Taeran Revisions to Existing Core Classes


Ardent (from Complete Psionic)
Barbarian
Bard
Cleric
Druid
Favored Soul (from Complete Divine)
Fighter
Hexblade (from Complete Warrior)
Monk
Psion (from Expanded Psionics Handbook)
Psychic Warrior (from Expanded Psionics Handbook)
Ranger
Rogue
Scout (from Complete Adventurer)
Sorceror
Soulknife (from Expanded Psionics Handbook)
Swashbuckler (from Complete Warrior)
Warlock (from Complete Arcane)
Wilder (from Expanded Psionics Handbook)
Wizard


The Ardent

Clerics of Taera must worship one of the 30 primary gods and goddesses, or a demigod. Although actual Clerics (or Druids) who do not worship a specific deity do not exist on Taera, it does not mean that individuals who devote themselves to concepts rather than deities do not exist. Instead, characters whose devotion to and faith in specific philosophies or concepts are strong enough to match the faith shown by Clerics begin to draw upon psionic energy emanating from within, which naturally shapes itself around the concepts they feel so strongly about. These special faith-based psionicists are known as Ardents, for their ardent devotion to the causes they champion, and they are a unique breed of supernaturalist.

Whereas a Cleric acquires access to spell Domains, from a list offered by his or her deity, Ardents access powers from groups based directly on the ideas they devote themselves to. These groups of powers are called psionic Mantles, and they behave in many ways like Domains of spells, though an Ardent gets access to more Mantles than Clerics get Domains. Ardents begin play with two Mantles, to a Cleric's one Domain, and gain another at 2nd level. At 5th level and every 5th level after that, an Ardent gains another psionic Mantle; thus, a 15th level Ardent has a total of 6. There are 30 Mantles listed in COmplete Psionic that Ardents might associate with, and Taeran campaigns feature a few more, such as Technology and Pleasure. Changes to Mantles from Complete Psionic and listings for the new Mantles are both given in the Spells & Powers document.

Although Ardents have more Mantles than Clerics have Domains, and may access any of them that they choose as opposed to being required to choose from a subset of the total number, Ardents do not have a list of standard powers that they may choose from the way Clerics do spells. The list of standard Cleric spells exists because of a compact agreed to by all the deities, and Ardents have no such overarching entities to create a "universal pool" of powers for them- all of their powers come from the Mantles they choose to devote themselves to. Furthermore, Ardents have very limited access to powers, only knowing two powers at 1st level and one more for each level gained after that.

Taeran Ardents who reach a high enough level gain access to Ultrapsionic powers called Ideal Powers. See the Ultrapsionics section in the Rules document for more details. The Ardent's number of Ideal Powers known is not based on level, but instead depends on the number of feats the character spends on learning them- each Ideal Power requires the character to acquire a feat to learn it. Furthermore, like other Ultrapsionic powers, Ideal Powers may only be manifested once per day each, unless the character takes the feat granting knowledge of the power more than once.

Ardents above 20th level gain bonus feats, as other Epic characters do. These bonus feats may be Epic feats or normal feats, as described in that book.

Added Class Skills: Lucid Dreaming (WIS).

Epic Ardent Bonus feat list: Automatic Quicken Power, Craft Major Artifact, Craft Minor Artifact, Efficient Item Creation, Epic [Spell] Power Penetration, Extra Concentration, Improved Combat [Casting] Manifestation, Improved Manifestation, Improved Power Capacity, Intensify Power, Multiply Power, Multipower, Permanent Psionic Emanation, [Spell] Power Opportunity, [Spell] Power Stowaway, Tenacious [Magic] Psionics.

The Ardent
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Power
Pts./Day
Powers Known Maximum Power
Level Known
1st +0 +0 +0 +2 Assume Psionic Mantles (2) 2 2 1st
2nd +1 +0 +0 +3 Assume Psionic Mantle 6 3 1st
3rd +2 +1 +1 +3   11 4 2nd
4th +3 +1 +1 +4   17 5 2nd
5th +3 +1 +1 +4 Assume Psionic Mantle 25 6 3rd
6th +4 +2 +2 +5   35 7 3rd
7th +5 +2 +2 +5   46 8 4th
8th +6/+1 +2 +2 +6 Switch Mantle Priority 58 9 4th
9th +6/+1 +3 +3 +6   72 10 5th
10th +7/+2 +3 +3 +7 Assume Psionic Mantle 88 11 5th
11th +8/+3 +3 +3 +7   106 12 6th
12th +9/+4 +4 +4 +8   126 13 6th
13th +9/+4 +4 +4 +8   147 14 7th
14th +10/+5 +4 +4 +9   170 15 7th
15th +11/+6/+1 +5 +5 +9 Assume Psionic Mantle, Switch Mantle Priority 195 16 8th
16th +12/+7/+2 +5 +5 +10   221 17 8th
17th +12/+7/+2 +5 +5 +10   250 18 9th
18th +13/+8/+3 +6 +6 +11   280 19 9th
19th +14/+9/+4 +6 +6 +11   311 20 9th
20th +15/+10/+5 +6 +6 +12 Assume Psionic Mantle 343 21 9th
21st +15/+10/+5* +6$ +6$ +12$ Ultrapsionics 343 22 Ultra
22nd +16/+11/+6/+1 +7 +7 +13 Switch Mantle Priority 343 23 Ultra
23rd +16/+11/+6/+1 +7 +7 +13 Bonus feat 343 24 Ultra
24th +17/+12/+7/+2 +8 +8 +14   343 25 Ultra
25th +17/+12/+7/+2 +8 +8 +14 Assume Psionic Mantle 343 26 Ultra
26th +18/+13/+8/+3 +9 +9 +15 Bonus feat 343 27 Ultra
27th +18/+13/+8/+3 +9 +9 +15   343 28 Ultra
28th +19/+14/+9/+4 +10 +10 +16   343 29 Ultra
29th +19/+14/+9/+4 +10 +10 +16 Bonus feat, Switch Mantle Priority 343 30 Ultra
30th +20/+15/+10/+5 +11 +11 +17 Assume Psionic Mantle 343 31 Ultra
31st +20/+15/+10/+5 +11 +11 +17   343 32 Ultra
32nd +21/+16/+11/+6 +12 +12 +18 Bonus feat 343 33 Ultra
33rd +21/+16/+11/+6 +12 +12 +18   343 34 Ultra
34th +22/+17/+12/+7 +13 +13 +19   343 35 Ultra
35th +22/+17/+12/+7 +13 +13 +19 Assume Psionic Mantle, Bonus feat 343 36 Ultra
36th +23/+18/+13/+8 +14 +14 +20 Switch Mantle Priority 343 37 Ultra
37th +23/+18/+13/+8 +14 +14 +20   343 38 Ultra
38th +24/+19/+14/+9 +15 +15 +21 Bonus feat 343 39 Ultra
39th +24/+19/+14/+9 +15 +15 +21   343 40 Ultra
40th +25/+20/+15/+10 +16 +16 +22 Assume Psionic Mantle 343 41 Ultra

*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.

The Barbarian

Taeran Barbarians are much like those in the Player's Handbook at lower levels. They have the Rage ability, Uncanny Dodge, and so on. However, at higher levels, they gain two new abilities, Frightful Presence, and Wild Shape (see table below). Furthermore, their existing abilities continue to improve as noted. Also, because the Barbarian's Rage continues to grant improved bonuses as the character's level increases (without ever inflicting a worse penalty to AC than -2), the Mighty Rage ability is removed in the table below, in favor of simply continuing the Greater Rage bonus. For Greater Rage entries, apply the listed bonus to STR and CON and half the listed bonus to Will saves; thus, a 20th level Barbarian gets +8 to CON and STR when he or she Rages, and +4 to Will saves. Greater Rage improves at every 9th level after 20th.

The Frightful Presence ability results from the Barbarian's Rage being a constant shadow in the character's mind at 21st level and above. The Barbarian's innate psionic potential manifests itself by sending these subconscious thoughts out into the minds of other nearby creatures telepathically; this is unconscious on the part of the Barbarian, and cannot be controlled or turned off (though in Static Zones it cannot be maintained, and thus does not happen). This constant stream of subconscious, destructive, wrathful thought has the effect of unnerving any enemies who get too close to the Barbarian- unsettling them with his or her mere presence. Whenever the character attacks, charges, or even just walks nearby, all creatures within the listed radius who have less hit dice (or character levels) than the Barbarian must make Will saves vs. DC 10 + half the Barbarian's class level + the Barbarian's CHA modifier, or be overcome with fright. Creatures with 4 or less HD/levels become panicked for 4d6 rounds, while those with 5 or more become shaken for 4d6 rounds. Creatures who succeed at the save are unaffected by that Barbarian's Frightful Presence for one day, though other high-level Barbarians might affect them if they fail saving throws against them. Barbarians of any level are always immune to the Frightful Presence ability of other Barbarians, though they generally grant great respect to any who achieve this level of inner strength.

