Core Classes

PC Classes

Ardent
Barbarian
Bard
»Cleric«
Conjoiner    Class Table | Class Features | Starting Package
»Dragon«
Druid
»Elementalist«    Class Table | Class Features | Starting Package
»Favored Soul«
Fighter
Hexblade
»Mage-Priest«    Class Table | Class Features | Starting Package
Monk
»Naturalist«    Class Table | Class Features | Starting Package
»Psion«
Psychic Warrior
»Ranger«
Rogue
Scout
Sorceror
Soulknife
Swashbuckler
»Warlock«
Wilder
»Wizard«

NPC Classes

Adept
Aristocrat
Commoner
Engineer
Expert
Mage
Psychic
Warrior

New classes are listed in blue text.
Classes marked with » « have specialties within them, which a character must choose between.



Prestige Classes

 

Aberrant Champion
Gamma Knight
Guardian of the Dragon Vale
Hive Guardian
Silicon Dragon
Timewalker

Magical Prestige Classes

Fist of Freedom (Contributed by Johnny Britzke)
Hospitaler of the Sunburst Order
Ice Para-Elementalist/Frostbringer
Magma Para-Elementalist/Lavaslinger
Master of the Glow
Sludge Para-Elementalist/Mudmaster
Smoke Para-Elementalist/Cinderpuffer
Task Mage
Technomancer

Psionic Prestige Classes

Crystal Symbiote (Contributed by Leo Wang)
Dreamer
Master of the Glow
Mindsmith
Mindspanner
Ninja of the Claw
Ninja of the Nine Shadows (Contributed by Johnny Britzke)
Photokineticist

Taeran Holy Exemplar Prestige Classes

Exemplars of Good-Faction Deities

Avenger
Exalted Jester
Freedom Knight
Holy Cropmaster
Holy Ranger
Master of Inner Light
Paladin
Paramour
Psi-Priest (Good)
Shadowcat Reveller
Sunchild
Swamp Stalker
Windrider
Womb Guardian

Exemplars of Neutral-Faction Deities

Discordian
Enforcer
Forgemaster
Gambler
Holy Bard
Holy Guardian
Holy Sage
Mariner
Psi-Priest (Neutral)
Shifter
Shrouder
Vigilante
Warrior of Fate
Wayfaring Wanderer

Exemplars of Evil-Faction Deities

Antibard
Antipaladin
Blasphemer
Deathstroke
Despoiler
Ice Knight
Knight of Purity
Oozemaster
Psi-Priest (Evil)
Seductress
Serpent Soldier
Sharkmaster
Storm Knight
Terrorist
Trapmaster

Epic Prestige Classes

Chronomancer
Elder Dragon Councillor
Immortal Councillor
Legion
Master of Inner Light
Priory Initiate
Reality Programmer
Ultramage
Ultra-Psion
Warrior of Fate




New PC Core Class Descriptions


The Conjoiner

Taeran people all have innate psionic and magical potential. In fact, all Taeran life has such, but people are aware of it, and tend to use this natural potential as a tool, unlike other creatures (who mostly use it out of instinct, if at all). Most Taerans never learn to tap these forces within them consciously, either, but those who do are capable of great things- any spellcaster or psionic manifester can say that much! In spite of this, however, it is rare for a Taeran to try exploring both the psionic and magical abilities simultaneously. Few Taerans possess enough natural talent in both areas to even try developing both at once, let alone actually do it- or at least, that's what most modern Taerans think.

In truth, this was not always so. Scholars who study the history of the distant past know that during the Golden Age, all Taeran citizens- regardless of talent or social status- were trained in use of both magical and psionic powers. It is thought by most people that no traces of this dual training remain today, with the various specialized psionic and magical traditions- but in fact, the ancient training never died. Though very rare, a few enclaves of the Ancient teachers still exist. Today they are known by many names, including Psi-Mage, Psychic Wizard, Arcane Psion, and several others, but they call themselves Conjoiners, because their training bridges the perceived gap between the two different powers of magic and psionics.

There is a reason the Conjoiner tradition has not been kept active in modern Taera- modern Taerans do not have time for it. Although Conjoiners are capable of the same stunning feats of power that wizards and psions are, training both powers at once is very difficult and demanding, and it is a slower path to power than training either magic or psionics alone. Conjoiners do gain access to the ultimate powers of Ultramagic and Ultrapsionics if they advance far enough, but it takes them considerably longer to do so than it does for pure Wizards to gain Ultramagic, or Psions to gain Ultrapsionics. As a result, Conjoiners often don't sport the raw power of either of the "specialist" classes of equal level.Taeran life was extremely harsh after the Annihilation, and the Taeran people did what was necessary to survive- even when it meant sacrificing breadth of knowledge and power, for depth. Still, a few enclaves kept the training alive, and those few survivors have carried the tradition down to modern times.

Adventure: Conjoiners adventure for some of the same reasons Wizards or Psions do- exploring the limits of their powers, and gaining new ones. Conjoiners, however, being so rare, have another reason to adventure- they do so to display their powers, and attract recruits. Part of modern Conjoiner training is impressing the need to preserve the old ways against all odds, until the day when they are needed and useful again. Many Conjoiner students ignore this part of their training, being only concerned with self-advancement, but many others take it to heart, and make a point of awakening the powers of others they meet on their travels.

Characteristics: Conjoiners cast Arcane spells, and use Psionic powers, in a fluid and combined way that suggests that the two powers are not as dissimilar as modern Taerans think they are. They are able to use stored spell energy to enhance and alter their psionic powers, and psionic energy to similarly change the effects of their magical gifts. Though they retain the level-based advancement of both Wizards and Psions, they are able to use this ability to channel the energies to different purposes, to occasionally reach beyond their normal limits, casting spells or manifesting powers of higher level than they should otherwise be able to. They do not use spellbooks, but neither do they have limits on the number of spells or powers they can learn; Conjoiners use special crystals to store the memories of the patterns of energy their powers allow them to use. These crystals store knowledge of both magical spells and psionic powers.

Alignment: Conjoiners have no alignment restrictions, but tend to be Lawful in alignment, due to the intense discipline involved in their training. Also, because the Conjoiner training provides a slow path to power at best, Evil characters tend to gravitate away from Conjoiners towards classes such as Wizard or Psion, which offer more immediate results.

Religion: Being trained in the ways of the Ancient world of the Golden Age, which had no gods, Conjoiners have no specific religion that they gravitate towards- and many are in fact atheists. Those who live close to modern communities tend to adopt whatever religions are common in their local area, however, simply because it's easier to live life when one shares something in common with one's neighbors.

Background: Since Conjoiner training is so time-consuming and difficult, most modern Conjoiners choose their students very carefully, unless they are truly desperate to pass their knowledge on before it is lost. As a result, most new Conjoiners are found by their mentors during late childhood, and noticed because they have especially strong talent in both magic and psionics. Student Conjoiners usually spend years with their mentors, sometimes with other students learning from the same teacher during the same time. Conjoiners who live in or near the Diamond Towers, or other Golden Age ruins, sometimes form small communities and schools at which they keep the old ways alive- but more often, the powers are taught by one teacher to several students, in secret places, in the hopes that at least one of the students will take the learning to heart and survive to teach others.

Races: The vast majority of Conjoiners are Elder Races, or mutant offshoots of the Elder Races. This comes as no surprise, since the Golden Age only had Elder Races to teach, and Conjoiner training is difficult enough without having to worry about whether a strange new creature is even capable of following the teachings and putting them into practice. However, in spite of this handicap, a few Conjoiners have been farsighted enough (and a few member of New Races, talented enough) to spread the learning to the children of the Annihilation, so it is not impossible for a character of a New Race to become a Conjoiner.

Other Classes: Conjoiners, as scions of the Ancient world, are most often misunderstood and dismissed by people of modern Taera. When the real extent and source of their powers is discovered, the reaction reverses, and becomes either abject awe, or intense curiousity. Wizards and Psions, being closest to the regimen and powers of the Conjoiners, often have the most extreme reactions to them- either greatly welcoming and hopeful to learn, or jealous of the competition and hostile as a result. Other spellcasters and manifesters tend to simply treat Conjoiners as fellows with a slightly different power set, though some Clerics (of gods who are less amenable to magic) look down upon them as people who are essentially trying to keep a "godless" society alive. Nonspellcasters and nonmanifesters don't really care about the differences between Conjoiners and other characters with supernatural powers; Fighters, for instance, are mostly concerned with whether the Conjoiner can help them take down the enemy. Conjoiners, for their part, are always eager to scout for new talent (in other spellcasters or manifesters), or lend a hand to the non-supernaturals, showing that their ways are still useful and valuable. Of course, those Conjoiners who are concerned more with self-advancement are instead anxious to prove the superiority of their ways, and strive to prove it.

Abilities: Conjoiners primarily use Wisdom to learn and use their spells and powers. Wisdom determines the highest level of spells and powers they can learn, bonus spell slots and power points they receive, and how hard their spells and powers are to resist. However, psionic powers from disciplines tied to other ability scores are also level-limited by those scores- a Conjoiner with 18 Wisdom but only 11 Strength can only learn up to 1st-level Psychometabolism powers, for instance. Therefore, all ability scores are potentially important to Conjoiners, even though Wisdom is clearly the most important. For abilities not directly related to their powers, Dexterity and Constitution can be very important to Conjoiners, for the same reasons they are important to other Arcane spellcasters- Conjoiners are handicapped by armor. Dexterity allows them to dodge potential hits, while Constitution makes them better able to withstand attacks that do hit. Intelligence is also useful to them, both because it allows them more skill points, and because many of their class skills depend on it.

Hit Die: d4.

Class Skills: The class skills (and associated abilities) of the Conjoiner class are: Appraise (INT), Autohypnosis (WIS), Concentration (CON), Diplomacy (CHA), Knowledge (any) (INT), Listen (WIS), Lucid Dreaming (WIS), Psicraft (INT), Spellcraft (INT), and Spot (WIS).

Skill Points at 1st Level: (2 + INT modifier) × 4.
Skill Points at each additional level: 2 + INT modifier.

