Modified Classes

Class Changes:

Barbarian
Dwarven Barbarians
Dwarven barbarians begin literate but lose ride as a class skill.

Bard
Bards use the following progression rather than that detailed in the PHB:
Alignment: Any
Hit Die: d6.
Class Skills
The bard’s class skills (and the key ability for each skill) are:
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration(Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide(Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession, Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis) Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (8 + Int modifier) ×4.
Skill Points at Each Additional Level: 8 + Int modifier.

Level/Base Attack Bonus/Fort Save/Ref Save/Will Save/Special
1st 0 +0 +2 +2 Bardic knowledge, bardic performance (2), inspiration bonus +1,
2nd +1 +0 +3 +3 Bardic knack, bonus skill trick, well-versed
3rd +2 +1 +3 +3 Bardic performance
4th +3 +1 +4 +4 Bonus skill trick
5th +3 +1 +4 +4 Bardic performance
6th +4 +2 +5 +5 Bonus skill trick, inspiration bonus +2
7th +5 +2 +5 +5 Bardic performance
8th +6/
1 2 +6 +6 Bonus skill trick, versatile performer (2 performances)
9th +6/
1 3 +6 +6 Bardic performance
10th +7/
2 3 +7 +7 Bonus skill trick
11th +8/
3 3 +7 +3 Bardic performance, inspiration bonus +3
12th +9/
4 4 +8 +4 Bonus skill trick
13th +9/
4 4 +8 +4 Bardic performance
14th +10/
5 4 +9 +4 Bonus skill trick
15th +11/
6/1 +5 +9 +5 Bardic performance, versatile performer (3 performances)
16th +12/
7/2 +5 +10 +5 Bonus skill trick, inspiration bonus +4
17th +12/
7/2 +5 +10 +5 Bardic performance
18th +13/
8/3 +6 +11 +6 Bonus skill trick
19th +14/
9/4 +6 +11 +6 Bardic performance
20th +15/
10/+5 +6 +12 +6 Bardic performance, bonus skill trick

Class Features
All of the following are class features of the bard:

Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the long sword, rapier, sap, short sword, short bow, and whip. Bards are proficient with light armor and shields (except tower shields).

Bardic Knowledge
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance (su): Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). Unless otherwise noted under the performance description, a bard may continue the inspirational performance for a number of rounds equal to four plus his charisma bonus. A bard may elect to continue his performance past this number of rounds at the cost of additional daily perform checks.

Each performance requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Each bardic performance has either audible (vocal or instrumental) or visual components, and each type of performance limits the bard’s actions as described below. If a bard does not have the requisite skill ranks in one or more of the performance styles listed for the ability, the bard cannot use that ability.

Bardic Performance Type/Restrictions/Associated Perform Skills
Audible (Vocal)
Cannot speak, cast spells, or activate magic items by spell completion (such as scrolls) or magic word (such as wands). Suffers an armor check penalty equal to the spot penalty of the bard’s helmet. Cannot benefit from masterwork items.
Comedy (buffoonery, limericks, joke-telling)
Oratory (epic, ode, storytelling)
Sing (ballet, chant, melody)
Audible (Instrumental)
Both hands required to play instrument (cannot wield weapons, most shields, or items).
Suffers the bard’s standard armour check penalty.
Keyboards Instruments (harpsichord, piano, organ)
Percussion Instruments (bell, chimes, drum, gong)
String Instruments (fiddle, hard, lute, mandolin)
Wind Instruments (flute, pan pipes, recorder, trumpet)
Visual
Must undertake a move action each round as part of the performance (cannot undertake full-round actions). This action may be combined with normal movement at half speed. Suffers double the bard’s armour check penalty. Cannot benefit from masterwork items.
Act (drama, pantomime)
Dance (ballet, waltz, jig)

Starting a bardic performance effect is a standard action which uses one of the bard’s daily allotment of performances. Some bardic performance abilities require concentration, which means the bard must take a standard action each round to maintain the ability.
A bard may switch between inspire powers during a performance, using one of the bard’s daily allotment of performances to do so. If the bard may continue the new power using the same perform skill, it is a move action to change powers; if it requires using a different skill it is a standard action.