Because the Frightful Presence ability is psionic in nature, a Barbarian of high enough level to gain it becomes psionic if not already such due to race or other class levels, and gains 1 power point. However, Barbarians never gain actual psionic powers from Barbarian levels, and their Psionic feat choices are somewhat limited due to their lack of Concentration prowess (and the ubiquitous Psionic Focus said prowess is necessary for). Should a Barbarian's manifester level be needed for some effect, it is considered to be 1st unless the character has levels in manifesting classes. Barbarians never gain bonus power points without levels in manifesting classes.

The Wild Shape ability, by contrast, is magical, and is essentially identical to the Druid ability of the same name. The Barbarian gains the ability to Polymorph into an Animal of the same size, or one size category less (for instance, a Minotaur could turn into a Large or Medium-Size animal, while a Human could become Medium-size or Small). The ability allows the Barbarian to resume his or her own natural form as part of a single use, and limits the character to forms with as many (or less hit dice) as him/herself, but unlike the Druid Wild Shape ability lasts the standard 1 minute/level (per the Polymorph spell description). As stated in the spell description, the character regains hit points with the change, as if having rested for a day. As the Barbarian with this ability gains levels, it improves as noted in the table. Barbarians, unlike Druids, never gain the ability to turn into Plant or Elemental creatures with their Wild Shape power, but they do gain the ability to assume the forms of Magical Beasts at 32nd level. After 29th level, a Barbarian gains another daily use of Wild Shape for every 5th class level gained.

Taeran Barbarians above 20th level gain bonus feats as described in the Epic-Level Handbook, but at a slower rate. These bonus feats may be Epic feats or normal feats, as described in that book. Taeran Barbarians gain bonus feats every fifth level, instead of every fourth.

Added Class Skills: Taunt (CHA).

The Barbarian
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +1 +2 +0 +0 Fast Movement, Illiteracy, Rage 1/day
2nd +2 +3 +0 +0 Uncanny Dodge
3rd +3 +3 +1 +1 Trap Sense +1
4th +4 +4 +1 +1 Rage 2/day
5th +5 +4 +1 +1 Improved Uncanny Dodge
6th +6/+1 +5 +2 +2 Trap Sense +2
7th +7/+2 +5 +2 +2 Damage Reduction 1/-
8th +8/+3 +6 +2 +2 Rage 3/day
9th +9/+4 +6 +3 +3 Trap Sense +3
10th +10/+5 +7 +3 +3 Damage Reduction 2/-
11th +11/+6/+1 +7 +3 +3 Greater Rage (+6)
12th +12/+7/+2 +8 +4 +4 Rage 4/day, Trap Sense +4
13th +13/+8/+3 +8 +4 +4 Damage Reduction 3/-
14th +14/+9/+4 +9 +4 +4 Indomitable Will
15th +15/+10/+5 +9 +5 +5 Trap Sense +5
16th +16/+11/+6/+1 +10 +5 +5 Damage Reduction 4/-, Rage 5/day
17th +17/+12/+7/+2 +10 +5 +5 Tireless Rage
18th +18/+13/+8/+3 +11 +6 +6 Trap Sense +6
19th +19/+14/+9/+4 +11 +6 +6 Damage Reduction 5/-
20th +20/+15/+10/+5 +12 +6 +6 Greater Rage (+8), Rage 6/day
21st +20/+15/+10/+5* +12$ +6$ +6$ Frightful Presence (10 feet), 1 Power Point, Trap Sense +7
22nd +21/+16/+11/+6 +13 +7 +7 Damage Reduction 6/-, Wild Shape (1/day)
23rd +21/+16/+11/+6 +13 +7 +7 Wild Shape (2/day)
24th +22/+17/+12/+7 +14 +8 +8 Rage 7/day, Trap Sense +8
25th +22/+17/+12/+7 +14 +8 +8 Bonus feat, Damage Reduction 7/-
26th +23/+18/+13/+8 +15 +9 +9 Wild Shape (3/day, Large)
27th +23/+18/+13/+8 +15 +9 +9 Frightful Presence (30 feet), Trap Sense +9
28th +24/+19/+14/+9 +16 +10 +10 Damage Reduction 8/-, Rage 8/day
29th +24/+19/+14/+9 +16 +10 +10 Greater Rage (+10), Wild Shape (4/day)
30th +25/+20/+15/+10 +17 +11 +11 Bonus feat, Trap Sense +10
31st +25/+20/+15/+10 +17 +11 +11 Damage Reduction 9/-, Wild Shape (Tiny)
32nd +26/+21/+16/+11 +18 +12 +12 Rage 9/day, Wild Shape (Magical Beast)
33rd +26/+21/+16/+11 +18 +12 +12 Frightful Presence (60 feet), Trap Sense +11
34th +27/+22/+17/+12 +19 +13 +13 Damage Reduction 10/-, Wild Shape (5/day)
35th +27/+22/+17/+12 +19 +13 +13 Bonus feat, Wild Shape (Huge)
36th +28/+23/+18/+13 +20 +14 +14 Rage 10/day, Trap Sense +12
37th +28/+23/+18/+13 +20 +14 +14 Damage reduction 11/-, Wild Shape (Diminutive)
38th +29/+24/+19/+14 +21 +15 +15 Greater Rage (+12), Wild Shape (Gargantuan)
39th +29/+24/+19/+14 +21 +15 +15 Frightful Presence (100 feet), Trap Sense +13, Wild Shape (6/day)
40th +30/+25/+20/+15 +22 +16 +16 Bonus feat, Damage Reduction 12/-

*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.

The Bard

Taeran Bards exist much as the Player's Handbook describes the class. They get the same powers of music and knowledge, and learn spells at the same rate. However, Taeran Bards who advance to higher levels gain further powers not noted in the Core Rulebook. These powers are summarized in the table below. A Bard does not learn (nor is he or she able to cast) spells of a level which has a 0 listed under "Spells Per Day," unless he or she has a high enough CHA score to gain bonus spells of that level.

Bards of 15th level and higher, and who have CHA scores of 11 or higher, gain psionic powers (noted in the table). Bards only get the powers Create Sound and Control Light, and never have more than 10 "base" power points without taking levels in psionic classes. However, Bards do gain bonus power points for higher CHA scores, as noted in the table on page 18 of the Expanded Psionics Handbook. A Bard's manifester level is considered half his or her Bard level, for any purpose requiring a manifester level (including gaining bonus power points). Also, Bards gain the ability to use these powers for free (i.e. without using power points) a number of times per day at high levels. Bards high enough level to use these powers at all are psionic characters and can gain psionic feats, if they were not already psionic from race or other class levels.

Bards of Taera also have access to other Bardic Music abilities, if they achieve high enough class levels and skill ranks in Perform. There are three such abilities, Friendship, Charm, and Blindsense. Friendship requires 20 ranks in Perform, and behaves exactly as the spell Animal Friendship, except that it cannot be counterspelled or disrupted as spells can (though another Bard could stop it with a Countersong). A Will save vs. DC 15 + the Bard's CHA modifier applies to negate the effect of the Friendship song. The Charm Person song also requires 20 ranks to Perform, and likewise behaves as the spell of the same name except for not actually being a spell. The Blindsense ability requires 30 ranks in Perform to use, but allows the Bard (and only the Bard) to gain Blindsense 60 feet, by listening to the echoes of his or her music, for as long as the song is maintained.

Finally, Bards of native Taeran races who reach a high enough level gain access to Ultramagic called Godsongs. See the Ultramagic section in the Rules document for more details. The Bard's number of Ultramagic slots is shown in the "U" (for Ultramagic) column in the table below, but note that Bards never receive automatic knowledge of Godsongs (and therefore do not have a "Spells Known" column for that level). Godsongs must be taken as Feats. However, that also means that the Bard is not limited in the number of Godsongs he or she may learn to sing; the only limit is the number of Feat slots the character is able to devote to the mighty magics.

Taeran Bards above 20th level gain bonus feats, at the same rate given in the Epic-Level Handbook. These bonus feats may be Epic feats or normal feats, as described in that book.

Added Class Skills: Lucid Dreaming (WIS), Urban Survival (WIS), Use Ancient Device (WIS), Use Psionic Device (CHA).