The Conjoiner
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Power
Pts./Day
Maximum Power
Level Known
Special Spells Per Day
0 1 2 3 4 5 6 7 8 9 U
1st +0 +0 +0 +2 1 - Conjoined Training, Second Sight 2 - - - - - - - - - -
2nd +1 +0 +0 +3 2 1st Magical Power, Psionic Spell 3 - - - - - - - - - -
3rd +1 +1 +1 +3 3 1st   3 1 - - - - - - - - -
4th +2 +1 +1 +4 4 1st   3 2 - - - - - - - - -
5th +2 +1 +1 +4 5 2nd   4 2 - - - - - - - - -
6th +3 +2 +2 +5 8 2nd Channel, Hyperchannel 4 3 1 - - - - - - - -
7th +3 +2 +2 +5 11 2nd   4 3 2 - - - - - - - -
8th +4 +2 +2 +6 14 3rd Bonus Feat 4 4 2 - - - - - - - -
9th +4 +3 +3 +6 19 3rd   4 4 3 1 - - - - - - -
10th +5 +3 +3 +7 24 3rd   4 4 3 2 - - - - - - -
11th +5 +3 +3 +7 29 4th   4 4 4 2 - - - - - - -
12th +6/+1 +4 +4 +8 36 4th   4 4 4 3 1 - - - - - -
13th +6/+1 +4 +4 +8 43 4th   4 4 4 3 2 - - - - - -
14th +7/+2 +4 +4 +9 50 5th   4 4 4 4 2 - - - - - -
15th +7/+2 +5 +5 +9 59 5th   4 4 4 4 3 1 - - - - -
16th +8/+3 +5 +5 +10 68 5th Bonus Feat 4 4 4 4 3 2 - - - - -
17th +8/+3 +5 +5 +10 77 6th   4 4 4 4 4 2 - - - - -
18th +9/+4 +6 +6 +11 88 6th   4 4 4 4 4 3 1 - - - -
19th +9/+4 +6 +6 +11 99 6th   4 4 4 4 4 3 2 - - - -
20th +10/+5 +6 +6 +12 110 7th   4 4 4 4 4 4 2 - - - -
21st +10/+5* +6$ +6$ +12$ 123 7th   4 4 4 4 4 4 3 1 - - -
22nd +11/+6/+1 +7 +7 +13 136 7th   4 4 4 4 4 4 3 2 - - -
23rd +11/+6/+1 +7 +7 +13 149 8th Bonus Feat 4 4 4 4 4 4 4 2 - - -
24th +12/+7/+2 +8 +8 +14 164 8th   4 4 4 4 4 4 4 3 1 - -
25th +12/+7/+2 +8 +8 +14 179 8th   4 4 4 4 4 4 4 3 2 - -
26th +13/+8/+3 +9 +9 +15 194 9th Bonus Feat 4 4 4 4 4 4 4 4 2 - -
27th +13/+8/+3 +9 +9 +15 211 9th   4 4 4 4 4 4 4 4 3 1 -
28th +14/+9/+4 +10 +10 +16 228 9th   4 4 4 4 4 4 4 4 3 2 -
29th +14/+9/+4 +10 +10 +16 245 9th Bonus Feat 4 4 4 4 4 4 4 4 4 2 -
30th +15/+10/+5 +11 +11 +17 264 Ultra   4 4 4 4 4 4 4 4 4 3 1
31st +15/+10/+5 +11 +11 +17 283 Ultra   4 4 4 4 4 4 4 4 4 3 1
32nd +16/+11/+6/+1 +12 +12 +18 302 Ultra Bonus Feat 4 4 4 4 4 4 4 4 4 4 1
33rd +16/+11/+6/+1 +12 +12 +18 302 Ultra   4 4 4 4 4 4 4 4 4 4 2
34th +17/+12/+7/+2 +13 +13 +19 302 Ultra   4 4 4 4 4 4 4 4 4 4 2
35th +17/+12/+7/+2 +13 +13 +19 302 Ultra Bonus Feat 4 4 4 4 4 4 4 4 4 4 2
36th +18/+13/+8/+3 +14 +14 +20 302 Ultra   4 4 4 4 4 4 4 4 4 4 3
37th +18/+13/+8/+3 +14 +14 +20 302 Ultra   4 4 4 4 4 4 4 4 4 4 3
38th +19/+14/+9/+4 +15 +15 +21 302 Ultra Bonus Feat 4 4 4 4 4 4 4 4 4 4 3
39th +19/+14/+9/+4 +15 +15 +21 302 Ultra   4 4 4 4 4 4 4 4 4 4 4
40th +20/+15/+10/+5 +16 +16 +22 302 Ultra   4 4 4 4 4 4 4 4 4 4 4

*Maximum number of attacks per round for characters above 20th character level is 4. Base Attack Bonus for such characters improves by +1 every other level, regardless of class.
$Save bonus for characters above 20th character level improves by +1 in each category, every other character level, regardless of class.

Class Features:
All of the following are class features of the Conjoiner.
Weapon and Armor Proficiency: Conjoiners are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Like Wizards, they are not proficient with any armor type, nor with shields, because armor interferes with their spellcasting gestures.
Spells: Conjoiners cast Arcane spells according to the table above, being limited to a certain number per class level per day. They need not prepare spells in advance like a Wizard does, but must still get a good night's sleep, and meditate on their memory crystals for an hour upon waking to recharge their spell slots. To learn, or cast a spell, a Conjoiner must have a Wisdom score of at least 10 + the spell's level, and a Conjoiner's bonus spells are based on Wisdom. The Difficulty Class for saving throws against Conjoiner spells is 10 + the spell's level + the character's Wisdom modifier.
    Conjoiners learn spells from the Wizard/Sorcerer spell list. They never learn Wild magic; Conjoiners always use Structured spellcasting. They use a wholly unique procedure for learning new spells and powers (see the description for Second Sight below). They can use Arcane scrolls they find on adventures, but cannot directly learn new spells off of them. They are also limited in the level of spells they may learn- a Conjoiner cannot learn a spell of a level higher than he or she is able to cast according to the table above. For instance, a 2nd-level Conjoiner is unable to learn any spells above 0-level.
    Conjoiners who reach a high enough level gain access to Ultramagic spells. See the Ultramagic section in the Rules document for more details. The Conjoiner's number of Ultramagic slots is shown in the "U" (for Ultramagic) column in the table above.
Powers: Conjoiners manifest psionic powers. While they take longer to gain access to powers of a given level than other manifesting classes do, they have the advantage of not being limited in knowledge of their powers- a Conjoiner could, in theory, learn every power on the class list. To learn a psionic power, a Conjoiner must have a Wisdom score of at least 10 + the power's level. Saving throws against Conjoiners' psionic powers have a DC of 1d20 + the power's level + the character's Wisdom modifier.
    Conjoiners use the Psion/Wilder class list for learning psionic powers, and can use psionic powerstones as Psions do, but they do not have a chosen/specialty discipline. As a result, Conjoiners are unable to learn powers on the discipline lists without gaining the Expanded Knowledge or Epic Expanded Knowledge feats. To learn a new psionic power, a Conjoiner uses the same procedure as for learning new spells (see the description for Second Sight below). Conjoiners are limited in power level, however, just as they are limited in spell level- a Conjoiner cannot learn psionic powers of a level higher than the level listed in the table above. For instance, a 2nd-level Conjoiner can only learn 1st-level powers. A 1st-level Conjoiner is unable to learn any psionic powers at all, though the character still gains 1 power point and is considered a psionic creature.
    Conjoiners who reach a high enough level gain access to Ultrapsionic powers. See the Ultrapsionics section of the Rules document for more details. These powers are not available for learning via Second Sight; rather, they must be learned as Feats. Also, a Conjoiner may not learn an Ultrapsionic power until he or she has Ultramagic spell slots on the table above (at 30th level).
Power Points: A Conjoiner can manifest a certain number of psionic powers per day based on his or her available power points, but need not prepare the powers in advance- the character simply pays the power point cost (and any other cost applicable to the power description) to manifest it. The number of available power ponts per day is improved by the character's bonus power points, if any, as shown on page 18 of the Expanded Psionics Handbook (using Wisdom as the key ability score).
Conjoined Training: Conjoiners do not keep the ideas of magical and psionic energy seperate as most other people do. Therefore, their training in spellcasting and psionic manifesting reflects not the different ways the two may be used, but instead the ways in which they are similar or alike. Therefore, a Conjoiner's magic-related skill ranks become essentially the same as his or her psionics-related ones. Whenever a Conjoiner character is required to make a Knowledge (Arcana) or Spellcraft skill check, the character's ranks in Knowledge (Psionics) or Psicraft may be used in their place if they are higher; the same applies in reverse for magic skills being useful for psionic checks. the only restriction on this ability is that the skill ranks being used cannot be higher than the character's Conjoiner level; thus, a 7th-level Conjoiner who has 2 ranks in Spellcraft and 10 in Psicraft may roll Spellcraft checks as if he had 7 ranks instead of 2. Some characters prefer to raise both sets of skills to the maximum or near it, and do not need this class feature; most characters, however, prefer to spend their skill training in only one of the two paths and make use of their Conjoined Training to make up for the lack in the other.
Magical Power: Conjoiners gain the feat Magical Power as a bonus feat at 2nd level. However, the character does not need to pay extra power points to activate this ability (in contrast to the feat description).
Psionic Spell: Conjoiners gain the feat Psionic Spell as a bonus feat at 2nd level. However, the spell slot is unaffected by this ability (in contrast to the feat description).
Second Sight: Conjoiners store their knowledge of spells and powers in specially prepared gemstones called Memory Crystals (see below). To them, psionics and magic are simply patterns of energy that they know how to create and direct, and they store knowledge of these patterns in their crystals. A Conjoiner can learn new psionic powers or spells by watching another person cast or manifest them, because the Conjoiner can literally see the patterns of energy the spellcasting or manifestation generates. The character must have sufficient space within one or more Memory Crystals in order to learn a new spell or power; the knowledge of any spells or powers other than the six 0-level spells the character starts play with requires Memory Crystals to hold it. If the character does have sufficient space, a Spellcraft (for spells) or Psicraft (for powers) check against DC 20 + the spell/power's level is sufficient to learn the pattern of energy- after that, the knowledge is immediately stored inside one of the character's Memory Crystals. Meditating on the Crystals during the next day then allows the Conjoiner to treat the new spell or power as one of the character's own.
    Note that Conjoiners cannot simply "see" spells or powers encoded in an item such as a scroll or powerstone this way, and therefore cannot learn from such items directly. The Conjoiner must actually use the scroll or powerstone in order to learn the spell or power encoded within it, or must make a successful skill check as another person does so, in order to learn the spell or power. Conjoiners are unable to learn spells or powers of higher level than they can currently use.
Memory Crystals: Conjoiners store their knowledge of spells and psionic powers in specially prepared gemstones called Memory Crystals. Upon awakening each day, a Conjoiner meditates with his or her Memory Crystals for 1 hour, and this is sufficient to recharge the character's power points and spell slots, and allow full access to the contents of all Memory Crystals. A Memory Crystal must be a translucent gemstone of high quality (no less than 10 gp value). The value of the gemstone determines how well it can store memories, and thus how many spells and powers can be stored in it. Each spell or power a character stores essentially takes up a certain gold piece value out of the gem's total; 1st-level spells and powers each take 1 gp, and thus a 50-gp gem can store up to 50 1st-level spells and psionic powers. 2nd-level spells and powers take up 3 gp each, 3rd-level ones each take 5, and so on- essentially, spells and powers take up gp values equal to the power point cost they would have if they were psionic powers, or do have if they already are. 0-level spells, and Ultramagic spells or Ultrapsionic powers, are special cases. Each 0-level spell costs 1/2 of a gp in value to store, and each Ultraspell or Ultrapower costs 100 gp to store regardless of actual cost to use.
    Conjoiners begin play at 1st level with a 10-gp Memory Crystal, and knowledge of six 0-level spells of the character's choice, that do not require storage in a Memory Crystal to use (commonly chosen spells include Arcane Mark, Detect Magic, and Read Magic). The Memory Crystal can later hold any number of other spells and/or powers the character wishes, so long as its value limit of 10 gp (e.g. 20 total 0-level spells) is not exceeded. Each time the character gains a new level, he or she also gains knowledge of two new spells or psionic powers of the character's choice, as long as the spells or powers do not exceed the maximum available level (for instance, a Conjoiner going from 2nd to 3rd level can learn two 1st-level spells or powers). These level-gained spells/powers must still be stored in Memory Crystals, or they are lost, so wise characters make sure they have room before gaining a level.
    The fact that Conjoiner Memory Crystals are gemstones makes them exceedingly protective of the items when travelling, for obvious reasons- a Conjoiner without his or her Crystals is nearly as helpless as a Wizard without his or her spellbooks. Furthermore, Conjoiners are incapable of using any Memory Crystals but their own; Crystals recovered from an enemy Conjoiner after battle are as useless as ordinary gemstones are. Furthermore, to use a gemstone as a Memory Crystal, a Conjoiner must take the time to specially prepare it to store memories. This process can be done automatically (without any checks) to any translucent gem the character finds during adventures, but the preparation process is very costly in time- it requires 1 day (assuming eight hours per day, just like work on magic or psionic items) for each 50 gp (or fraction thereof) in the value of the gem. For instance, a gemstone worth 300 gp would take 6 days to prepare as a Memory Crystal. This preparation need not be done all at once- that is, the 6 days for the given example need not be consecutive or uninterrupted, though each individual day must be uninterrupted for it to count- but until the full 6 days are spent preparing the gem, it is useless as a Memory Crystal and can hold no memories of any sort.
Channel: Conjoiners gain the feat Channel Spell for free at 6th level, but need not use a higher-level spell slot to use the ability- every spell the character knows is effectively Channel-able with this ability. Also, a Conjoiner is able to do something (by combining the Psionic Spell feat with this one) that other spellcasters with that feat generally cannot do- a Conjoiner may pay 2 psionic power points as one spell level, when using the Channeling ability. Furthermore, the same Channeling ability can also be applied to psionic powers the character knows, at the same cost- 2 power points per "level," or 1 spell slot level per 2 power points. These extra power points gained from use of spell slots may be used to pay for augmentations or metapsionics, as the character chooses.
Hyperchannel: At 6th level, when the Channeling ability is gained, a Conjoiner also gains a unique ability to Hyperchannel for spells or powers. It is possible for a Conjoiner to Channel more points/spell levels into a spell or power than he or she actually has available, but doing so can be very dangerous. Hyperchanneling allows a Conjoiner to use low-level spell slots to pay for higher-level ones, or (in the case of psionic powers) pay more power points for a power than the character should be able to at the current class level. It also allows the character to attempt to pay for spells entirely with psionic power points, or psionic powers entirely by using a spell slot (using the mechanic of 1 spell level = 2 power points, with the minimum being 1 power point or a 0-level spell slot (two 0-level spell slots equal 1 spell level)). Finally, in extreme cases, the character can attempt to cast a spell or use a power with no spell slots or power points available at all. Note that although this effectively lets a Conjoiner use higher-level spells or powers than the character should be able to, the fact that the character cannot actually learn spells or powers of a higher level limits its effectiveness to helping to pay for Metamagic or Metapsionic feats, extra augmentations of psionic powers, or switching payment options.
    The uses of Hyperchanneling are many, but they use a common mechanic. First, the character must make a Concentration check against a DC dependent on the ability he or she is trying to use (consult the table below). Also, if the character is attempting to use psionic power points to cast a magical spell, a Spellcraft check against the same DC is also necessary; to use a spell slot for a psionic power, a Psicraft check is needed. If all required checks succeed, the character casts the spell or manifests the power successfully, and takes 1 point of subdual damage per effective level of the spell or power just used (effective level is the spell's required slot, or the power's (cost + 1)/2- minimum damage is 1 point). If any of the checks fail, the slot or power points spent are wasted, and the character suffers a backlash from the energy released. How serious the backlash is requires a Fortitude save against a DC given in the table below with the skill check DC.