Just as for casting a spell, a deaf bard has a 20% chance to fail each round when attempting an audible performance. A blind bard has a 50% chance to fail each round when attempting a visual performance. If he fails in either case, the attempt still counts against his performance duration. Creatures to be affected by the performance must be able to hear (instrumental performances), hear and understand (vocal performances) or see (visual performances) the bard. Inspire powers are supernatural, mind-affecting abilities and have no effect on mindless creatures. Vocal performances require the target to understand the language of the performance to be affected by the performance.

At level one, the bard begins knowing two performances for which he qualifies. At every two levels thereafter, the bard may select an additional performance for which he qualifies, from the table below:

Required Class Level/Required Perform Ranks/Performance type/Performance
1 3 Instrumental, vocal Countersong (counter magical effects that depend on sound)
1 3 Visual Distraction (counter magical effects that depend on sight)
1 3 Instrumental, visual, vocal Fascinate (cause creatures to stand still and become fascinated by the bard)
1 3 Instrumental, visual, vocal Inspire Courage (give allies inspirational bonus to fear saving throws, hit rolls, and damage)
3 5 Instrumental, vocal Inspire competence (Inspirational bonus to single ally’s skill check, maximum duration 2 minutes)
3 5 Visual, vocal Inspire Resiliency (give allies inspirational bonus to all saving throws)
3 5 Instrumental, visual Inspire Vigilance (give allies inspirational bonus to armor class)
5 7 Visual, vocal Inspire Cowardice (Inspirational penalty to opponents’ saving throws against charm and fear effects, attack and weapon damage rolls)
5 7 Instrumental, visual Inspire Negligence (3x inspirational penalty to opponents’ spot, listen, and search checks)
5 7 * Suggestion (make a suggestion to a creature you have already fascinated)
5 7 Instrumental, vocal Urgent Performance (gives allies +5 bonus to movement speed)
7 9 Instrumental, vocal Inspire Spell Power (Inspirational bonus to allies’ caster level checks)
7 9 Visual, vocal Goading Performance (Make a single target focus attacks on yourself)
7 9 Instrumental, visual Soothing Performance (removes fatigue, shaken, and exhaustion conditions from allies)
9 11 Visual, vocal Distracting Performance (Renders a single target flat-footed against an ally of your choice)
9 11 Instrumental, visual Performance of haste: One ally within 30’ for every 2 bard levels gains an extra standard action per round
9 11 Instrumental, vocal Inspire resistance (allies gain energy resistance to one element equal to 3 x inspirational bonus)
9 11 Instrumental, visual, vocal Inspire Greatness: One ally within 30’ for every 3 bard levels above 6 gains 2d10 bonus hit dice, +2 bonus on attack rolls, and a +1 bonus on fortitude saves
11 13 Instrumental, vocal Deafening performance: All creatures within 30’ are deafened for the duration of the performance and possibly longer.
11 13 Visual, vocal Hindering performance: One target must make concentration checks equal to your performance check -5 in order to cast spells.
11 13 Instrumental, visual Inspire perseverance (inspirational bonus to hard DR)
11 13 Instrumental, visual, vocal Performance of Freedom (break enchantments on others)
13 15 Instrumental, visual, vocal Frightening performance: Enemies become frightened
15 17 Instrumental, visual, vocal Inspire Heroics (One ally for every 3 bard levels above 12 who has observed the bard for 1 round gains a +4 bonus to all saving throws and a +4 dodge bonus to AC)
17 19 * Mass Suggestion (As per suggestion, but to group)
20 22 Instrumental, visual, vocal Deadly Performance (kill target from joy/sorrow)

Bardic Performance: Inspire Powers (Su)
Starting at first level, a bard may use his bardic performance ability to inspire his allies or demoralize his enemies, giving them a +1 morale bonus (or penalty) to selected abilities. At 6th level and every five levels thereafter, this bonus increases by 1.
The DC for a Will saving throw to resist a bard’s inspire power is equal to the bard’s perform roll -5, which is rolled each round on the bard’s turn.