The Bard
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells Per Day (Spells Known)
0 1 2 3 4 5 6 U
1st +0 +0 +2 +2 Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1 2 (4) - - - - - - -
2nd +1 +0 +3 +3   3 (5) 0 (2) - - - - - -
3rd +2 +1 +3 +3 Inspire Competence 3 (6) 1 (3) - - - - - -
4th +3 +1 +4 +4   3 (6) 2 (3) 0 (2) - - - - -
5th +3 +1 +4 +4   3 (6) 3 (4) 1 (3) - - - - -
6th +4 +2 +5 +5 Suggestion 3 (6) 3 (4) 2 (3) - - - - -
7th +5 +2 +5 +5   3 (6) 3 (4) 2 (4) 0 (2) - - - -
8th +6/+1 +2 +6 +6 Inspire Courage +2 3 (6) 3 (4) 3 (4) 1 (3) - - - -
9th +6/+1 +3 +6 +6 Inspire Greatness 3 (6) 3 (4) 3 (4) 2 (3) - - - -
10th +7/+2 +3 +7 +7   3 (6) 3 (4) 3 (4) 2 (4) 0 (2) - - -
11th +8/+3 +3 +7 +7   3 (6) 3 (4) 3 (4) 3 (4) 1 (3) - - -
12th +9/+4 +4 +8 +8 Song of Freedom 3 (6) 3 (4) 3 (4) 3 (4) 2 (3) - - -
13th +9/+4 +4 +8 +8   3 (6) 3 (4) 3 (4) 3 (4) 2 (4) 0 (2) - -
14th +10/+5 +4 +9 +9 Inspire Courage +3 4 (6) 3 (4) 3 (4) 3 (4) 3 (4) 1 (3) - -
15th +11/+6/+1 +5 +9 +9 Create Sound (psionic power), 2 power points, Inspire Heroics 4 (6) 4 (4) 3 (4) 3 (4) 3 (4) 2 (3) - -
16th +12/+7/+2 +5 +10 +10 3 power points 4 (6) 4 (5) 4 (4) 3 (4) 3 (4) 2 (4) 0 (2) -
17th +12/+7/+2 +5 +10 +10 4 power points, Friendship 4 (6) 4 (5) 4 (5) 4 (4) 3 (4) 3 (4) 1 (3) -
18th +13/+8/+3 +6 +11 +11 5 power points, Mass Suggestion 4 (6) 4 (5) 4 (5) 4 (5) 4 (4) 3 (4) 2 (3) -
19th +14/+9/+4 +6 +11 +11 6 power points, Charm Person 4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (4) 3 (4) -
20th +15/+10/+5 +6 +12 +12 Control Light (psionic power), 7 power points, Inspire Courage +4 4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (4) -
21st +15/+10/+5* +6$ +12$ +12$ 8 power points, Godsongs 4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 1
22nd +16/+11/+6/+1 +7 +13 +13 9 power points 4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 1
23rd +16/+11/+6/+1 +7 +13 +13 Bonus feat, 10 power points 4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 1
24th +17/+12/+7/+2 +8 +14 +14   4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 2
25th +17/+12/+7/+2 +8 +14 +14 Free Manifestation (Create Sound) 3/day 4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 2
26th +18/+13/+8/+3 +9 +15 +15 Bonus feat, Inspire Courage +5 4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 2
27th +18/+13/+8/+3 +9 +15 +15 Blindsense 4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 3
28th +19/+14/+9/+4 +10 +16 +16   4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 3
29th +19/+14/+9/+4 +10 +16 +16 Bonus feat 4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 3
30th +20/+15/+10/+5 +11 +17 +17 Free Manifestation (Control Light) 3/day 4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4
31st +20/+15/+10/+5 +11 +17 +17   4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4
32nd +21/+16/+11/+6 +12 +18 +18 Bonus feat, Inspire Courage +6 4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4
33rd +21/+16/+11/+6 +12 +18 +18   4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4
34th +22/+17/+12/+7 +13 +19 +19   4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4
35th +22/+17/+12/+7 +13 +19 +19 Bonus feat 4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4
36th +23/+18/+13/+8 +14 +20 +20   4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4
37th +23/+18/+13/+8 +14 +20 +20   4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4
38th +24/+19/+14/+9 +15 +21 +21 Bonus feat, Inspire Courage +7 4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4
39th +24/+19/+14/+9 +15 +21 +21   4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4
40th +25/+20/+15/+10 +16 +22 +22   4 (6) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (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.

The Cleric

Clerics of Taera must worship one of the 30 primary gods and goddesses, or a demigod (in which case the religion is local to the area the character starts play in, and must be okayed by the DM first). Clerics who do not worship a specific god do not exist on Taera, because the gods have locked up all other sources of Divine magic. Also, there are no racial deities on Taera; all intelligent races worship the same 30 gods (and occasional demigods), though many cultures give the gods different names (The god humans of Eldoria call Lord Damok, for instance, is called a name that translates to "He of the Crystal Carapace" by the Thri-Kreen in the Pacific Desert which is adjacent to Eldoria). Clerics may not choose Gaeya as their patron, since her priests are Druids (see below).

Each god has several domains, usually more than is typical for gods of other worlds. Taeran Clerics start play with only one domain, rather than two as normal. However, as they raise in levels, they gain access to more domains. Every 5th level, a Taeran Cleric gains another domain of those available from his or her god/dess; thus, a 5th level Cleric has the usual two domains, while a 10th level Cleric has three, 15th level has four, and so on. Note that there are many new domains available to Taeran Clerics, besides those listed in the Player's Handbook; these are detailed in the Gods & Religion document.

Taeran Clerics always get free proficiency in the favored weapon of their god, if he or she has one, regardless of which domains they choose. For instance, all Clerics of Damok are proficient in the Longsword, because that is Damok's favored weapon. Because this is part of the granted power for the War Domain, the Taeran War Domain also grants access to the Weapon Specialization feat for the deity's favored weapon (but does not automatically grant it). The other granted power of that Domain, Weapon Focus with the deity's chosen weapon, is still granted as part of War.

Certain Taeran gods do not grant their Clerics the abilities of Spontaneous Casting (of Cure or Inflict Wounds spells), or the ability to Turn or Rebuke Undead; this is because no Taeran deity grants direct access to Positive or Negative Energy as described in the Player's Handbook, but instead grants the character the ability to channel small portions of the god's own essence. Those gods and goddesses who do grant the Spontaneous Casting or Turn/Rebuke abilities are, therefore, granting it simply because the deity itself has direct interest in such matters, rather than because of the natural properties of Positive or Negative energy. This results in some often weird consequences, such as Cenob's energy only Turning undead rather than Rebuking (as would normally be expected for an Evil god, and especially one of Death). The descriptions of the deities (again, in the Gods & Religion document) notes these differences, where they occur.

Clerics without Spontaneous Casting, or Turn/Rebuke Undead, are allowed one extra domain for each one they do not have, as compensation. Thus, a Cleric of Methus (without the power to affect undead) starts play with two domains at 1st level instead of one, and gains new domains normally (three at 5th level, four at 10th, etc.). Clerics who do not have the ability to affect undead may not take the Extra Turning feat unless and until they gain Domain powers allowing Turn/Rebuke like class features, such as the power of the Harmony Domain (Turn/Rebuke Chaotic Outsiders).

Finally, a few gods change the Weapon and Armor proficiency of their Clerics; again, these differences are noted in the Gods & Religion document.

Taeran characters may gain Cleric levels between two gods simultaneously, given divine permission; while this is rare, it is not unheard of in lands far from centers of civilization, where one priest may have to tend to multiple flocks. In all such cases, the levels are kept separate for the purposes of determining access to new domains and powers; effectively, the character is multiclassing, even though the class is Cleric in at least two cases. A character who wishes to "multiclass" this way must have an alignment within one step of all deities he or she worships; for instance, a Lawful Good character could worship both Thero and Luthor, but not Thero and Damok. Also, the gods normally take a dim view of this practice, as it tends to be extremely difficult to live up to two moral codes at once, even if they are similar. Cross-worshipping across the Good, Neutral, and Evil lines of alignment is usually not allowed. In effect, a player character may do this only with the DM's permission, and it's certain to involve a lot of roleplayed conversations with the involved priesthoods (and maybe even the gods themselves, since Taeran gods take an active role in their faiths). This multiclassing restriction extends to gaining levels as both a Cleric and a Druid as well, since Druids worship a specific goddess (Gaeya, Mother Nature). One notable exception to this restriction is in the case of Clerics who "keep it in the divine family" as it were. Demigods of Taera do not exist in a vacuum; every one of them has a direct association with one of the primary 30 gods or goddesses. This means that each demigod is essentially an extension of the patron god's faith, and thus a Cleric who worships both the main god and the demigod is effectively staying within the same religion. This sort of Clerical multiclassing is always allowed by the gods involved; in fact, it's the normal way a new demigod's faith is built.

Taeran Clerics 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 Cleric's number of Ultramagic slots is shown in the "U" (for Ultramagic) column in the table below. Note that Clerics never receive Domain bonus spells in the Ultramagic slot; in fact, knowledge of some Ultraspells is constrained by the Domains a character has access to.

Taeran Clerics above 20th level gain bonus feats at the same rate given in the Epic-Level Handbook. These bonus feats may be Epic feats or normal feats, as described in that book.

Added Class Skills: Lucid Dreaming (WIS), and any skills granted by the Cleric's deity.

