicate that it is the target of di-
tion, you can spend one use of heroic effort to make a melee vine wrath. A mishap or an accident appropriate to the envi-
touch attack that can place a disruptive field around the target. ronment occurs, such as a branch falling on the creature, rocks
While the field is in place, the target must make a concentra- falling from the ceiling, or some other nonmagical misfortune;
tion check to cast any spell or to use a spell-like ability in addi- regardless of the cause, the mishap deals 1d6 points of damage
tion to any other required concentration checks. The DC of this + 1 point for every two class levels you possess (Reflex half).
check is equal to 15 + twice the spell's level. If the check is The GM decides whether this damage is bludgeoning, piercing,
failed, the target's spell is wasted. This field lasts for a number or slashing damage.
of rounds equal to 1/2 your class level (minimum 1). Divine Wrath (Sp): Starting at 8th level, whenever you
Disruptive (Ex): At 6th level, you gain Disruptive as a confirm a critical hit, you may sacrifice a prepared 1st-level
bonus feat, even if you do not meet its normal prerequisite. spell or available 1st-level spell slot to invoke doom upon the
Distraction (Ex): Starting at 8th level, whenever you are target as an immediate action (using your caster level). The
detected while using Stealth, you can immediately attempt a save DC is increased by +2 if your weapon has a 3 damage
Bluff skill check opposed by the Sense Motive skill of the crea- multiplier, or by +4 if it is 4. You can also use this ability in re -
ture that spotted you. If this check succeeds, the target as- sponse to being critically hit, even if the attack incapacitates or
sumes that the noise was something innocent and disregards kills you.
the detection. This only functions if the creature cannot see Diviner's Fortune (Sp): Starting at 1st level, as a stan-
you. This ability can only be used once during a given Stealth dard action, you can spend one use of heroic effort and touch
attempt. If the same creature detects your presence again, the any creature to give it an insight bonus on all of its attack rolls,
ability has no effect. skill checks, ability checks, and saving throws equal to 1/2
Divine Grace (Su): Starting at 2nd level, you add your your class level (minimum +1) for 1 round.
Charisma bonus (if any) to all saving throws. Double Tricks (Ex): Starting at 13th level, when you per-
Divine Health (Ex): Starting at 2nd level, you are im- form a dirty trick combat maneuver, you may apply two differ-
mune to all diseases, including supernatural and magical dis- ent conditions to your target instead of one. Each condition re-
eases. quires a separate action to remove.
Divine Judgment (Sp): Starting at 12th level, whenever Starting at 17th level, you can gain this talent a second
your melee attack reduces a creature to 1 or fewer hit points, time. If you do, when you perform a dirty trick combat maneu-
you may sacrifice a prepared 2nd-level spell or available 2nd- ver, you may apply three different conditions to your target in-
level spell slot to invoke death knell upon the target as an im- stead of one or two. Each condition requires a separate action
mediate action (using your caster level). This does not count as to remove.
an evil act. The save DC increases by +2 if your weapon has a Doublestrike (Ex): Starting at 9th level, you may, as a
3 critical multiplier, or by +4 if it is 4. standard action, make one attack with both your primary and
Divine Presence (Su): Starting at 8th level, while using secondary weapons. The penalties for attacking with two
sustained effort (see page 24), you can focus on this talent as a weapons apply normally.
standard action. Your focus on this talent ends if you stop using Driver's Fortitude (Ex): Starting at 3rd level, if you drop
sustained effort. While focused on this talent, you emit a 30- below 0 hit points while driving a vehicle but are not dead, you
foot aura of divine presence. All allies within this aura are can attempt a DC 15 Fortitude save each round to remain con-
treated as if under the effects of a sanctuary spell with a DC scious and in control of your vehicle, though you may take no
equal to 10 + 1/2 your class level + your Wisdom modifier. If other actions.
an ally leaves the area or makes an attack, the effect ends for Eat Sin (Sp): Starting at 1st level, you may eat the sins of
that ally. If you make an attack, the effect ends for you and your an enemy you killed by spending 1 minute adjacent to a corpse.
allies. This provokes attacks of opportunity. You can rush this ritual,
Divine Prison (Su): Starting at 8th level, once per day performing it as a full-round action that provokes attacks of
upon making a successful melee attack, you can affect your tar- opportunity, but you only gain half the normal benefit.
get with hold monster (Will negates). When you eat an enemy's sins, you heal a number of
Divine Retaliation (Sp): Starting at 14th level, whenever points of damage equal to 1d8 + your class level (maximum
you confirm a critical hit, you may sacrifice a prepared 3rd-lev- +5). The enemy must have been killed by you within the last
el spell or available 3rd-level spell slot to invoke bestow curse hour, it must have had at least as many Hit Dice as half your
upon the target as an immediate action (using your caster lev- level, and it must have had an Intelligence score of 3 or higher.
el). The save DC increases by +2 if your weapon has a 3 criti- You can use this ability once for each enemy you kill.
cal multiplier, or by +4 if it is 4. You can also use this ability in At 5th level, the amount of healing you gain increases to
response to being critically hit, even if the attack incapacitates 2d8 plus your class level (maximum +10); at 9th level, it in-

35
Custom Class Builder

creases to 3d8 + your class level (maximum +15); and at 13th character level. You can suppress or resume this protection as
level, it increases to 4d8 + your class level (maximum +20). a standard action. If dispelled, you cannot resume the nonde-
Starting at 6th level, you can gain this talent a second tection for 1d4 rounds.
time. If you do, within 10 minutes of using it to eat an enemy's Empowered Magic (Su): Starting at 6th level, you can
sins, you can ask the remnants of the enemy's soul questions as cast one spell per day as if it were modified by the Empower
if using speak with dead, with a caster level equal to your class Spell feat. This does not increase the casting time or the level of
level. You do not need the enemy's corpse to use this ability the spell.
(you can eat sin, move away from the corpse, then use speak Enchanting Riposte (Su): At 20th level, whenever you
with dead), though the soul gets a saving throw just as a corpse succeed at a saving throw against a spell of the enchantment
would. school, that spell is reflected back at its caster, as per spell turn-
Elaborate Defense (Ex): Starting at 13th level, if you ing.
choose to fight defensively or use total defense in melee com- Enchanting Smile (Su): Starting at 1st level, you gain a
bat, you gain an additional +3 dodge bonus to AC. +2 enhancement bonus on Bluff, Diplomacy, and Intimidate
Elemental Focus (Su): When you gain this talent, select skill checks. This bonus increases by +1 for every five class lev-
one element: air, earth, fire, or water. Starting at 1st level, if you els you possess, up to a maximum of +6 at 20th level.
prepare spells, you can prepare one additional spell per day of Energy Absorption (Su): Starting at 6th level, you gain
each level you can cast, but it must have the elemental descrip- an amount of energy absorption equal to 3 times your class
tor of your chosen element. In addition, any spell you prepare level per day. Whenever you take energy damage, apply immu-
from the opposite elemental school (air opposes earth, fire op- nity, vulnerability (if any), and resistance first and apply the
poses water) counts as two prepared spells. rest to this absorption, reducing your daily total by that
Elemental Manipulation (Su): Starting at 8th level, amount. Any damage in excess of your absorption is applied to
while using sustained effort (see page 24), you can focus on you normally.
this talent as a standard action. Your focus on this talent ends if Energy Immunity (Ex): At 20th level, select acid, cold,
you stop using sustained effort. While focused on this talent, electricity, fire, or sonic. You can change this selection once per
you emit a 30-foot aura that transforms magical energy. Each day by concentrating for 15 minutes. You can do this as part of
time you focus on this talent, choose an energy type from acid, preparing spells or regaining expended spell slots. You gain im-
cold, electricity, and fire, and a second type to transform it into. munity to the energy type you most recently selected with this
Any magical source of energy of this type within the aura and talent.
with a caster level equal to or less than your class level is al- Energy Reflection (Su): Starting at 12th level, as an im-
tered to the second chosen energy type. This includes super- mediate action, you can spend one or more uses of heroic ef-
natural effects from creatures with Hit Dice no greater than fort to reflect a spell that deals acid, cold, electricity, or fire
your caster level. For example, you could transform a white damage back at its caster. This functions as spell turning
dragon's frigid breath weapon (a supernatural ability), but not against a targeted spell that deals one of the indicated damage
a fire elemental's fiery touch (an extraordinary ability). If an ef- types, but only if the targeted spell is of a level equal to or low-
fect lies only partially within your aura, only the portions with- er than the number of uses of heroic effort expended. If insuffi -
in the aura are transformed. cient uses are expended, you instead grant an insight bonus on
Elemental Movement (Su): When you gain this talent, any saving throws allowed by the spell, equal to the number of
select one element: air, earth, fire, or water. Starting at 14th uses spent. As long as you spend at least one use of heroic ef-
level, you gain a new or enhanced speed based on your chosen fort to activate this talent, you may expend rounds of elemental
element. Air grants a fly speed of 90 feet (average maneuver- assault (if you have that ability) as if they were uses of heroic
ability), earth grants a burrow speed of 30 feet, fire grants a in- effort. For example, you could spend one use of heroic effort
crease of 30 feet to base land speed, and water grants a swim and 3 rounds of elemental assault to reflect a spell of 4th-level
speed of 60 feet. or lower.
Elemental Wall (Sp): Starting at 8th level, while using Energy Resistance (Ex): When you gain this talent, se-
sustained effort (see page 24), you can focus on this talent as a lect acid, cold, electricity, fire, or sonic. You can change this se-
standard action. Your focus on this talent ends if you stop using lection once per day by concentrating for 15 minutes. You can
sustained effort. Whenever you focus on this talent, you create do this as part of preparing spells or regaining expended spell
a wall of energy that lasts for as long as you maintain your fo- slots. Starting at 1st level, you gain resistance 5 to the energy
cus on this talent. This wall deals acid, cold, electricity, or fire type you most recently chose with this talent. At 11th level, this
damage, as chosen by you when the wall is created. It other- resistance increases to 10.
wise functions like wall of fire, using your class level as your ef- Energy Resistance Boost (Su): Starting at 2nd level, as a
fective caster level. swift action, you can expend one use of heroic effort or 1 round
Elude Detection (Sp): Starting at 12th level, you can be- of elemental assault (if you have that ability) to increase all of
fuddle divinations used against you as if you were under the ef- your existing energy resistances by +5 for 1 round.
fect of a nondetection spell with a caster level equal to your Energy Shield (Su): Starting at 1st level, as a standard

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Eric Morton Presents

action, you can expend one use of heroic effort to choose an en- primary target of the pool strike, including increased damage
ergy type: acid, cold, electricity, fire, or sonic. You gain resis- on a critical hit.
tance 10 against that energy type for 1 minute per class level. Energy Strike, Clinging (Su): Starting at 8th level, you
This protection increases by 5 for every five class levels you gain the benefit of the energy strike talent. If you already have
possesses (up to a maximum of 30 at 20th level). that talent, when using energy strike, you can expend one addi-
Starting at 10th level, you can gain this talent a second tional use of heroic effort. If you do, a single target of your pool
time. If you do, whenever you are using it and it prevents 10 or strike takes energy damage as normal from the pool strike and
more points of damage, you can absorb a portion of that ener- also takes half this amount of damage at the beginning of its
gy and use it to fuel your talents. After absorbing the energy, turn on the following round.
you can expend that energy as if it Energy Strike, Thunderous (Su): Starting at 6th level,
was a single use of heroic effort, you gain the benefit of the energy strike talent. If you already
except you can only use it to ac- have that talent, when using energy strike, you can expend one
tivate one of your talents additional use of heroic effort to have your energy strike deal
that deals the same sonic damage (instead of any other damage type) and deaf-
type of energy damage ens a single target for 1 round (DC 10 + 1/2 your level +
as the type your shield your Intelligence modifier).
absorbed (if any). You Enhance Healing (Su): Start-
must use this energy ing at 2nd level, a number of
within 1 minute or it times per day equal to your
is lost. You do not gain Charisma modifier, you
more than one such use of can cause any healing ef-
energy per round, and you fect from a spell comple-
cannot store more than one tion or spell trigger item

Illustration by Matt Morrow


use of this energy at a time. to function at a caster lev-
Energy Strike (Su): Start- el equal to your class lev-
ing at 2nd level, as a standard el.
action, you can ex- Enhanced Mobility
pend one use of hero- (Ex): Starting at 9th lev-
ic effort to charge your el, when wearing light or
free hand with energy. no armor and not using a
You can make a melee shield, you gain a +4 talent
touch attack with that bonus to AC against attacks
hand as a free action of opportunity caused when
as part of activating you move out of a threatened
this ability. If the square.
touch attack hits, Equal Opportunity (Ex):
it releases the Starting at 13th level, when you
charge and deals make an attack of opportunity,
2d6 points of ener- you may attack once with both
gy damage (acid, cold, your primary and secondary weapons.
electricity, or fire, cho- The penalties for attacking with two
sen when you spend the weapons apply normally.
use of heroic effort to acti- Eschew Materials: You gain Es-
vate this ability). You can use chew Materials as a bonus feat.
this ability with the spellstrike talent. If you miss with this at- Esoteric Scholar (Ex): Starting at 1st level, you may at-
tack, you can hold the charge for up to 1 minute before it dissi- tempt any Knowledge skill check, even if you are not trained in
pates. At 6th level, and every three levels thereafter, the that Knowledge skill.
amount of damage dealt by this attack increases by 1d6. Evasion (Ex): Starting at 2nd level, whenever you make a
Energy Strike, Arcing (Su): Starting at 12th level, you successful Reflex saving throw against an attack that normally
gain the benefit of the energy strike talent. If you already have deals half damage on a successful save, you instead takes no
that talent, when using energy strike, you can expend one addi- damage. Evasion can be used only if you are wearing light ar-
tional use of heroic effort. If you do so and your attack hits, you mor or no armor. You do not gain the benefit of evasion if you
can target a number of enemies within 15 feet equal to your In - are helpless.
telligence modifier (minimum 0) with a ranged touch attack as Starting at 10th level, you can take this talent a second
a free action. Those struck take the same energy damage as the time to gain the improved evasion ability: whenever you fail a

37
Custom Class Builder

Reflex saving throw against an attack that normally deals half number of additional rounds equal to 1/2 your class level after
damage on a successful save, you take only half damage from you stop maintaining concentration (minimum +1 round).
that attack. Improved evasion can be used only if you are wear- Extra Skills: You treat all skills as class skills. In addition,
ing light armor or no armor. You do not gain the benefit of im- if you gained this talent on class level 1st, you gain 2 additional
proved evasion if you are helpless. skill ranks per level.
Evasive Archer (Ex): Starting at 13th level, you gain a +2 Eye Gouge (Ex): Starting at 13th level, if you confirm a
dodge bonus to AC against ranged attacks. At 17th level, this critical hit with your unarmed strike or begin your turn grap-
bonus increases to +4. pled, you may attempt a dirty trick maneuver to blind your tar-
Ever Ready (Ex): Starting at 6th level, you are never con- get as a swift action that does not provoke attacks of opportu-
sidered an unaware combatant and are always able to act in nity. A target more than one size category larger is unaffected.
the surprise round. You are still flat-footed in the surprise Eyes of Battle (Su): Starting at 2nd level, as a swift ac-
round until you act. tion, you can spend one use of heroic effort to grant yourself a
Expanded Spell List (Ex): When you first gain this talent, +10 insight bonus on Perception checks made to notice and
choose one school of magic or choose any one 1st-level spell. pinpoint invisible creatures within 30 feet for 1 round. The
For the purpose of this talent, use the highest spell level listed first attack you make while this bonus is in effect ignores the
for any spell that has more than one possible spell level. effects of cover or partial cover (but not total cover).
If you chose a school of magic with this talent, starting at Faith Healing (Su): Starting at 8th level, any cure spells
2nd level, you treat all 1st-level sorcerer/wizard spells of the you cast on yourself are automatically empowered as if by the
chosen school as if they appeared on all spell lists; you can Empower Spell feat, except they do not use higher spell level
learn and cast those spells any time you could learn and cast slots or an increased casting time. If you target yourself with a
spells of the same level from any spell list. Each additional time cure spell that affects multiple creatures, this ability only ap-
you gain this talent, you treat all sorcerer/wizard spells of the plies to yourself. At 13th level, these healing spells are maxi-
next highest level as if they appeared on all spell lists. mized rather than empowered.
If you choose a 1st-level spell with this talent, starting at Fame (Ex): Starting at 2nd level, when you begin a per-
2nd level, you treat that spell as if it appeared on all spell lists; formance combat, you always starts with at least 1 victory
you can learn and cast that spell any time you could learn and point. If you already have victory points, you gain 1 extra victo-
cast a spell of its level from any spell list. Each additional time ry point. At 10th level, you start out with at least 2 victory
you gain this talent, you choose any one spell of the next high - points. If you already have victory points, you gain 2 extra vic-
est level and treat that spell as if it appeared on all spell lists. tory points.
In addition, each time you choose a spell with this talent, Far Shot: You gain Far Shot as a bonus feat, even if you do
if you are able to cast spells of that level, you gain that spell as not meet the prerequisite.
an additional spell known for each of your spellcasting class Fast Getaway (Ex): Starting at 2nd level, after successful-
features you can use to cast spells of that level. You do not gain ly making a sneak attack or Sleight of Hand check, you can
additional spells known in this manner if you chose a school of spend a move action to take the withdraw action. You can move
magic with this talent instead of choosing a spell. no more than your speed during this movement.
You can gain this talent more than once, gaining the addi- Fast Healing (Su): Starting at 2nd level, as a standard ac-
tional benefits described above. tion, you can spend one use of heroic effort and expend a spell
Expert Leaper (Ex): Starting at 1st level, when making slot of at least 2nd level to grant your allies the fast healing
Acrobatics checks to jump, you are always considered to have a ability. Allies within 30 feet gain fast healing equal to 1/2 the
running start and you gain a talent bonus on the roll equal to level of the spell slot sacrificed. This effect lasts for a number of
your class level. Also, when you deliberately fall, a DC 15 Acro- rounds equal to your Charisma modifier (minimum 1).
batics check allows you to ignore the first 20 feet fallen, instead Fast Picks (Ex): Starting at 1st level, you can use the Dis-
of the first 10 feet. For every 5 by which your check exceeds the able Device skill to attempt to open a lock as a standard action
DC, you can ignore another 10 feet of distance fallen. instead of a full-round action.
Exploit Weakness (Ex): Starting at 14th level, whenever Fast Stealth (Ex): Starting at 1st level, you can move at
you score a critical hit, you ignore any damage reduction the full speed using the Stealth skill without penalty.
target might have. In addition, if the target has regeneration, Fast Tumble (Ex): Starting at 10th level, when you use
the creature loses regeneration on the round following the crit- Acrobatics to move at full speed through a threatened square
ical hit and can die normally during that round. Creatures without provoking an attack of opportunity, the DC of the Acro-
whose regeneration always functions are immune to this abili- batics check does not increase by 10.
ty. Finally, if you deal energy damage to a creature with vulner- Fearless (Su): At 8th level, you become immune to fear.
ability to that energy type, you deal +1 point of damage per die Fight as One (Su): Starting at 10th level, for 1 minute,
rolled. whenever you make a successful melee or ranged attack
Extended Illusions (Su): Starting at 1st level, any illu- against a foe, allies within 10 feet of you gain a +2 insight
sion spell you cast with a duration of concentration lasts a bonus on attacks of the same type you made against that foe