Skill DC Intended Effect Fortitude
Save DC
20 Effective level is 1 level higher than slot being used (or maximum possible power cost) 15 + effective level
25 Effective level is 2 levels higher than slot being used (or maximum possible power cost) 25 + effective level
30 Effective level is 3 levels higher than slot being used (or maximum possible power cost) 35 + effective level
35 Effective level is 4 levels higher than slot being used (or maximum possible power cost) 45 + effective level
+5 per effective level Paying for spell with power point cost, or power with spell slot (combined with any of the above) +5 per effective level
20 + 5 per effective level Paying for spell with power point cost, or power with spell slot (not combined) 15 + effective level
15 + 5 per effective level Paying for spell or power with no slots or power points left 15 + 10 per effective level

    If the Fortitude save succeeds, the character takes 1d4 points of subdual damage per effective level (minimum 1d4). If it fails, the results are disastrous- the power backlash causes real damage instead of subdual damage, and furthermore the character suffers further effects depending on how badly the save failed. The consequences of failure are summarized in the table below, based on the number of points the save failed by (for instance, if the save DC was 27 and the save roll came up 18, the save failed by 9).
Save failed by Effect
1-5 Character suffers a headache and fatigue (-1 to all skill checks and saves) until his or her next rest period of at least eight hours.
6-10 Character suffers severe headaches and fatigue (-2 to all saves and skill checks), and cannot attempt to Hyperchannel again, until resting for at least eight hours.
11-15 Character suffers body aches and pains causing -3 on all skill checks and saves for 24 hours, and cannot cast any spells or manifest powers at all during that same period.
16-20 Character suffers an additional 1 point of damage per effective level, and has -4 on all saves and skill checks for 72 hours (during which time spellcasting or manifestation is impossible).
21-25 Character suffers an additional 1d4 points of damage per effective level, and has -5 on all skill checks and saves for 1 full week. Character cannot use any spells or psionic powers during that week.
25+ Character is instantly killed regardless of current hit points, and if raised from the dead, is unable to cast spells or manifest powers at all unless a Wish, Miracle, Reality Revision, or Psychic Chirurgery is used to reverse the damage.

Bonus Feats: At 8th level and every eighth level thereafter, a Conjoiner gains a bonus feat slot. This bonus slot must be spent on a Metamagic, Metapsionic, or Item Creation (either magical or psionic) feat. After 20th level, bonus feats are gained every third level instead of every eighth, and the character may select from the list of Epic feats below instead of taking a Metamagic, Metapsionic, or Item Creation feat (if desired).
    Epic Conjoiner Bonus feat list: Automatic Hide Power, Automatic Quicken Power, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Carry Spell, Combat Casting, Combat Manifestation, Craft Major Artifact, Craft Minor Artifact, Efficient Item Creation, Epic Power Penetration, Epic Spell Focus, Epic Spell Penetration, Improved Combat Casting, Improved Combat Manifestation, Improved Metamagic, Improved Manifestation, Intensify Power, Intensify Spell, Magnify Spell, Multipower, Multispell, Permanent Emanation, Permanent Psionic Emanation, Power Opportunity, Power Stowaway, Spell Focus, Spell Opportunity, Spell Stowaway, Tenacious Psionics, Tenacious Magic.
Multiclassing: Conjoiners can multiclass freely, even into the Wizard or Psion class. The class levels in such a case do not stack for the purposes of gaining class abilities, even though the classes are very similar in general appearance and behavior. Of course, a Conjoiner who gains power points from another class is free to use those power points to manifest Conjoiner powers, as is normal for psionic manifesting classes.
Starting Gold: Conjoiner characters start with 3d4 × 10 gp, unless using a starting package.

Human Conjoiner Starting Package:
Armor: None, speed 30 feet.
Weapons: Dagger (1d4, crit 19-20/×2, 1 lb., Tiny, Piercing)
Light Crossbow (1d8, crit 19-20/×2, 80 ft., 6 lb., Small, Piercing)
Skill Selection: Pick a number of skills equal to 3 + INT modifier.

Skill: Ranks: Ability: Armor:
Concentration 4 CON  
Listen 4 WIS  
Psicraft 4 INT  
Spellcraft 4 INT  
Spot 4 WIS  
Hide (cc) 2 DEX 0
Move Silently (cc) 2 DEX 0

Feat: Toughness.
Bonus Feats: Dodge (race).
Memory Crystal: 10 gp value quartz. Spells: Arcane Mark, Detect Magic, Prestidigitation, Ray of Frost, Read Magic, Resistance.
Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, and flint and steel. Case with 10 crossbow bolts, 10 candles, spell component pouch.
Gold: 3d4 gp.


The Elementalist

Some Taeran wizards don't draw their power from the Matrix, but rather from the fundamental forces of the multiverse- the four elements of Air, Fire, Earth, and Water. Though they are like normal wizards in most respects (they have spellbooks, prepare their spells, and have the same number of spells per level per day as normal Wizards), they are not allowed to be Wild wizards- elemental magic is always structured magic. Also unlike normal wizards, they cannot be generalists- every Elementalist specializes in one of the four elements. The choice is made at character creation, or when the first level of Elementalist is gained, and cannot be changed later. Finally, Elementalists only get access to the spells of their chosen element, and the special "universal" spells- they do not get access to spells of any other element, unlike specialist Wizards in the traditional schools. Finally, Elementalists gain their magical Feats more slowly than normal Wizards do- only once every fifth level, as opposed to every fourth. Their extra powers tend to (more than) make up for this loss.

Elementalists have restricted spell selections compared to normal wizards, but their specialization allows them access to many benefits. First, they get some spells normal wizards cannot learn (for instance, Water Elementalists can cast some Cure Wounds spells). Also, each of the four types gains a special benefit due to its association with the chosen element (for instance, Earth Elementalists have a lower chance for spell failure when wearing metal, stone, or crystal armor than other arcane spellcasters do). Third, elementalists save against their chosen element at +4, and their spells of that element force a -4 penalty on opponents' saves. Fourth, an Elementalist may, once per day, supercharge a prepared spell of the chosen element, casting it at a caster level 1d4 levels higher than normal. Finally, Elementalists gain a +4 bonus to all Diplomacy, Bluff, and Sense Motive checks involving creatures of the chosen element. One other disadvantage to being an Elementalist is that the save bonus applies in reverse to the opposite element; that is, a Fire Elementalist has -4 to save against Water attacks and spells, and vice versa.

The benefits and penalties of being any of the four types of Elementalist are summarized in the table below. Also listed in the table are common nicknames for each of the types, which are actually used more often than the proper class names to refer to these spellcasters.

Element Common
Nicknames
Benefits & Penalties
Air Windsinger
Aeromancer
Blowhard
+4 to saves vs. Air spells and effects.
-4 to saves vs. Earth spells and effects.
-4 to subjects' saves against Air spells cast by you.
+4 bonus to Diplomacy, Bluff, and Sense Motive checks involving Air creatures.
Ability to supercharge one Air spell per day, casting it at 1d4 caster levels higher than normal.
Bonus language: Auran.
Immunity to suffocation- you can never run out of breath or oxygen, and do not count when determining when air goes bad in enclosed spaces.
Fire Fireslinger
Pyromancer
Hothead
+4 to saves vs. Fire spells and effects.
-4 to saves vs. Water spells and effects.
-4 to subjects' saves against Fire spells cast by you.
+4 bonus to Diplomacy, Bluff, and Sense Motive checks involving Fire creatures.
Ability to supercharge one Fire spell per day, casting it at 1d4 caster levels higher than normal.
Bonus language: Ignan.
Light at your caster level, as a free action, once per day per level. This does not require spending a spell slot, nor does it require any concentration to use.
Earth Stoneshaker
Lignomancer
Rockbrain
+4 to saves vs. Earth spells and effects.
-4 to saves vs. Air spells and effects.
-4 to subjects' saves against Earth spells cast by you.
+4 bonus to Diplomacy, Bluff, and Sense Motive checks involving Earth creatures.
Ability to supercharge one Earth spell per day, casting it at 1d4 caster levels higher than normal.
Bonus language: Terran.
25% less chance of spell failure while wearing metal, stone, or crystal (other than Silmarillium) armor.
Water Seamaster
Aquamancer
Drip
+4 to saves vs. Water spells and effects.
-4 to saves vs. Fire spells and effects.
-4 to subjects' saves against Water spells cast by you.
+4 bonus to Diplomacy, Bluff, and Sense Motive checks involving Water creatures.
Ability to supercharge one Water spell per day, casting it at 1d4 caster levels higher than normal.
Bonus language: Aquan.
Resistance to thirst- you can go without water for ten times as long as a normal member of your race, and suffer the effects of thirst at 1/10 the normal rate once you can't go without any more.

It should be noted, though it is no doubt already obvious, that not all of the nicknames used for Elementalists are complimentary.

Despite the fact that Elementalist magic isn't powered by the Matrix, it is affected by it and interacts with it. Therefore, it is affected normally by areas which distort or suppress magic, such as Wild and Dead Magic Zones.

Hit Die: d4.