The Cleric
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 +2 +0 +2 Domain, Turn or Rebuke Undead (if granted by deity) 3 1+1 - - - - - - - - -
2nd +1 +3 +0 +3   4 2+1 - - - - - - - - -
3rd +2 +3 +1 +3   4 2+1 1+1 - - - - - - - -
4th +3 +4 +1 +4   5 3+1 2+1 - - - - - - - -
5th +3 +4 +1 +4 Domain 5 3+1 2+1 1+1 - - - - - - -
6th +4 +5 +2 +5   5 3+1 3+1 2+1 - - - - - - -
7th +5 +5 +2 +5   6 4+1 3+1 2+1 1+1 - - - - - -
8th +6/+1 +6 +2 +6   6 4+1 3+1 3+1 2+1 - - - - - -
9th +6/+1 +6 +3 +6   6 4+1 4+1 3+1 2+1 1+1 - - - - -
10th +7/+2 +7 +3 +7 Domain 6 4+1 4+1 3+1 3+1 2+1 - - - - -
11th +8/+3 +7 +3 +7   6 4+1 4+1 4+1 3+1 2+1 1+1 - - - -
12th +9/+4 +8 +4 +8   6 5+1 4+1 4+1 3+1 3+1 2+1 - - - -
13th +9/+4 +8 +4 +8   6 5+1 4+1 4+1 4+1 3+1 2+1 1+1 - - -
14th +10/+5 +9 +4 +9   6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 - - -
15th +11/+6/+1 +9 +5 +9 Domain 6 5+1 5+1 4+1 4+1 4+1 3+1 2+1 1+1 - -
16th +12/+7/+2 +10 +5 +10   6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 - -
17th +12/+7/+2 +10 +5 +10   6 5+1 5+1 5+1 4+1 4+1 4+1 3+1 2+1 1+1 -
18th +13/+8/+3 +11 +6 +11   6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 -
19th +14/+9/+4 +11 +6 +11   6 5+1 5+1 5+1 5+1 4+1 4+1 4+1 3+1 3+1 -
20th +15/+10/+5 +12 +6 +12 Domain 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1 -
21st +15/+10/+5* +12$ +6$ +12$   6 5+1 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 1
22nd +16/+11/+6/+1 +13 +7 +13   6 5+1 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 1
23rd +16/+11/+6/+1 +13 +7 +13 Bonus feat 6 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4+1 4+1 1
24th +17/+12/+7/+2 +14 +8 +14   6 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4+1 4+1 2
25th +17/+12/+7/+2 +14 +8 +14 Domain 6 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4+1 2
26th +18/+13/+8/+3 +15 +9 +15 Bonus feat 6 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4+1 2
27th +18/+13/+8/+3 +15 +9 +15   6 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 3
28th +19/+14/+9/+4 +16 +10 +16   6 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 3
29th +19/+14/+9/+4 +16 +10 +16 Bonus feat 6 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 3
30th +20/+15/+10/+5 +17 +11 +17 Domain 6 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4
31st +20/+15/+10/+5 +17 +11 +17   6 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4
32nd +21/+16/+11/+6 +18 +12 +18 Bonus feat 6 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4
33rd +21/+16/+11/+6 +18 +12 +18   6 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4
34th +22/+17/+12/+7 +19 +13 +19   6 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4
35th +22/+17/+12/+7 +19 +13 +19 Bonus feat, Domain 6 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4
36th +23/+18/+13/+8 +20 +14 +20   6 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4
37th +23/+18/+13/+8 +20 +14 +20   6 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4
38th +24/+19/+14/+9 +21 +15 +21 Bonus feat 6 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4
39th +24/+19/+14/+9 +21 +15 +21   6 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4
40th +25/+20/+15/+10 +22 +16 +22 Domain 6 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 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.

The Druid

All Druids of Taera gain their powers directly or indirectly from Gaeya, the goddess of Nature. Therefore, Taeran Druids are not normally Neutral Evil in alignment, though the other Druidic alignments (Neutral Good, Lawful Neutral, Chaotic Neutral, and True Neutral) are all allowed and found in the primary sect. Certain Druids worshipping demigods of Gaeya rather than the goddess herself might be Neutral Evil, if the demigods in question are True Neutral in alignment; any Neutral Evil Druid is therefore a worshipper of one of these demigods. Since such individuals must venerate only the demigod, and not the true source of Nature's power, they are often hunted down and exterminated by Druids who gain their powers from Gaeya herself.

It is possible for characters to multiclass as Clerics and Druids simultaneously, but such characters must obey the restrictions listed above in the section on Clerics. Gaeya has no Clerics; her priests are Druids, one and all. Demigods of Gaeya usually have Druids as priests also, though a few have gone "civilized" with actual Clerics. The Druids of demigods have essentially the same class features as Druids of Gaeya herself, and therefore characters may not multiclass into them (instead, they may simply worship the two gods at the same time, effectively merging what would be two separate power tracks back into one).

Taeran Druids retain similar restrictions on weapons and armor that Druids of other worlds do- however, it must be noted that that is not as restrictive on Taera as it may at first appear. The Ancient sciences allowed the creation of Organitech- living things that functioned as tools- and because they are truly alive, Druids are allowed to use them like any other character. Though Druids are not allowed to use most other technological items and weapons, they can use any device with Organitech components without suffering the penalties associated with such items (i.e. loss of abilities and spells). For obvious reasons, Bioplate is a very popular choice of armor among Druids who can afford to acquire some, and some Druidic circles actually maintain gardens of the living suits for their leading members to use. Note that since Power Cells are considered seperate devices from the machines they power, a Druid cannot get around the restriction against non-Organitech items by simply powering it with an Organitech Cell and claiming that it now has an Organitech component, though actual Organitech devices (such as Web Pistols) are also popular choices among them.

Druids of Taera gain extra abilities at high levels, which are not noted in the Player's Handbook. These abilities are noted in the table below. The Wild Shape abilities add to the powers the character already has; for instance, at 22nd level, a Druid is able to turn into an elemental at any time he or she could change into an animal, can become anything between Diminutive and Huge size, and gets 7 uses of the power per day. The Planar Survival ability grants immunity to any damaging traits of the planes listed, while on those planes, and also grants the ability to use Survival checks to find food, drinking water, etc. as if the plane was the Material Plane. Essentially, the character can freely come and go on those planes as often as desired, assuming the proper spells for travel are used to get there of course. Note that DCs to perform tasks on radically different or hostile planes, such as the Energy Planes, are much higher than corresponding checks on more hospitable planes (such as the Material Plane, or the Elemental Plane of Water). Abilities granted on a plane for survival work only on that plane, and no longer apply when the Druid leaves that plane- for instance, a Druid with the Planar Survival ability would gain the ability to breathe water while on the Plane of Water, but would not have that ability on the Plane of Fire (or even back on the Material Plane). Also, this ability provides protection only against natural variations of the plane itself, not artificial events such as a Fireball spell (even if cast on the Plane of Fire).

Taeran Druids 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 Druid's number of Ultramagic slots is shown in the "U" (for Ultramagic) column in the table below.

Taeran Druids above 20th level gain bonus feats, which may be Epic or normal feats, as described in the Epic-Level Handbook, but more slowly than the rate given there. Taeran Druids at these levels gain bonus feats at every fifth level, rather than every fourth.

Added Class Skills: Disguise (CHA), Knowledge (Biology) (INT), Knowledge (Cryptography) (INT).

The Druid
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 +2 +0 +2 Animal Companion, Nature Sense, Wild Empathy 3 1 - - - - - - - - -
2nd +1 +3 +0 +3 Woodland Stride 4 2 - - - - - - - - -
3rd +2 +3 +1 +3 Trackless Step 4 2 1 - - - - - - - -
4th +3 +4 +1 +4 Resist Nature's Lure 5 3 2 - - - - - - - -
5th +3 +4 +1 +4 Wild Shape (1/day) 5 3 2 1 - - - - - - -
6th +4 +5 +2 +5 Wild Shape (2/day) 5 3 3 2 - - - - - - -
7th +5 +5 +2 +5 Wild Shape (3/day) 6 4 3 2 1 - - - - - -
8th +6/+1 +6 +2 +6 Wild Shape (Large) 6 4 3 3 2 - - - - - -
9th +6/+1 +6 +3 +6 Venom Immunity 6 4 4 3 2 1 - - - - -
10th +7/+2 +7 +3 +7 Wild Shape (4/day) 6 4 4 3 3 2 - - - - -
11th +8/+3 +7 +3 +7 Wild Shape (Tiny) 6 4 4 4 3 2 1 - - - -
12th +9/+4 +8 +4 +8 Wild Shape (Plant) 6 5 4 4 3 3 2 - - - -
13th +9/+4 +8 +4 +8 A Thousand Faces 6 5 4 4 4 3 2 1 - - -
14th +10/+5 +9 +4 +9 Wild Shape (5/day) 6 5 5 4 4 3 3 2 - - -
15th +11/+6/+1 +9 +5 +9 Wild Shape (Huge), Timeless Body 6 5 5 4 4 4 3 2 1 - -
16th +12/+7/+2 +10 +5 +10 Wild Shape (Elemental 1/day) 6 5 5 5 4 4 3 3 2 - -
17th +12/+7/+2 +10 +5 +10   6 5 5 5 4 4 4 3 2 1 -
18th +13/+8/+3 +11 +6 +11 Wild Shape (6/day, Elemental 2/day) 6 5 5 5 5 4 4 3 3 2 -
19th +14/+9/+4 +11 +6 +11   6 5 5 5 5 4 4 4 3 3 -
20th +15/+10/+5 +12 +6 +12 Wild Shape (Elemental 3/day, Huge Elemental) 6 5 5 5 5 5 4 4 4 4 -
21st +15/+10/+5* +12$ +6$ +12$ Wild Shape (Diminutive, Elemental with any normal use) 6 5 5 5 5 5 5 4 4 4 1
22nd +16/+11/+6/+1 +13 +7 +13 Wild Shape (7/day) 6 5 5 5 5 5 5 4 4 4 1
23rd +16/+11/+6/+1 +13 +7 +13 Planar Survival (Elemental Planes) 6 5 5 5 5 5 5 5 4 4 1
24th +17/+12/+7/+2 +14 +8 +14   6 5 5 5 5 5 5 5 4 4 2
25th +17/+12/+7/+2 +14 +8 +14 Bonus feat 6 5 5 5 5 5 5 5 5 4 2
26th +18/+13/+8/+3 +15 +9 +15 Wild Shape (8/day, Gargantuan) 6 5 5 5 5 5 5 5 5 4 2
27th +18/+13/+8/+3 +15 +9 +15   6 5 5 5 5 5 5 5 5 5 3
28th +19/+14/+9/+4 +16 +10 +16   6 5 5 5 5 5 5 5 5 5 3
29th +19/+14/+9/+4 +16 +10 +16   6 5 5 5 5 5 5 5 5 5 3
30th +20/+15/+10/+5 +17 +11 +17 Bonus feat, Wild Shape (9/day), Planar Survival (Energy Planes) 6 5 5 5 5 5 5 5 5 5 4
31st +20/+15/+10/+5 +17 +11 +17   6 5 5 5 5 5 5 5 5 5 4
32nd +21/+16/+11/+6 +18 +12 +18   6 5 5 5 5 5 5 5 5 5 4
33rd +21/+16/+11/+6 +18 +12 +18 Wild Shape (Fine) 6 5 5 5 5 5 5 5 5 5 4
34th +22/+17/+12/+7 +19 +13 +19 Wild Shape (10/day) 6 5 5 5 5 5 5 5 5 5 4
35th +22/+17/+12/+7 +19 +13 +19 Bonus feat 6 5 5 5 5 5 5 5 5 5 4
36th +23/+18/+13/+8 +20 +14 +20   6 5 5 5 5 5 5 5 5 5 4
37th +23/+18/+13/+8 +20 +14 +20   6 5 5 5 5 5 5 5 5 5 4
38th +24/+19/+14/+9 +21 +15 +21 Planar Survival (all Inner Planes), Wild Shape (11/day) 6 5 5 5 5 5 5 5 5 5 4
39th +24/+19/+14/+9 +21 +15 +21   6 5 5 5 5 5 5 5 5 5 4
40th +25/+20/+15/+10 +22 +16 +22 Bonus feat, Wild Shape (Colossal) 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.