Bardic Performance: Countersong (Su)
A bard with 3 or more ranks in an audible perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. A bard may continue the countersong for a number of rounds equal to his bard level plus his charisma bonus.

Bardic Performance: Distraction (Su)
A bard with 3 or more ranks in a visual perform skill can use his performance to counter magical effects that depend on sight. Each round of the distraction, he makes a Perform sill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s perform check result in place of its saving throw. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it observes the distraction, but it must use the bard’s Perform check result for the save. Distraction has no effect against effects that don’t allow saves. A bard may continue the distraction for a number of rounds equal to his bard level plus his charisma bonus.

Bardic Performance: Fascinate (Sp)
A bard with 3 or more ranks in a Perform skill can use his performanc to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result -5 is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Bardic Performance: Suggestion (Sp)
A bard of 5th level or higher with 7 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Bardic Performance: Urgent Performance (Su)
A bard of 5th level or higher with 7 or more ranks in an instrumental or vocal Perform skill can inspire extra haste in his allies, granting them a +5 morale bonus to their speed (including fly or swim speeds, if applicable) for the duration of his performance.

Bardic Performance: Goading Performance (Su)
A bard of 7th level or higher with 9 or more ranks in a visual or vocal Perform skill can cause such anger in a single hostile opponent that they must preferentially focus their attacks on the bard should they fail a will save equal to the bard’s perform check -5. If the opponent fails its save and has line of sight on the bard, the bard is the only creature it can make melee attacks against during the turn. A goaded creature can still cast spells, make ranged attacks, move, or perform other actions normally; however any such attack must include the bard in its area of effect. The character may immediately act normally if the goading performance ceases.

The enemy must make a new check each round to determine if they can act normally or attack the bard. If the enemy is hostile but has not engaged in combat, a failed saving throw will cause them to attack the bard immediately.

Bardic Performance: Soothing Performance (Su)
A bard of 7th level or higher with 9 or more ranks in an instrumental or visual Perform skill can expend one daily use of his bardic music ability to remove fatigue from up to three allies (including himself) within 30 feet. If he spends three daily uses of bardic music, you can remove exhaustion from your allies instead. Creatures must sit quietly and concentrate on the bard’s performance for one minute to gain this effect.

Bardic Performance: Distracting Performance (Su)
A bard of 9th level or higher with 11 or more ranks in a visual or vocal Perform skill can distract a single target with his performance, leaving them flat-footed against subsequent attacks from one creature of his choice (including himself, should he so desire). An opponent who fails a Will save against the bard’s perform check 5 is flat-footed for the turn of the selected creature.

Bardic Performance: Performance of Haste (Su)
A bard of 9th level or higher with 11 or more ranks in a visual or vocal Perform skill can inspire extreme motivation in his allies, granting one ally for every two bard levels an extra standard action per round for the duration of the bard’s performance. Allies must start the round within 30’ of the bard to benefit from this effect.

Bardic Performance: Deafening Performance (Su)
A bard of 11th level or higher with 13 or more ranks in an instrumental or vocal Perform skill can generate an exceptionally loud performance, causing all creatures within 30’ of the bard (including the bard himself) to become temporarily deaf unless they succeed on a Fortitude save equal to the bard’s performance -5. Deafening Performance does not suffer the standard 20% failure chance when being performed by a deaf bard.

Creatures which pass the initial saving throw must make additional checks on each subsequent round of the performance. If a creature is no longer subject to the Deafening Performance (because the bard has ceased performing or the creature has moved more than 30’ from the bard) at the start of their turn, they may make a DC 15 Fortitude saving throw each round to negate the effect.

Bardic Performance: Hindering Performance (Su)
A bard of 11th level or higher with 13 or more ranks in a visual or vocal Perform skill can use his performance to distract an enemy spellcaster, causing him to possibly miscast his spells. Any opponent targeted by this effect must make a concentration check equal to the bard’s perform check -5 to successfully cast the spell. Failure indicates the spell is lost and has no effect. The bard may freely switch the target of this effect on his turn; however only the opponent actively targeted is subject to this effect.