38
Eric Morton Presents

melee attacks if you made a melee attack, or ranged attacks if time. If you do, whenever you use it, you can expend two uses
you made a ranged attack. If you score a critical hit, this bonus of heroic effort when using this talent instead of one. Whenev-
increases to +4 until the start of your next turn. er you do so, each target catches on fire if it fails its saving
Filch (Ex): Starting at 4th level, you gain Improved Steal throw. Until the fire is extinguished, the target takes 3d6 points
as a bonus feat, even if you do not meet the prerequisite, and of fire damage at the start of each of its turns. The target can
you can use your Sleight of Hand bonus instead of your CMB attempt a Reflex saving throw as a full-round action to extin-
when performing a steal combat maneuver. If you gain bonuses guish the flames. Applying at least 1 gallon of water to the tar-
on combat maneuver checks from any feats, spells, magic get automatically extinguishes the flames.
items, or similar effects, they are added to your Sleight of Hand Fleet Footed (Ex): Starting at 15th level, your speed in-
bonus when using the steal maneuver. creases by 10 feet and you can take 10 on Acrobatics checks
Starting at 8th level, you can gain this talent a second even while distracted or threatened. In addition, as a free ac-
time. If you do, you gain Greater Steal as a bonus feat, even if tion you can take when making an Acrobatics check, you can
you do not meet the prerequisites, and opponents do not gain a spend four uses of heroic effort to take 20 on that check.
+5 bonus to their CMD when you try to remove items fastened Flexible Flanker (Ex): Starting at 9th level, you may
to them. choose any square adjacent to you and treat that square as
Final Vengeance (Su): Starting at 8th level, once per day, your location for determining who you are flanking, even if
you can make one melee attack against an opponent within that square is occupied by a creature, object, or solid barrier.
reach in response to an attack that would reduce you to nega- Flurry of Stars (Ex): Starting at 2nd level, as a swift ac-
tive hit points. Once your attack is resolved, you suffer the nor- tion before making a full attack with shuriken, you can spend
mal effect of the attack that provoked this ability. Effects that one use of heroic effort. If you do, during that full attack attack,
kill you or do not reduce you to negative hit points (such as you can throw two additional shuriken at your highest attack
ability damage or drain, negative levels, and disintegrate) do bonus, but all of your shuriken attacks are made at a 2 penal-
not trigger this ability. ty, including the two extra attacks.
Finesse Targeting (Ex): When you gain this talent, se- Flying Dodger (Ex): Starting at 9th level, whenever you
lected one specific type of ranged weapon (such as hand cross- have a fly speed and fly at least half your fly speed on your
bow or longbow). Starting at 3rd level, you can focus on this turn, you gain a +1 dodge bonus to AC for 1 round. This bonus
talent as a free action (see page 24). While focused on this tal- increases to +2 at 11th level and +4 at 17th level.
ent and attacking with a weapon you selected with this talent, Foil Scrutiny (Ex): Starting at 1st level, you are able to
you gain a bonus on damage rolls equal to your Dexterity mod- obscure your thoughts and intentions. You gain a +2 talent
ifier, and you may treat that weapon's critical multiplier as x3 if bonus on all Bluff and Disguise checks, as well as a +4 talent
it would otherwise be x2 (after applying all other modifiers). If bonus on Will saving throws to resist mind-reading spells and
the weapon belongs to the firearm weapon group and you mis- effects (such as detect thoughts and discern lies).
fire, your misfire chance improves by 2 instead of 4. At 13th Follow Clues (Ex): Starting at 1st level, you can use Per-
level, you never misfire with that type of firearm. ception to follow tracks as per the Survival skill.
At 7th, 11th, and 15th level, you can gain this talent one Fool Casting (Su): Starting at 14th level, you can trick an
additional time, selecting a different type of weapon each time. opponent into believing that you have been charmed or
Finesse Training (Ex): When you gain this talent, choose dominated. When you succeed at a saving throw against a
one specific type of weapon that can be used with the Weapon magical effect that provides ongoing control (such as charm
Finesse feat (such as dagger or rapier). Starting at 3rd level, person, dominate person, or a vampire's dominate ability), you
you can focus on this talent as a free action (see page 24). can allow the spell to take partial effect. To the caster, it
While focused on this talent and attacking with a weapon you appears that you failed your saving throw, but you are not
selected with this talent, you can use your Dexterity modifier under the caster's control. If the spell provides a telepathic
in place of your Strength modifier when rolling damage, and link, it functions normally, but you are under no obligation to
can treat that weapon's critical modifier as x3 if it would other- follow the caster's commands. You can dismiss a fooled spell as
wise be x2 (after applying all other modifiers). a standard action. Fooled casting can be used when you
At 7th, 11th, and 15th level, you can gain this talent one succeed at a subsequent saving throw against an ongoing
additional time, selecting a different type of weapon each time. effect, such as that granted by slippery mind.
Flame Arc (Su): Starting at 1st level, as a standard action, Forbidden Lore (Ex): You can cast spells of an alignment
you can expending one use of heroic effort to create a 30-foot opposed to yours or your deity's.
line of flame that deals 1d6 points of fire damage + your Force of Will (Su): Starting at 1st level, you can send
Charisma modifier, plus an additional 1d6 points of fire dam- thoughts and instructions telepathically to any creature within
age for every two levels beyond 1st (to a maximum of 10d6 at 60 feet that you have charmed or dominated as though you
19th level) to each target in the line. Creatures in the area of ef- shared a common language. At 11th level, affected creatures
fect may attempt a Reflex saving throw to halve the damage. can communicate back to you via the telepathic link as well.
Starting at 10th level, you can gain this talent a second Force Strike (Su): Starting at 1st level, as a standard ac-

39
Custom Class Builder

tion, you can expend one use of heroic effort to unleash a burst Handle Animal, and Ride to your list of class skills, and gain a
of force. This attack automatically strikes one target within 30 talent bonus equal to your level (maximum +10) on all drive
feet (as magic missile) and deals 1d4 points of force damage, checks.
plus 1 point of damage per class level. Spells and effects that Glib Lie (Su): Starting at 8th level, you can deceive truth-
negate magic missile also negate this effect. detecting magic. A creature using this sort of magic against you
Foretell (Su): Starting at 8th level, while using sustained must succeed on a caster level check against a DC of 15 + your
effort (see page 24), you can focus on this talent as a standard prestige class level to succeed (as if you were under the effect
action. Your focus on this talent ends if you stop using sus- of a glibness spell); failure means the magic doesn't detect your
tained effort. While focused on this talent, you emit a 30-foot lies or force you to speak only the truth. This ability does not
aura of fortune that aids your allies or hinders your enemies, give you the glibness spell's bonus on Bluff checks.
as chosen by you at the time you when you focused on this tal - Glorious Presence (Su): Starting at 1st level, as a
ent. If you choose to aid, you and your allies within your aura standard action, you can spend one use of heroic effort and
of fortune gain a +2 luck bonus on ability checks, attack rolls, touch an ally to grant it a glorious blessing. For 1 minute, the
caster level checks, saving throws, and skill checks. If you ally becomes mesmerizing to their foes. This functions as
choose to hinder, your enemies within your aura of fortune sanctuary, except if the ally attacks an opponent, this effect
take a 2 penalty on those rolls instead. ends with respect to only that opponent. This is a mind-
Forewarned (Su): Starting at 1st level, you can always affecting effect.
act in the surprise round even if you fail to make a Perception Grace (Ex): Starting at 9th level, you gain a +2 compe-
roll to notice a foe, but you are still considered flat-footed until tence bonus on all Reflex saving throws. This ability functions
you take an action. In addition, you receive a talent bonus on only when you are wearing light or no armor and not using a
initiative checks equal to 1/2 your class level (minimum +1). shield.
Fortification (Ex): Starting at 9th level, you treat any ar- Grant the Initiative (Ex): Starting at 8th level, you and
mor you wear as if it had the light fortification special ability. all allies within 30 feet may add your Wisdom bonus to your
This fortification does not stack in any way with armor that has initiative checks.
these special abilities. In these cases you take the better of the Grasp of Honesty (Su): Starting at 8th level, while using
two fortification special abilities. sustained effort (see page 24), you can focus on this talent as a
Starting at 13th level, you can gain this talent a second free action. Your focus on this talent ends if you stop using sus-
time. If you do, you treat any armor you wear as if it had the tained effort. While focused on this talent, any creature you are
moderate fortification special ability instead of the light fortifi- grappling or pinning is affected by zone of truth (Will negates).
cation ability. This fortification does not stack in any way with Outside of combat, you may use this ability by touching a tar-
armor that has these special abilities. In these cases you take get with both hands. The effect ends if you stop grappling, pin-
the better of the two fortification special abilities. ning, or touching the target.
Freedom's Call (Su): Starting at 8th level, while using Grave Touch (Sp): Starting at 1st level, as a standard ac-
sustained effort (see page 24), you can focus on this talent as a tion, you can spend one use of heroic effort to make a melee
standard action. Your focus on this talent ends if you stop using touch attack that causes a living creature to become shaken for
sustained effort. While focused on this talent, you emit a 30- a number of rounds equal to 1/2 your class level (minimum 1).
foot aura of freedom. Allies within this aura are not affected by If you touch a shaken creature with this ability, it becomes
the confused, grappled, frightened, panicked, paralyzed, frightened for 1 round if it has fewer Hit Dice than your class
pinned, or shaken conditions. This aura only suppresses these level.
effects, and they return once a creature leaves the aura or Greater Power Attack (Ex): Starting at 15th level, when
when the aura ends, if applicable. using Power Attack with a two-handed melee weapon, the
Freedom's Shout (Su): Starting at 10th level, as a swift bonus damage from Power Attack is doubled (+100%) instead
action, you can spend one use of heroic effort to emit a 30-foot of increased by half (+50%).
aura that allows all allies to ignore impediments to their mobil- Guarded Hearth (Su): Starting at 8th level, once per day,
ity and effects that cause paralysis (as freedom of movement) you can create a ward that protects a specified area. Creating
for 1 round. this ward takes 10 minutes of uninterrupted work. This ward
Frightening (Ex): Starting at 1st level, whenever you suc- has a maximum radius of 5 feet per 2 class levels you possess.
cessfully use Intimidate to demoralize a creature, the duration When the ward is completed, you designate any number of
of the shaken condition is increased by 1 round. In addition, if creatures inside its area. Should any other creature enter the
the target is shaken for 4 or more rounds, you can instead de- warded area, all of the selected creatures are immediately
cide to make the target frightened for 1 round. alerted (and awoken if they were asleep). The designated crea-
Frugal Trapsmith (Ex): Starting at 10th level, when you tures also receive a divine bonus (which does not stack with
construct a mechanical trap, you only pay 75% of the normal any sacred or profane bonus) equal to your Wisdom modifier
cost. on all saving throws and attack rolls while inside the warded
Getaway Artist (Ex): Starting at 1st level, you add Fly, area. This ward immediately ends if you leave the area. The

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Eric Morton Presents

ward lasts for 1 hour per class level. Hand of the Apprentice (Su): Starting at 1st level, as a
Guide the Battle (Ex): Starting at 8th level, you can di- standard action, you can spend one use of heroic effort to make
rect your allies into an advantageous position once per round a single attack using a melee weapon at a range of 30 feet. This
as a move action. Each ally (if physically able to) can move 5 attack is treated as a ranged attack with a thrown weapon, ex-
feet without expending an action. This movement does not cept that you add your Intelligence modifier on the attack roll
provoke attacks of opportunity. The allies must be able to see instead of your Dexterity modifier (damage still relies on
or hear you in order to make this movement and cannot be Strength). This ability cannot be used to perform a combat ma -
flat-footed. At 15th level, your allies can make this 5-foot move neuver.
and ignore difficult terrain. Hard Drive (Ex): Starting at 1st level, when driving a
Guileful Polyglot (Ex): Starting at 1st level, if vehicle that uses a group of animals or magical beasts
you have at least one rank in Linguistics, you gain four as muscle propulsion, the DCs of all driving checks are
additional languages. If you do not have any ranks in reduced by 2, the maximum speed of
Linguistics, you gain two additional languages. If you the vehicle increases by 10 feet, and
later gain ranks in Linguistics, you gain two addition- the acceleration increases by 5 feet.
al languages, to a total of four additional lan- Hard Minded (Ex): Starting at
guages above those granted by the Linguistics 10th level, you are hard to fool with
skill itself. mind-affecting effects. At the start of
Gunsmith: You gain Gunsmithing as a your turn, if you are still subject to any
bonus feat. In addition, you gain one of the mind-affecting spells or effects, you can
following firearms of your choice: blun- make a Will saving throw with a standard
derbuss, musket, or pistol. This weapon DC for the effect's level, and if you succeed
is battered, and only you know how to at the check, you are no longer sub-
use it properly. All other creatures treat ject to the mind-affecting effect. You
your gun as if it had the broken condi- can make this saving throw even

Illustration by Storn Cook


tion. If the weapon already has the broken against mind-affecting effects that normal-
condition, it does not work at all for anyone ly don't allow a saving throw. In those cas-
else trying to use it. This battered es, generate the saving throw as if the
weapon can only be sold for scrap spell or effect did allow a saving
(worth 20 gp). However, you can throw.
use the Gunsmithing feat to re- Hardbuckler (Ex): Starting at
store this battered firearm the 7th level, you may make shield bash
same way a gunslinger can use attacks with a buckler as if it were a
that feat to restore a battered light shield.
firearm. Hardy (Ex): Starting at 1st level,
Hail of Arrows (Su): Starting at 14th level, once you can go twice the normal num-
per day as a full-round action, you can fire an arrow at ber of days without water and
each and every target within range, to a maximum of triple the normal number of days
one target per two class levels you have earned. without food before feeling the ef-
Each attack uses the your primary attack bonus, fects of either thirst or starvation.
and each enemy may only be targeted by a single Harsh Training (Ex): You
arrow. gain a +4 talent bonus on saving
Hair's Breadth (Ex): Starting at 11th level, throws against effects that cause the ex-
you can attempt an Acrobatics check as an im- hausted, fatigued, or staggered conditions or temporary
mediate action to negate a confirmation role for penalties to ability scores.
a critical hit against you. The critical hit confirma- Hasted Assault (Su): Starting at 8th level, as a swift ac-
tion is negated (though the attack still hits and deals tion, you can expend one use of heroic effort to move more
normal damage) if the Acrobatics check is greater than the op- quickly. This functions as haste, but only targets you and lasts
ponents confirmation roll. for a number of rounds equal to your Intelligence bonus.
Hampering Hex (Su): Starting at 2nd level, as a standard Hateful Retort (Ex): Starting at 1st level, once per day, as
action, you can cause a creature within 30 feet to take a 2 an immediate action after you have been hit with a melee at-
penalty to AC and CMD for a number of rounds equal to your tack, you can make a melee attack against the creature that hit
class level. A successful Will saving throw reduces this to just 1 you. This melee attack is at your highest attack bonus.
round. At 8th level, the penalty becomes 4. Whether or not Haunting Refrain (Su): Starting at 4th level, you can use
the save is successful, a creature affected by this ability cannot a Perform (keyboard) or Perform (percussion) check in place
be the target of this ability again for 24 hours. of an Intimidate check to demoralize an opponent, with a tal-

41
Custom Class Builder

ent bonus equal to half your class level. In addition, you add a Honor Bound (Su): Starting at 1st level, as a standard ac-
proficiency bonus equal to 1 + one-fourth your class level to tion, you can spend one use of heroic effort and touch a crea-
the the saving throw DC of any fear effect you create. ture, granting it a new saving throw against each enchantment
Hawkeye (Ex): Starting at 2nd level, you gain a proficien- (charm) or enchantment (compulsion) effect that currently af-
cy bonus equal to 1 + one-fourth your class level on Perception fects it. If the saving throw is successful, the enchantment ef -
checks, and the range increment for any bow you use increases fect is ended. This power only affects effects that allow a save.
by 5 feet per point of this bonus. If you fail a save against such an effect, you can use this ability
Healing Grace (Su): Starting at 1st level, whenever you as an immediate action to grant yourself an additional save.
cast a spell that has targets, affects creatures in an area, or re- Once the target (either you or a touched creature) has made
quires an attack roll, you may heal creatures affected by the one additional save per effect, this ability has no further effect
spell a total of 1 point of damage per level of the spell. This on that particular enchantment effect.
healing may be spread out between the targets of the spell in Hordebreaker (Su): Starting at 10th level, when you hit
any way you choose. If you assign any of the healing to an un- an evil humanoid with an attack of opportunity, you deal an ad-
dead creature, it instead takes 1 point of damage for each point ditional 1d6 points of damage. In addition, if you have the holy
assigned. At 11th level, the amount of damage healed increases reach talent, you may make a number of additional attacks of
to 2 points of damage per level of the spell. This healing occurs opportunity per round equal to your Charisma bonus when us-
when the spell is cast and has no effect on creatures that enter ing that talent. This increase stacks with similar increases from
its area after the spell is in place. other sources such as Combat Reflexes.
At 20th level, you can gain this talent a second time. If you Ice Missile (Su): Starting at 1st level, as a standard ac-
do, the amount of damage healed by this talent increases to 3 tion, you can expend one use of heroic effort to unleash a freez-
points of damage per level of the spell. ing projectile as a ranged touch attack against any one target
Heart of Carnage (Su): Starting at 10th level, you can within 30 feet. If the attack hits, it deals 1d6 points of cold
spend one use of heroic effort and touch an ally to bless it for 1 damage + your Charisma modifier, plus an additional 1d6
minute. During this time, the ally gains a +4 insight bonus on points of cold damage for every two levels beyond 1st (to a
attack rolls made to confirm critical hits and has a 50% chance maximum of 10d6 at 19th level). In addition, the target is stag-
to treat any critical hit or sneak attack against it as a normal gered for 1 round. It can attempt a Fortitude saving throw to
hit. negate the staggered condition.
Heroic Defiance (Ex): At 9th level, you gain the Heroic Starting at 10th level, you can gain this talent a second
Defiance feat as a bonus feat if you do not have it already. If you time. If you do, you can expend two uses of heroic effort in-
already have this feat, you can choose any combat feat whose stead of one when using this talent. Whenever you do so, the
prerequisites you meet, instead. In addition, you may use the target is coated in rime if it fails its saving throw. As long as the
Heroic Defience feat one additional time per day for every four ice remains (typically 1 minute per level in a warm area), the
levels after 9th (to a maximum of 3 times per day at 19th target is entangled (although not anchored) and takes 1 point
level). of Dexterity damage at the start of each of its turns. The target
Heroic Recovery (Ex): At 5th level, you gain the Heroic can break free from the ice as a standard action by making a
Recovery feat as a bonus feat if you do not have it already. If Strength check with a DC equal to 10 + your Charisma modifier.
you already have this feat, you can choose any combat feat If the target takes more than 10 points of fire damage from a
whose prerequisites you meet, instead. In addition, you may single attack, the ice melts and the effect ends.
use the Heroic Recovery feat one additional time per day for Iconoclast (Ex): You gain a +2 talent bonus on saving
every four levels after 5th (to a maximum of 4 times per day at throws against effects originating from magic items and a +2
17th level). talent bonus to weapon damage rolls made against objects.
Hidden Mind (Sp): Starting at 16th level, you gain the Illuminating Touch (Sp): Starting at 1st level, as a
benefit of a constant mind blank spell at a caster level equal to standard action, you can spend one use of heroic effort and
your character level. You can suppress or resume this protec- touch a creature to give it an insight bonus equal to half your
tion as a standard action. If dispelled, you cannot resume the class level (minimum 1) on a single Will saving throw,
mind blank for 1d4 rounds. Knowledge check, Perception check, or Sense Motive check.
Hidden Weapons (Ex): Starting at 1st level, you can easi- This ability lasts for 1 hour or until the creature chooses to
ly conceal weapons on your body. You add your level on op- apply the bonus to a roll.
posed Sleight of Hand checks made to conceal a weapon. In ad- Imbue Arrow (Su): Starting at 8th level, you gain the
dition, you can draw hidden weapons as a move action, instead ability to place an area spell upon an arrow. When the arrow is
of as a standard action. fired, the spell's area is centered where the arrow lands, even if
High Jumper (Ex): Starting at 1st level, when you make a the spell could normally be centered only on the caster. This
high jump, the DC for that jump is half the normal DC. ability allows you to use your bow's range rather than the
Hold Breath (Ex): Starting at 1st level, you can hold your spell's range. A spell cast in this way uses its standard casting
breath for double the normal amount of time. time and you can fire the arrow as part of the casting. The