The Favored Soul

Favored Souls are people who have been blessed (or cursed) with the direct attention of a deity, which manifests itself specifically in the form of small miracles that happen around them- which they eventually learn to harness and control as actual divine spellcasting. Though Favord Souls use divine spells just as Clerics, Druids, and Mage-Priests do, they channel the deity's power without any training- and sometimes even without any inkling at first of exactly where their strange powers are coming from. Favored Souls, unlike other divine spellcasters, cast spells spontaneously like Sorcerers, rather than preparing them in advance, and they are often confused with Sorcerers or Naturalists by people ignorant of the existence of such deity-granted blessings. Once they understand the origin of their powers, Favored Souls often become zealous defenders of their deities' faiths and followers, seeing their divine gifts as proof of the gods' interest in mortal affairs. Furthermore, many demigods on the verge of "striking out on their own" and forming a new church separate from their patron deities' faiths begin their new churches by granting powers to a few Favored Souls, who form the eventual bedrock upon which the new faith is founded. Favored Souls, like other Divine spellcasters, must have an alignment within one step of the chosen deity's alignment (with the exception of Favored Souls of Gaeya, who have the same alignment restrictions as Druids).

Taeran Favored Souls are considerably more varied in their powers than those of other worlds (i.e. the Favored Soul as detailed in Complete Divine). First, the list of spells a Taeran Favored Soul may learn from is directly tied to the character's chosen deity, rather than always being the same as the Cleric spell list. A Taeran Favored Soul may learn spells from the Cleric list plus all of the spells in all of the Domains offered by the character's deity, unless the character is specifically a Favored Soul of Gaeya or one of her demigods- in that case the character learns spells from the Druid spell list plus the following Domains: Air, Animal, Earth, Elemental, Fire, Water, Ice, Magma, Mud, Nature, Plant, and Smoke. Favored Souls who reach Epic levels start to receive Ultramagic spell slots, and can learn "Quest Magic" Ultraspells, just as other divine spellcasters do, though they actually cast such spells spontaneously rather than with preparation- just as Sorcerers do.

Second, though Favored Souls do not also get Domain granted powers as Clerics do, they do get special divinely granted powers called Divine Gifts- which replace the "Deity's Weapon Focus, Deity's Weapon Specialization," and "Wings" class features that the Favored Soul described in Complete Divine gets. The powers granted to Taeran Favored Souls at these levels depend upon which deity the character receives power from, and are listed with each deity in the Gods & Religion document since an exhaustive list is cumbersome to include here. Favored Soul powers for demigods generally match those of the demigod's patron, but some demigods (particularly powerful ones almost ready to create new churches of their own) grant different gifts, and these few have entries noting the Favored Soul granted gifts. Note that unlike the Complete Divine version, Taeran Favored Souls receive a fourth Divine Gift at Epic levels (specifically 22nd level).

Third, Epic-level Favored Souls of Taera continue to gain improvements in their Energy Resistance and Damage Reduction abilities, at every 5th level. At 25th, 35th, and every 10th level thereafter, a Favored Soul chooses one of the three types of Energy Resistance the character had prior to 20th level to improve, and that type gains 10 points of resistance. The character is free to choose the same type over and over again, or split these improvements between the three types, as desired; for example, a 35th-level Favored Soul who chose Cold, Fire, and Sonic as the three types before 20th level could have Cold Resistance 30, Fire Resistance 10, and Sonic Resistance 10 (if the improvements at 25th and 35th levels were both added to Cold), or Cold Resistance 20, Fire Resistance 20, and Sonic Resistance 10 (if the improvements at 25th and 35th levels added to Cold and Fire). At 30th level, the character's Damage Reduction gets the Magic component added to it; thus, a Favored Soul who gained Damage Reduction 10/Silver at 20th level gains DR 10/Magic and Silver at 30th. At 40th level, this increases to Epic instead of Magic, so the character in the previous example would (at 40th level) have DR 10/Epic and Silver. Finally, at 50th level and every 10th level thereafter, the Favored Soul's Damage Reduction increases by 10 points; thus, a 50th-level Favored Soul has either DR 20/Epic and Cold Iron or DR 20/Epic and Silver.

Note that Taeran Favored Souls, in contrast to the version in Complete Divine, do not have the "good" progression in Reflex saving throws- their save progression advances identically to that of basic Clerics instead.

Taeran Favored Souls above 20th level gain bonus feats as other Epic characters do, which may be regular feats or Epic feats as described in the Epic-Level Handbook. They gain bonus feats at every fourth level above 20th (e.g. 24th, 28th, etc.). The Epic Favored Soul bonus feat list is given below.

Added Class Skills: Bluff (CHA), Intimidate (CHA), either Knowledge (Nature) (INT) [for Favored Souls of Gaeya or elemental deities] or Knowledge (Religion) (INT) [for Favored Souls of other deities], Lucid Dreaming (WIS).

Epic Favored Soul Bonus feat list: 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, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Magnify Spell, Multispell, Permanent Emanation, Spell Focus, Spell Knowledge, Spell Mastery, Spell Opportunity, Spell Penetration, Spell Stowaway, Tenacious Magic.