Bardic Performance: Performance of Freedom (Sp)
A bard of 11th level or higher with 15 or more ranks in a Perform skill can use his performance to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration, and it functions on a single target within 30 feet. The target must be able to see/hear the bard, as appropriate to the perform skill used. A bard can’t use performance of freedom on himself.

Bardic Performance: Frightening Performance (Su)
A bard of 13th level or higher with 15 or more ranks in a Perform skill can generate such terrifying noise or visage that all creatures able to see or hear the bard (as applicable to the performance type) must succeed on a Will save equal to the bard’s performance check -5 or become panicked. Creatures gain a +5 bonus to this save for every size category larger than the bard they are.

Creatures which pass the initial saving throw must make additional checks on each subsequent round of the performance. If a creature is no longer subject to the Frightening Performance (because the bard has ceased performing or the creature has moved more than 30’ from the bard) at the start of their turn, they may make a DC 15 Will saving throw each round to negate the effect (with bonuses based on size as described above).

Bardic Performance: Mass Suggestion (Sp)
This ability functions like suggestion, above, except that a bard of 17th level or higher with 19 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Bardic Performance: Deadly Performance (Su)
A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will Save (Dc = 10 + ½ the bard’s level + the bard’s charisma modifier) to negate the effect. If a character’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature’s saving throw fails, it dies. Deadly performance is a mind affecting death effect and has no effect on creatures incapable of understanding the performance (such as animals or beasts).

Bardic Knack
When making any non-knowledge skill check, the bard may use ½ his bard level (rounded down) in place of the number of ranks he has in the skill (even if that number is 0, and even if that skill normally doesn’t allow untrained checks). A bard may not take 10 on checks when using bardic knack.

Bonus Skill Trick
At 2nd level and every two levels thereafter, a bard may select a bonus skill trick (as presented in Complete Scoundrel). The bard need not have the prerequisite skill points to select the trick; however he may not use the trick until he does so.

Well-Versed
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Versatile Performer
At 8th level, the bard can use two bardic performances simultaneously. Each performance must be of a separate type (vocal and visual, vocal and instrumental, or visual and instrumental). Starting each performance is a standard action. At 15th level, the bard may use three performances simultaneously (one each of a visual, vocal, and instrumental performance).

Cleric
Clerics in Annwn are referred to as priests. All clerics must worship a specific deity.
Clerics do not memorize spells daily, but rather cast them spontaneously (similar to sorcerers). His base daily spell allotment is the same as a normal cleric’s number of spells per day (not including domain spells) plus one spell per day of each level he can cast. For instance, a first level cleric can cast four 0-level spells and two 1-level spells per day. However, the cleric’s selection of spells known is limited. Characters know the number of spells per day shown on the table below, plus their domain spells. At 3rd level, for example, the character may cast 2 spells per day, but knows only his two domain spells.
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3 0
4th 6 3 1
5th 6 4 2 0
6th 7 4 2 1
7th 7 5 3 2 0
8th 8 5 3 2 1
9th 8 5 4 3 2 0
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2 0
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2 0
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2 0
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2 0
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

Upon reaching 4th level, and at every even numbered class level after that, a cleric can choose to learn a new spell in place of one he already knows.

Dwarven Clerics
Priests of Clangeddin must use the 1st level racial substitution level outlined in Races of Stone. Priests of Moradin may choose to use the 4th level racial substitution level. Priests of Dumathoin must use the 8th level racial substitution level.

Druid
Speak with Animals (Ex)
Druids are inherently tied to the lunar cycle. Druids add +1 to their effective caster level during the full moon and subtract -1 to their effective caster level during the new moon. A 1st level druid cannot cast spells during the new moon phase.