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Eric Morton Presents

arrow must be fired during the round that the casting is Affected allies gain a +2 insight bonus on attack rolls, AC, com-
completed or the spell is wasted. If the arrow misses, the spell bat maneuver defense, and skill checks for 1 round. This is a
is wasted. language-dependant mind-affecting effect.
Immediate Repositioning (Ex): Starting at 13th level, as Inspiring Word (Su): Starting at 1st level, as a standard
an immediate action, you can reposition your tower shield to action, you can spend one use of heroic effort and speak a few
another facing, but you cannot use this ability to interrupt an words to a creature within 30 feet that fill them with inspira-
attack. tion. You can grant that creature a +2 morale bonus on attack
Improved Aid (Ex): Starting at 3rd level, when you use rolls, ability checks, skill checks, or saving throws (your
the aid another action, you grant a +4 bonus, rather than the choice). This effect lasts for 1 minute.
normal +2. Intense Evocation (Su): Starting at 1st level, whenever
Improved Balance (Ex): Starting at 11th level, your at- you cast an evocation spell that deals hit point damage, add
tack penalties for fighting with two weapons are reduced by 1/2 your class level to the damage (minimum +1). This bonus
1. Alternatively, you may use a one-handed weapon in your off- only applies once to a spell, not once per missile or ray, and
hand, treating it as if it were a light weapon with the normal cannot be split between multiple missiles or rays. This bonus
light weapon penalties. damage is not increased by Empower Spell or similar effects.
Starting at 15th level, you can gain this talent a second This damage is of the same type as the spell.
time. If you do, the penalties you take for fighting with two Interference (Ex): Starting at 13th level, you can make a
weapons are reduced by an additional 1. If you are treating a disarm or trip combat maneuver against a target you threaten
one-handed weapon in your off hand as a light weapon, you as a move action to push your opponent off balance. If success-
use the full normal light weapon penalties. ful, the target becomes flat-footed. This condition lasts until
Improved Counterspell: You gain Improved Counter- the target takes damage from a melee or ranged attack or until
spell as a bonus feat. the beginning of your next turn, whichever comes first.
Increased Defense (Su): Starting at 1st level, as a stan- Invisibility Field (Sp): Starting at 8th level, while using
dard action, you can spend one use of heroic effort to grant sustained effort (see page 24), you can focus on this talent as a
yourself a +1 divine bonus (which does not stack with any sa- swift action. Your focus on this talent ends if you stop using
cred or profane bonus) to AC and on saving throws for 1 sustained effort. While focused on this talent, you are invisible,
minute. This bonus increases to +2 at 10th level and +3 at 20th as if using greater invisibility.
level. Iron Guts (Ex): Starting at 1st level, you gain a +4 talent
Indestructable (Ex): At 20th level, you gain complete im- bonus on all saving throws against ingested poisons and
munity to critical hits and sneak attacks while you are wearing against all spells and effects that cause you to be nauseated or
armor. In addition, unless your armor has the fragile armor sickened.
quality, it cannot be sundered while you are wearing it. Irresistible Advance (Ex): Starting at 15th level, you
Indomitable Steed (Ex): Starting at 19th level, you and gain a talent bonus on bull rush and overrun combat maneuver
your steed gain DR 5/ when you are mounted. checks when you are using a shield. The amount of this bonus
Inflexible Will (Ex): You gain a +4 talent bonus on saving depends on the type of shield you are using: +1 with a buckler,
throws against confusion and insanity effects and effects with +2 with a light shield, +3 with a heavy shield, or +4 with a tow-
the chaotic descriptor. er shield.
Inner Strength (Su): Starting at 6th level, once per day as Irresistible Demand (Sp): Starting at 8th level, as a stan-
a swift action, you may heal 1d6 points of damage for every dard action, you can spend one use of heroic effort to attempt
two class levels you possess. When you use this ability, you can to dominate a creature for 1 round as though using the domi-
also remove one of the following conditions from yourself: nate monster spell. The targeted creature must have a number
blinded, confused, dazzled, deafened, frightened, nauseated, of Hit Dice equal to or less than your class level, and it receives
shaken, sickened, or staggered. a Will saving throw to negate the effect. The DC is equal to 10 +
Inquisitor's Direction (Su): Starting at 1st level, as a free 1/2 your class level + your Intelligence modifier.
action at the start of your turn, you can spend one use of heroic Item Crafting: You can select one item creation feat
effort to enter a tranquil, reflective state and forgo all actions whose prerequisites you meet as a bonus feat.
(standard, move, swift, immediate, and free actions, including Jack-of-All-Trades (Ex): Starting at 4th level, you can use
attacks of opportunity) for that round; if you do, one ally of any skill untrained. Starting at 10th level, you treat all skills as
your choice within 30 feet gains the benefits of haste for 1 class skills. Starting at 16th level, you can take 10 on any skill
round. check, even if it is not normally allowed.
Inspiring Command (Su): Starting at 1st level, as a stan- Judicious Force (Su): Starting at 1st level, as an immedi-
dard action, you can spend one use of heroic effort to issue an ate action when you or an ally within 10 feet makes a critical
inspiring command to your allies. The inspiring command af- threat with a melee or ranged attack, you can spend one use of
fects one ally plus one additional ally for every three class lev- heroic effort to add +4 to the confirmation roll. This bonus
els you possess, all of whom must all be within 30 feet of you. does not stack with that provided by the Critical Focus feat.

43
Custom Class Builder

Justice's True Path (Sp): Starting at 1st level, as a Leaping Attack (Ex): Starting at 5th level, you can focus
standard action, you can spend one use of heroic effort and on this talent as a free action (see page 24). While focused on
touch a creature, granting an insight bonus on one attack roll, this talent, when you move at least 5 feet prior to attacking,
skill check, ability check, or saving throw of its choice before you gain a proficiency bonus equal to 1 + one-fourth your class
your next turn; this bonus is equal to half your class level level on melee attack rolls and damage rolls made with melee
(minimum 1) and is lost if not used within 1 round. weapons.
Knockback Smash (Ex): Starting at 11th level, when you Leaping Shot (Ex): Starting at 5th level, you can focus on
use your buckler to attack, you gain a bonus equal to the en- this talent as a free action (see page 24). While focused on this
hancement bonus of the buckler on both attack and damage talent or the leaping attack talent, when you move at least 5
rolls. feet prior to attacking, you gain a proficiency bonus equal to 1
Knockout (Ex): Starting at 3rd level, as part of making an + one-fourth your class level on ranged attack rolls and dam-
attack, you can spend four uses of heroic effort before making age rolls made with ranged weapons.
your attack roll. If you then hit with this attack and the target Leaping Lance (Ex): Starting at 15th level, you and your
takes damage from the blow, the target must succeed at a Forti- mount suffer no armor check penalty on Acrobatics checks
tude saving throw (DC = 10 + 1/2 your level + the higher of while you are mounted. When charging, you may jump from
your Strength or Dexterity modifier) or fall unconscious for your mount toward your target. If you jump 10 feet, your
1d6 rounds. Each round on its turn, the unconscious target charge modifiers on attack rolls and to AC are doubled and you
may attempt a new saving throw to end the effect as a full- are still considered mounted for lance damage, mounted com-
round action that does not provoke attacks of opportunity. bat feats, and so on.
Creatures immune to critical hits or nonlethal damage are im- Ledge Walker (Ex): Starting at 1st level, you can move
mune to this ability. along narrow, uneven, or slippery surfaces (such as ice) at full
Know Weakness (Ex): Starting at 19th level, you can au- speed using the Acrobatics skill without penalty. In addition,
tomatically confirm a critical hit once per round when you you are not flat-footed when using Acrobatics to move along
threaten a critical hit. such surfaces, and retain your Dexterity bonus to AC.
Lasting Poison (Ex): Starting at 2nd level, you can apply Liberation (Su): Starting at 1st level, you can spend one
poison to a weapon in such a way that it is effective for a num- use of heroic effort as a swift action to ignore impediments to
ber of successful attacks equal to your Dexterity modifier (min- your mobility and effects that cause paralysis (as freedom of
imum two) instead of one. The poison has a reduced effect, movement) for 1 round. You can activate this ability even if you
however, and saves made against the poison receive a +2 cir- are otherwise unable to take actions, but not if you are uncon-
cumstance bonus. Applying poison in this way requires a full- scious.
round action, or a standard action if you have the swift poison Liberty's Blessing (Sp): Starting at 1st level, as a
talent. standard action, you can spend one use of heroic effort and
Lay to Rest (Sp): Starting at 8th level, if you spend 1 touch willing creature to grant it a boon. A creature with this
minute performing no actions while adjacent to a corpse that boon can, as a swift action, make a saving throw against a
would rise as an undead (such as someone slain by a shadow, single spell or effect it is suffering from that grants a save. The
spectre, or vampire), you may choose to accept 1 temporary DC of the saving throw is equal to the original DC of the spell or
negative level to prevent that corpse from rising as an undead. effect. If the saving throw is successful, the effect ends. This
If you have the eat sin talent, you may instead activate this abil- boon lasts for 1 minute or until successfully used to remove a
ity as part of eating an enemy's sins. The negative level you spell or effect, whichever duration is shorter.
gain from using this talent automatically expires after 24 hours Life Sight (Ex): Starting at 1st level, while using sus-
if not removed before then and never becomes a permanent tained effort (see page 24), you can focus on this talent as a
negative level. At the GM's discretion, this ability may prevent a free action. Your focus on this talent ends if you stop using sus-
ghost from using its rejuvenation ability. tained effort. While focused on this talent, you gain the ability
Lead by Example (Su): Starting at 10th level, as a swift to tell whether or not creatures within 30 feet of you that you
action, you can spend one use of heroic effort to inspire your can see are living, wounded, dying, or dead. You can also tell if
allies to follow your lead. If the following action on your turn is those creatures are confused, disabled, diseased, nauseated,
an attack or skill check, all allies within 30 feet who take the poisoned sickened or staggered. Starting at 12th level, when
same action against the same foe or obstacle on their next turn using this ability, you are also able to sense living creatures
gain a +4 morale bonus on that roll. within 30 feet of you as if you had blindsight.
Leadership (Ex): At 8th level, you receive Leadership as Lightning Lance (Su): Starting at 1st level, as a standard
a bonus feat and gain a +2 bonus on your leadership score. action, you can expend one use of heroic effort to unleash a
Leap from the Saddle (Ex): Starting at 7th level, after lance of lightning as a ranged touch attack against any one tar-
your mount takes a single move, you may attempt a fast dis- get within 30 feet. If the attack hits, it deals 1d6 points of elec-
mount (DC 20 Ride check). If you succeed, you can take a full tricity damage + your Charisma modifier, plus 1d6 points of
attack action. electricity damage for every two levels beyond 1st (to a maxi-

44
Eric Morton Presents

mum of 10d6 at 19th level). The target's vision is also im- treat your caster level as 2 higher than normal, and the DCs of
paired, causing the target to treat all creatures as if they had any saving throws associated with the spell increase by 2. You
concealment (20%) for 1 round. It can attempt a Fortitude sav- cannot use the arcane reservoir talent to further enhance a
ing throw to negate the impaired vision. spell cast in this way.
Starting at 10th level, you can gain this talent a second Maneuver Training (Ex): Starting at 3rd level, you can
time. If you do, you can expend two uses of heroic effort in- focus on this talent as a free action (see page 24). While fo-
stead of one when using this talent. Whenever you do so, all cused on this talent, you gain a proficiency bonus equal to 1 +
creatures adjacent to the target take an amount of damage one-fourth your class level on combat maneuver checks and to
equal to half the amount of electricity dam- your CMD.
age rolled. Adjacent creatures can at- Martial Training (Ex): Your class levels count as both
tempt a Reflex saving throw to halve fighter levels and monk levels for the purpose of meeting the
this damage. Whether or not the tar- prerequisites of feats. You count as both a fighter and a monk
get makes its saving throw has no ef- for the purpose of feats and magic items that have different ef-
fect on adjacent targets. fects if you have levels in those classes (such as Stunning Fist
Lingering Evocation (Su): Start- and a monk's robe).
ing at 1st level, any evocation spell you Mask Alignment (Su): Starting at 8th level, as a standard
cast with a duration greater than instanta- action, you can alter your alignment aura to deceive spells that
neous lasts an additional number of rounds discern alignment (such as detect evil). You may choose to
equal to 1/2 your class level (minimum detect as any specific alignment, or to detect as no alignment at
+1). all. This talent does not protect against spells or effects that
Lingering Pain (Su): Start- cause harm based on alignment. The effects of this talent
ing at 2nd level, as an immedi- last indefinately, though you can end them as a
ate action after hitting a tar- standard action.
get with a weapon attack, you Massive Weapons (Ex): Starting at 3rd

Illustration by Storn Cook


can expend one use of heroic level, the attack roll penalty you take for using
effort to treat all damage from weapons too large for your size is reduced
that attack (including any damage by 1 + one-fourth your class level (to a min-
from a spell cast using the spell- imum of 0).
strike ability) as continuous dam- Master of Disguise (Ex): Starting at
age for the purposes of any con- 10th level, as part of making a Disguise
centration checks made by the tar- skill check, you can spend two uses of
get prior to the beginning of your heroic effort to gain a +10 talent
next turn. bonus on that skill check.
Live to Tell the Tale (Ex): Master Scribe (Ex): Starting
Starting at 6th level, as a free action, at 6th level, you gain a talent
you can spend four uses of heroic ef- bonus equal to 1/2 your class level
fort to attempt a new saving throw against any on all Linguistics and Profession
ongoing condition against which you failed a (scribe) checks, as well as on Use
saving throw in a previous round, even if the ef- Magic Device checks involving
fect is normally permanent. This ability has no scrolls or other written magical
effect on conditions that do not allow saving items. You can make Linguis-
throws or against instantaneous effects. tics checks to decipher text as a
Lookout (Ex): Starting at 1st level, you add 1/2 your level full-round action and can al-
(minimum 1) to initiative checks. ways take 10 on Linguistics and
Lore Master (Ex): Starting at 2nd level, you may take 10 Profession (scribe) checks, even
on any Knowledge skill check using a Knowledge skill in which if distracted or endangered.
you have ranks. In addition, once per day, as part of making a Maximized Magic (Su): Starting at 12th level, you can
Knowledge check, you may take 20 on that check. Starting at cast one spell per day as if it were modified by the Maximize
6th level, any number of times per day, as part of making a Spell feat. This does not increase the casting time or the level of
Knowledge check, you may spend two uses of heroic effort to the spell.
take 20 on that check. Measure the Mark (Ex): Starting at 1st level, when you
Magical Supremacy (Su): At 20th level, you can cast any make a Sleight of Hand check to take something from a crea-
spell you have prepared by expending a number of uses of ture, the target makes its Perception check before you make
heroic effort equal to 1 + the level of the spell instead of ex- your Sleight of Hand check, and you know the Perception check
pending a spell slot. When you cast a spell in this fashion, you result. You can decide whether or not to make the check based