Class Skills: The class skills (and associated abilities) of the Elementalist class are: Concentration (CON), Craft (INT), Dechipher Script (INT), Knowledge (any) (INT), Lucid Dreaming (WIS), Profession (WIS), Speak Language (the Elemental languages only) (None), and Spellcraft (INT).

Skill Points at 1st Level: (2 + INT modifier) × 4.
Skill Points at each additional level: 2 + INT modifier.

The Elementalist
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells Per Day
0 1 2 3 4 5 6 7 8 9 U
1st +0 +0 +0 +2 Summon Familiar, Scribe Scroll 3 1 - - - - - - - - -
2nd +1 +0 +0 +3   4 2 - - - - - - - - -
3rd +1 +1 +1 +3   4 2 1 - - - - - - - -
4th +2 +1 +1 +4   4 3 2 - - - - - - - -
5th +2 +1 +1 +4 Bonus Feat 4 3 2 1 - - - - - - -
6th +3 +2 +2 +5   4 3 3 2 - - - - - - -
7th +3 +2 +2 +5   4 4 3 2 1 - - - - - -
8th +4 +2 +2 +6   4 4 3 3 2 - - - - - -
9th +4 +3 +3 +6   4 4 4 3 2 1 - - - - -
10th +5 +3 +3 +7 Bonus Feat, Elemental Familiar 4 4 4 3 3 2 - - - - -
11th +5 +3 +3 +7   4 4 4 4 3 2 1 - - - -
12th +6/+1 +4 +4 +8   4 4 4 4 3 3 2 - - - -
13th +6/+1 +4 +4 +8   4 4 4 4 4 3 2 1 - - -
14th +7/+2 +4 +4 +9   4 4 4 4 4 3 3 2 - - -
15th +7/+2 +5 +5 +9 Bonus Feat 4 4 4 4 4 4 3 2 1 - -
16th +8/+3 +5 +5 +10   4 4 4 4 4 4 3 3 2 - -
17th +8/+3 +5 +5 +10   4 4 4 4 4 4 4 3 2 1 -
18th +9/+4 +6 +6 +11   4 4 4 4 4 4 4 3 3 2 -
19th +9/+4 +6 +6 +11   4 4 4 4 4 4 4 4 3 3 -
20th +10/+5 +6 +6 +12 Bonus Feat, Elemental Survival 4 4 4 4 4 4 4 4 4 4 -
21st +10/+5* +6$ +6$ +12$   4 4 4 4 4 4 4 4 4 4 1
22nd +11/+6/+1 +7 +7 +13   4 4 4 4 4 4 4 4 4 4 1
23rd +11/+6/+1 +7 +7 +13 Bonus Feat 4 4 4 4 4 4 4 4 4 4 1
24th +12/+7/+2 +8 +8 +14   4 4 4 4 4 4 4 4 4 4 2
25th +12/+7/+2 +8 +8 +14   4 4 4 4 4 4 4 4 4 4 2
26th +13/+8/+3 +9 +9 +15 Bonus Feat 4 4 4 4 4 4 4 4 4 4 2
27th +13/+8/+3 +9 +9 +15   4 4 4 4 4 4 4 4 4 4 3
28th +14/+9/+4 +10 +10 +16   4 4 4 4 4 4 4 4 4 4 3
29th +14/+9/+4 +10 +10 +16 Bonus Feat 4 4 4 4 4 4 4 4 4 4 3
30th +15/+10/+5 +11 +11 +17 Elemental Transformation 4 4 4 4 4 4 4 4 4 4 4
31st +15/+10/+5 +11 +11 +17   4 4 4 4 4 4 4 4 4 4 4
32nd +16/+11/+6/+1 +12 +12 +18 Bonus Feat 4 4 4 4 4 4 4 4 4 4 4
33rd +16/+11/+6/+1 +12 +12 +18   4 4 4 4 4 4 4 4 4 4 4
34th +17/+12/+7/+2 +13 +13 +19   4 4 4 4 4 4 4 4 4 4 4
35th +17/+12/+7/+2 +13 +13 +19 Bonus Feat 4 4 4 4 4 4 4 4 4 4 4
36th +18/+13/+8/+3 +14 +14 +20   4 4 4 4 4 4 4 4 4 4 4
37th +18/+13/+8/+3 +14 +14 +20   4 4 4 4 4 4 4 4 4 4 4
38th +19/+14/+9/+4 +15 +15 +21 Bonus Feat 4 4 4 4 4 4 4 4 4 4 4
39th +19/+14/+9/+4 +15 +15 +21   4 4 4 4 4 4 4 4 4 4 4
40th +20/+15/+10/+5 +16 +16 +22   4 4 4 4 4 4 4 4 4 4 4

*Maximum number of attacks per round for characters above 20th character level is 4. Base Attack Bonus for such characters improves by +1 every other level, regardless of class.
$Save bonus for characters above 20th character level improves by +1 in each category, every other character level, regardless of class.

Class Features:
All of the following are class features of the Elementalist.
Weapon and Armor Proficiency: Elementalists are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Elementalists, like Wizards, are not proficient with any armor type, nor with shields, because armor interferes with their spellcasting gestures.
Spells: Elementalists cast Arcane spells according to the table above, being limited to a certain number per class level per day. An Elementalist must prepare spells like a Wizard does, by getting a good night's sleep and studying his or her spellbook for an hour each day. To learn, prepare, or cast a spell, an Elementalist must have an Intelligence score of at least 10 + the spell's level, and an Elementalist's bonus spells are based on Intelligence. The Difficulty Class for saving throws against Elementalist spells is 11 + the spell's level + the character's Intelligence modifier. This is higher than the DC for Wizards, because Elementalists are more focused on their art, and because the Elemental energy that powers their spells makes the spells behave slightly different from the same spells cast using the Matrix (making the methods used to resist slightly less effective).
    Elementalists use the same procedure for learning and writing new spells in their spellbooks that Wizards do (see page 155 of the Player's Handbook), though they may only learn and cast spells that appear on the Elementalist spell list (see below). They may learn new spells off of Arcane spell scrolls they find on adventures, if the spells found appear on their own class list.
    Elementalists who reach a high enough level gain access to Ultramagic spells. See the Ultramagic section in the Rules document for more details. The Elementalist's number of Ultramagic slots is shown in the "U" (for Ultramagic) column in the table above.
Bonus Languages: An Elementalist's list of bonus languages includes the language for his or her chosen element, in addition to any bonus languages gained from race. Also note that an Elementalist character may purchase this language for only 1 skill point rather than the usual 2, as the elemental language (along with the other three elemental languages) is considered a class skill.
Scribe Scroll: Elementalists gain the feat Scribe Scroll for free at 1st level.
Bonus Feats: At 1st level and every fifth level thereafter, an Elementalist gains a bonus feat. This feat must be a Metamagic feat or an Item Creation feat. Elementalists can also learn the Wizard-exclusive feat Spell Mastery. See the Player's Handbook, page 54, for an explanation of this special feat. After 20th level, bonus feats are gained every third level instead of every fifth, and the character may select from the list of Epic feats below instead of taking a Metamagic or Item Creation feat (if desired). The list is essentially identical to the Epic Wizard Bonus Feat list.
    Epic Elementalist Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Carry Spell, Combat Casting, Craft Major Artifact, Craft Minor Artifact, Efficient Item Creation, Epic Spell Focus, Epic Spell Penetration, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Metamagic, Intensify Spell, Magnify Spell, Multispell, Permanent Emanation, Spell Focus, Spell Knowledge, Spell Mastery, Spell Opportunity, Spell Penetration, Spell Stowaway, Spontaneous Spell, Tenacious Magic.
Spellbooks: Elementalists must study their spellbooks each day to prepare their spells. A Elementalist cannot prepare spells not recorded in his or her spellbook (except for Read Magic, which all Elementalists effectively have Mastered as if they chose Spell Mastery for it). An Elementalist begins play with a spellbook containing all 0th-level spells normally available for his or her element and the universal list, plus three 1st-level spells of the player's choice, and one additional 1st-level spell for each bonus spell of that level the character gets due to Intelligence. Each time the character gains a new level, he or she gains two free spells of any level the character can cast at the new level; for instance, an Elementalist going from 4th to 5th level can gain two 3rd-level spells.
Elemental Familiar: At 10th level, an Elementalist's familiar automatically takes on the Elemental template for the character's chosen element; for instance, a Fire Elementalist's familiar takes on the Elemental Fire template. These templates are described in the Manual of the Planes, pages 191-195. An Elementalist without a familiar can still summon one, but the new familiar now costs 500 gold worth of materials to summon, as it will be an Elemental creature of the appropriate type, and is thus summoned directly from the appropriate Elemental plane.
Elemental Survival: At 20th level, an Elementalist is attuned to the nature of the Elemental Plane for his or her chosen element, and is therefore immune to their natural planar effects- for instance, the fires which naturally burn throughout the Elemental Plane of Fire will not harm (or even impede) a 20th-level Fire Elementalist, a 20th-level Water Elementalist can breathe the water of that plane if normally unable to breathe water, and so on. This ability only functions on the appropriate plane itself, so a Fire Elementalist on the Material Plane does not become immune to fires generated there (though of course, the character most likely has spells granting invulnerability to it anyway). Essentially, this ability functions as the spell Avoid Planar Effects.
Elemental Tranformation: At 30th level, an Elementalist is so suffused with the energy of his or her chosen element, that the character actually becomes an elemental creature, acquiring the Elemental template for his or her chosen element.
Multiclassing: Elementalists can multiclass freely, even into the Wizard class. The class levels in such a case do not stack for the purposes of gaining class abilities, even though Elementalists and Wizards are very similar in general appearance and behavior.
Starting Gold: Elementalist characters start with 3d4 × 10 gp, unless using a starting package.

Human Fire Elementalist Starting Package:
Armor: None, speed 30 feet.
Weapons: Dagger (1d4, crit 19-20/×2, 1 lb., Tiny, Piercing)
Light Crossbow (1d8, crit 19-20/×2, 80 ft., 6 lb., Small, Piercing)
Skill Selection: Pick a number of skills equal to 3 + INT modifier.

Skill: Ranks: Ability: Armor:
Spellcraft 4 INT  
Concentration 4 CON  
Knowledge (Arcana) 4 INT  
Hide (cc) 2 DEX 0
Move Silently (cc) 2 DEX 0
Search (cc) 2 INT  
Spot (cc) 2 WIS  

Feat: Toughness.
Bonus Feats: Dodge (race).
Element: Fire.
Spellbook: All 0-level Fire and Universal spells, plus Burning Hands, Magic Missile, and Summon Monster I, as well as one of these spells of your choice per point of INT bonus (if any): Color Spray, Endure Elements (Fire), Faerie Fire, Identify, and Smoke Image. Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, and flint and steel. Case with 10 crossbow bolts, 10 candles, map/scroll case, 3 pages of parchment, ink, inkpen, spell component pouch, spellbook.
Gold: 2d4 gp.


The Mage-Priest

The three Taeran gods of Magic watch over not only the magic of their Clerics, but also the Arcane magic used by Wizards, Sorcerors, and others. Therefore, their religions have spawned a unique hybrid of Cleric and Wizard, called Mage-Priests. Within those three religions, Mage-Priests are accorded status equal to Clerics, and the head of the entire religion is just as often a Mage-Priest as a regular Cleric. Although each of the three gods (being the most powerful deities in the pantheon) has numerous demigods, no Mage-Priests exist who worship demigods, not even within the same faith family. All Mage-Priests worship Damok, Paradox, or Cenob, depending on alignment.