A 1st level druid gains the ability to Speak with Animals at will as an extraordinary ability. At first level, the druid is able to speak with one group of animal, selected from the list below. The druid may spend skill points to speak to additional animal groups, as per learning additional languages (animal languages are treated as a class skill, requiring one skill point per language). A druid gains a +2 bonus to wild empathy and training checks performed against animals with which he can speak.
Animal Groups
Bears
Birds
Small Mammals (including rodents, rabbits, badgers, bats, etc.)
Canines
Dinosaurs
Felines
Fish (including aquatic mammals)
Primates
Reptiles
Light Ungulates (including equines and deer)
Heavy Ungulates (including swine, bovines, and big game)

Lyncanthropy Immunity (Ex)
At 2nd level a druid’s inherent ties to the moon grant her immunity to the effects of lycanthropy.

Speak with Insects (Ex)
A 3rd level druid gains the ability to speak with vermin at will as an extraordinary ability. This ability functions as per Speak with Animals, but functions on any insect-based vermin.

Speak with Plants (Ex)
A 5th level druid gains the ability to Speak with Plants at will as an extraordinary ability.

Halfling Druids
Halfling druid racial substitution levels from Races of the Wild are not used (although see Undersized Wild Shape below).

Undersized Wild Shape (Su)
A Halfling or gnome druid’s small size limits his wild shape ability (including his elemental wild shape and any other wild shape options he gains from feats or special abilities) reducing them by one size category. However, he can use the wild shape ability one additional time per day.

At 5th level, a small druid gains the ability to turn himself into any Tiny or Small animal. He gains wild shape (medium) at 8th level, wild shape (diminutive) at 11th level, and wild shape (large) at 15th level.

At 16th level he gains the ability to use wild shape to transform into a Tiny, Small, or Medium elemental; he can transform into a Large elemental at 20th level.

Paladin
All paladins must be of the faith of Arawn.

All paladins lose the ability to cast paladin spells. All paladins who possess the requisite wisdom scores gain the following abilities:
• 4th Level: Blessed Weapon (Su): At fourth level, any weapon wielded by a paladin (including natural weapons or unarmed strikes) is treated as having a +1 enhancement bonus for the purposes of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the ability doesn’t grant an actual enhancement bonus). A character must have a minimum wisdom score of 11 in order to gain the benefits of this ability.
• 4th Level: Divine Weapon (Su): At 4th level, once per day as a free action a paladin may channel divine energy into their weapon (including natural weapons or unarmed strikes, but only one such weapon at a time), granting it a +1 divine bonus to attack and damage rolls. This bonus stacks with the enhancement bonuses provided by masterwork or magic weapons. This bonus functions only when the weapon is wielded by the paladin who generated it. This ability functions for one minute per class level. A character must have a minimum wisdom score of 11 in order to gain the benefits of this ability.
• 6th Level: Divine Favour (Su): At 6th level, once per day as a free action a paladin may invoke the favour of their deity, gaining a +2 luck bonus to attack and damage rolls. This bonus increases to +3 at 9th level. This ability functions for one minute. A character must have a minimum wisdom score of 11 in order to gain the benefits of this ability.
• 8th Level: Remove Paralysis (Sp): At 8th level, a paladin can produce a remove paraysis effect, as the spell, once per day as a standard action. A paladin can use this ability one additional time per day for every three levels after 8th. A character must have a minimum wisdom score of 12 in order to gain the benefits of this ability.
• 10th Level: Divine Blessing (Su): At 10th level, a paladin can call upon a blessing from their deity once per day as a free action. This blessing grants the character a +4 divine bonus to either strength, wisdom, or charisma. This bonus lasts for one minute per class level. A character must have a minimum wisdom score of 12 in order to gain the benefits of this ability.
• 12th Level: Greater Divine Weapon (Su): At 12th level, once per day as a free action a paladin may channel divine energy into their weapon (including natural weapons or unarmed strikes, but only one such weapon at a time), granting it a +1 divine bonus to attack and damage rolls for every four class levels (maximum +5). This bonus stacks with the enhancement bonusses provided by masterwok or magic weapons. This bonus functions only when the weapon is wielded by the paladin who generated it. This ability functions for one minute per class level. The bonus granted by the Greater Divine Weapon ability does not stack with the paladin’s Divine Weapon ability. A character must have a minimum wisdom score of 13 in order to gain the benefits of this ability.
• 14th Level: Detect Falsehood (Su): At 14th level, a paladin is able to recognize lies in the speech of others. This ability does not extent to detecting omissions or misdirection, or in situations where a character is believes their falsehoods to be the truth. This ability included telepathy and other direct forms of communication, but does not extend to written language or other indirect forms of communication. If the target is the subject of a nondetection or other spell that protects the caster from mental intrusion, the target must make a caster level check against the paladin’s class level. A character must have a minimum wisdom score of 13 in order to gain the benefits of this ability.
• 14th Level: Divine Protection (Su): At 14th level, a paladin can channel his holy energy to repel either evil or chaotic creatures once per day as a standard action. A paladin must choose whether to affect evil or chaotic creatures at the time this ability is gained. This ability functions as the first form of the spell magic circle against evil (or chaos) centered on the paladin. This ability lasts for 10 minutes per class level. A character must have a minimum wisdom score of 13 in order to gain the benefits of this ability.
• 16th Level: Holy Weapon (Su): At 14th level, once per day as a free action a paladin may channel holy energy into their weapon (including natural weapons or unarmed strikes, but only one such weapon at a time), granting it a +5 divine bonus to attack and damage rolls and an extra 2d6 points of damage against evil opponents. This bonus does not stack with the enhancement bonusses provided by masterwok or magic weapons. This bonus functions only when the weapon is wielded by the paladin who generated it. The weapon also emits a magic circle against evil effect (as the spell). If the magic circle ends, the weapon creates a new one on your turn as a free action. This ability functions for one minute per class level. The bonus granted by the Holy Weapon ability does not stack with those granted by either the Divine Weapon or Greater Divine Weapon abilities. A character must have a minimum wisdom score of 14 in order to gain the benefits of this ability.