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Custom Class Builder

on the results of the target's Perception check. If you elect not tion on yourself at will. This lasts until you use this ability
to make the check, you can make a Bluff check, opposed by the again or end the effect as a standard action.
target's Sense Motive, to prevent the target from noticing the Mounted Mettle (Ex): Starting at 5th level, you can focus
attempt. on this talent as a free action (see page 24). While focused on
Menacing Stance (Ex): Starting at 7th level, while adja- this talent, you gain a proficiency bonus equal to 1 + one-fourth
cent to you, enemies take a 1 penalty on attack rolls and a 4 your class level on attack and damage rolls when you are
penalty on concentration checks. Creatures do not take these mounted or adjacent to your mount.
penalties if you are dazed, helpless, staggered, stunned, or un- Mounted Might (Ex): Starting at 5th level, you can focus
conscious. on this talent as a free action (see page 24). While focused on
At 11th, 15th, and 19th level, you can gain this talent one this talent or the mounted mettle talent, your mount gains a
additional time. Each time you do, the penalties your enemies proficiency bonus equal to 1 + one-fourth your class level on
take while adjacent to you both increase by 1. attack and damage rolls when you are mounted or adjacent to
Metamagic Mastery (Su): Starting at 8th level, as part of your mount.
casting a spell, you can spend uses of heroic effort to apply Natural Savagery (Ex): Starting at 5th level, you can fo-
metamagic feats you know to that spell without altering its cus on this talent as a free action (see page 24). While focused
spell level or casting time. For each metamagic feat you wish to on this talent, you gain a proficiency bonus equal to 1 + one-
apply in this manner, you must spend a number of uses of fourth your class level on attack and damage rolls with natural
heroic effort equal to twice the amount by which that feat in- weapons. This bonus also applies to grapple combat maneuver
creases the spell's effective level. For example, to apply the Still checks and to your CMD for the purpose of grappling.
Spell feat (which increases a spell's effective level by one), you Necessary Lies (Su): Starting at 5th level, you add a tal-
must spend two uses of heroic effort. Even though this ability ent bonus equal to your class level on saving throws against
does not modify the spell's actual level, you cannot use this abilities that detect lies or reveal or force the truth, such as de-
ability to cast a spell whose modified spell level would be tect lies and zone of truth.
above the level of the highest-level spell that you are capable of Neckbreaker (Ex): Starting at 15th level, as a standard
casting. action, you can attempt a grapple combat maneuver check with
Metamixing (Su): Starting at 1st level, as part of casting a a 5 penalty against an opponent you have pinned to possibly
spell, you can expend one use of heroic effort to add a metam- kill that opponent. If your combat maneuver check succeeds,
agic feat that you know to that spell without affecting the cast- the target must succeed at a Fortitude saving throw (DC = 10 +
ing time (though the spell uses a higher-level spell slot as nor- 1/2 your level + the higher of your Strength or Dexterity modi-
mal). You can use this ability to add a metamagic feat to a spell fier) or die. If the target's saving throw succeeds, the target in-
that is already affected by one or more metamagic feats, but stead takes damage as if you had made a successful grapple
you cannot add the same metamagic feat to a given spell more combat maneuver to damage it. Creatures immune to critical
than once. hits are immune to this ability.
Meteor Shot (Ex): Starting at 17th level, as a standard ac- At 20th level, you can take this talent a second time. If you
tion, you can make one attack with a crossbow at a 4 penalty. do, you can use it as a move action instead of a standard action.
If the attack hits, it inflicts damage normally and the target is Negating Critical (Sp): Starting at 14th level, when you
subject to a bull rush or a trip maneuver using the attack roll as confirm a critical hit, the creature you hit must succeed at a
the combat maneuver check. You must decide which maneuver Fortitude save at DC 10 + 1/2 your caster level + your Wisdom
to attempt before making your attack roll. modifier for each non-artifact magic item the target is wearing
Miraculous Recovery (Ex): Starting at 17th level, when or carrying. On a failed saving throw, the target of the critical
you make a saving throw to recover from an ongoing effect, you hit can neither use nor gain benefit from any minor magic item
may roll twice and choose the better roll. for 1d4 rounds. This ability can be used in conjunction with
Mirror Move (Ex): When you gain this talent, choose one critical feats.
weapon group. Starting at 3rd level, you gain a proficiency Nimble Climber (Ex): Starting at 1st level, whenever you
bonus equal to 1 + one-fourth your class level to your AC fail a Climb check by 5 or more, you can attempt a Reflex save
against attacks made using weapons belonging to the chosen (against the same DC as the Climb check) to catch yourself and
weapon group. avoid falling.
Misdirection (Sp): Starting at 1st level, once per day, you Nimble Defense (Ex): You gain a dodge bonus to AC
may concentrate for 15 minutes and choose an alignment. You equal to 1 + one-fourth your total level in all classes with the
may do this as part of preparing spells or regaining expended nimble defense ability. You gain this bonus only once, even if
spell slots. You detect as this chosen alignment as if you had you have levels in more than one class with this ability. This
used misdirection on a creature with that alignment (this does bonus does not apply when you are wearing medium or heavy
not change any divination results about you other than your armor or carrying a medium or heavier load.
alignment). No Escape (Ex): Starting at 9th level, when an enemy ad-
Mislead (Sp): Starting at 6th level, you can cast misdirec- jacent to you leaves the area of all spaces adjacent to you using

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Eric Morton Presents

a 5-foot step or the withdraw action, that 5-foot step or with- tion, you can spend one use of heroic effort to grant yourself an
draw action provokes an attack of opportunity from you. enhancement bonus to a single ability score equal to 1/2 your
Nonmagical Aura (Sp): Starting at 10th level, you can class level (maximum +10) for 1 round.
use magic aura twice per day, but only for the purpose of Permanent Illusions (Su): At 20th level, you can make
making an object appear nonmagical. one illusion spell with a duration of concentration become
Opportunist (Ex): Starting at 10th level, once per round, permanent. You can have no more than one illusion made per-
you can make an attack of opportunity against an opponent manent in this way at one time. If you designate another illu-
who has just been struck for damage in melee by another char- sion as permanent, the previous permanent illusion ends.
acter. This attack counts as an attack of opportunity for that Persistent Enchantment (Su): At 20th level, any crea-
round. You cannot use this ability more than once per round, ture that succeeds at a saving throw against an enchantment
even if you has the Combat Reflexes feat or a similar ability. spell you have just cast is still affected for 1 round if the spell
Overhand Chop (Ex): Starting at 3rd level, when you has a duration greater than 1 round.
make a single attack (with the attack action or a charge) with a Phalanx Fighting (Ex): Starting at 3rd level, when you
two-handed weapon, you add double your Strength bonus on wield a shield, you can use any polearm or spear of your size as
damage rolls. a one-handed weapon.
Overwhelming Evocation (Su): At 20th level, whenever Phantom Presence (Ex): Starting at 4th level, you mas-
you cast an evocation spell you can roll twice to penetrate a ter stealthy movement and leave no trace of your passing in
creature's spell resistance and take the better result. dungeons and cities. While in dungeon and urban environ-
Pact of Peace (Sp): Starting at 8th level, you can force a ments, you leave no trail and cannot be tracked, though you
defeated creature to accept a binding pact of peace as a condi- can choose to leave behind a trail if you so desire. Furthermore,
tion of its surrender, as if using lesser geas. Your caster level for you can always choose to take 10 when making a Stealth check.
this ability is equal to your paladin level. Rather than assigning Phase Arrow (Su): Starting at 12th level, as a standard
a mission or task, you give the creature a simple set of prohibi- action, you can spend four uses of heroic effort to launch an
tions to protect others. Example geas include "Leave this city arrow at a target known to you within range, and have the
and do not return" or "Do not attack caravans." The prohibition arrow travel to the target in a straight path, passing through
must be against an area no larger than 300 square miles or one any nonmagical barrier or wall in its way. (Any magical barrier
specific group of people (such as a tribe or citizens of a particu- stops the arrow.) This ability negates cover, concealment,
lar city). This ability lasts 1 month per class level. armor, and shield modifiers, but otherwise the attack is rolled
Paragon of Battle (Su): Starting at 16th level, as a stan- normally.
dard action, you can spend one use of heroic effort to assume a Physical Enhancement (Su): Starting at 1st level, you
form that combines the effects of enlarge person and deadly gain a +1 enhancement bonus to one physical ability score
juggernaut for 1 minute or until dismissed. (Strength, Dexterity, or Constitution) of your choice. This
Pathfinding (Ex): Starting on 6th level, you gain a +5 tal- bonus increases by +1 for every five class levels you possess to
ent bonus on Survival checks made to avoid becoming lost and a maximum of +5 at 20th level. If you are a spellcaster who pre-
to Intelligence checks to escape a maze spell. In addition, you pares spells, you can change this bonus to a new ability score
always use the road or trail overland movement modifier when you prepare spells.
even when in trackless terrain, whether on foot or mounted. Physical Perfection (Su); At 20th level, you gain the ben-
With a DC 15 Survival check, you can extend this benefit to one efit of the physical enhancement talent. If you already have that
companion per two class levels. talent, the bonus it provides applies to two physical ability
Payback (Ex): Starting at 5th level, you can focus on this scores of your choice instead of one.
talent as a free action (see page 24), While focused on this tal- Piercing Lance (Ex): Starting at 11th level, as a standard
ent, you gain a proficiency bonus equal to 1 + one-fourth your action or as part of a charge, you can make one attack against a
class level on attack and damage rolls against any creature that mounted creature and a second attack against that creature's
has attacked you since the beginning of your last turn. mount, both using your highest base attack bonus. Further-
Penetrating Shot (Ex): Starting at 19th level, when you more, if the mount is hit and its rider attempts to negate the hit
confirm a critical hit with a crossbow, the bolt pierces the tar- with the Mounted Combat feat, your attack roll is considered 4
get and can strike another creature in line behind it. You must higher when calculating the DC of the Ride check to negate the
be able to trace a line starting at your space and passing hit.
through both targets to make this additional attack. The sec- Piledriver (Ex): Starting at 11th level, as a standard ac-
ondary attack is made at a 4 penalty, in addition to any modi- tion, you can make a single melee attack with a two-handed
fiers for added range. If this attack is also a critical hit, you can weapon. If the attack hits, you may make a bull rush or trip
continue to hit another target, but the penalties stack. combat maneuver against the target of your attack as a free ac-
Perfect Initiative (Su): At 20th level, anytime you roll tion that does not provoke an attack of opportunity.
initiative assume the roll resulted in a natural 20. Plague Bringer (Ex): Starting at 2nd level, you do not
Perfection of Self (Su): Starting at 8th level, as a swift ac- take any damage or take any penalty from diseases. You can

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Custom Class Builder

still contract diseases and spread them to others, but you are pend more than one use of heroic effort per spell in this man-
otherwise immune to their effects. ner.
Planar Contact (Sp): Starting at 6th level, you can cast Powerful Energy (Su): Starting at 8th level, whenever
augury once per day and contact other plane once per week, one of your talents deals one or more dice of acid, cold, elec-
using your class level as your caster level. tricity, or fire damage, it deals 1 additional point of damage of
Plummeting Charge (Ex): Starting at 13th level, whenev- that type per die of damage rolled. In addition, whenever one
er you have a fly speed, if you fly at least half your fly speed as of your talents that deals acid, cold, electricity, or fire damage
part of a charge, you gain a +2 bonus on the attack roll (in addi- would normally have a 30-foot range or create a 30-foot line, it
tion to the normal charge bonus) and an additional +4 bonus has a 60-foot range or creates a 60-foot line, instead.
on any critical confirmation roll you make as part of that at- Precise Shot: You gain Precise Shot as a bonus feat, even
tack. if you do not meet the prerequisite.
Starting at 17th level, you can gain this talent a second Prescience (Su): Starting at 1st level, at the beginning of
time. If you do, both of the bonuses you gain from this talent in- your turn, you may spend one use of heroic effort as a free ac-
crease by +2. tion to roll a single d20. At any point before your next turn, you
Poison Lore (Ex): Starting at 2nd level, you cannot acci- may use the result of this roll as the result of any d20 roll you
dentally poison yourself when applying poison to a weapon. If are required to make. If you do not use the d20 result before
you spend 1 minute physically examining the poison, you can your next turn, it is lost.
attempt a Knowledge (nature) check to identify any natural Prescient Attack (Su): Starting at 6th level, as an imme-
poison or Knowledge (arcana) check to identify any magical diate action after hitting a target with a weapon attack, you can
poison (DC = the poison's saving throw DC). Lastly, once a poi- expend one use of heroic effort to anticipate your opponent's
son is identified, you can spend 1 minute and attempt a Craft defenses. The target is denied its Dexterity bonus against your
(alchemy) check (DC = the poison's saving throw DC) to neu- attacks until the end of your next turn.
tralize 1 dose of the poison. Success renders the dose harmless. Prescient Defense (Su): Starting at 8th level, as an im-
You have no chance of accidentally poisoning yourself when ex- mediate action after hitting a target with a weapon attack, you
amining or attempting to neutralize a poison. can expend one use of heroic effort to anticipate your enemy's
Poison Use (Ex): Starting at 2nd level, you are trained in intentions. You gain a bonus to your AC and on Reflex saves
the use of poison, and cannot accidentally poison yourself equal to your Intelligence modifier (minimum 0) against at-
when applying poison to a weapon. tacks by that opponent until the beginning of your next turn.
Pole Fighting (Ex): As an immediate or move action, you Probable Path (Ex): Starting at 10th level, as part of
can shorten your grip on a polearm or spear with reach to treat making any d20 roll, you can spend two uses of heroic effort
it as a weapon without reach while you wield it. This lasts until before rolling to take 10 on that roll.
you use another immediate or move action to return your grip Protective Ward (Su): Starting at 1st level, as a standard
to normal. When treating a reach weapon as a weapon without action, you can spend one use of heroic effort to create a 10-
reach, you take a 4 penalty on attack rolls you make with that foot-radius field of protective magic centered on you that lasts
weapon. Starting at 7th level, you can change your grip as a for a number of rounds equal to your Intelligence modifier. All
free action, and no longer take a penalty on attack rolls when allies in this area (including you) receive a deflection bonus to
treating a reach weapon as a weapon without reach. their AC equal to 1 + one-fourth your class level.
Polearm Parry (Ex): Starting at 19th level, as an immedi- Pure of Body (Su): Starting at 8th level, you have a 50%
ate action when an opponent you threaten with a polearm chance to turn any critical hit or sneak attack against you into a
makes a melee attack against an ally, you may grant your ally a normal hit, as if you were wearing fortification armor.
+2 shield bonus to AC and DR 5/ against that attack. You may Pure of Mind (Su): Starting at 2nd level, you gain a +4 di-
use this ability to protect yourself, but only if the attacking vine bonus (which does not stack with any sacred or profane
creature is not adjacent to you. bonus) on saving throws against charm effects and figments,
Positioning Attack (Ex): Starting at 2nd level, as a swift and gain a bonus equal to your Charisma modifier on Will sav-
action you can take when you hit a creature with a melee at- ing throws.
tack, you can spend two uses of heroic effort to move up 30 Purifying Touch (Su): Starting at 8th level, as a standard
feet or your speed, whichever is less. This movement must end action, you can spend four uses of heroic effort and touch a
in a space adjacent to the creature hit with the melee attack. willing creature, giving it a saving throw against each effect
This movement does not provoke attacks of opportunity. currently affecting it, using the original saving throw DC of the
Powerful Change (Su): Starting at 2nd level, as part of effect. Each successful saving throw ends the related effect. The
casting a transmutation spell using one of your class spell slots, creature can choose not to make a save against an effect.
you can expend one use of heroic effort to bolster the spell. If Quarterstaff Master: You gain the Quarterstaff Master
the spell grants a bonus to an ability score, the bonus then in - feat as a bonus feat, even if you do not meet its prerequisites.
creases by 2. If it grants a bonus to more than one ability score, (You can wield a quarterstaff as a one-handed weapon. At the
only one of the ability scores gains this bonus. You cannot ex- start of your turn, you decide whether you are going to wield

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Eric Morton Presents

the quarterstaff as a one-handed or two-handed weapon. cast one spell per day as if it were modified by the Quicken
When you wield it as a one-handed weapon, your other hand is Spell feat. This does not increase the level of the spell.
free, and you cannot use the quarterstaff as a double weapon. Quicker than the Eye (Ex): Starting at 1st level, when
You can take the feat Weapon Specialization in the quarterstaff you use Sleight of Hand, creatures take a penalty on their Per-
even if you have no levels in fighter.) ception checks to notice the attempt equal to one-half your
Quick Change (Ex): Starting at 4th level, you can don a class level. In addition, whenever you take a 20 penalty when
disguise as a standard action by taking a 5 penalty on your attempting to make a Sleight of Hand check as a move action
Disguise check. You can take 10 on Bluff and Disguise checks instead of as a standard action, you gain a bonus on your check
and can use Bluff to create a diversion to hide as a swift action. equal to your class level (maximum +20). Lastly, you can with-
In addition, as a free action you can take when making a Bluff draw an object hidden on your person, including a weapon, as
or Disguise check, you can spend four uses of heroic effort to a move action instead of a standard action.
take 20 on that check. Raider's Riposte (Ex): Starting at 17th level, whenever
Quick Disable (Ex): Starting at 1st level, it takes you half an enemy misses you with an attack of opportunity, it provokes
the normal amount of time to disable a trap using the Disable an attack of opportunity from you.
Device skill (minimum 1 round). When Ranged Defense (Ex): Starting at 19th level,
you attempt to open a lock with Dis- you gain DR 5/ against ranged attacks. In addi-
able Device, if it would normally take tion, as an immedi-
a full-round action to make that at- ate action, you
tempt, you may make that attempt as a can catch an ar-
standard action, instead. row fired at you
Quick Disguise (Ex): Starting at 1st level, and shoot it at any tar-
the amount of time it takes you to create a dis- get you choose, as if you had
guise using the Disguise skill is reduced to the Snatch Arrows feat.
1 minute. You can choose to instead spend Rapid Attack (Ex): Starting at

Illustration by Storn Cook


two minutes creating a disguise to reduce 11th level, you can combine a full at-
each penalty you take for assuming a dis- tack action with a single move. You must forgo
guise of a different gender, race, age, or size the attack at your highest attack bonus but
by 1. may take the remaining attacks at any
Quick Recovery (Ex): Starting at 11th lev- point during your movement. This
el, you need only 15 minutes of rest or movement provokes attacks of oppor-
to be subject to a healing spell or ef- tunity as normal.
fect to recover from the fatigued Razor-Sharp Chair Leg (Ex):
condition. Starting at 9th level, as a swift ac-
Quick Sniper (Ex): tion, you may alter the type of dam-
Starting at 9th level, age dealt by an improvised weapon
you gain a talent to bludgeoning, piercing, or slash-
bonus equal to 1/2 ing damage. In addition, you have
your class level on a critical threat range of 1920/2
Stealth checks when sniping. In addition, as an im- with any improvised melee weapon.
mediate action when you are hit with a ranged at- Ready Pike (Ex): Starting at 5th level, as an immediate
tack, you can attack the creature that hit you with action, you can spend four uses of heroic effort to ready an at-
any weapon you are wielding that belongs to the tack using a weapon with the brace property. During this read-
crossbow weapon group, provided it is loaded. ied attack, you gain a proficiency bonus equal to 1 + one-fourth
Quick Study (Su): Starting at 1st level, if you prepare your level on attack and damage rolls. You cannot use this abili-
spells, as a full-round action that provokes an attack of oppor- ty when flat-footed.
tunity, you can expend one use of heroic effort to exchange one Redirect Attack (Ex): Starting at 10th level, as a free ac-
prepared spell for another of your spells known of the same tion you can take whenever you are hit with a melee attack,
level. you can spend four uses of heroic effort to redirect that attack
Quick Trapsmith (Ex): Starting at 1st level, as a full- to strike a creature adjacent to you. The creature targeted must
round action, you can set a simple trap with a CR no greater be within melee reach of the attack that hit you, and the crea-
than 1/2 your class level. To do this, you must purchase the ture that made the attack against you must make a new attack
components, spend the required time constructing the trap in roll against the new target.
advance, and have its components at hand. The type of trap Redirect Spell (Su): Starting at 10th level, as a standard
that can be constructed in this way is subject to GM discretion. action, you can expend one use of heroic effort to attempt to
Quickened Magic (Su): Starting at 14th level, you can gain control of a spell cast by another spellcaster. Make a caster