The Favored Soul
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 +2 +0 +2 - 5 (4) 3 (3) - - - - - - - - -
2nd +1 +3 +0 +3   6 (5) 4 (3) - - - - - - - - -
3rd +2 +3 +1 +3 Divine Gift I 6 (5) 5 (4) - - - - - - - - -
4th +3 +4 +1 +4   6 (6) 6 (4) 3 (3) - - - - - - - -
5th +3 +4 +1 +4 Energy Resistance (1st type) 6 (6) 6 (5) 4 (3) - - - - - - - -
6th +4 +5 +2 +5   6 (7) 6 (5) 5 (4) 3 (3) - - - - - - -
7th +5 +5 +2 +5   6 (7) 6 (6) 6 (4) 4 (3) - - - - - - -
8th +6/+1 +6 +2 +6   6 (8) 6 (6) 6 (5) 5 (4) 3 (3) - - - - - -
9th +6/+1 +6 +3 +6   6 (8) 6 (6) 6 (5) 6 (4) 4 (3) - - - - - -
10th +7/+2 +7 +3 +7 Energy Resistance (2nd type) 6 (9) 6 (6) 6 (6) 6 (5) 5 (4) 3 (3) - - - - -
11th +8/+3 +7 +3 +7   6 (9) 6 (6) 6 (6) 6 (5) 6 (4) 4 (3) - - - - -
12th +9/+4 +8 +4 +8 Divine Gift II 6 (9) 6 (6) 6 (6) 6 (6) 6 (5) 5 (4) 3 (3) - - - -
13th +9/+4 +8 +4 +8   6 (9) 6 (6) 6 (6) 6 (6) 6 (5) 6 (4) 4 (3) - - - -
14th +10/+5 +9 +4 +9   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 5 (4) 3 (3) - - -
15th +11/+6/+1 +9 +5 +9 Energy Resistance (3rd type) 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 6 (4) 4 (3) - - -
16th +12/+7/+2 +10 +5 +10   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 5 (4) 3 (3) - -
17th +12/+7/+2 +10 +5 +10 Divine Gift III 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 6 (4) 4 (3) - -
18th +13/+8/+3 +11 +6 +11   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 5 (4) 3 (3) -
19th +14/+9/+4 +11 +6 +11   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 6 (4) 4 (3) -
20th +15/+10/+5 +12 +6 +12 Damage Reduction 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 5 (4) -
21st +15/+10/+5* +12$ +6$ +12$   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 6 (4) 1
22nd +16/+11/+6/+1 +13 +7 +13 Divine Gift IV 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 1
23rd +16/+11/+6/+1 +13 +7 +13   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 1
24th +17/+12/+7/+2 +14 +8 +14 Bonus Feat 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 2
25th +17/+12/+7/+2 +14 +8 +14 Greater Energy Resistance 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 2
26th +18/+13/+8/+3 +15 +9 +15   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 2
27th +18/+13/+8/+3 +15 +9 +15   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 3
28th +19/+14/+9/+4 +16 +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
29th +19/+14/+9/+4 +16 +10 +16   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 3
30th +20/+15/+10/+5 +17 +11 +17 Magic Damage Reduction 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
31st +20/+15/+10/+5 +17 +11 +17   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
32nd +21/+16/+11/+6 +18 +12 +18 Bonus Feat 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
33rd +21/+16/+11/+6 +18 +12 +18   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
34th +22/+17/+12/+7 +19 +13 +19   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
35th +22/+17/+12/+7 +19 +13 +19 Greater Energy Resistance 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
36th +23/+18/+13/+8 +20 +14 +20 Bonus Feat 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
37th +23/+18/+13/+8 +20 +14 +20   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
38th +24/+19/+14/+9 +21 +15 +21   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
39th +24/+19/+14/+9 +21 +15 +21   6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 4
40th +25/+20/+15/+10 +22 +16 +22 Bonus Feat, Epic Damage Reduction 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.

The Fighter

Taeran Fighters live in a highly magical, highly psionic world. To survive, they have had to develop extra skills that their brethren in other realms do not. They get all the special abilities that Fighters of other worlds do (i.e. skills with all forms of physical combat, lots of bonus feats, and access to the Weapon Specialization feat), but being creatures of their world, they have inner magical and psionic potential that eventually manifests itself in spite of the lack of training to do so.

The magical potential manifests in two ways. First, at 12th level, a Fighter is allowed to take the Craft Magic Arms & Armor feat (even as a bonus feat), whether or not the character has taken any spellcasting levels. However, the only power a pure Fighter can infuse into a weapon or armor this way is an enhancement bonus. Like spellcasters, a Fighter who crafts a magical weapon or piece of armor is limited to an enhancement bonus equal to 1/3 his or her class level, rounded down- however, a Fighter is further limited, by being considered a spellcaster of the Fighter class level minus 9. Thus, a 12th level Fighter is only able to craft +1 weapons or armor this way, but a 15th level character can craft +2 items, an 18th level character +3, and so on. Fighters can never take the Craft Minor Artifact feat with only Fighter levels, so they are limited to +5 in any case (at 24th level).

The second magical ability Fighters get is Spell Resistance, starting at 21st level. This SR is always equal to Fighter level minus 10, so a 21st level Fighter has SR 11. If the character has Spell Resistance from some other source (for instance, the racial SR of Orcs), use the higher number. As with any Spell Resistance, the character is able to voluntarily lower it for friendly magic.

The psionic potential manifests itself as a mirror of the magical. Fighters also gain access to the Craft Psionic Arms & Armor feat at 12th level, with the same limitations as for Craft Magical Arms & Armor listed above. A Fighter with both feats may use them on one item, but the enhancement bonuses do not stack, so the limit is still +5. Essentially, all that making a weapon or armor both magical and psionic does, is allow it to use its Psionic bonus in anti-magic areas, and to use its Magical bonus in Static Zones. Also, Fighters of 21st level or higher have Power Resistance equal to their Spell Resistance. This is an exception to the general case that a creature with PR has SR equal to PR - 5, and vice versa. Fighters of a level this high are equally resistant to both.

Finally, a Fighter gains 1 power point (and with it access to Psionic feats) at 18th level and higher, and becomes a psionic creature if not one already due to race or other class levels. Fighters never gain actual psionic powers from Fighter levels, and their Psionic feat choices are somewhat limited due to their lack of Concentration prowess (and the ubiquitous Psionic Focus said prowess is necessary for). Should a Fighter's manifester level be needed for some effect, it is considered to be 1st unless the character has levels in manifesting classes. Fighters never gain bonus power points without levels in manifesting classes.

Taeran Fighters above 20th level may gain Epic feats or normal feats, as described in the Epic-Level Handbook. Bonus feats at these levels may be Epic feats or normal feats.

Added Class Skills: Knowledge (War) (INT).

The Fighter
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat
3rd +3 +3 +1 +1  
4th +4 +4 +1 +1 Bonus feat, Weapon Specialization available
5th +5 +4 +1 +1  
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2  
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3  
10th +10/+5 +7 +3 +3 Bonus feat
11th +11/+6/+1 +7 +3 +3  
12th +12/+7/+2 +8 +4 +4 Bonus feat, Craft (Magic or Psionic) Arms & Armor available
13th +13/+8/+3 +8 +4 +4  
14th +14/+9/+4 +9 +4 +4 Bonus feat
15th +15/+10/+5 +9 +5 +5  
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5  
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, 1 power point
19th +19/+14/+9/+4 +11 +6 +6  
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat
21st +20/+15/+10/+5* +12$ +6$ +6$ Spell Resistance, Power Resistance
22nd +21/+16/+11/+6 +13 +7 +7 Bonus feat
23rd +21/+16/+11/+6 +13 +7 +7  
24th +22/+17/+12/+7 +14 +8 +8 Bonus feat
25th +22/+17/+12/+7 +14 +8 +8  
26th +23/+18/+13/+8 +15 +9 +9 Bonus feat
27th +23/+18/+13/+8 +15 +9 +9  
28th +24/+19/+14/+9 +16 +10 +10 Bonus feat
29th +24/+19/+14/+9 +16 +10 +10  
30th +25/+20/+15/+10 +17 +11 +11 Bonus feat
31st +25/+20/+15/+10 +17 +11 +11  
32nd +26/+21/+16/+11 +18 +12 +12 Bonus feat
33rd +26/+21/+16/+11 +18 +12 +12  
34th +27/+22/+17/+12 +19 +13 +13 Bonus feat
35th +27/+22/+17/+12 +19 +13 +13  
36th +28/+23/+18/+13 +20 +14 +14 Bonus feat
37th +28/+23/+18/+13 +20 +14 +14  
38th +29/+24/+19/+14 +21 +15 +15 Bonus feat
39th +29/+24/+19/+14 +21 +15 +15  
40th +30/+25/+20/+15 +22 +16 +16 Bonus feat

*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.

The Hexblade

Hexblades are dark-souled warriors whose inner magical and psionic potential displays itself by disrupting the magical and psionic threads of others' lives. These disruptions produce real-world effects as strange patterns of bad luck that strike a Hexblade's enemies, sudden loss of strength or other powers, and various other disruptive and dire events. While Hexblades from any world exhibit powers along these lines, Taeran Hexblades in particular have developed extra abilities due to the strong psionic potential of themselves and their fellow Taerans. They get all the special abilities that Hexblades of other worlds do (i.e. spells, the Hexblade's Curse, the Aura of Unluck, and so forth), but being creatures of their world, their inner psionic potential manifests itself just as the magical potential does- even without training.

The psionic potential of Taeran Hexblades manifests itself in three ways. First, Hexblades get Improved Initiative as a bonus feat at 1st level. This does not represent a Hexblade gaining speed so much as it represents the Hexblade's inner psionic disruption causing others around the character to hesitate, and act later than they otherwise would; whatever the mechanism, however, the end result is the same- the Hexblade tends to act first (or at any rate speedily) in any combat.

The second way a Hexblade's psionic potential intrudes into the normal class progression of Hexblade abilities is first seen at 11th level. The 11th-level Hexblade can, once per day, channel a disrupting surge of psionic energy through whatever weapon (even a natural weapon) he or she happens to be using, to annihilate psionic energy in the creature struck. The Hexblade must declare the use of this "Psionic Sink" special attack before making the attack roll, and if the attack misses (or strikes a target with no psionic power points) the ability is wasted. If it hits a psionic target, however, the weapon channels a field of disrupting psionic energy into the creature, which creates an effect essentially identical to Power Leech (manifested at the Hexblade's class level) except that the Hexblade doesn't actually gain any power points by using it. The victim may make a Will save (DC 10 + half the Hexblade's level + the Hexblade's CHA modifier) to negate the effect, but if the save fails then it loses 1d6 power points immediately. The Hexblade may spend a standard action in subsequent rounds to maintain concentration on the Psionic Sink, for up to one round per level, and each such round the victim loses an additional 1d6 power points. The Psionic Sink ends immediately if the victim is drained to 0 power points in this way. Should the Hexblade be required to make a Concentration check to maintain the Psionic Sink, it counts as a 4th-level power. New daily uses of the Psionic Sink are gained at 14th level, and every 3rd level thereafter.