Elf Paladins
Elf paladins must use the racial substitution levels from Races of the Wild at 1st, 3rd, and 5th levels.

Ranger
All rangers lose the ability to cast ranger spells. All rangers who possess the requisite wisdom scores gain the following abilities:
• 4th Level: Wilderness Savvy (Ex): By 4th level a ranger has learned the intricacies of surviving in the harshest environments, and permanently gains the benefits of the endure elements spell while he is within his favoured terrain. A character must have a minimum wisdom score of 11 in order to gain the benefits of this ability.
• 4th Level: Delay Poison (Sp): At 4th level, a ranger can produce a delay poison effect, as the spell, once per day as a standard action. A ranger can use this ability one additional time per day for every three levels after 4th. A character must have a minimum wisdom score of 11 in order to gain the benefits of this ability.
• 6th Level: Fast Movement (Ex): At 6th level, a ranger’s land speed is faster than the norm for his race by 10 feet. This benefit applies only when he is wearing no armour or light armour, and is not carrying a medium or heavy load. If the character already has fast movement from a second class, the speed increases do not stack. A character must have a minimum wisdom score of 11 in order to gain the benefits of this ability.
• 8th Level: Fast Snare (Ex): At 8th level, a ranger can manufacture a snare trap more quickly than is typically possible (via the craft trap-making skill). The ranger gains the ability to generate a snare trap which is non-magical in nature, but otherwise functions as per the snare spell. Setting the snare takes 1d6
4 rounds. A character must have a minimum wisdom score of 12 in order to gain the benefits of this ability.
• 10th Level: Nature’s Blessing (Su): At 10th level, a ranger can draw energy from the natural world to enhance their own abilities, once per day as a free action. This blessing grants the character a 4 divine bonus to either constitution, dexterity, or wisdom. This bonus lasts for one minute per class level. A character must have a minimum wisdom score of 12 in order to gain the benefits of this ability.
• 12th Level: Nature’s Mercy (Sp): At 12th level, a ranger can produce either a neutralize poison or remove disease effect, as the spell, once per day as a standard action. A ranger can use this ability one additional time per day for every three levels after 12th. A character must have a minimum wisdom score of 13 in order to gain the benefits of this ability.
• 14th Level: Eyes of the Wild (Su): At 14th level, a ranger gains darkvision. If the ranger already possesses this ability as a racial feature, the range of her darkvision increases by 20 feet.
• 14th Level: Repel Vermin (Ex): At 14th level, a ranger can take a standard action to use body language, vocalizations, and movement to keep vermin at bay in a 10’ radius from herself. Vermin with hit dice less than 1/3 the ranger’s class level are automatically effected, while those with hit dice equal or greater than this amount can attempt a Will save (DC = 13
ranger’s wisdom modifier) to ignore the effect. Note that swarms are considered to be one creature for the purpose of calculating hit dice. Unlike the spell repel vermin, vermin which succeed on their saving throw do not take damage for approaching the character. The effects of this ability last only while the ranger maintains concentration. A character must have a minimum wisdom score of 13 in order to gain the benefits of this ability.
• 16th Level: Nature’s Freedom (Su): By 16th level a ranger has learned to emulate the creatures of the wild and their techniques for escaping capture. She permanently gains the benefits of the freedom of movement spell. A character must have a minimum wisdom score of 14 in order to gain the benefits of this ability.