Adventure: Mage-Priests go on adventures for similar reasons to Clerics and Wizards, understandably (since they are essentially a combination of the two). However, being more "bookish" than normal Clerics, Mage-Priests don't often adventure to increase the reputation of their faiths or temples, nor do they minister to heathens as often as normal Clerics do; instead, they are more concerned with deepening their own understanding of their gods and their places in the cosmos. They do undertake church missions, but since their normal role in a church is a sort of "R&D" work, they are more often called upon to explore mysteries than they are to fix problems. When they go out into the world to advance their gods and churches like Clerics do, it is usually in a more thoughtful way, carefully considered and planned for. Of course, like any other class, Mage-Priests can fall under the usual compulsions for treasure and excitement that motivate many other adventurers, and undertake quests for those purely selfish reasons.

Characteristics: Mage-Priests cast Divine spells, like Clerics, but unlike Clerics, they learn and cast them from books, like Wizards. Mage-Priests are unable to affect undead like Clerics can, and they don't have the ability of spontaneous casting, but they make up for those losses by being better able to use actual spells of their gods, and also by having access to some spells that normal Clerics just don't have. Not as well-trained in combat as normal Clerics, Mage-Priests are more powerful spellcasters instead.

Alignment: Mage-Priests can be any alignment but Lawful Neutral. Lawful Neutral Mage-Priests are not allowed because Paradox is the Neutral god of Magic, and is easily the least Lawful force in the Taeran universe.

Religion: Good Mage-Priests must worship Damok, True or Chaotic Neutral ones worship Paradox, and Evil ones worship Cenob.

Background: Mage-Priests normally have the same essential backgrounds as Clerics; all are ordained members of their faiths, and hold positions in the church hierarchy. However, Mage-Priests were drawn much more strongly to the magic of their gods, rather than any other feature, and became curious about the deeper mysteries of the faith. Mage-Priests find the fellowship of being people who can use Divine Magic more important than the trappings of ideas, codes of conduct, and other things that go with the religions that give them the divine connection in the first place. While Mage-Priests of different churches are generally as fiercely competitive as Clerics of those same churches are, they instinctively recognize that the Mage-Priests on the other side are much like them, and they often try to co-opt their rivals' abilities for their own use rather than dismissing those powers or shutting them out, because they happen to come from rival gods. Where a Cleric would decry the unholy things the opposition is doing, the Mage-Priest's mind would set to work on how to use similar powers himself, or at least how to turn those powers back on themselves so they don't work anymore.

Races: While members of all races can enter priesthoods and become Clerics, it takes a special mindset to become a Mage-Priest- a mindset fascinated by magic, and hungry for more of it. therefore, while characters of any race can become Mage-Priests, in practice, the races that tend to disdain magic (such as Dwarves and Minotaurs) rarely do.

Other Classes: Mage-Priests are channelers of Divine energy, like Clerics, so members of other classes often stay on their good side for healing and other support purposes. Since Mage-Priests are less capable of defending themselves, however, they depend more on the strength of their companions to survive, and thus they are even more happy to spend time around such people than normal Clerics are. Mage-Priests' relations with other classes are sometimes determined by their faiths, but in general, they get along well with spellcasters of any sort, because they have like minds on many subjects. Mage-Priests tend to get along especially well with Wizards, since the two classes share many class features (at least on the surface), and all Mage-Priests are representatives of the powers behind the Wizards' own magic, as well as being users of Divine spells!

Abilities: Despite the fact that Mage-Priests learn and cast Divine magic spells, Intelligence is the ability they use to determine the highest level of spells they can cast, how many they can cast per day, and how hard those spells are to resist. A Mage-Priest must have an Intelligence score of at least 10 + a spell's level to learn any spell, and a Mage-Priest's bonus spells are based on the Intelligence score. Mage-Priest spells have a save DC of 10 + the spell's level + the caster's Intelligence modifier.

Since Mage-Priests are not proficient with most armor, a high Dexterity score is helpful early on in the character's career- it is easiest to survive attacks that miss. Charisma is less important to them than it is for Clerics, since Mage-Priests have no ability to affect undead; likewise, Wisdom is a less necessary choice for high scores with them. Constitution is fairly important, since it can give a Mage-Priest extra hit points, and hit points are something Mage-Priests don't tend to have in great supply.

Hit Die: d6.

Class Skills: The class skills (and associated abilities) of the Mage-Priest class are: Concentration (CON), Craft (INT), Decipher Script (INT), Heal (WIS), Knowledge (any) (INT), Lucid Dreaming (WIS), Profession (WIS), and Spellcraft (INT).

Skill Points at 1st Level: (2 + INT modifier) × 4.
Skill Points at each additional level: 2 + INT modifier.

The Mage-Priest
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells Per Day
0 1 2 3 4 5 6 7 8 9 U
1st +0 +0 +0 +2 Scribe Scroll, Bonus Feat 3 1 - - - - - - - - -
2nd +1 +0 +0 +3   4 2 - - - - - - - - -
3rd +2 +1 +1 +3   4 2 1 - - - - - - - -
4th +3 +1 +1 +4 Bonus Feat 5 3 2 - - - - - - - -
5th +3 +1 +1 +4   5 3 2 1 - - - - - - -
6th +4 +2 +2 +5   5 3 3 2 - - - - - - -
7th +5 +2 +2 +5   6 4 3 2 1 - - - - - -
8th +6/+1 +2 +2 +6 Bonus Feat 6 4 3 3 2 - - - - - -
9th +6/+1 +3 +3 +6   6 4 4 3 2 1 - - - - -
10th +7/+2 +3 +3 +7   6 4 4 3 3 2 - - - - -
11th +8/+3 +3 +3 +7   6 4 4 4 3 2 1 - - - -
12th +9/+4 +4 +4 +8 Bonus Feat 6 5 4 4 3 3 2 - - - -
13th +9/+4 +4 +4 +8   6 5 4 4 4 3 2 1 - - -
14th +10/+5 +4 +4 +9   6 5 5 4 4 3 3 2 - - -
15th +11/+6/+1 +5 +5 +9   6 5 5 4 4 4 3 2 1 - -
16th +12/+7/+2 +5 +5 +10 Bonus Feat 6 5 5 5 4 4 3 3 2 - -
17th +12/+7/+2 +5 +5 +10   6 5 5 5 4 4 4 3 2 1 -
18th +13/+8/+3 +6 +6 +11   6 5 5 5 5 4 4 3 3 2 -
19th +14/+9/+4 +6 +6 +11   6 5 5 5 5 4 4 4 3 3 -
20th +15/+10/+5 +6 +6 +12 Bonus Feat 6 5 5 5 5 5 4 4 4 4 -
21st +15/+10/+5* +6$ +6$ +12$   6 5 5 5 5 5 5 4 4 4 1
22nd +16/+11/+6/+1 +7 +7 +13   6 5 5 5 5 5 5 4 4 4 1
23rd +16/+11/+6/+1 +7 +7 +13 Bonus Feat 6 5 5 5 5 5 5 5 4 4 1
24th +17/+12/+7/+2 +8 +8 +14   6 5 5 5 5 5 5 5 4 4 2
25th +17/+12/+7/+2 +8 +8 +14   6 5 5 5 5 5 5 5 5 4 2
26th +18/+13/+8/+3 +9 +9 +15 Bonus Feat 6 5 5 5 5 5 5 5 5 4 2
27th +18/+13/+8/+3 +9 +9 +15   6 5 5 5 5 5 5 5 5 5 3
28th +19/+14/+9/+4 +10 +10 +16   6 5 5 5 5 5 5 5 5 5 3
29th +19/+14/+9/+4 +10 +10 +16 Bonus Feat 6 5 5 5 5 5 5 5 5 5 3
30th +20/+15/+10/+5 +11 +11 +17   6 5 5 5 5 5 5 5 5 5 4
31st +20/+15/+10/+5 +11 +11 +17   6 5 5 5 5 5 5 5 5 5 4
32nd +21/+16/+11/+6 +12 +12 +18 Bonus Feat 6 5 5 5 5 5 5 5 5 5 4
33rd +21/+16/+11/+6 +12 +12 +18   6 5 5 5 5 5 5 5 5 5 4
34th +22/+17/+12/+7 +13 +13 +19   6 5 5 5 5 5 5 5 5 5 4
35th +22/+17/+12/+7 +13 +13 +19 Bonus Feat 6 5 5 5 5 5 5 5 5 5 4
36th +23/+18/+13/+8 +14 +14 +20   6 5 5 5 5 5 5 5 5 5 4
37th +23/+18/+13/+8 +14 +14 +20   6 5 5 5 5 5 5 5 5 5 4
38th +24/+19/+14/+9 +15 +15 +21 Bonus Feat 6 5 5 5 5 5 5 5 5 5 4
39th +24/+19/+14/+9 +15 +15 +21   6 5 5 5 5 5 5 5 5 5 4
40th +25/+20/+15/+10 +16 +16 +22   6 5 5 5 5 5 5 5 5 5 4

*Maximum number of attacks per round for characters above 20th character level is 4. Base Attack Bonus for such characters improves by +1 every other level, regardless of class.
$Save bonus for characters above 20th character level improves by +1 in each category, every other character level, regardless of class.