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Custom Class Builder

level check opposed by the creature controlling that spell. If your hit points drop below 0 due to a loss of temporary hit
you are successful, you can direct the spell as a free action for 1 points, you fall unconscious and are dying as normal.
round, making any decisions allowed by the spell. This only Resilient (Ex): Starting at 1st level, you are not disabled
functions on spells that can be directed or changed once they and you do not gain the staggered condition if you are reduced
have been cast, such as flaming sphere or spiritual weapon. The to exactly 0 hit points. At 7th level, you gain Diehard as a bonus
spell returns to its owner's control at the start of your next feat, even if you do not meet the prerequisite. At 11th level, you
turn, unless you expend another use of heroic effort at the start do not lose a hit point when you take a standard action while
of your turn to extend the duration of control by another disabled.
round. You can continue to control the spell for as long as the Resistant Touch (Sp): Starting at 1st level, you gain a re-
spell lasts, provided you keep spending uses of heroic effort. sistance bonus on all saving throws equal to 1 + one-fourth
Reflection (Su): Starting at 14th level, as an immediate your class level. As a standard action, you can spend one use of
action, you can spend one or more uses of heroic effort to re- heroic effort and touch an ally to transfer your resistance
flect a targeted spell back at its caster. This functions as spell bonus on saving throws to the ally touched for 1 minute. For
turning, but only if the targeted spell is of a level equal to or this duration, you lose your resistance bonus and your ally
lower than the number of uses of heroic effort expended. If in- gains it.
sufficient points are expended, you instead gain an insight Reversal (Ex): Starting at 19th level, you can make a dis-
bonus on any saving throws allowed by the spell equal to the arm combat maneuver against a creature you threaten as an
number of uses of heroic effort spent. immediate action when you are the target of a melee attack
Relentless Footing (Ex): Starting at 1st level, as a swift from another creature. If successful, the attack changes to tar-
action, you can spend one use of heroic effort to add 10 feet to get the target of your maneuver instead of you.
your land speed. This increase counts as an enhancement Ride Them Down (Ex): Starting at 15th level, whenever
bonus, and it affects your jumping distance as normal for in- your mount takes only a single move of its turn, you can make a
creased speed. full attack, taking your attacks at any point during your
Relentless Steed (Ex): Starting at 11th level, your mount's movement. If you have the Trample feat, you may sub-
mount's speed is not reduced for wearing heavy barding or stitute an overrun combat maneuver for each of your attacks.
carrying a heavy load. In addition, as part of rolling a Ride This movement provokes attacks of opportunity against you
check or as part of your mount rolling a saving throw, you may but not your mount.
spend a single use of heroic effort to reroll that check or saving Righteous Hunter (Su): Starting at 14th level, your
throw one time. If you do, you must use the second roll even if ranged weapons are treated as having your alignment for the
it is worse. purpose of overcoming damage reduction. Any ranged attacks
Reliable Strike (Ex): Starting at 5th level, as an immedi- made by an ally within 10 feet of you are likewise treated as
ate action, you may spend two uses of heroic effort to reroll an having your alignmnet for the purposes of overcoming damage
attack roll, critical hit confirmation roll, miss chance check, or reduction. This ability functions only while you are conscious.
damage roll. You must accept the second roll even if it is worse. Righteous Infiltration (Ex): You use your Wisdom modi-
Renewing Radiance (Su): Starting at 2nd level, once per fier instead of your Charisma modifier when making Bluff and
day as a standard action, you can produce a burst of swirling Intimidate checks. Starting at 4th level, as part of making a
light that provides a measure of protection and renewal to al- Bluff, Diplomacy, or Stealth check, you may spend one use of
lies within 30 feet for 1 round. On its turn, each ally in the area heroic effort to roll that check twice and take the more favor-
can choose either to gain a +1 divine bonus (which does not able result.
stack with any sacred or profane bonus) to AC for 1 round or to Rod Mastery (Su): Starting at 2nd level, whenever you
heal a number of hit points equal to 1d6 + your Charisma use a rod, you calculate the DC for any spell it contains using
bonus (their choice). If the ally is dying, it is stabilized instead. your Intelligence modifier (minimum 0) instead of the mini-
At 7th level, the bonus to AC increases to +2, and the healing mum modifier needed to cast a spell of that level.
increases to 2d6 + your Charisma bonus hit points, and at 14th Rod Wielder (Su): Starting at 2nd level, you add your In-
level the bonus to AC increases to +3, and the healing increases telligence bonus (minimum 0) on caster level checks made to
to 3d6 + your Charisma bonus hit points. overcome spell resistance when using a spell contained within
Resiliency (Ex): Starting at 2nd level, as an immediate a rod. If you have the spellstrike talent, this benefit also applies
action that can only be performed when you are brought below when you use that talent to deliver a touch spell through a
0 hit points, you can spend four uses of heroic effort to gain a melee attack made with a rod.
number of temporary hit points equal to twice your class level. Rogue Crawl (Ex): Starting at 2nd level, while prone, you
This ability can be used to prevent you from dying due to hit can move at half speed. This movement provokes attacks of op-
point loss. These temporary hit points last for 1 minute. Tem- portunity as normal. You can take a 5-foot step while crawling,
porary hit points granted by this talent do not stack, though ac- and you reduce your attack roll and AC penalties for being
tivating this talent a second time resets the amount of tempo- prone by 2.
rary hit points you have remaining to twice your class level. If Rope Master (Ex): Starting at 1st level, you can move at

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Eric Morton Presents

your normal speed when using rope on a Climb check, can take minute. During this time, you are treated as if you had studied
10 when using Acrobatics to move over narrow surfaces even each aura for 3 rounds and you treat your Knowledge (arcana)
when in danger or distracted, and gain a +4 talent bonus when skill check as if you had rolled a 15 on the d20. In addition, if
determining the DC to escape bonds when you tie up a crea- you touch a magic item during this time, you can immediately
ture. identify its properties using Spellcraft without needing to
Rumormonger (Ex): Starting at 2nd level, you can at- spend 3 rounds examining the object. If an enemy possesses
tempt to spread a rumor though a small town or larger settle- the object, you must first succeed at a melee touch attack to
ment by making a Bluff check. You can do so a number of times identify the item.
per week equal to your Charisma modifier (minimum 0). The See Sin (Sp): Starting at 2nd level, you gain a talent
DC is based on the size of the settlement, and it takes a week bonus equal to 1/2 your class level on Sense Motive checks to
for the rumor to propagate through the settlement. If the check sense enchantments, which you can make as a full-round ac-
succeeds, the rumor is practically accepted as fact within the tion. You also gain a talent bonus equal to 1/2 your class level
community; succeeding by 5 or more over the DC decreases on Spellcraft checks to identify enchantment school spells and
the time it takes the rumor to propagate by 1d4 days. A failed spells with the curse or emotion descriptor.
check means the rumor failed to gain traction, while failing by Seeker Arrow (Su): Starting at 10th level, as a standard
5 or more causes the opposite of the rumor or some other action, you can spend four uses of heroic effort to launch an
competing theory involving the rumor's subject to take hold. arrow at a target known to you within range, and the arrow
Sacrificial Bond (Su): Starting at 8th level, as an immedi- travels to the target, even around corners. Only an unavoidable
ate action when an ally within 30 feet takes damage from an at- obstacle or the limit of the arrow's range prevents the arrow's
tack, you can spend four uses of heroic effort to transfer this flight. This ability negates cover and concealment modifiers,
damage to yourself. This power also transfers any effects that but otherwise the attack is rolled normally.
accompany the damage. The damage done to you cannot be re- Seize the Initiative (Su): Starting at 1st level, whenever
duced in any way. you and your allies roll for initiative, you can spend one use of
Safe Shot (Ex): Starting at 9th level, you do not provoke heroic effort to grant one ally within 30 feet the ability to roll
attacks of opportunity when making ranged attacks with a pro- twice and take either result. This decision is made before re-
jectile weapon. sults are revealed.
Savage Charge (Ex): Starting at 9th level, whenever you Send Senses (Sp): Starting at 1st level, as a standard ac-
charge, you may choose to gain a +4 bonus on attack rolls (in- tion, you can spend one use of heroic effort to place a scrying
cluding combat maneuvers) until you finish your charge by sensor at a point within medium range (100 feet + 10
taking a 4 penalty to AC until the beginning of your next turn. feet/class level) that you can see and have line of effect to. You
These replace the normal attack roll bonus and AC penalty for can see or hear (not both) through this sensor for number of
charging. rounds equal to 1/2 your class level (minimum 1). The sensor
Starting at 17th level, you can gain this talent a second otherwise functions as a clairaudience/clairovoyance spell with
time. If you do, you can charge through friendly creatures and a caster level equal to your class level.
difficult terrain. In addition, any attack roll bonus you gain for Shadow Step (Sp): Starting at 8th level, as a standard ac-
charging (or for using this talent) is increased by +4. tion, you can walk through the Shadow Plane and reappear.
Scribe Scroll: You gain Scribe Scroll as a bonus feat, even You can travel up to 30 feet per class level per day in this fash -
if you do not meet the prerequisite. If you do not meet the pre- ion, either in a single round or broken up across multiple shad -
requisite, you can still scribe scrolls, but only if a spellcaster is ow steps. This movement must be used in 5-foot increments
both present during the scroll creation process and able to cast and does not provoke an attack of opportunity. Travel through
the spells you are scribing. the Shadow Plane is imprecise; when you arrive, you re-enter 1
Scrying Adept (Su): Starting at 8th level, you are always square off target, as per the rules for thrown splash weapons. If
aware when you are being observed via magic, as if you had a this would place you in an occupied square, you instead arrive
permanent detect scrying. In addition, whenever you scry on a in the nearest safe location. When you arrive, you are cloaked
subject, treat the subject as one step more familiar to you. Very in shadow and gain concealment as the blur spell for 1 round.
familiar subjects get a 10 penalty on their save to avoid your You may bring other willing creatures with you, but you must
scrying attempts. expend an equal amount of distance for each additional crea-
Sea Legs (Ex): You gain a +4 talent bonus on saving ture brought with you. They likewise re-enter off target (roll
throws against air and water effects and effects that would location for each creature) and are cloaked in shadow for 1
cause you to slip, trip, or otherwise be knocked prone. You also round.
gain a +2 talent bonus to CMD against grapple, overrun, and Shape Emotions (Su): Starting at 8th level, while using
trip. sustained effort (see page 24), you can focus on this talent as a
See Magic (Su): Starting at 1st level, as a standard action, standard action. Your focus on this talent ends if you stop using
you can expend one use of heroic effort to instantly recognize sustained effort. While focused on this talent, you emit a 30-
magic item auras and spell effects (as detect magic) for 1 foot aura that either wards off or enhances emotional influ-

51
Custom Class Builder

ence, as chosen by you at the time you focused on this talent. If impede an adjacent enemy. If successful, the target suffers a 2
you choose to ward, you and your allies within this aura re- penalty on its attack rolls against you and a 2 penalty to AC on
ceive a +4 morale bonus on saving throws against mind-affect- attacks made by you until the beginning of your next turn.
ing spells and effects, and any fear effects targeting you or your Starting at 13th level, you can gain this talent a second
allies are reduced by one step (shaken has no effect, frightened time. If you do, you can use it as a swift action instead of as a
becomes shaken, and panicked becomes frightened). If you move action.
chose to enhance emotional influence, enemies within the aura Shield Guard (Ex): Starting at 17th level, as a swift ac-
receive a 2 penalty on saving throws against mind-affecting tion, you may designate one square adjacent to you. You may
spells and effects. designate two squares if using a heavy shield or three squares
Share Essence (Sp): Starting at 1st level, as a standard if using a tower shield, but these squares must be contiguous.
action, you can spend one use of heroic effort to share your vi- Enemies in these squares cannot flank you and do not count
tal energy with a living creature that you touch. You take 1d6 for flanking with other creatures. This effect lasts until you
points of nonlethal damage + 1 for every two class levels you move from your position or use another swift action to change
possess. You cannot take an amount of nonlethal damage equal the affected squares.
to or greater than your current hit point total; any excess is Shield Ward (Ex): At 20th level, you gain evasion (as a
prevented. The recipient gains a number of temporary hit rogue) while wielding a shield, and add your shield bonus (not
points equal to the amount of damage you received (prevented including enhancement bonuses) on Reflex saves and to your
damage is not counted). These temporary hit points disappear touch AC. In addition, your shield cannot be disarmed or sun-
1 hour later. You may not use this ability to grant yourself tem- dered.
porary hit points. This ability has no effect if you are immune Shielded Fortress (Ex): At 20th level, your shield cannot
to nonlethal damage. be disarmed or sundered. You gain evasion (as a rogue) when
Share Transmutation (Su): Starting at 8th level, as part using a shield (improved evasion when using a tower shield).
of casting any transmutation spell with a range of personal, As a move action, you can provide evasion to all adjacent allies
you can expend one use of heroic effort to change that spell's until the beginning of your next turn. As an immediate action,
range to touch and its target to Willing creature touched. you can provide improved evasion to an adjacent ally against
Shared Precision (Su): Starting at 2nd level, whenever one attack.
you hit a creature with a ranged attack, you grant your allies Shift (Su): Starting at 1st level, as a swift action, you can
within 10 feet of you the benefit of the Precise Shot feat against spend one use of heroic effort to teleport to a nearby space as if
that target until the start of your next turn. Your allies must re- using dimension door. This movement does not provoke an at-
main within 10 feet of you, and must be able both to see and tack of opportunity. You must be able to see the space that you
hear you to gain this benefit. are moving into. You cannot take other creatures with you
Sheer Toughness (Ex): Starting at 19th level, you be- when you use this ability (except for your familiar, if any). You
come immune to nonlethal damage and the exhausted, fa- can move up to 5 feet for every two class levels you possess
tigued, and staggered conditions. (minimum 5 feet).
Shield Ally (Ex): Starting at 9th level, as a move action Shift Alignment (Su): Starting at 12th level, as a stan-
when you are using a heavy or tower shield, you can provide dard action, you can choose any one alignment. Spells and
partial cover (+2 cover bonus to AC, +1 bonus on Reflex saves) magic items whose effects differ depending upon a creature's
to yourself and all adjacent allies until the beginning of your alignment affect you as if you were the chosen alignment. This
next turn. does not prevent spells and effects that discern alignment
Starting at 13th level, you can gain this talent a second (such as detect evil) from detecting your actual alignment. For
time. If you do, as a move action when using a heavy or tower example, if you are neutral good, you could shift your effective
shield, you can provide cover (+4 cover bonus to AC, +2 bonus alignment to lawful evil; you would still detect as neutral good,
on Reflex saves) and evasion (as per the evasion talent) to one but a doorway that shocks creatures that aren't lawful evil
adjacent ally until the beginning of your next turn. This cover would not shock you and a holy smite spell would affect you as
does not allow Stealth checks. if you were evil. This effect lasts indefinately, though you can
Starting at 17th level, you can gain this talent a third time. end it as a standard action.
If you do, as a move action when using a heavy or tower shield, Sidestep (Ex): Starting at 2nd level, you gain a dodge
you can provide cover (+4 cover bonus to AC, +2 bonus on Re- bonus equal to 1 + one-fourth your class level to your AC
flex saves) to yourself and all adjacent allies until the beginning against attacks of opportunity you provoke while attempting a
of your next turn, or you can provide improved cover (+8 cover combat maneuver.
bonus to AC, +4 bonus on Reflex saves, improved evasion) to a Signature Wand (Ex): Starting at 4th level, you can
single adjacent ally until the beginning of your next turn. This spend 1 hour practicing with a wand to designate it as your
cover does not allow Stealth checks. signature wand. You can draw that wand as a free action, and
Shield Buffet (Ex): Starting at 9th level, as a move action, can activate it without having to succeed at a Use Magic Device
you may make a combat maneuver check to use your shield to check. You can change your signature wand once per day.

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Eric Morton Presents

Silent Magic (Su): Starting at 2nd level, you can cast one or pair of skills each time. If you select a total of four Craft
spell per day as if it were modified by the Silent Spell feat. This skills with this talent, its benefits apply to all Craft skills, not
does not increase the casting time or the level of the spell. just the four selected Craft skills. If you select a total of four
Silent Shooter (Ex): Starting at 2nd level, you gain a tal- Perform skills with this talent, its benefits apply to all Perform
ent bonus equal to one-half your class level (minimum +1) on skills. If you select a total of four Profession skills with this tal -
Stealth checks made when loading a bow or crossbow, poison- ent, its benefits apply to all Profession skills.
ing ammunition, and making sniping attempts. If you select a total of four Knowledge skills with this tal-
Sin Eater (Su): Starting at 10th level, as a full-round ac- ent, its benefits apply to all Knowledge skills; in addition, your
tion, you can spend one use of heroic effort and make a skill bonus talents count as the bardic knowledge class fea-
melee touch attack that can end a curse, enchantment, ture for the purpose of meeting prerequisites and for the
or emotion effect affecting the target. Alternately, this purpose of effects that utilize your bardic knowledge
attack can end a possession effect (such as magic jar bonus.
or a ghost's malevolence ability) affecting the target. Skill Mastery: Starting at 10th level, you may take
This touch attack automatically succeeds against a 10 on skill checks even if stress and distractions
willing or helpless creature. When you suc- would normally prevent you from doing so.
cessfully hit a creature with this attack, Skilled Rider (Ex): Starting at 2nd
make a Charisma check with a bonus level, your armor check penalty does
equal to your class level against a DC not apply to Ride checks. In addition,
of 11 + the caster level of the effect any mount you are riding gains a
you are attempting to end (or the Hit morale bonus on saving throws equal
Dice of the creator for a supernat- to 1 + one-fourth your class level.
ural effect). If the check suc- Slayer's Advance (Ex): Starting
ceeds, the effect ends (forc- at 12th level, as a move action, you
ing out the possessor in can spend two uses of heroic ef-

Illustration by Storn Cook


the case of a possession fort to move up to twice your
effect); however, you are base speed. You may use Stealth
sickened for 1d4 rounds as part of this movement,
(or 2d4 rounds if the ef- but take a 10 penalty to
fect was a possession ef- your check for doing
fect). so.
Singleton (Ex): Sleeper Hold
Starting at 5th level, (Ex): Starting at 3rd
you can focus on this level, as standard ac-
talent as a free action tion, you can spend four
(see page 24). While fo- uses of heroic effort and at-
cused on this talent, you tempt a grapple combat maneuver
gain a proficiency bonus check against an opponent you have
equal to 1 + one-fourth pinned. If your combat maneuver
your class level on attack and damage rolls check succeeds, the target must succeed
any time you wield a melee weapon in one at a Fortitude saving throw (DC = 10 +
hand and leave any other hand you have 1/2 your level + the higher of your
free. Strength or Dexterity modifier) or fall
Skill at Arms (Ex): You gain profi- unconscious for 1d6 rounds. Each
ciency in all simple and martial weapons, round on its turn, the unconscious
and gain any one Armor Proficiency feat target may attempt a new saving
whose prerequisites you meet as a throw to end the effect as a full-
bonus feat. round action that does not provoke at-
Skill Bonus (Ex): When you gain this talent, choose Per- tacks of opportunity. Creatures immune to critical hits or non-
ception, Sleight of Hand, Stealth, or any two other skills (treat- lethal damage are immune to this ability, as are creatures that
ing each Craft, Knowledge, Perform, and Profession skill as a do not breathe.
separate skill). You gain a talent bonus equal to one-half your Slippery Mind (Su): Starting at 10th level, whenever you
class level (minimum +1) on skill checks made using the cho- are affected by an enchantment spell or effect and fail your sav-
sen skill or skills, and can make checks with the chosen skill or ing throw, you can attempt it again 1 round later at the same
skills untrained. DC. You can attempt only one additional saving throw against
You can select this talent twice, choosing a different skill any given effect with this ability.