Elf Rangers
Elf ranger racial substitution levels from Races of the Wild are not used.

Rogue
Dwarf Rogues
Dwarf rogues gain proficiency with throwing axes, hand axes, and bucklers, but lose proficiency with rapiers and short bows.

Halfling Rogues
Halfling rogues must use the racial substitution levels from Races of the Wild at 1st, 3rd, and 10th levels.

Sorcerer
Sorcerers may attempt to cast additional spells per day beyond those normally allotted, at the cost of vitality. A sorcerer may attempt a concentration check equal to 20 + the level of the spell to be attempted. If successful, the spell may be cast as normal; however the sorcerer immediately takes constitution damage equal to the level of the spell cast. This damage is sustained even if other factors (such as failing a check to cast defensively) prevent the spell from being successfully cast.

Dwarf Sorcerer
Dwarves are inherently resistant to magical energies and may not become sorcerers.
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Wizard*
Wizards in Annwn are referred to as mages. The term “wizard” is a title that can be earned by only a select group of male, human mages who pass a rigorous set of tests.
Mages require the use of magical implements to properly craft their spells. For most mages, these implements are magical wands, made out of yew wood (for its purity). Any mage casting a spell without the use of his wand subtracts 1 from his caster level. A standard yew wand costs 50 gp, with a crafting cost of 25 gp and 2 xp. Yew wands may be used by a different mage than their caster, and as such may be purchased.

A mage cannot apply prepared metamagic to a spell without the use of his own specially crafted wand. Such wands may be fashioned from a variety of materials, appropriately suited to the style of the caster, such as glass, bone, silver, etc., but always require a minimum of 500 gp in raw materials. Such wands must be specially crafted by their user (500 gp in materials, 40 xp), and cannot be purchased.

Because of the greater energies involved in casting more powerful spells, wands are insufficient to apply metamagic to spells of 5th level or higher. Such spells require the use of a specially prepared staff. Simlar to wands, these staves must be created by their users from at least 5,000 gp in raw materials (400 xp). A mage wielding a staff does not require the use of a wand to cast spells at their maximum efficiency.

All mages receive Craft Wand at first level in place of Craft Scroll.

Generalist Wizardry
Generalist wizards prefer a balanced approach to magic, recognizing the value in versatility. A 1st level generalist wizard begins play with one extra 1st-level spell in his spellbook. At each new wizard level, he gains one extra spell of any spell level that he can cast. The generalist wizard may prepare one additional spell per spell level per day, excepting his highest level spell slot.

Dwarf Wizards
Dwarves are inherently resistant to magical energies and may not become mages.

Elf Wizards
Elf wizard racial substitution levels from Races of the Wild are not used.

Modified Classes

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