Class Features:
All of the following are class features of the Mage-Priest.
Weapon and Armor Proficiency: Mage-Priests are proficient with all Simple weapons, and with Light armor types. Mage-Priests do not receive automatic proficiency in their god's favored weapon, as normal Clerics do. They must take the Martial Weapon Proficiency feat to gain it, if they want it.
Spells: Mage-Priests cast Divine spells according to the table above, being limited to a certain number per class level per day. A Mage-Priest must prepare spells like a Wizard does, by getting a good night's sleep and studying his or her spellbook for an hour each day. To learn, prepare, or cast a spell, a Mage-Priest must have an Intelligence score of at least 10 + the spell's level, and a Mage-Priest's bonus spells are based on Intelligence. The Difficulty Class for saving throws against Mage-Priest spells is 10 + the spell's level + the Mage-Priest's Intelligence modifier.
    While Mage-Priests may know any number of spells, like Clerics, they do not automatically know all spells of the levels they are able to cast; Mage-Priests must write their known spells into spellbooks like Wizards do. Further, they do not gain Domains from their god, nor the powers associated with those Domains; however, they are allowed to learn spells from those Domain lists as if they were part of the Cleric spell list (even if they normally are not). Also, Mage-Priests have a significant advantage over normal Clerics in spell selection- they can learn some Wizard spells as Divine spells, and can even learn them from Wizards' spellbooks! Each god who has Mage-Priests allows a different subset of spells to be learned, so Mage-Priests can learn these spells based on alignment. Good Mage-Priests (Damok) can learn Location and Evocation spells; Neutral Mage-Priests (Paradox) can learn Transmutation spells, or any spells which appear only on the Wild Magic spell list (see the Spells & Powers document, and look at the spells marked with asterisks (*)); and Evil Mage-Priests (Cenob) can learn any Necromancy or Illusion spells. All Mage-Priests can learn Abjuration or Universal spells from Arcane spellbooks and scrolls, regardless of alignment.
    When a Mage-Priest learns an Arcane spell and casts it, it is a Divine spell, not an Arcane one, and therefore it does not suffer from armor check penalties as Arcane spells normally do. All other aspects of such a spell remain unchanged. Mage-Priests can also learn new spells from Divine scrolls they pick up during their travels, and can even learn spells not normally available to Clerics of their own gods; however, it should be noted that the gods frown on the practice of using some of those spells (for instance, a Mage-Priest of Damok is likely to get in hot water for trying to use a clearly Evil spell). Mage-Priests use the same procedure for learning and writing new spells in their spellbooks that Wizards do (see page 155 of the Player's Handbook). When a Mage-Priest learns a spell that appears at different levels on various spell lists the character has access to, it is treated as a spell of the lowest level the character could have learned it at, regardless of the manner in which he or she actually learned it. For instance, a Mage-Priest who learns Animate Dead learns it as a 3rd level spell, even if it was learned from the spellbook of a Wizard (for whom it is a 4th level spell).
    Once a Mage-Priest character learns a spell, the character may freely prepare it in whatever slots are high enough level to hold it- and this is another advantage they have over Clerics, in the case of Domain spells. Whereas a Cleric whose Domains include a spell not in the Cleric spell list may only prepare that spell in an appropriate Domain slot, a Mage-Priest with the same spell may fill all of his or her available spell slots (of the appropriate level) with that spell if desired; while this makes little difference in the case of spells such as Bless, the difference can become quite significant in the case of spells such as Holy Smite (which is available only as a spell in the Good Domain).
    Mage-Priests who reach a high enough level gain access to Ultramagic called Quest Spells. See the Ultramagic section in the Rules document for more details. The Mage-Priest's number of Ultramagic slots is shown in the "U" (for Ultramagic) column in the table above. A Mage-Priest of a high enough level to learn Quest Spells is considered to have access to all of the Domains of the character's god for the purposes of fulfilling the requirements of learning a given spell; i.e., a Good-aligned Mage-Priest may learn Quest Spells as though the character had access to every Domain in Damok's list despite not actually having access to any Domains.
Bonus Languages: A Mage-Priest's list of bonus languages includes Celestial, Abyssal, and Infernal, in addition to any bonus languages gained from race.
Scribe Scroll: Mage-Priests gain the feat Scribe Scroll for free at 1st level.
Bonus Feats: At 1st level, 4th level and every fourth level thereafter, a Mage-Priest gains a bonus feat. This feat must be a Metamagic feat or an Item Creation feat. Since they also use spellbooks, Mage-Priests can learn the Wizard-exclusive feat Spell Mastery. After 20th level, bonus feats are gained every third level instead of every fourth, and the character may select from the list of Epic feats below instead of taking a Metamagic or Item Creation feat (if desired). The list is largely identical to the Epic Wizard Bonus Feat list, containing two additional feats from the Epic Cleric list.
    Epic Mage-Priest Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Carry Spell, Combat Casting, Craft Major Artifact, Craft Minor Artifact, Efficient Item Creation, Epic Spell Focus, Epic Spell Penetration, Familiar Spell, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Intensify Spell, Magnify Spell, Multispell, Permanent Emanation, Spell Focus, Spell Knowledge, Spell Mastery, Spell Opportunity, Spell Penetration, Spell Stowaway, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic.
Spellbooks: Mage-Priests must study their spellbooks each day to prepare their spells. A Mage-Priest cannot prepare spells not recorded in his or her spellbook (except for Read Magic, which all may gain through simple prayer and devotions said in the morning if they choose). A Mage-Priest begins play with a spellbook containing all 0th-level Cleric spells normally available from his or her god, plus three 1st-level spells of the player's choice, and one additional 1st-level spell for each bonus spell of that level the character gets due to Intelligence. Each time the character gains a new level, he or she gains two free spells of any level the character can cast at the new level; for instance, a Mage-Priest going from 4th to 5th level can gain two 3rd-level spells. These spells may be any spell the character can learn and cast; i.e., the free spells gained need not be from the Cleric list if the character would rather learn some not on that list.
Multiclassing: Mage-Priests can multiclass into the Cleric class, as long as they follow the rules for Clerics serving multiple gods; Mage-Priests are already servants of one religion, and therefore cannot become members of its priesthood twice! Mage-Priests cannot multiclass into another Mage-Priest religion, though if the alignments are correct they could multiclass as Clerics of the other religion.
Starting Gold: Mage-Priest characters start with 4d4 × 10 gp, unless using a starting package.

Ex-Mage-Priests: Like Clerics, Mage-Priests are bound by the codes of conduct of their religions. A Mage-Priest who does so loses all spells and class features (even the spellbook suddenly looks like gibberish), He or she cannot gain levels as a Mage-Priest of that god, until he or she atones.

Human Mage-Priest Starting Package:
Armor: Leather +2 AC, speed 30 ft., 15 lbs.
Weapons: Heavy Mace (1d8, crit ×2, 12 lb., Medium-size, Bludgeoning)
Light Crossbow (1d8, crit 19-20/×2, 80 ft., 6 lb., Small, Piercing)
Skill Selection: Pick a number of skills equal to 3 + INT modifier.

Skill: Ranks: Ability: Armor:
Spellcraft 4 INT  
Concentration 4 CON  
Knowledge (Religion) 4 INT  
Knowledge (Arcana) 4 INT  
Diplomacy (cc) 2 CHA  
Hide (cc) 2 DEX 0
Move Silently (cc) 2 DEX 0

Feat: Toughness.
Bonus Feats: Alertness (race), Still Spell (class).
Deity: Damok.
Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, and flint and steel. Case with 10 crossbow bolts, wooden holy symbol (Sword-and-shield of Damok). 10 candles, map/scroll case, 3 pages of parchment, ink, inkpen, spellbook.
Gold: 2d6 gp.


The Naturalist

Elementalists are not the only Arcane spellcasters who don't directly use the Matrix. Recent rumors have spoken of a new form of magic, which draws power from various essences of the natural world- not the four elements, but forces and objects of the material world itself. This new trend is mysterious and not at all well-known by those outside its small enclaves, but these Naturalists (as they are collectively called) exhibit powers and abilities just as strong as those of traditional mages and Elementalists. Like Elementalists, all Naturalists are specialists in a chosen power source; unlike them, there are six types of Naturalist. Each of the six types has an opposite, again much like the elements, but each of the Naturalist power sources is something of an emergent phenomenon, rather than a fundamental force. Naturalists are unable to use any power source but their own chosen specialties, just like Elementalists, so no character can choose more than one Naturalist specialty to gain levels in. The six types, and the power sources each of them draws upon, are summarized in the table below. You can click on the name of each specialty to jump to the more specific description of it below the general rules and level table.

Naturalist Power Source Opposite
Creator Quintessence (Positive Energy)
Life force, creation, that which shapes and animates things.
Entropy (Negative Energy)
Energist Natural forces (Gravity, etc.)
Invisible forces which cause motion in the physical world.
Materials (physical objects)
Faunist Animal life
Life which moves under its own power and must consume other life to live.
Plant life
Negator Entropy (Negative Energy)
Destruction, blending, that which brings dissolution and malfunction.
Quintessence (Positive Energy)
Materialist Materials (physical objects)
Particles and forms which define reality and are defined by it.
Natural forces (Gravity, etc.)
Florant Plant life
Life which is largely stationary and makes its own food.
Animal life

Naturalists draw directly from the world itself, rather than from other planes of existence, or the Matrix, and their spells and Manipulations (see below) blend into the framework of nature much more readily than traditional spells normally do. As a result, they do not normally resemble spells so much as they do spell-like powers, and spellcasters of other classes therefore have a -15 penalty to all Spellcraft checks involving Naturalists and their powers. Naturalists gain spells, spell slots, hit dice, and saving throws as Sorcerors, but there is no split between "structured" and "wild" casters among them- Naturalist magic is too new a discipline to have encountered such a rift in philosophies. It should be noted, however, that Negators (the Naturalists who use Entropy) and Energists (the ones who use natural forces) actually do have a few spells which duplicate those of Wild Mages, simply due to the fact that their power involves chaos (in the case of Negators) or release of bursts of raw power (in the case of Energists). These spells do not cause Wild Surges unless noted in the spell description, nor does a Negator caster make a Level Variant roll when casting them. Traditional spellcasters (i.e. those of other spellcasting classes) tend to have extreme, or severe, reactions to Naturalists upon first encountering them, and the fact that Naturalist magic has disruptive effects on normal magic (again, see below) often doesn't help matters.

Naturalist magic starts in the world and interacts with the Matrix and the Naturalist's own will to produce its effects; since this is almost exactly the opposite of how normal spells get cast, it is perhaps understandable that Naturalist magic and the normal sort don't mix well. If a Naturalist's spell or Manipulation has an area of effect that overlaps with that of a normal spell (but not a magic item, unless the item was a spell-storage type like a Wand), the energies react chaotically, and frequently badly for both sides. The type of reaction depends on which type of Naturalist energy was being used. Furthermore, although Naturalist magic doesn't normally disrupt itself, if two Naturalist effects from opposite sources (for instance, a Florant and a Faunist casting spells at the same spot) overlap, they simply cancel each other out rather than anything special happening. These effects are summarized in the section for each specialty, below, but note that each effect only happens in the actual area of overlap- the rest of each effect happens normally. For instance, a Negator's "Fireball" Manipulation overlaps a normal Wizard's Fireball spell, with the center of the Negator's spell being at the edge of the real Fireball's burst area. The area of overlap is the lens-shaped area in between, and that is the area hit by the destructive storm (which will deal 6d4 damage since there are two 3rd-level effects involved). Since this deals damage anyway, much like the normal effect each would have produced does, the Wizard is unlikely to be angry at the disruption, though he will probably be quite surprised by the explosion of nothingness!

Naturalist magic takes a lot out of the caster, and it also tends to cause strange effects in the area around the caster as well, when it happens. These effects are different for every individual caster, but also depend on which of the six powers is being used; further, while they are always harmless by themselves, they are often unnerving to observers. The types of effects seen are listed under each of the six specialties below, and player character Naturalists are encouraged to invent their own "special effects" within the listed constraints.

Unlike normal Sorcerers, Naturalists do not gain the ability to summon familiars at 1st level. Naturalists are affiliated too strongly with strange energies to be able to bond with animals the way Wizards, Sorcerers, and Elementalists do. However, upon reaching 7th level, a Naturalist gains the ability to summon a special familiar. This special familiar costs 500 gp worth of materials to summon or create, and the ceremonies and rituals takes one day to perform. A Naturalist summons a familiar of one of the normal animal types given in the Player's Handbook, but with one addition- a Naturalist's familiar always has a Template added to it, appropriate to the type of power the Naturalist uses. The specific Templates a Naturalist can add to a familiar are summarized in the individual specialty sections below.

Finally, each type of Naturalist gains supernatural abilities (as opposed to spell-like) at every 10th level, through long association with the power and time spent channeling it (though the abilities granted above 20th level are only theorized, and have never actually been seen, since no Naturalist to date is known to have reached such heights of power). As with other specialty-dependent things, these powers are listed with their specialties below. Naturalists also are assumed to gain the ability to cast Ultramagic spells at 21st level, as other spellcasters do, though it should be noted again that Naturalist magic is so new that no Naturalist yet has reached the pinnacle of achievement necessary to cast such ultra-powerful spells. The number of Ultramagic slots that Naturalists would probably gain upon reaching 21st or higher level are given in the table below, under the "U" (for Ultramagic) column. Note that Naturalists, like Sorcerers, do not gain knowledge of Ultramagic spells automatically- each Ultramagic spell is taken as a feat.

Hit Die: d4.

Class Skills: The class skills (and associated abilities) of the Naturalist class are: Bluff (CHA), Concentration (CON), Craft (INT), Knowledge (Arcana) (INT), Lucid Dreaming (WIS), Profession (WIS), and Spellcraft (INT). Also, each specialty type of Naturalist has more class skills (given in the individual descriptions below) which are additions to this list.

Skill Points at 1st Level: (2 + INT modifier) × 4.
Skill Points at each additional level: 2 + INT modifier.