53
Custom Class Builder

Slow Metabolism (Ex): Starting at 2nd level, you have a Spell Disruption (Su): Starting at 1st level, as a standard
slower-than-normal metabolism. You can hold your breath for action, you can expend one use of heroic effort to temporarily
twice as long as normal before needing to make Constitution disrupt a spell if you succeed at a dispel check against the spell,
checks (four times your Constitution score). In addition, when- as dispel magic. This ability suppresses a spell effect for a num-
ever you are poisoned, the time between saving throws (the ber of rounds equal to your Charisma modifier (minimum 1). If
poison's frequency) is doubled. Thus, a poison that has a fre- the spell affects multiple creatures, this ability only suppresses
quency of 1/round for 6 rounds would instead be 1/2 the spell for one creature. At the end of this duration, the spell
rounds for 12 rounds. resumes and the suppressed rounds do not count against its
Snake Feint (Ex): Starting at 3rd level, when you use a total duration. This ability can be used on unwilling targets,
standard action to move, you can combine that move with a but you must succeed at a melee touch attack, and the target
feint. If you are able to feint as a move action (such as from may attempt a Will saving throw to negate the effect. This abili-
having the Improved Feint feat), you can combine a move ac- ty has no effect on spells that are instantaneous or have a dura-
tion to move with your feint. At 11th level, once per round you tion of permanent.
can declare your square and one adjacent square as the origin Starting at 10th level, you can gain this talent a second
of your attacks until your next turn (allowing your to use one time. If you do, as a standard action, you can spend one use of
or both squares to determine whether you or allies are flank- heroic effort to disrupt a spell effect or magic item. This acts
ing an opponent). At 15th level, you count an additional adja- like a targeted dispel magic with a range of touch. You can add
cent square for this purpose. your Charisma modifier to the dispel check.
Snap Shot (Ex): Starting at 2nd level, you may treat your Spell Resistance (Su): Starting at 1st level, as a standard
initiative roll as a 20 for a surprise round, regardless of your action, you can expend one use of heroic effort to grant your-
initiative, but you may only take an attack action with a ranged self spell resistance equal to 6 + your class level for a number
weapon. Your normal initiative roll is used in subsequent of rounds equal to your Charisma modifier (minimum 1). This
rounds. If two or more characters possess this ability, their ini - spell resistance cannot be suppressed, but it can be ended as a
tiative determines the order in which they act, but they all go free action on your turn.
before any other creature. If you are prevented from acting in Starting at 10th level, you can take this talent a second
the surprise round, this talent has no effect. time. If you do, the amount of spell resistance it grants increas-
Soul Sight (Su): Starting at 8th level, while using sus- es to 11 + your class level.
tained effort (see page 24), you can focus on this talent as a Spell Synthesis (Su): Starting at 16th level, once per day,
free action. Your focus on this talent ends if you stop using sus- you can cast two spells, one of which must be arcane and the
tained effort. While focused on this talent, you gain the ability other divine, using one action. Both of the spells must have the
to sense living and undead creatures within 10 feet of you as if same casting time. You can make any decisions concerning the
you had blindsight. This sense also tells you whether a creature spells independently. Any target affected by both of the spells
is living or undead. Constructs, objects, and other creatures takes a 2 penalty on saves made against each spell. You re-
that are neither living nor undead cannot be sensed with this ceive a +2 talent bonus on caster level checks made to over-
ability. Starting at 12th level, the range of this ability increases come spell resistance with these two spells.
to 30 feet at 12th level. Spell Thief (Su): Starting at 10th level, as a standard ac-
Spark of Life (Ex): You gain a +4 talent bonus on saving tion, you can expend one use of heroic effort to steal a spell af-
throws against energy drain, death effects, and necromantic ef- fecting one creature. If the creature is unwilling, you must suc -
fects. ceed at a melee touch attack to steal the spell; the target can at -
Speak with Dead (Su): Starting at 8th level, as a stan- tempt a Will saving throw to negate the effect. You can specify
dard action, you can ask one question of a dead creature as if a spell affecting the target to steal, but if you are incorrect or
using speak with dead. The dead creature you are questioning do not know what spells are affecting the target, the spell
does not gain a Will saving throw if your alignments are differ- stolen is determined randomly from all those affecting the tar-
ent. You can use this ability a number of times per day equal to get. If successful, the spell effect transfers to you, affecting you
your class level. for the remaining duration. Unless the effect normally allows
Speedy Tricks (Ex): Starting at 9th level, you can make a for a new saving throw during its duration (such as at the end
dirty trick combat maneuver as an attack instead of a standard of each round), this ability doesn't grant you a saving throw
action. against it. You cannot use this ability to steal a spell with a
Spell Critical (Su): Starting at 16th level, whenever you range of personal or a duration of permanent.
successfully confirm a critical hit, you can cast a spell as a swift Spell Tinkerer (Su): Starting at 1st level, as a standard
action. The spell must include the target of the attack as one of action, you can expend one use of heroic effort to alter an exist-
its targets or in its area of effect. Casting this spell does not ing spell effect. To use this ability, you must be adjacent to the
provoke an attack of opportunity. You must still provide all of spell effect (or the effect's target) and be aware of the effect.
the spell's components and must roll for arcane spell failure if You can choose to increase or decrease the remaining duration
necessary. of the spell by 50%. This ability can be used on unwilling tar-

54
Eric Morton Presents

gets, but you must succeed at a melee touch attack, and the tar- from a prone position as a swift action that does not provoke
get may attempt a Will saving throw to negate the effect. This an attack of opportunity or as a free action that provokes an at-
ability cannot be used on a given spell effect more than once. tack of opportunity, as normal.
This ability has no effect on spells that are instantaneous or Steadfast Mount (Ex): Starting at 2nd level, after you
have a duration of permanent. spend 1 hour practicing with a mount, the mount gains a
Spell Use: Starting at 6th level, you are able to use spell morale bonus to AC and saving throws equal to 1 + one-fourth
completion and spell trigger items as if you were an arcane your class level, but only while you are mounted on it or adja-
caster with the following spells on your spell list: darkness, cent to it.
forced quiet, modify memory, nondetection, obscuring mist, Steadfast Attack (Ex): Starting at 3rd level, you gain a +1
phantom steed, shadow walk, and wizard spells of the illusion bonus on melee attack rolls with readied attacks and attacks of
school of spell level 0 through 4th. You use your class level as opportunity. At 7th, 11th, and 15th level, you can gain this tal-
your caster level for this ability. ent one additional time. It's effects stack.
Spellbreaker (Ex): At 8th level, you gain Spellbreaker as Stealthy Sniper (Ex): Starting at 10th level, when you
a bonus feat, even if you do not meet the prerequisites. use the Stealth skill to snipe, you only suffers a 10 penalty on
Spellshield (Su): Starting at 6th level, as a standard the Stealth check, instead of 20.
action, you spend one use of heroic effort per level of the spell Step Aside (Ex): Starting at 17th level, as an immediate
to store a spell in your shield. This functions as the spell storing action when a creature you threaten takes a 5-foot step into a
weapon special ability, but activates only on a successful shield square adjacent to you, you can take a 5-foot step. This 5-foot
bash by you and is not limited to spells of 3rd level or less. step must be subtracted from your movement on the next turn.
Spirit of Battle (Ex): At 20th level, as a full-round action, You also gain a +2 dodge bonus to your AC against that oppo-
you can make a full attack and move up to your speed (either nent until the end of your next turn.
before or after the attacks). Whenever you score a critical hit, Stigmata (Su): Starting at 6th level, you are marked by
the attack ignores damage reduction. You gain a +4 insight scarified wounds. As a standard action, you may start or stop
bonus to AC for the purposes of confirming critical hits against bleeding from these wounds. At 10th level you may instead do
you. If you are reduced to below 0 hit points, you do not die this as a move action, and at 14th level you may instead do it as
until your negative hit point total exceeds double your a swift action. Activating stigmata causes bleed damage equal
Constitution score. to one-fourth your class level. This bleed damage is not halted
Spirit of Community (Su): Starting at 1st level, as a move by curative magic. While the stigmata are bleeding, you ignore
action, you can spend one use of heroic effort to call upon the blood drain and bleed damage from any other source. In addi-
spirits of community. For the next round, you grant every ally tion, while your stigmata are bleeding, you gain a divine bonus
within 30 feet a +1 competence bonus on a single skill check (which does not stack with any sacred or profane bonus) equal
(of the ally's choice) that it makes before the end of this abil- to one-fourth your class level. Each time you activate stigmata,
ity's duration. Furthermore, allies within 30 feet can, as a free you decide if this bonus applies to attack rolls, weapon damage
action, choose to forgo this bonus, and instead grant a single rolls, Armor Class, caster level checks, or saving throws; to
ally a +1 increase to its competence bonus granted by this abil- change this decision, you must deactivate and reactivate your
ity (maximum +5). stigmata.
Spontaneous Healing (Su): Staring at 1st level, you can Still Magic (Su): Starting at 2nd level, you can cast one
expend one use of heroic effort to use one of your spell slots to spell per day as if it were modified by the Still Spell feat. This
cast a cure spell (any spell with "cure" in its name) from the does not increase the casting time or the level of the spell.
cleric spell list as if it were on your spell list and prepared. The Stranger's Fortune (Ex): Starting at 3rd level, as a free
spell must be of a level you can cast. action you can take when a firearm you are wielding misfires,
Spontaneous Revival (Su): Starting at 10th level, you you can spend two uses of heroic effort to ignore that misfire.
can expend five uses of heroic effort and a spell slot of at least Strapped Shield (Ex): Starting at 3rd level, you take no
5th level to cast breath of life. penalty on attack rolls when using a weapon in two hands
Stalwart (Ex): Starting at 10th level, whenever you make while wearing a buckler.
a Fortitude or Will saving throw against an attack that has a re- Strong Stroke (Ex): Starting at 1st level, you roll twice
duced effect on a successful save, you instead avoid the effect when making Swim checks and take the better result. If you al-
entirely. You do not gain this benefit if you are helpless. ready roll twice while making a Swim check because of another
Stand Still: At 13th level, you gain Stand Still as a bonus ability or effect, you gain a +2 insight bonus on both of those
feat, even if you do not have the Combat Reflexes feat. If you al- rolls instead. If you are under the effect of a spell or ability that
ready have the Stand Still feat, you can take any other combat forces you to roll two dice and take the worse result, you only
feat whose prerequisites you meet instead. Furthermore, you need to roll 1d20 while making Swim checks.
gain a talent bonus equal to 1/2 your class level on combat ma- Strong-Willed (Ex): Starting at 1st level, whenever you
neuver checks when using the Stand Still feat. make a Will saving throw against a mind-affecting effect, you
Stand Up (Ex): Starting at 2nd level, you can stand up roll twice and takes the best result.

55
Custom Class Builder

Sucker Punch (Ex): Starting at 17th level, when you time. If you do, as a full-round action, you can attempt a dirty
strike a creature that is denied its Dexterity bonus to AC, or trick maneuver against a number of opponents you can reach
that you have successfully pinned with a grapple check, you equal to 2 + your Dexterity bonus (if any), making a separate
can attempt a dirty trick or trip combat maneuver against that combat maneuver check against each opponent. You must use
target as a swift action. the same dirty trick maneuver against each opponent.
Suffering Knowledge (Su): Starting at 10th level, as an Swift Poison (Ex): Starting at 2nd level, you can apply
immediate action you can take when you fail a saving throw poison to a weapon as a move action, instead of a standard ac-
against a spell cast by an enemy, you can expend one use of tion.
heroic effort to temporarily acquire that spell. You can cast the Swinging Reposition (Ex): Starting at 2nd level, you in-
spell using your spell slots as if it was a spell you had prepared corporate a ship's masts, rigging, ropes, sails, and other such
that day. The spell must be on the sorcerer/wizard spell list structures into your combat style. Provided you are wearing
and must be of a level that you can cast. The ability to cast this light armor or no armor, when fighting in an environment
spell remains for a number of rounds equal to your Charisma where such structures exist, you incorporate them into your
modifier (minimum 1). movement, and do not have to move in a straight line when
Summoner's Charm (Su): Starting at 1st level, whenever making either a charge attack or a bull rush combat maneuver.
you cast a conjuration (summoning) spell, increase the dura- Once you complete your attack or maneuver, you can reposi-
tion by a number of rounds equal to 1/2 your class level (mini- tion yourself. Immediately after making the charge or bull
mum 1). At 20th level, you can change the duration of all sum- rush, you can move 5 feet as a free action, even if the charge
mon monster spells to permanent. You can have no more than ends your turn. This movement does not provoke attacks of op-
one summon monster spell made permanent in this way at one portunity.
time. If you designate another summon monster spell as perma- Tactical Expertise (Ex): Starting at 7th level, whenever
nent, the previous spell immediately ends. you are flanking or make an attack of opportunity, you may add
Superficial Knowledge (Ex): Starting at 10th level, you your Intelligence bonus (if any) as a bonus on the attack roll. In
can use any Knowledge or Profession skill untrained. You gain addition, as a swift action, you can spend four uses of heroic ef-
a +4 bonus on any skill check you make while using a fort to add your Intelligence modifier as a bonus on any single
Knowledge or Profession skill untrained. d20 roll made as part of a readied action.
Sure-Footed (Ex): Starting at 5th level, you take no Takedown (Ex): Starting at 11th level, if you succeed on a
penalties when moving across slick surfaces, whether natural drag maneuver, you can attempt a trip maneuver against the
or magical (e.g., grease, ice storm, and sleet storm). You are not same target as a swift action that does not provoke attacks of
at risk of falling, are not denied your Dexterity bonus when opportunity. At 15th level, you may do so after a successful
moving across such areas, and do not treat them as difficult grapple check.
terrain. Telekinetic Fist (Sp): Starting at 1st level, as a standard
Surprising Charge (Ex): Starting at 1st level, as an im- action, you can spend one use of heroic effort to telekinetically
mediate action, you can spend four uses of heroic effort to bludgeon a foe within 30 feet as a ranged touch attack. If this
move up to your speed. attack hits, it deals a number of points of bludgeoning damage
Swap (Ex): Starting at 4th level, you can steal an object equal to 1d4 + one-half your class level.
from a creature and replace it with another object of the same Terror (Ex): Starting at 14th level, as a standard action,
size or smaller that you have in your hand. This functions as you can rear up a mount in an intimidating manner. Enemies
the steal combat maneuver, but you do not provoke an attack of within 60 feet who can see you must succeed at a Will save (DC
opportunity, and may use your Sleight of Hand check in place 10 + 1/2 your level + your Charisma modifier) or be shaken for
of your combat maneuver check. If your check exceeds the tar - 1 round per class level you possess. Creatures with half or few-
get's CMD by 10 or more, the target is unaware the swap has er Hit Dice than you become frightened instead. An opponent
been made until it tries to use the swapped object or the end of that succeeds at the saving throw is immune to your terror
its next turn (whichever happens first). ability for 24 hours. This ability is a mind-affecting fear effect.
Sweeping Fend (Ex): Starting at 13th level, you can use Throw Shield (Ex): Starting at 3rd level, you can throw a
any spear or pole arm to make a bull rush or trip maneuver, heavy or light shield as a normal (non-improvised) thrown
though you take a 4 penalty to your CMB when making such weapon with a range increment of 10 feet or the shield's range
attempts. Weapons with the trip property do not incur this increment, whichever is greater. The thrown shield deals the
penalty on trip maneuvers. same damage as a shield bash, and any damage increases from
Sweeping Prank (Ex): Starting at 13th level, as a stan- shield spikes apply to this attack. You are treated as having the
dard action, you can attempt a dirty trick maneuver against Far Shot feat for the purpose of determining range increment
any two adjacent opponents that you can reach, making a sepa- penalties for throwing a shield.
rate combat maneuver check against each opponent. You must Starting at 7th level, you can gain this talent a second
use the same dirty trick maneuver against each opponent. time. If you do, you can use a thrown shield to perform a bull
Starting at 17th level, you can gain this talent a second rush, dirty trick, disarm, reposition, or trip combat maneuver