Finally, at 18th level, a Hexblade's disrupting psionic energy becomes so strong that the character effectively creates a Catapsi field around him- or herself, to a range of 30 feet, whenever the character's Aura of Unluck is active. The Will save to resist this field (called the Psionic Disruptor ability by those who know of it) has a DC of 10 + half the Hexblade's level + the Hexblade's CHA modifier, and it is stronger in several ways than an ordinary Catapsi field manifested by a psionicist. First, a psionic character that fails the Will save against the field must pay either 4 extra power points, or a number of extra power points equal to the Hexblade's CHA modifier, whichever is greater. Second, even powers manifested from outside the range of the Psionic Disruptor field are affected by the disruption if the Hexblade is targeted by the effect. Area effects such as Energy Ball do not force the manifester to save against Psionic Disruption this way, but multiple-target effects which actually do require target designations (such as Energy Current) are affected if the Hexblade is one of the targets. Even area-effect powers that may be targeted at individual creatures for added effect, such as Energy Swarm, are affected by the Psionic Disruptor if the Hexblade is actually targeted by the power. The Hexblade cannot choose to not create the Psionic Disruptor, even if he or she wants to (for example, if the Hexblade has psionic allies standing nearby who want to manifest powers); it is an intrinsic part of the character's Aura of Unluck after 18th level, and is invariably joined with it.

Hexblades continue to improve their abilities at Epic levels, at the same rate of progression as they improved during pre-Epic levels. For example, a 32nd-level Hexblade has 6 daily uses of the Aura of Unluck (with Psionic Disruptor in tow), and 8 daily uses of the Psionic Sink. Additionally, the character continues to gain bonus feats after 20th level- at 22nd level and every 3rd level thereafter. Bonus feats at Epic levels may be Epic feats or normal feats, as described in the Epic-Level Handbook. The list of bonus Epic feats for Hexblades is given below, but note that this list should be considered to add to the normal list of Hexblade bonus feats rather than replace it, since no Hexblade could possibly gain all the feats on the normal bonus Hexblade feat list before 20th level. Also, the feats Craft Magic Arms & Armor, Improved Critical (Ranged Spells or Touch Spells only), Ranged Spell Specialization, Touch Spell Specialization, and Weapon Focus (Ranged Spells or Touch Spells only) are added to the non-Epic Hexblade's bonus feat list.

Added Class Skills: Knowledge (War) (INT), Lucid Dreaming (WIS), Taunt (CHA).

Epic Hexblade Bonus feat list: 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, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Magnify Spell, Multispell, Permanent Emanation, Spell Focus, Spell Knowledge, Spell Mastery, Spell Opportunity, Spell Penetration, Spell Stowaway, Tenacious Magic.

The Hexblade
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells per Day (Spells Known)
1 2 3 4
1st +1 +0 +0 +2 Hexblade's Curse 1/day, Improved Initiative - - - -
2nd +2 +0 +0 +3 Arcane Resistance - - - -
3rd +3 +1 +1 +3 Mettle - - - -
4th +4 +1 +1 +4 Summon Familiar 0 (2) - - -
5th +5 +1 +1 +4 Bonus feat, Hexblade's Curse 2/day 0 (2) - - -
6th +6/+1 +2 +2 +5   1 (3) - - -
7th +7/+2 +2 +2 +5 Greater Hexblade's Curse 1 (3) - - -
8th +8/+3 +2 +2 +6   1 (4) 0 (2) - -
9th +9/+4 +3 +3 +6 Hexblade's Curse 3/day 1 (4) 0 (2) - -
10th +10/+5 +3 +3 +7 Bonus feat 1 (4) 1 (3) - -
11th +11/+6/+1 +3 +3 +7 Psionic Sink 1/day 1 (4) 1 (3) 0 (2) -
12th +12/+7/+2 +4 +4 +8 Aura of Unluck 1/day 1 (4) 1 (4) 1 (3) -
13th +13/+8/+3 +4 +4 +8 Hexblade's Curse 4/day 1 (4) 1 (4) 1 (3) -
14th +14/+9/+4 +4 +4 +9 Psionic Sink 2/day 2 (5) 1 (4) 1 (4) 0 (2)
15th +15/+10/+5 +5 +5 +9 Bonus feat 2 (5) 1 (4) 1 (4) 1 (3)
16th +16/+11/+6/+1 +5 +5 +10 Aura of Unluck 2/day 2 (5) 2 (5) 1 (4) 1 (3)
17th +17/+12/+7/+2 +5 +5 +10 Hexblade's Curse 5/day, Psionic Sink 3/day 2 (5) 2 (5) 2 (5) 1 (4)
18th +18/+13/+8/+3 +6 +6 +11 Psionic Disruptor 3 (6) 2 (5) 2 (5) 1 (4)
19th +19/+14/+9/+4 +6 +6 +11 Dire Hexblade's Curse 3 (6) 3 (6) 2 (5) 2 (5)
20th +20/+15/+10/+5 +6 +6 +12 Aura of Unluck 3/day, Bonus feat, Psionic Sink 4/day 3 (6) 3 (6) 2 (5) 2 (5)
21st +20/+15/+10/+5* +6$ +6$ +12$ Hexblade's Curse 6/day 3 (6) 3 (6) 2 (5) 2 (5)
22nd +21/+16/+11/+6 +7 +7 +13 Bonus feat 3 (6) 3 (6) 3 (6) 2 (5)
23rd +21/+16/+11/+6 +7 +7 +13 Psionic Sink 5/day 3 (6) 3 (6) 3 (6) 2 (5)
24th +22/+17/+12/+7 +8 +8 +14 Aura of Unluck 4/day 3 (6) 3 (6) 3 (6) 2 (5)
25th +22/+17/+12/+7 +8 +8 +14 Bonus feat, Hexblade's Curse 7/day 3 (6) 3 (6) 3 (6) 3 (6)
26th +23/+18/+13/+8 +9 +9 +15 Psionic Sink 6/day 3 (6) 3 (6) 3 (6) 3 (6)
27th +23/+18/+13/+8 +9 +9 +15   3 (6) 3 (6) 3 (6) 3 (6)
28th +24/+19/+14/+9 +10 +10 +16 Aura of Unluck 5/day, Bonus feat 3 (6) 3 (6) 3 (6) 3 (6)
29th +24/+19/+14/+9 +10 +10 +16 Hexblade's Curse 8/day, Psionic Sink 7/day 3 (6) 3 (6) 3 (6) 3 (6)
30th +25/+20/+15/+10 +11 +11 +17   3 (6) 3 (6) 3 (6) 3 (6)
31st +25/+20/+15/+10 +11 +11 +17 Bonus feat 3 (6) 3 (6) 3 (6) 3 (6)
32nd +26/+21/+16/+11 +12 +12 +18 Aura of Unluck 6/day, Psionic Sink 8/day 3 (6) 3 (6) 3 (6) 3 (6)
33rd +26/+21/+16/+11 +12 +12 +18 Hexblade's Curse 9/day 3 (6) 3 (6) 3 (6) 3 (6)
34th +27/+22/+17/+12 +13 +13 +19 Bonus feat 3 (6) 3 (6) 3 (6) 3 (6)
35th +27/+22/+17/+12 +13 +13 +19 Psionic Sink 9/day 3 (6) 3 (6) 3 (6) 3 (6)
36th +28/+23/+18/+13 +14 +14 +20 Aura of Unluck 7/day 3 (6) 3 (6) 3 (6) 3 (6)
37th +28/+23/+18/+13 +14 +14 +20 Bonus feat, Hexblade's Curse 10/day 3 (6) 3 (6) 3 (6) 3 (6)
38th +29/+24/+19/+14 +15 +15 +21 Psionic Sink 10/day 3 (6) 3 (6) 3 (6) 3 (6)
39th +29/+24/+19/+14 +15 +15 +21   3 (6) 3 (6) 3 (6) 3 (6)
40th +30/+25/+20/+15 +16 +16 +22 Aura of Unluck 8/day, Bonus feat 3 (6) 3 (6) 3 (6) 3 (6)

*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.

The Monk

Monks of Taera are recent development, in terms of history. Several orders of people seeking enlightenment through physical training appeared around 2000-2500 A.A., but it was not until 3789 that a single master (known today only by the mysterious title "Grand Master of Flowers") recognized the similarities between them, and more importantly made them recognize it. At the same time, the training regimens of the mutant elephants known as Loxo were recognized as similar in principle to the Grand Master's ideals, and those Loxo were recognized as (and gave recognition to) Monks. Today, though a few minor differences exist between the training techniques of individual masters, the vast majority of Monks exist more or less as described in the Player's Handbook.