The Naturalist
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells Per Day (Spells Known)
0 1 2 3 4 5 6 7 8 9 U
1st +0 +0 +0 +2 Manipulations, Bonus Feat 5 (4) 3 (2) - - - - - - - - -
2nd +1 +0 +0 +3 Source Power I 6 (5) 4 (2) - - - - - - - - -
3rd +1 +1 +1 +3   6 (5) 5 (3) - - - - - - - - -
4th +2 +1 +1 +4 Summon Special Familiar 6 (6) 6 (3) 3 (1) - - - - - - - -
5th +2 +1 +1 +4 Bonus Feat 6 (6) 6 (4) 4 (2) - - - - - - - -
6th +3 +2 +2 +5   6 (7) 6 (4) 5 (2) 3 (1) - - - - - - -
7th +3 +2 +2 +5   6 (7) 6 (5) 6 (3) 4 (2) - - - - - - -
8th +4 +2 +2 +6 Source Power II 6 (8) 6 (5) 6 (3) 5 (2) 3 (1) - - - - - -
9th +4 +3 +3 +6   6 (8) 6 (5) 6 (4) 6 (3) 4 (2) - - - - - -
10th +5 +3 +3 +7 Bonus Feat 6 (9) 6 (5) 6 (4) 6 (3) 5 (2) 3 (1) - - - - -
11th +5 +3 +3 +7   6 (9) 6 (5) 6 (5) 6 (4) 6 (3) 4 (2) - - - - -
12th +6/+1 +4 +4 +8   6 (9) 6 (5) 6 (5) 6 (4) 6 (3) 5 (2) 3 (1) - - - -
13th +6/+1 +4 +4 +8   6 (9) 6 (6) 6 (5) 6 (5) 6 (4) 6 (3) 4 (2) - - - -
14th +7/+2 +4 +4 +9 Source Power III 6 (9) 6 (6) 6 (5) 6 (5) 6 (4) 6 (3) 5 (2) 3 (1) - - -
15th +7/+2 +5 +5 +9 Bonus Feat 6 (9) 6 (6) 6 (6) 6 (5) 6 (5) 6 (4) 6 (3) 4 (2) - - -
16th +8/+3 +5 +5 +10   6 (9) 6 (6) 6 (6) 6 (5) 6 (5) 6 (4) 6 (3) 5 (2) 3 (1) - -
17th +8/+3 +5 +5 +10   6 (9) 6 (6) 6 (6) 6 (6) 6 (5) 6 (5) 6 (4) 6 (3) 4 (2) - -
18th +9/+4 +6 +6 +11   6 (9) 6 (6) 6 (6) 6 (6) 6 (5) 6 (5) 6 (4) 6 (3) 5 (2) 3 (1) -
19th +9/+4 +6 +6 +11   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 6 (5) 6 (4) 6 (3) 4 (2) -
20th +10/+5 +6 +6 +12 Bonus Feat, Growth Barrier, Source Transformation 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 6 (5) 6 (4) 6 (3) 5 (2) -
21st +10/+5* +6$ +6$ +12$   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 6 (5) 6 (4) 6 (3) 1
22nd +11/+6/+1 +7 +7 +13   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 6 (5) 6 (4) 6 (3) 1
23rd +11/+6/+1 +7 +7 +13 Bonus Feat 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 6 (5) 6 (4) 1
24th +12/+7/+2 +8 +8 +14   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 6 (5) 6 (4) 2
25th +12/+7/+2 +8 +8 +14   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 6 (5) 2
26th +13/+8/+3 +9 +9 +15 Bonus Feat, Epic Power I 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 6 (5) 2
27th +13/+8/+3 +9 +9 +15   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 3
28th +14/+9/+4 +10 +10 +16   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 3
29th +14/+9/+4 +10 +10 +16 Bonus Feat 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 3
30th +15/+10/+5 +11 +11 +17   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
31st +15/+10/+5 +11 +11 +17   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
32nd +16/+11/+6/+1 +12 +12 +18 Bonus Feat, Epic Power II 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
33rd +16/+11/+6/+1 +12 +12 +18   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
34th +17/+12/+7/+2 +13 +13 +19   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
35th +17/+12/+7/+2 +13 +13 +19 Bonus Feat 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
36th +18/+13/+8/+3 +14 +14 +20   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
37th +18/+13/+8/+3 +14 +14 +20   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
38th +19/+14/+9/+4 +15 +15 +21 Bonus Feat, Epic Transformation 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
39th +19/+14/+9/+4 +15 +15 +21   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
40th +20/+15/+10/+5 +16 +16 +22   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4

*Maximum number of attacks per round for characters above 20th character level is 4. Base Attack Bonus for such characters improves by +1 every other level, regardless of class.
$Save bonus for characters above 20th character level improves by +1 in each category, every other character level, regardless of class.

Class Features:
All of the following are class features of the Naturalist.
Weapon and Armor Proficiency: Naturalists are proficient with all Simple weapons. Like Sorcerers, they are not proficient with any armor type, nor with shields, because armor interferes with their spellcasting gestures.
Spells: Naturalists cast Arcane spells according to the table above, being limited to a certain number per class level per day. Naturalists cast spells spontaneously, using available slots, as Sorcerers do. To learn, prepare, or cast a spell, a Naturalist must have a Charisma score of at least 10 + the spell's level, and a Naturalist's bonus spells are based on Charisma. The Difficulty Class for saving throws against Naturalist spells is 10 + the spell's level + the character's Charisma modifier.
    Naturalists use the same procedure for learning new spells that Sorcerers do- they just learn new spells with each level, according to the table above (Spells Known), though they may only learn and cast spells that appear on the Naturalist spell list for their chosen specialty power source. Naturalist spells are listed, by specialty, in the Spells & Powers document.
    Naturalists who reach a high enough level (by breaking the Growth Barrier; see below) gain access to Ultramagic spells. See the Ultramagic section in the Rules document for more details. The Naturalist's number of Ultramagic slots is shown in the "U" (for Ultramagic) column in the table above, but note that Naturalists do not gain knowledge of Ultramagic spells automatically with level- they must be taken as Feats.
Manipulations: Actual Naturalist spells are considerably limited in what they can do, due to the tightly focused essences they draw on to cast them. Each type of Naturalist has a few spells (mostly falling within one or two specific schools) that can be duplicated closely or exactly with the power source; these are summarized in each specialty's subsection below. Naturalists have, however, learned a way around the limits this forces upon them- they can often produce other effects through crude Manipulations of their energies, shapes of power which provoke reactions from the Matrix and produce desired effects. Rather than using a spell slot to cast an actual spell, a Naturalist can simply "release" the energy of the slot, and attempt to manipulate the energy thus released into a form similar to a spell effect of that level. Manipulations are learned as Feats, and there are four types- Attack, Defense, Information, and Movement. Note that although they are learned as Feats, Naturalists gain bonus Feat slots specifically for Manipulations as they advance levels- if a Naturalist spends a regular feat slot to gain a Manipulation earlier, the bonus slot he or she would have gained later is effectively wasted. The Manipulation Feats, and other feats related to Naturalist Manipulations (collectively dubbed "Mana" feats), are described in the Feats document. A Naturalist may perform a Manipulation attempting to duplicate any spell he or she has actually seen the effects of and learned to duplicate, once the Feat appropriate to it has been learned; for instance, a Fireball spell could be duplicated by an Attack Manipulation.
    To learn to duplicate the effects by Manipulation, the Naturalist must succeed at a Spellcraft check (DC 15 + the spell level), and only Arcane spells may be so learned. Reading from a spellbook or scroll (although Naturalists can use scrolls using the normal rules, if they find them) is not enough until the character has seen the spell in action. A Naturalist character can learn Manipulations of any spell level he or she is able to cast. Assuming the check succeeds, the Naturalist must then pay an amount of XP equal to 10 × the spell level of the learned spell squared; thus, a 2nd-level spell will cost the Naturalist 40 XP (10 × 2 × 2) to learn, a 5th-level spell will cost 250 XP (10 × 5 × 5), and a 9th-level spell costs 810 (10 × 9 × 9). 0-level spells do not cost XP to learn as Manipulations.
    To cast a Manipulation effect, the character must make a Manipulation check, which is a straight d20 roll with the Naturalist class level and CHA modifier added, against DC 15 + twice the real spell's level. If the check succeeds, the Manipulation works essentially as the spell would if cast; it applies the same DC to saving throws, has the same range and area of effect, etc. If the check fails, nothing happens other than the usual side effects of casting (see below). A Manipulation can't cause a Wild Surge unless it happens in a Wild Zone (and in that case, the Manipulation is considered the "intended effect" for purposes of Surges which refer to it). Metamagic feats may not be applied to Manipulations, even if the Naturalist originally learned a particular Manipulation from watching a spell that had a Metamagic feat applied to it. Manipulations are always exact duplicates of the unmodified, original spells they mimic.
    To use Manipulations of a particular level, a Naturalist must not only have the Charisma necessary to cast it, but also must have a CON score of at least twice the spell's level. For instance, a Naturalist with a CON score of 11 can produce up to 5th level Manipulations. It is possible to produce Manipulations even without the necessary CON score, but it is very dangerous to the caster- if the Manipulation check succeeds, the character must make a Fortitude save (DC 20 + the Manipulation's level), or take 1d4 damage per level above his maximum he has gone. Thus, if the aforementioned character with a CON of 11 tries to cast a 9th-level Manipulation, he will take 4d4 points of damage if the save (DC 29) fails! The character cannot go below 1 hit point as a result of this damage, but every 4 points (round fractions up) of damage that are avoided this way instead turns into 1 point of temporary CON damage (and that can kill a caster who pushes the envelope too far).
Bonus Feats: At 1st level, 5th level, and every fifth level thereafter, a Naturalist gains a bonus feat. The chosen feat must be one of the four Manipulation feats, or a feat with one or more Manipulation feats as a prerequisite (the character must still fulfill any prerequisites of the bonus feat as normal). If the character already has all the Manipulation feats and all feats using them as prerequisites, then he or she does not gain the bonus feat.
    After 20th level, a Naturalist gains a bonus feat at 23rd level, and every third level thereafter. The bonus feats granted at these epic levels may be any Manipulation or Manipulation-dependent feat, just as those at lower levels were, but the character may also select any Metamagic or Item Creation feat, or any feat from the list of Epic feats below. The list is essentially identical to the Epic Sorcerer Bonus Feat list, but includes additions from the Cleric list for the Creator and Negator (which gain powers to affect undead).
    Epic Naturalist Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Carry Spell, Combat Casting, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Metamagic, Intensify Spell, Magnify Spell, Master Staff, Master Wand, Multispell, Negative Energy Burst, Permanent Emanation, Positive Energy Aura, Spectral Strike, Spell Focus, Spell Knowledge, Spell Opportunity, Spell Penetration, Spell Stowaway.
Summon Special Familiar: At 4th level, a Naturalist gains the ability to summon a familiar appropriate to his or her specialty power source. The rituals needed to gain the familiar cost 500 gp and one full day to complete. The familiar summoned is of one of the standard types (i.e. Hawk, Toad, etc.), and grants the standard ability for its type, but has a Template chosen by the player from the character's specialty Familiar Templates list (see below).
Source Powers: At 2nd level, 8th level, and 14th level, a Naturalist becomes more attuned to the power source for his or her chosen specialty, and gains the Source Power noted for his or her specialty for that level.
Source Transformation: At 20th level, the Naturalist is so deeply infused with the power source for the character's spells that he or she transforms into a new type of creature. The exact transformation undergone is listed with the character's chosen specialty below, but all of the Transformations turn the character into an Outsider (Native) (much like the Perfect Self ability of a 20th-level Monk). The Source Transformation does not necessarily grant Damage Reduction, but some Source Transformations do grant a form of it (as noted in their descriptions).
Growth Barrier: Naturalist magic is only a few decades (or perhaps a century or two) old, in the 50th century AA. As a result, there is no canon or known path to guide Naturalists who try to achieve levels of power similar to those exhibited by Epic spellcasters of other classes. At 20th level, the Naturalist reaches the limits of the known Naturalist powerset. A character who wishes to advance to 21st level in the Naturalist class must undergo a quest to gain the knowledge needed to grow the powers further. Any character who successfully does so will be enshrined in legend as the first Naturalist to reach the ultimate powers; also, the knowledge is likely to be very different for each of the six specialties, so a character who is not actually the first but is a different subclass than the actual first Epic Naturalist will gain little or no benefit from that character's knowledge. Until the Growth Barrier is overcome by many Naturalists, who spread their knowledge wide among others approaching the ultimate levels of power, it will continue to exist.
Epic Powers: At 26th level and 32nd level, a Naturalist becomes even more attuned to the power source for his or her chosen specialty, and gains the Epic Power noted for his or her specialty for that level. It should be noted that these Epic Powers are not known for certain, since no Naturalist yet known has ever attained more than 20 levels in the class; however, the listings for the six specialties list conjectured powers for these levels anyway. These Epic Powers may be changed by the DM prior to a PC Naturalist actually gaining them, but if the DM does, the replacement Epic Powers should be of comparable flavor and utility (i.e., Epic).
Epic Transformation: At 38th level, the Naturalist undergoes another transformation similar to the Source Transformation at 20th level. The exact transformation undergone is listed with the character's chosen specialty below, but all six are detailed in the New Templates document. As with the Epic Powers, it must be noted that no Naturalist has ever actually attained such heights of power, and these transformations are accordingly conjecture until a character actually does undergo one. The Epic Transformation is also called the "Source Apotheosis," since it is an astounding level of new might.
Starting Gold: Naturalist characters start with 3d4 × 10 gp, unless using a starting package.