56
Eric Morton Presents

as if you were making a melee shield bash attack. trap that allows specific creatures to pass it without danger,
Timely Trip (Ex): Starting at 9th level, you can make a you can modify which creatures it allows to pass, adding your
disarm combat maneuver against a target you threaten as a allies and restricting enemies if you desires.
move action to push aside the target's shield. If successful, the Trap Saboteur (Su): Starting at 8th level, you become a
target loses its shield bonus to AC against your next attack. master of avoiding and manipulating traps and locks. You can
Touch of Glory (Sp): Starting at 1st level, as a standard attempt to open a lock as a standard action and take 1/2 the
action, you can spend one use of heroic effort and touch a normal amount of time to disable traps (minimum 1 round) .
creature to give it a morale bonus equal to your class level on a When you have bypassed a trap without disarming it, you can
single Charisma-based skill check or Charisma ability check. also choose to suppress its trigger for up to 1 minute. If you do,
This ability lasts for 1 hour or until the creature touched elects you can also choose to end this suppression pre-
to apply the bonus to a roll, whichever comes first. maturely as a free action.
Touch of Resolve (Sp): Starting at 1st level, you can Trap Spotter (Ex): Starting at 2nd level,
spend one use of heroic effort to use remove fear (targeting whenever you come within 10 feet of a trap,
one creature) as a spell-like ability. you can attempt an immediate Perception
Tough Guy (Ex): At 3rd level, you skill check to notice the trap. This check
gain DR/ equal to half your class lev- should be made in secret by the GM.
el against nonlethal damage or dam- Trapfinding (Ex): Starting at 1st
age taken while you are grappled. level, you gain a talent bonus equal to
Tower Shield Defense (Ex): 1/2 your level on Perception skill
Starting at 9th level, while using checks made to locate traps and Dis-
a tower shield, you gain your able Device skill checks (minimum
shield bonus against touch at- +1). You can use Disable Device to
tacks. disarm magic traps.
Tower Shield Evasion (Ex): Starting at 15th Treacherous Blow (Ex):

Illustration by Storn Cook


level, whenever you fail a Reflex saving throw Starting at 15th level, when you
against an attack that normally deals half dam- confirm a critical hit, you can at-
age on a successful save, if you are using a tow- tempt a dirty trick combat maneu-
er shield, you take only half damage from ver as part of that attack as an imme-
that attack. Whenever you make a success- diate action.
ful saving throw against an attack that Trick Shot (Ex): When you gain
normally deals half damage on a suc- this talent, choose one of the following
cessful save, if you are using a tow- combat maneuvers or actions: disarm,
er shield, you instead take no feint, or sunder. If you are at least
damage. You do not gain the 11th level, you can instead choose
benefit of tower shield bull rush, grapple, or trip. Starting
evasion if you are help- at 3rd level, you can perform the
less. chosen maneuver with a bow
Tower Shield Spe- against any target within 30 feet,
cialist (Ex): Starting at with a 4 penalty to your CMB.
5th level, when you employ a tower shield These maneuvers use up arrows as nor-
in combat, you do not take the 2 penalty mal. A target grappled by an arrow
on attack rolls because of the shield's encum- can break free by destroying your ar-
brance. row (hardness 5, hit points 1, break
Transmutation Supremacy (Su): At 20th DC 13) or with an Escape Artist or
level, whenever you cast a transmutation spell, it CMB check (against your CMD 4).
is treated as it were affected by the Extend Spell At 7th, 11th, and 15th level, you can
feat without altering the casting time or slot used. (You can- gain this talent one additional time, selecting a different ma-
not then alter its duration again with the Extend Spell feat.) If neuver each time.
you have and use the powerful change talent, the bonus in- Trick Throw (Ex): Starting at 9th level, as an immediate
creases by 4 instead of 2. If you have the share transmutation action when you successfully trip an opponent with an un-
talent, you can use that ability to target a willing creature with- armed attack, you can attempt a dirty trick combat maneuver
in 30 feet. against that creature (before the opponent becomes prone).
Trap Master (Ex): Starting at 8th level, whenever you This dirty trick maneuver does not provoke attacks of opportu-
disarm a trap using Disable Device, you can bypass it even if nity.
your check did not exceed the DC by 10 or more. If it is a magic Turn Undead (Su): At 1st level, you gain Turn Undead as

57
Custom Class Builder

a bonus feat, even if you do not meet the prerequisite. You can condition to the actual fatigued condition.
activate that feat by spending one use of heroic effort instead Unstable Bonds (Su): Starting at 1st level, you can ex-
of spending one use of the channel energy ability. You can take pend one use of heroic effort to make a melee touch attack that
other feats that improve your ability to turn undead, such as can cause a summoned or called creature to become shaken
Improved Channel, but not feats that alter that ability, such as and staggered for a number of rounds equal to 1/2 your class
Elemental Channel and Alignment Channel. The DC to save level (minimum 1).
against your Turn Undead feat is equal to 10 + 1/2 your class Unstoppable Evocation (Su): At 20th level, any dispel
level + your Charisma modifier. At 20th level, undead cannot checks made against your evocation spells must be rolled
add their channel resistance to the save against your Turn Un- twice, and your opponent must use the less favorable result.
dead feat. Unstoppable Strike (Ex): Starting at 19th level, you can
Twin Blades (Ex): Starting at 5th level, you can focus on take a standard action to make one attack with your chosen
this talent as a free action (see page 24). While focused on this weapon as a touch attack that ignores damage reduction (or
talent, you gain a proficiency bonus equal to 1 + one-fourth hardness, if attacking an object).
your class level on attack and damage rolls when making a full Unwitting Ally (Ex): Starting at 10th level, you can spend
attack with two weapons or a double weapon. a swift action to attempt to make an opponent act like an ally
Two-Weapon Fighting: You gain Two-Weapon Fighting for purposes of providing a flank until the beginning of your
as a bonus feat, even if you do not meet the prerequisite. next turn. The opponent must be able to hear and see you, and
Ultimate Payback (Ex): At 20th level, any critical threats you must succeed at a Bluff check opposed by the opponent's
you make against an opponent that has attacked you since the Sense Motive. If the check succeeds, the opponent acts as an
beginning of your last turn are automatically confirmed. ally for the purpose of providing a flank. Whether or not the
Unavoidable Onslaught (Ex): Starting at 15th level, your check succeeds, you cannot use this trick again on the same op-
mounted charge is not blocked by friendly creatures or difficult ponent for the next 24 hours. If you fail the check by 5 or more,
terrain. you cannot use the unwitting ally ability on any opponent
Unbreakable Mind (Ex): At 20th level, you gain immuni- within line of sight of the failed attempt for 24 hours.
ty to mind-affecting effects. Versatile Evocation (Su): Starting at 1st level, whenever
Uncanny Dodge (Ex): Starting at 2nd level, you cannot you cast an evocation spell that does acid, cold, electricity, or
be caught flat-footed, nor do you lose your Dexterity bonus to fire damage, you can spend one use of heroic effort to change
AC if the attacker is invisible. However, you still lose your Dex- the damage dealt to one of the other four energy types. This
terity bonus to AC if you are immobilized, or if an opponent changes the descriptor of the spell to match the new energy
successfully uses the feint action against you. If you already type. Any non-damaging effects remain unchanged unless the
have uncanny dodge from a different class, you automatically new energy type invalidates them (an ice storm that deals fire
gain improved uncanny dodge instead. damage might still provide a penalty on Perception checks due
Uncanny Dodge, Improved (Ex): Starting at 4th level, to smoke, but it would not create difficult terrain). Such effects
you can no longer be flanked. This denies an attacker the abili- are subject to GM discretion.
ty to sneak attack you unless they have at least four more Versatile Performance (Ex): When you gain this talent,
rogue levels than you have levels in classes that grant uncanny choose one type of perform skill. Starting at 2nd level, you can
dodge. use your bonus in that skill in place of your bonus in associated
Undetected Sabotage (Ex): Starting at 2nd level, when- skills. When substituting in this way, you use your total Per-
ever you use Disable Device to sabotage or disable a device, form skill bonus, including class skill bonus, in place of its asso-
you can make a Stealth check with a bonus equal to your level. ciated skill's bonus, whether or not you have ranks in that skill
An observer who inspects the device does not notice the sabo- or if it is a class skill. At 6th level, and every 4 levels thereafter,
tage and assumes the object works unless the observer beats you can gain this talent one additional time, selecting a differ-
your check with an opposed Perception skill check. ent type of perform skill each time.
Unholy Resilience (Su): Starting at 2nd level, you gain a The types of Perform and their associated skills are: Act
bonus equal to your Charisma bonus (if any) on all saving (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobat-
throws. ics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Orato-
Unity (Su): Starting at 8th level, as an immediate action ry (Diplomacy, Sense Motive), Percussion (Handle Animal, In-
you can take when a spell or effect targets you and one or more timidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy),
allies within 30 feet, you can spend four uses of heroic effort to and Wind (Diplomacy, Handle Animal).
allow your allies to use your saving throw against the effect in Volley (Ex): Starting at 17th level, as a full-round action,
place of their own. Each ally must decide individually before you can make a single bow attack at your highest base attack
the rolls are made. bonus against any number of creatures in a 15-foot- radius
Unlimited Endurance (Ex): Starting at 15th level, when burst, making separate attack and damage rolls for each crea-
you are exhausted, you only suffer the effects of the fatigued ture.
condition instead, but do require 1 hour of rest to reduce this Wall Climber (Su): Starting at 2nd level, you gain a climb

58
Eric Morton Presents

speed of 20 feet, but only on vertical surfaces. This ability can- feat with any of those weapons.
not be used to scale perfectly smooth surfaces or to climb on Weapon Training (Ex): When you gain this talent, select
the underside of horizontal surfaces. one weapon group. Starting at 5th level, you can focus on this
Wall Scramble (Ex): Starting at 1st level, you roll twice talent as a free action (see page 24). While focused on this tal-
when making Climb checks and take the better of the two rolls. ent and attacking with a weapon belonging to any weapon
If you already roll twice while making a Climb check because of group you selected with this talent, you gain a proficiency
another ability or effect, you gain a +2 insight bonus on both of bonus equal to 1 + one-fourth your level on attack and damage
those rolls instead. If you are under the effect of a spell or abili - rolls.
ty that forces you to roll two dice and take the worse result, At 9th, 13th, and 17th level, you can gain this talent one
you only need to roll 1d20 while making Climb checks. additional time, selecting a different weapon group each time.
Wand Adept (Ex): Starting at 6th level, you can use your Well-Versed (Ex): You gain a +4 talent bonus on saving
Dexterity modifier in place of your Charisma modifier when at- throws against bardic performance, sonic, and language-de-
tempting Use Magic Device checks to activate wands. pendent effects.
Wand Mastery (Su): Starting at 2nd level, whenever you Whirlwind Blitz (Ex): At 20th level, you can make a full-
use a wand, you calculate the DC for any spell it contains using attack action as a standard action. You may also use the Whirl-
your Charisma modifier, instead of the minimum modifier wind Attack feat as a standard action if you have that feat.
needed to cast a spell of that level. Starting at 16th level, when- Wind Servant (Sp): Starting at 1st level, as a standard ac-
ever you use a wand containing a spell on your spell list (if tion, you can spend one use of heroic effort to generate a blast
any), you use your caster level in place of the wand's caster lev- of air that hurls an unattended object (or objects) or an object
el. in your possession up to 30 feet in a straight line. If you have a
War Mind (Su): Starting at 1st level, as a standard action, free hand, you can catch an object hurled toward yourself. You
you can spend one use of heroic effort and touch an ally and can move objects weighing up to 1 pound per class level. Ob-
grant it a tactical advantage for 1 minute. At the start of its turn jects are not thrown with enough force to cause damage, al-
each round, it can select one of the following bonuses: +10 feet though fragile objects like alchemical weapons shatter on con-
to base land speed, +1 dodge bonus to AC, +1 insight bonus on tact with a creature or hard surface. To hit a creature with an
attack rolls, or a +1 luck bonus on saving throws. Each bonus object, you must succeed at a ranged touch attack.
selected lasts for 1 round. Without a Trace (Ex): Starting at 4th level, you are able
War Sight (Su): Starting at 1st level, whenever you roll to study a location, conceal evidence, and hide in or extricate
for initiative, you can roll twice and take either result. At 7th yourself quickly from that location. Studying a location takes 1
level, you can always act in the surprise round, but if you fail to minute for each 10-foot square. Once you have studied an area,
notice the ambush, you act last, regardless of your initiative re- you can attempt a Disguise check to alter evidence or a Stealth
sult (you act in the normal order in following rounds). At 11th check to conceal evidence (by doing things such as cleaning up
level, you can roll for initiative three times and take any one of bloodstains, obscuring footprints, moving a dead body, and so
the results. on). Altering an area takes 1d3 x 10 minutes of work per 10-
Weapon Finesse: You gain Weapon Finesse as a bonus foot square. Anyone attempting to determine what actually
feat. happened in that area must succeed at an opposed Perception
Weapon Focus: You gain Weapon Focus as a bonus feat, check against the result of your Disguise or Stealth check (your
even if you do not meet the prerequisites. You must select a choice) or accept the altered scene as truth. You gain a +4
weapon with which you are proficient with this Weapon Focus bonus on this check, on Sleight of Hand checks to hide objects
feat. from that location on your person, and on Stealth checks to
Weapon Mastery (Ex): Choose one weapon, such as the hide within or escape from that location. This lasts as long as
longsword, greataxe, or longbow. At 20th level, any attacks the scene remains unaltered (except by you).
made with that weapon automatically confirm all critical Word of Anathema (Sp): Starting at 8th level, once per
threats and have their damage multiplier increased by 1 (2 day as a standard action, you can speak a word of anathema
becomes 3, for example). In addition, you cannot be disarmed against a single creature within 60 feet (Will negates). This acts
while wielding a weapon of this type. as bestow curse and lasts for 1 minute, giving the target a 4
Weapon Snatcher (Ex): Starting at 10th level, you can penalty on attack rolls, saves, ability checks, and skill checks.
make a Sleight of Hand check in place of a combat maneuver Zealous Surge (Sp): Starting at 1st level, once per day
check when attempting to disarm an opponent. when you are reduced to 0 or fewer hit points, you heal a num-
Weapon Specialization: Starting at 5th level, you gain ber of hit points equal to your class level + your Wisdom modi-
the benefit of the Weapon Specialization feat with every fier.
weapon you have selected with the Weapon Focus feat (if any),
and count as having the Weapon Specialization feat with each Other Talents
of those weapons for the purpose of meeting prerequisites. You Over a thousand additional talents appear in the full ver-
gain no additional benefit for having the Weapon Specialization sion of the Custom Class Builder, scheduled for release in 2016.

59
Custom Class Builder

Sample Class: Dilettante

The Dilettante
Consummate dabblers, dilettantes study everything from
courtly skills to arcane magic. Dilettantes train in combat styles
popular with aristocratic duelists, emphasizing light armor and
mobility. Outside of combat, they practice a wide selection of
varied skills, even learning a selection of arcane spells in their
endless quest to become versatile, well-rounded individuals.
Role: Dilettantes are capable combatants who learn to
cast a narrow selection of sorcerer/wizard spells. A dilettante's
spells are relatively low-level, and are best used to either sup-
plement the dilettante's combat capabilities or to provide utili-
ty in non-combat situations. Dilettantes rely more frequently
upon skills and feats, which they acquire in large numbers.
Alignment: Any.
Hit Die: d10.

Class Skills
All skills are dilettante class skills.
Illustration by Storn Cook

Skill Ranks per Level: 6 + Intelligence modifier

Class Features
All of the following are features of the dilettante class.
Weapon and Armor Proficiency: You are proficient with
all simple and martial weapons. You are also proficient with
light armor and with bucklers. You can cast arcane spells with-
out incurring the normal arcane spell failure chance for wear-
ing light armor or using a buckler. You incur the normal chance
of arcane spell failure for using types of armor and shields.
Arcane Spell List: Your dilettante spell list includes all
1st-, 2nd-, 3rd-, and 4th-level sorcerer/wizard spells.
Arcane Spellcasting: Starting at 4th level, you gain the
ability to cast a limited number of arcane spells drawn from
the arcane spell list described above. You can cast any spell you
The dilettante base class is an example of a custom class have prepared by expending a spell slot of the same level or
created using the class creation process described in Chapter 1. higher. Your caster level for arcane spells equals your total level
See that chapter to see how the class creation process was in all classes that cast arcane spells.
used to create this class. To learn, prepare, or cast a spell, you must have an Intelli-
Note that the description of the dilettante class does not gence score equal to at least 10 + the spell's level. The DC of
mention any class feature it gained during the class creation saving throws against your spell is 10 + the spell's level + your
process if the only purpose of that class feature is to grant a Intelligence modifier.
second class feature. For example, the thematic talents class Your number of spell slots per day is determined by your
feature the dilettante gained during the class creation process level, as noted on Table S.1: Dilettante Advancement. You do
only grants the combat feat and bonus feat class features. The not gain bonus spells for having high ability scores.
description of the dillettante class omits any mention of the You gain a limited number of spells known, as noted on
thematic talents class feature, instead describing the combat Table S.2: Dilettante Spells Known. At any one time, only half of
feat and bonus feat class features directly. these spells known are prepared. You cannot cast a dilettante
Likewise, the effects of the dilettante's talent rating and spell you know unless it is also one of your currently prepared
several of its proficiencies have been incorporated into the de- dilettante spells. You can use your spell slots to cast any of your
scriptions of its other class features. prepared dilettante spells, and a dilettante spell you cast re-

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Eric Morton Presents

Table S.1: Dilettante Advancement

Class Base Attack Fort Ref Will Spells per Day


Level Bonus Save Save Save Special 1st 2nd 3rd 4th
1st +1 +0 +2 +2 Combat Expertise, combat feat, nimble
defense, Weapon Finesse
2nd +2 +0 +3 +3 Bonus feat
3rd +3 +1 +3 +3 Combat feat
4th +4 +1 +4 +4 Bonus feat 1
5th +5 +1 +4 +4 Combat feat 1
6th +6/+1 +2 +5 +5 Bonus feat 2
7th +7/+2 +2 +5 +5 Combat feat 2
8th +8/+3 +2 +6 +6 Bonus feat 3 1
9th +9/+4 +3 +6 +6 Combat feat 3 1
10th +10/+5 +3 +7 +7 Bonus feat 4 2
11th +11/+6/+1 +3 +7 +7 Combat feat 4 2
12th +12/+7/+2 +4 +8 +8 Bonus feat 4 3 1
13th +13/+8/+3 +4 +8 +8 Combat feat 4 3 1
14th +14/+9/+4 +4 +9 +9 Bonus feat 4 4 2
15th +15/+10/+5 +5 +9 +9 Combat feat 4 4 2
16th +16/+11/+6/+1 +5 +10 +10 Bonus feat 4 4 3 1
17th +17/+12/+7/+2 +5 +10 +10 Combat feat 4 4 3 1
18th +18/+13/+8/+3 +6 +11 +11 Bonus feat 4 4 4 2
19th +19/+14/+9/+4 +6 +11 +11 Combat feat 4 4 4 2
20th +20/+15/+10/+5 +6 +12 +12 Bonus feat 4 4 4 3

mains prepared even after you cast it.