Human Negator Starting Package:
Armor: None, speed 30 feet.
Weapons: Shortspear (1d8, crit ×3, 20 ft., 5 lb., Large, Piercing)
Light Crossbow (1d8, crit 19-20/×2, 80 ft., 6 lb., Small, Piercing)
Skill Selection: Pick a number of skills equal to 3 + INT modifier.

Skill: Ranks: Ability: Armor:
Spellcraft 4 INT  
Concentration 4 CON  
Hide 4 DEX 0
Knowledge (Arcana) 4 INT  
Gather Information (cc) 2 CHA  
Diplomacy (cc) 2 CHA  
Move Silently (cc) 2 DEX 0

Feat: Toughness.
Bonus Feats: Skill Focus (Hide or other skill).
Source: Entropy.
Spells Known: 0-Level: Detect Magic, Ghost Sound, Inflict Minor Wounds, Read Magic.
1st Level: Acid Hands, Sleep.
Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, and flint and steel. Case with 10 crossbow bolts, Hooded lantern, 5 pints of oil, spell component pouch.
Gold: 3d4 gp.


Creators

Effects: Serene and peaceful in nature, often appearing more like Divine magic than Arcane (local clerics and other Divine spellcasters usually take a dim view of the Creator's presence as a result). Examples include a bright white radiance shining forth from the caster, nearby rocks becoming beautiful and translucent (though worthless) crystals, and tinkling music sounding in the air.

Interference: A burst of glittering, scintillating, rainbow-colored motes appears in the area of overlap, cancelling out the Creator's effect entirely, within that area. Spells which cause damage as part of their functioning have that damage reduced by xd4 points, where x is the total combined levels of the overlapping effects. For instance, a normal Fireball overlapping with a Creator's Fireball Manipulation has its damage reduced by 6d4, after the damage is rolled. This damage reduction is subtracted after damage reduction from saving throws occurs, so targets who save against the original spell effect are quite likely to take no damage at all! Healing spells and some illusions are not disrupted this way; rather, they are enhanced. Healing spells gain xd3 points per level of the Creator effect. Glamer and Figment effects become more real, increasing the DC of disbelief saves by 2 × X; Shadow spells and any sort of Invisibility are negated within the area.

Source Powers:

Source Transformation: The character acquires the Celestial Creature template, except that his or her alignment remains unaltered by the transformation, the creature type changes to Outsider (Native), and the Smite ability granted by the template is keyed to any alignment opposed to the character's own instead of (necessarily) Evil. For instance, a Lawful Neutral Creator gains Smite Chaos instead of Smite Evil A True Neutral Creator can Smite any "extreme" alignment (i.e. Lawful Good, Lawful Evil, Chaotic Good, Chaotic Evil).

Epic Powers:

Epic Transformation: Generative Apotheosis. The Creator gains the Idealized template.

Familiar Templates: Celestial, Illuminated.

Class Skills: Disguise (CHA), Heal (WIS).

Energists

Effects: Flashy, sparkling, and frequently electrical. Energists generate effects which draw attention, such as sparks flying out of the caster's body, eyes glowing bright as stars, harmless arcs of lightning crackling between several nearby objects at once, and a strong smell of ozone.

Interference: A curtain of brightly-colored energy manifests around the area of overlap, and the space within fills with a burst of tiny explosions and arcs of lightning. This blast of power deals xd3 damage to creatures or constructs within it, where X is the total of the spell levels of the two effects, and stuns creatures for X rounds as well, due to being dazzled, blinded, etc.. A Reflex save vs. DC 10 + X applies; if it succeeds, the creature takes half damage and is not stunned. Mindless creatures such as golems and some undead are not stunned even if the save fails, but can still take damage. No kind of damage reduction, resistance, or immunity to a class of energy, except for pure energy resistance (usually only present in Ancient robots), can reduce or negate the damage.

Source Powers:

Source Transformation: The Energist permanently becomes an entity of pure energy, and gains the Imago template, except that his or her creature type changes to Outsider (Native), and the character does not acquire the vulnerability to Dispel effects. Energist Imagos are powered by their own internal energy wells, not by any outside source of magic, and so they can continue to exist and use the powers of the Imago template even in areas of Anti-Magic or Dead Magic. Not even a Wish or Miracle can negate this.

Epic Powers:

Epic Transformation: Energy Apotheosis. The Energist gains the Quintessential template.

Familiar Templates: Fire Element, Dream Element (Dragon #287, page 34).

Class Skills: Listen (WIS), Spot (WIS).

Faunists

Effects: Bestial, animalistic, and savage. Faunist effects call to mind the power of wild animals and beasts. For instance, the caster might temporarily grow fur or scales, or his/her eyes might change to those of some other kind of animal (e.g. a human getting cats' eyes); cries, growls, or other animal noises could be heard from nowhere; or distinctly animal-appearing blurs of light could appear around the caster.

Interference: A swarm of Fine vermin animals similar to a Summon Swarm spell appears in the area of overlap, though the creatures are in fact constructs of animal life force, and not actual animals. They are not under anybody's control, do not move from the area, and take no damage from any attacks or effects directed at them. Creatures in the area take 1d4 points of damage per round, or 1 point if they spend the round doing nothing but fighting off the swarm. No damage reduction can reduce this damage, and no spellcasting or ability requiring concentration can be used while within the swarm. The swarm remains for X minutes, where X is the total of the levels of the Faunist's effect, and the spell it interfered with. Neither effect functions in the area covered by the swarm. If the area of overlap is a single creature or object, the swarm exactly covers the volume of the target, but does not move from the location if the target moves or is moved.

Source Powers:

Source Transformation: The Faunist acquires the Feral Creature template, except that the character's INT score does not change, and the creature type changes to Outsider (Native) instead of Monstrous Humanoid.

Epic Powers:

Epic Transformation: Bestial Apotheosis. The character gains the Ultrabeast template.

Familiar Templates: Insectile, Reptilian.

Class Skills: Handle Animal (CHA), Sense Motive (WIS).

Negators

Effects: In a word, creepy. Negators cause effects which appear dark and menacing, such as nearby lights flickering for no reason, crying tears of blood as the spell is cast, and death moans coming from nowhere.

Interference: An explosion of nothingness and coruscating black energy fills the area of overlap, causing xd4 points of damage to any creatures or constructs caught within (a Reflex save vs. DC 15 + X reduces this damage by half). X is equal to the levels of the two overlapping effects, added together. For instance, a Fireball overlapping with a Manipulation imitating one, constitute 6 total spell levels, and so cause 6d4 damage. If the area of effect for either spell, or both spells, is a single target, the damage is increased to xd6 instead, on that target, and the target gets no saving throw to avoid the damage! Neither the Negator's effect nor the original spell function in any other way within the area of overlap.

Source Powers:

Source Transformation: The Negator acquires the Shadow Creature template, except that the creature type changes to Outsider (Native).

Epic Powers:

Epic Transformation: Entropic Apotheosis. The Negator gains the Cthonic template.

Familiar Templates: Fiendish, Shadow.

Class Skills: Hide (DEX), Intimidate (CHA).

Materialists

Effects: Subdued, earthy, and subtle. Materialist effects are always drab and dull, rarely drawing much attention unless one looks closely- for instance, the caster's skin might acquire a grayish cast, or his/her eyes might turn briefly into gemstones; occasionally a powerful spell or manipulation might cause something as noticeable as the rumbling sound of an earthquake or avalanche with no visible source.

Interference: A thick, dull-colored mist (such as gray or brown; the exact color is different for each Materialist) fills the area of overlap between the two effects, and over the course of 10 rounds it thickens still further until it solidifies to a porous, rough material very much like stone (identical statistics to stone as listed in the PHB, but hardness is only 7 instead of 20). This stone stays solid for 10 × X minutes, where X is the total of the spell levels of the two effects, and then crumbles back to mist and dissipates to nothing over the course of 1 round. If both effects were 0th level, the stone lasts 1 minute after solidifying. Each round the stony mist exists (before it solidifies), creatures inside it must make Fortitude saves in order to move; the save DC starts at 5 for the first round, and goes up by 5 each additional round. Creatures which fail the save, or which are within the stone mist on the 10th and final round, are caught within the stone and can make no further saves. Because the stone is porous, they can breathe, but movement is impossible. Creatures with Burrow speed can move through the stone at half speed, and the mist at full speed, without making Fortitude saves. Incorporeal creatures are unaffected by the stone or the mist. Creatures able to merge with stone naturally cannot use that ability while within this special stone, however, as it is not truly stone, but rather a magical manifestation of the energy of solidity and material objects.

Source Powers:

Source Transformation: The Materialist acquires the Earth Element Creature template, except that the creature type changes to Outsider (Native), and the character does not gain the Earth subtype. The character gains permanent DR 5/- as a result of this transformation.

Epic Powers:

Epic Transformation: Material Apotheosis. The Materialist gains the Lithocyte template.

Familiar Templates: Earth Element, Magical Construct.

Class Skills: Disable Device (INT), Open Lock (DEX).

Florants

Effects: Flowery, plantlike effects, as one would expect given their nature- recorded effects include the caster's skin turning green; green, orange, or other plant-colored light glowing from the caster or the nearby area; sound as of wind rustling through leaves in a forest despite the fact that the caster was in open desert at the time, and scents as from evergreen trees or flowers appearing out of nowhere.

Interference: Within the area of overlap, an explosion of plant parts such as petals or pine needles appears out of thin air, accompanied by a strong smell appropriate to the parts that appeared, and sparkles of green light. In 1d4 rounds, the ground immediately under the affected area grows numerous vines, long grass, or other such plants, sufficient to cause an Entangle effect (Reflex save vs. DC 10 + X, where X is the combined total levels of the Florant's effect and the spell it interfered with, or end movement and be unable to move until a save succeeds) on creatures on that area of ground. The plants are strikingly beautiful and exotic, and of no known species (because they are, in fact, pure constructs of vegetable life energy), and they last X minutes before withering and crumbling away. They crumble to nothing, not even leaving dust behind.

Source Powers:

Source Transformation: The character acquires the Wood Element Creature template, except that his or her creature type changes to Outsider Plant (Native) (i.e., a dual type).

Epic Powers:

Epic Transformation: Floral Apotheosis. The Florant gains the Hyperphyte template.

Familiar Templates: Wood Element, Water Element.

Class Skills: Diplomacy (CHA), Survival (WIS).