Once per day, you can change which of your spells known Table S.2: Dilettante Spells Known
are prepared by performing a ritual that takes 15 minutes to
complete. Upon completing this ritual, choose half of your Class Spells Known per Spell Level 1
dilettante spells known of each spell level as your prepared Level 1st 2nd 3rd 4th
dilettante spells. 1st
At 8th level, and every four levels thereafter, you may 2nd
choose to replace any one of your dilettante spells known with 3rd
a different spell of the same level from your dilettante spell list. 4th 2
Combat Expertise: At 1st level, you gain Combat Exper- 5th 2
tise as a bonus feat, even if you do not meet the prerequisite. 6th 4
Combat Feat: At 1st level, and every two levels thereafter, 7th 4
choose any one combat feat whose prerequisites you meet. You 8th 4 2
gain the chosen combat feat as a bonus feat. Your dilettante 9th 4 2
levels count as fighter levels for the purpose of meeting the 10th 6 4
prerequisites of feats chosen with this ability. 11th 6 4
Nimble Defense (Ex): Starting at 1st level, you gain a 12th 6 4 2
dodge bonus to AC equal to 1 + one-fourth your total level in all 13th 6 4 2
classes with the nimble defense ability. You gain this bonus 14th 6 6 4
only once, even if you have levels in more than one class with 15th 6 6 4
this ability. This bonus does not apply when you are wearing 16th 6 6 4 2
medium or heavy armor or carrying a medium or heavier load. 17th 6 6 4 2
Weapon Finesse: At 1st level, you gain Weapon Finesse 18th 8 6 6 4
as a bonus feat. 19th 8 6 6 4
Bonus Feat: At 2nd level, and every two levels thereafter, 20th 8 6 6 4
1
choose any one feat whose prerequisites you meet. You gain Only half of a dilettante's known spells of each spell level are
the chosen feat as a bonus feat. prepared at any one time.

61
Custom Class Builder

written permission from the Contributor to do so.


OPEN GAME LICENSE Version 1.0a 12. Inability to Comply: If it is impossible for You to comply with any of
the terms of this License with respect to some or all of the Open Game
The following text is the property of Wizards of the Coast, Inc. and is Content due to statute, judicial order, or governmental regulation then You
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. may not Use any Open Game Material so affected.
1. Definitions: (a) "Contributors" means the copyright and/or 13. Termination: This License will terminate automatically if You fail to
trademark owners who have contributed Open Game Content; (b) comply with all terms herein and fail to cure such breach within 30 days of
"Derivative Material" means copyrighted material including derivative becoming aware of the breach. All sublicenses shall survive the termination
works and translations (including into other computer languages), of this License.
potation, modification, correction, addition, extension, upgrade, 14. Reformation: If any provision of this License is held to be
improvement, compilation, abridgment or other form in which an existing unenforceable, such provision shall be reformed only to the extent
work may be recast, transformed or adapted; (c) "Distribute" means to necessary to make it enforceable.
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d) "Open Game Content" means the game mechanic 15. COPYRIGHT NOTICE
and includes the methods, procedures, processes and routines to the extent
such content does not embody the Product Identity and is an enhancement Custom Class Builder Preview. 2015, Eric Morton. Author: Eric
over the prior art and any additional content clearly identified as Open Morton. Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
Game Content by the Contributor, and means any work covered by this Inc. System Reference Document. Copyright 2000, Wizards of the Coast,
License, including translations and derivative works under copyright law, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material
but specifically excludes Product Identity. (e) "Product Identity" means by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game
product and product line names, logos and identifying marks including Reference Document. 2011, Paizo Publishing, LLC; Author: Paizo
trade dress; artifacts, creatures, characters, stories, storylines, plots, Publishing, LLC. Pathfinder Roleplaying Game Core Rulebook. 2009,
thematic elements, dialogue, incidents, language, artwork, symbols, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by
designs, depictions, likenesses, formats, poses, concepts, themes and Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying
graphic, photographic and other visual or audio representations; names Game Core Rulebook. 2009, Paizo Inc.; Author: Jason Bulmahn, based on
and descriptions of characters, spells, enchantments, personalities, teams, material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder
personas, likenesses and special abilities; places, locations, environments, Roleplaying Game Bestiary. 2009, Paizo Publishing, LLC; Author: Jason
creatures, equipment, magical or supernatural abilities or effects, logos, Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
symbols, or graphic designs; and any other trademark or registered Williams. Pathfinder Roleplaying Game Bestiary 2. 2010, Paizo
trademark clearly identified as Product identity by the owner of the Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle,
Product Identity, and which specifically excludes the Open Game Content; Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon
(f) "Trademark" means the logos, names, mark, sign, motto, designs that are Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
used by a Contributor to identify itself or its products or the associated McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F.
products contributed to the Open Game License by the Contributor (g) Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and
"Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and
translate and otherwise create Derivative Material of Open Game Content. Skip Williams. Pathfinder Roleplaying Game Bestiary 3. 2011, Paizo
(h) "You" or "Your" means the licensee in terms of this agreement. Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James
2. The License: This License applies to any Open Game Content that Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley
contains a notice indicating that the Open Game Content may only be Used Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan
under and in terms of this License. You must affix such a notice to any Open Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game
Game Content that you Use. No terms may be added to or subtracted from Bestiary 4. 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse
this License except as described by the License itself. No other terms or Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy
conditions may be applied to any Open Game Content distributed using this Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips,
License. Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork
3. Offer and Acceptance: By Using the Open Game Content You indicate Shaw, and Russ Taylor. Pathfinder Roleplaying Game GameMastery Guide.
Your acceptance of the terms of this License. 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason
4. Grant and Consideration: In consideration for agreeing to use this Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost,
License, the Contributors grant You a perpetual, worldwide, royalty-free, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob
non-exclusive license with the exact terms of this License to Use, the Open McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan,
Game Content. Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber
5. Representation of Authority to Contribute: If You are contributing Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor,
original material as Open Game Content, You represent that Your Penny Williams, Skip Williams, Teeuwynn Woodruff. Pathfinder Roleplaying
Contributions are Your original creation and/or You have sufficient rights to Game Advanced Class Guide 2014, Paizo Inc.; Authors: Dennis Baker,
grant the rights conveyed by this License. Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves,
6. Notice of License Copyright: You must update the COPYRIGHT Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C.
NOTICE portion of this License to include the exact text of the COPYRIGHT McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean
NOTICE of any Open Game Content You are copying, modifying or K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor. Pathfinder
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copyright holder's name to the COPYRIGHT NOTICE of any original Open Paizo Inc. Author: Jason Bulmahn. Pathfinder Roleplaying Game Advanced
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7. Use of Product Identity: You agree not to Use any Product Identity, Pathfinder Roleplaying Game Advanced Race Guide. 2012, Paizo
including as an indication as to compatibility, except as expressly licensed Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck,
in another, independent Agreement with the owner of each element of that Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean,
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with any Trademark or Registered Trademark in conjunction with a work Stewart, and Russ Taylor. Pathfinder Roleplaying Game Monster Codex.
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Trademark. The use of any Product Identity in Open Game Content does not Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-
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9. Updating the License: Wizards or its designated Agents may publish Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese. Pathfinder
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License to copy, modify and distribute any Open Game Content originally Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob
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62
Eric Morton Presents

[The COPYRIGHT that follows is continued from the previous page.] Flind and Flindbar from the Tome of Horrors Complete, 2011, Necromancer Games, Inc.,
published and distributed by Frog God Games; Author: Scott Greene, based on original
Pathfinder Roleplaying Game Pathfinder Unchained 2015, Paizo Inc.; Authors: Dennis material by J.D. Morris. Flumph from the Tome of Horrors, Revised, 2002, Necromancer
Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Games, Inc.; Author Scott Greene, based on original material by Ian McDowell and Douglas
Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Naismith. Froghemoth from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Schwalb, Mark Seifter, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. 2011, Scott Greene, based on original material by Gary Gygax. Foo Creature from the Tome of
Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ material by Gary Gygax. Forlarren from the Tome of Horrors, Revised, 2002, Necromancer
Taylor. Pathfinder Roleplaying Game Ultimate Campaign. 2013, Paizo Publishing, LLC; Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone. Genie, Marid
Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt from the Tome of Horrors Complete 2011, Necromancer Games, Inc., published and
Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, distributed by Frog God Games; Author: Scott Greene, based on original material by Gary
Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Gygax. Giant Slug from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott
Sutter, Russ Taylor, and Stephen Townshend. Pathfinder Roleplaying Game Ultimate Combat. Greene, based on original material by Gary Gygax. Giant, Wood from the Tome of Horrors,
2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Wizards of the Coast. Gloomwing from the Tome of Horrors, Revised, 2002, Necromancer
Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Grippli from the
Game Ultimate Equipment. 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Tome of Horrors Complete 2011, Necromancer Games, Inc., published and distributed by
Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.Nereid from
Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason the Tome of Horrors Complete 2011, Necromancer Games, Inc., published and distributed
Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. Pathfinder Campaign Setting: by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Gryph
Technology Guide. 2014, Paizo Inc.; Authors: James Jacobs and Russ Taylor. Anger of Angels. from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene,
2003, Sean K Reynolds. Advanced Bestiary. 2004, Green Ronin Publishing, LLC; Author: based on original material by Peter Brown. Hangman Tree from the Tome of Horrors, Revised,
Matt Sernett. Book of Fiends. 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary
Mona, Chris Pramas, Robert J. Schwalb. The Book of Hallowed Might. 2002, Monte J. Cook. Gygax. Hippocampus from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Monte Cook's Arcana Unearthed. 2003, Monte J. Cook. Path of the Magi. 2002 Citizen Author Scott Greene and Erica Balsley, based on original material by Gary Gygax. Huecuva from
Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based
Reynolds. Skreyn's Register: The Bonds of Magic. 2002, Sean K Reynolds. The Book of on original material by Underworld Oracle. Ice Golem from the Tome of Horrors, 2002,
Experimental Might. 2008, Monte J. Cook. All rights reserved. Tome of Horrors. 2002, Necromancer Games, Inc.; Author Scott Greene. Iron Cobra from the Tome of Horrors, 2002,
Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Necromancer Games, Inc.; Author Scott Greene, based on original material by Philip Masters.
Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Jackalwere from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott
Webb; Based on original content from TSR. Kobold Quarterly Issue 7, 2008, Open Design Greene, based on original material by Gary Gygax. Jubilex from the Tome of Horrors, Revised,
LLC, www.koboldquarterly.com; Authors: John Baichtal, Wolfgang Baur, Ross Byers, Matthew 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary
Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan! Gygax. Kamadan from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author
The Tome of Horrors III, 2005, Necromancer Games, Inc.; Author Scott Greene. Adherer from Scott Greene, based on original material by Nick Louth. Kech from the Tome of Horrors,
the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Authors Scott Greene and Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Clark Peterson, based on original material by Guy Shearer. Amphisbaena from the Tome of Gary Gygax. Kelpie from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original Author Scott Greene, based on original material by Lawrence Schick. Korred from the Tome of
material by Gary Gygax. Angel, Monadic Deva from the Tome of Horrors, Revised, 2002, Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. material by Gary Gygax. Leprechaun from the Tome of Horrors, Revised, 2002, Necromancer
Angel, Movanic Deva from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Lurker Above from
Author: Scott Greene, based on original material by E. Gary Gygax. Animal Lord from the Tome the Tome of Horrors Complete, 2011, Necromancer Games, Inc.; published and distributed
of Horrors, Revised, 2002, Necromancer Games,Inc.; Author Scott Greene, based on original by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Magma
material by Gary Gygax. Ascomid from the Tome of Horrors, Revised, 2002, Necromancer ooze from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Atomie from the Greene. Marid from the Tome of Horrors III, 2005, Necromancer Games, Inc.; Author Scott
Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on Greene. Mihstu from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author:
original material by Gary Gygax. Aurumvorax from the Tome of Horrors, Revised, 2002, Scott Greene, based on original material by E. Gary Gygax. Mite from the Tome of Horrors,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Axe 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian
Beak from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Livingstone and Mark Barnes. Mite from the Tome of Horrors Complete 2011, Necromancer
Greene, based on original material by Gary Gygax. Baphomet from the Tome of Horrors Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on
Complete 2011, Necromancer Games, Inc., published and distributed by Frog God Games; original material by Ian Livingstone and Mark Barnes.Mongrelman from the Tome of Horrors,
Author: Scott Greene, based on original material by Gary Gygax. Bat, Mobat from the Tome of Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Horrors, Revised, 2002, Necromancer Games, Inc.; Authors Scott Peterson and Clark Gary Gygax. Nabasu Demon from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Peterson, based on original material by Gary Gygax. Beetle, Slicer from the Tome of Horrors, Author Scott Greene, based on original material by Gary Gygax. Necrophidius from the Tome of
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Horrors, Revised, 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original
Gary Gygax. Blindheim from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; material by Simon Tillbrook. Nereid from the Tome of Horrors, Revised, 2002, Necromancer
Author Scott Greene, based on original material by Roger Musson. Basidirond from the Tome Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Pech from the
of Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on
by Gary Gygax. Brownie from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; original material by Gary Gygax. Phycomid from the Tome of Horrors, Revised, 2002,
Author: Scott Greene, based on original material by E. Gary Gygax. Bunyip from the Tome of Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original Poltergeist from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott
material by Dermot Jackson. Carbuncle from the Tome of Horrors, Revised, 2002, Greene, based on original material by Lewis Pulsipher. Quickling from the Tome of Horrors,
Necromancer Games, Inc.; Authors Scott Greene, based on original material by Albie Fiore. Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Caryatid Column from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Gary Gygax. Quickwood from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Jean Wells. Cave Fisher from the Tome of Author Scott Greene, based on original material by Gary Gygax. Rot Grub from the Tome of
Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Peterson, based on
Lawrence Schick. Crypt Thing from the Tome of Horrors, Revised, 2002, Necromancer original material by Gary Gygax. Russet Mold from the Tome of Horrors, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Roger Musson. Crystal Ooze Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Sandman from the
from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author: Scott Greene, based on
original material by Gary Gygax. Daemon, Ceustodaemon (Guardian Daemon) from the Tome original material by Roger Musson. Scarecrow from the Tome of Horrors, Revised, 2002,
of Horrors, Revised, 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
material by E. Gary Gygax. Daemon, Derghodaemon from the Tome of Horrors, Revised, Shadow Demon from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott
2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Greene, based on original material by Neville White. Skulk from the Tome of Horrors, Revised,
Gygax. Daemon, Guardian from the Tome of Horrors, Revised, 2002, Necromancer Games, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon
Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Daemon, Hydrodaemon Muth. Slime Mold from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author: Scott Greene, Author Scott Greene, based on original material by Gary Gygax. Slithering Tracker from the
based on original material by E. Gary Gygax. Daemon, Piscodaemon from the Tome of Horrors, Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on
Revised, 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material original material by Gary Gygax. Soul Eater from the Tome of Horrors, Revised, 2002,
by E. Gary Gygax. Dark Creeper from the Tome of Horrors, 2002, Necromancer Games, Inc.; Necromancer Games, Inc.; Author Scott Greene, based on original material by David Cook.
Author Scott Greene, based on original material by Rik Shepard. Dark Stalker from the Tome of Spriggan from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott
Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Greene and Erica Balsley, based on original material by Roger Moore and Gary Gygax.
Simon Muth. Death Dog from the Tome of Horrors Complete, 2011, Necromancer Games, Tenebrous Worm from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original Author Scott Greene, based on original material by Gary Gygax. Tentamort from the Tome of
material by Underworld Oracle. Death Worm from the Tome of Horrors, Revised, 2002, Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
Necromancer Games, Inc.; Author Scott Greene and Erica Balsley. Decapus from the Tome of material by Mike Roberts. Tick, Giant & Dragon from the Tome of Horrors, Revised, 2002,
Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
material by Jean Wells. Demodand, Shaggy from the Tome of Horrors, Revised, 2002, Trapper from the Tome of Horrors Complete, 2011, Necromancer Games, Inc.; published and
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. distributed by Frog God Games; Author: Scott Greene, based on original material by Gary
Demodand, Slimy from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Gygax. Troll, Ice from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author
Author Scott Greene, based on original material by Gary Gygax. Demodand, Tarry from the Scott Greene, based on original material by Russell Cole. Troll, Rock from the Tome of Horrors,
Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on Revised, 2002, Necromancer Games, Inc.; Author Scott Greene. Vegepygmy from the Tome of
original material by Gary Gygax. Demon, Nabasu from the Tome of Horrors, Revised, 2002, Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Gary Gygax. Wolf-In-Sheep's-Clothing from the Tome of Horrors, Revised, 2002,
Demon Lord, Kostchtchie from the Tome of Horrors Complete, 2011, Necromancer Games, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original Wood Golem from the Tome of Horrors, 2002, Necromancer Games, Inc.; Authors Scott
material by Gary Gygax. Demon Lord, Pazuzu from the Tome of Horrors Complete, 2011, Greene and Patrick Lawinger. Yellow Musk Creeper from the Tome of Horrors, 2002,
Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
based on original material by Gary Gygax. Dire Corby from the Tome of Horrors, Revised, Yellow Musk Zombie from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jeff Scott Greene, based on original material by Albie Fiore. Yeti from the Tome of Horrors, 2002,
Wyndham. Disenchanter from the Tome of Horrors, Revised, 2002, Necromancer Games, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Inc.; Author Scott Greene, based on original material by Roger Musson. Dragon, Faerie from the Zombie, Juju from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author
Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on Scott Greene, based on original material by Gary Gygax.
original material by Brian Jaeger and Gary Gygax. Dragon Horse from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax. Dracolisk from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax. Dust Digger from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax. Executioner's Hood from the Tome of Horrors Complete, 2011, Necromancer
Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on
original material by Gary Gygax. Flail Snail from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Tilbrook.

63
Coming in 2016,
the Custom Class Builder
The full version of the Custom Class Builder expands upon the content found in this preview with:

Rules for creating arcane, divine, hermetic, hybrid, martial, and skillful classes.

Rules for custom companions, from animals and eidolons to dragons and fey.

Dozens of new themes and thousands of new talents for custom classes.

Guidelines for creating new archetypes and new prestige classes.

And much more.

Also from Eric Morton Presents,


Customizable Animal Races
Each title in the Animal Races series presents a different player character race based upon an animal or a

group of related animals. Each of these animal races can be customized via selectable racial traits, racial feats,

and heraldic symbols that take the place of character traits. Each title also features extensive information about

the society, folklore, genealogy, and religion of the featured race. Use these titles as stand alone products, or

mix and match them in any combination: every race in the Animal Races series belongs to the same family tree,

making all of them as easy to incorporate into a game as any one player character race.

Titles in the Animal Races series include:

Clan of the Bat, Clan of the Bear, Clan of the Cat, Clan of the Deer, Clan of the Dog,

Clan of the Frog, Clan of the Goat, Clan of the Ox, Clan of the Pig, Clan of the Raccoon,

Clan of the Raptor, Clan of the Raven, Clan of the Swan, Clan of the Turtle, and more.