The Monk ideals teach that all things are connected, and that true power and wisdom therefore come from within. Taeran orders, however, teach that it is each individual student's responsibility to develop the self-discipline necessary to connect with the "inner light" and achieve the next phase of existence, and therefore do not place as many restrictions on their trainees. As a result of this, although Taeran Monks must still be of Lawful alignment, there are no multiclassing restrictions placed upon them. They may freely gain levels in other classes which allow them based on alignment, and still gain later levels in Monk. Another result is that Taeran Monks do not all share the same abilities- several of their martial-arts Feats vary between individuals. The standard bonus feats of Stunning Fist/Improved Grapple (at 1st level), Deflect Arrows/Combat Reflexes (2nd), and Improved Trip/Improved Disarm (6th) may be replaced with other martial-arts Feats the individual Monk qualifies for. Martial-arts Feats are those which allow new kinds of physical attacks or defenses, or directly improve existing ones; no other feats may be taken in these three bonus slots.

Taeran Monks, in the process of gaining enlightenment, slowly activate their inner psionic potential. While some of their abilities (notably the Quivering Palm and Perfect Self) are magical in nature, they also gain psionic power points (and eventually powers to go with them). The Inner Light ability on the table below refers to this facet of Taeran Monk training- a Monk gains power points equal to his or her level, and bonus power points based on the character's WIS score (using Monk level / 2 as the manifester level for this calculation- see page 18 in the Expanded Psionics Handbook). These power points are added to any others the character gets from race or class as normal, but note that a character with only Monk levels gets no psionic powers at early levels to actually use those points. They are useful for one thing, though- Taeran Monks are psionic characters, and have access to psionic Feats like other psionic characters do. In fact, several psionic Feats are in fact martial-arts Feats, and may supplement the Monk's abilities as described above, if chosen well. Also, since Monks have Concentration as a class skill, they are just as capable of creating and using the psionic focus as other manifesting classes are.

At 21st level, a Monk finally starts gaining actual psionic powers, from the Psychic Warrior list, and counts as a Manifester of Monk level / 2 for the purposes of augmentations and effects depending on manifester level. Starting with 1st level powers at 21st level, the Monk gains one power of his or her choice, from any discipline, at each level. At 24th level, the Monk may start choosing 2nd level powers, and every third level thereafter allows access to a new level of psionic powers. Upon reaching 39th level, the Monk stops gaining psionic powers from class levels, though the character may still gain more by using feats such as Expanded Knowledge as normal.

Taeran Monks above 20th level can gain Epic feats, as described in the Epic-Level Handbook. They also gain bonus feats, which may be used for Epic or normal feats, as described in that book, but at a slower rate. Taeran Monks gain bonus feats every seventh level, instead of every fifth.

Added Class Skills: Lucid Dreaming (WIS).

The Monk
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Flurry of Blows
Attack Bonus
Unarmed
Damage
AC
Bonus
Unarmored
Speed Bonus
1st +0 +2 +2 +2 Bonus feat, Flurry of Blows, Inner Light, Unarmed Strike -2/-2 1d6 +0 +0 feet
2nd +1 +3 +3 +3 Bonus feat, Evasion -1/-1 1d6 +0 +0 feet
3rd +2 +3 +3 +3 Still Mind +0/+0 1d6 +0 +10 feet
4th +3 +4 +4 +4 Ki Strike (Magic), Slow Fall (20 feet) +1/+1 1d8 +0 +10 feet
5th +3 +4 +4 +4 Purity of Body +2/+2 1d8 +1 +10 feet
6th +4 +5 +5 +5 Bonus feat, Slow Fall (30 feet) +3/+3 1d8 +1 +20 feet
7th +5 +5 +5 +5 Wholeness of Body +4/+4 1d8 +1 +20 feet
8th +6/+1 +6 +6 +6 Slow Fall (40 feet) +5/+5/+0 1d10 +1 +20 feet
9th +6/+1 +6 +6 +6 Improved Evasion +6/+6/+1 1d10 +1 +30 feet
10th +7/+2 +7 +7 +7 Ki Strike (Lawful), Slow Fall (50 feet) +7/+7/+2 1d10 +2 +30 feet
11th +8/+3 +7 +7 +7 Diamond Body, Greater Flurry +8/+8/+8/+3 1d10 +2 +30 feet
12th +9/+4 +8 +8 +8 Abundant Step, Slow Fall (60 feet) +9/+9/+9/+4 2d6 +2 +40 feet
13th +9/+4 +8 +8 +8 Diamond Soul +9/+9/+9/+4 2d6 +2 +40 feet
14th +10/+5 +9 +9 +9 Slow Fall (70 feet) +10/+10/+10/+5 2d6 +2 +40 feet
15th +11/+6/+1 +9 +9 +9 Quivering Palm +11/+11/+11/+6/+1 2d6 +3 +50 feet
16th +12/+7/+2 +10 +10 +10 Ki Strike (Adamantine), Slow Fall (80 feet) +12/+12/+12/+7/+2 2d8 +3 +50 feet
17th +12/+7/+2 +10 +10 +10 Timeless Body, Tongue of the Sun and Moon +12/+12/+12/+7/+2 2d8 +3 +50 feet
18th +13/+8/+3 +11 +11 +11 Slow Fall (90 feet) +13/+13/+13/+8/+3 2d8 +3 +60 feet
19th +14/+9/+4 +11 +11 +11 Empty Body +14/+14/+14/+9/+4 2d8 +3 +60 feet
20th +15/+10/+5 +12 +12 +12 Perfect Self, Slow Fall (any distance) +15/+15/+15/+10/+5 2d10 +4 +60 feet
21st +15/+10/+5* +12$ +12$ +12$ 1st Level Powers +15/+15/+15/+10/+5 2d10 +4 +70 feet
22nd +16/+11/+6/+1 +13 +13 +13 Ki Strike (Epic) +16/+16/+16/+11/+6/+1 2d10 +4 +70 feet
23rd +16/+11/+6/+1 +13 +13 +13   +16/+16/+16/+11/+6/+1 2d10 +4 +70 feet
24th +17/+12/+7/+2 +14 +14 +14 2nd Level Powers +17/+17/+17/+12/+7/+2 4d6 +4 +80 feet
25th +17/+12/+7/+2 +14 +14 +14   +17/+17/+17/+12/+7/+2 4d6 +5 +80 feet
26th +18/+13/+8/+3 +15 +15 +15   +18/+18/+18/+13/+8/+3 4d6 +5 +80 feet
27th +18/+13/+8/+3 +15 +15 +15 Bonus feat, 3rd Level Powers +18/+18/+18/+13/+8/+3 4d6 +5 +90 feet
28th +19/+14/+9/+4 +16 +16 +16   +19/+19/+19/+14/+9/+4 4d8 +5 +90 feet
29th +19/+14/+9/+4 +16 +16 +16   +19/+19/+19/+14/+9/+4 4d8 +5 +90 feet
30th +20/+15/+10/+5 +17 +17 +17 4th Level Powers +20/+20/+20/+15/+10/+5 4d8 +6 +100 feet
31st +20/+15/+10/+5 +17 +17 +17   +20/+20/+20/+15/+10/+5 4d8 +6 +100 feet
32nd +21/+16/+11/+6 +18 +18 +18   +21/+21/+21/+16/+11/+6 4d10 +6 +100 feet
33rd +21/+16/+11/+6 +18 +18 +18 5th Level Powers +21/+21/+21/+16/+11/+6 4d10 +6 +110 feet
34th +22/+17/+12/+7 +19 +19 +19 Bonus feat +22/+22/+22/+17/+12/+7 4d10 +6 +110 feet
35th +22/+17/+12/+7 +19 +19 +19   +22/+22/+22/+17/+12/+7 4d10 +7 +110 feet
36th +23/+18/+13/+8 +20 +20 +20 6th Level Powers +23/+23/+23/+18/+13/+8 8d6 +7 +120 feet
37th +23/+18/+13/+8 +20 +20 +20   +23/+23/+23/+18/+13/+8 8d6 +7 +120 feet
38th +24/+19/+14/+9 +21 +21 +21   +24/+24/+24/+19/+14/+9 8d6 +7 +120 feet
39th +24/+19/+14/+9 +21 +21 +21 Last Psionic Power +24/+24/+24/+19/+14/+9 8d6 +7 +130 feet
40th +25/+20/+15/+10 +22 +22 +22   +25/+25/+25/+20/+15/+10 8d8 +8 +130 feet

*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.

The Psion

Psionics on Taera are much better established, and tend to be more advanced, than the powers on other worlds. Taeran psionics are at least as old as Taeran magic, as the powers seem to have originated among the illithids- and the illithids are known to be one of the oldest Elder Races. As a result, Taeran Psions actually treat their art more like Wizards treat magic, than merely a road to self-actualization or discovery. Though none of the prime Taeran gods have chosen to specialize in psionic power as a focus, several of them are known to be psionic, and grant their clergy access to psionic and psionic-affecting abilities as a result.

Reflecting this, Psions of Taera have some advantages over their offworld counterparts. The most obvious is access (starting at 21st level) to psionic abilities of incredible power, called Ultrapsionics. Just as magic-users long ago learned to go beyond the normal limits of spell power, so too did Psions learn how to reach beyond the normal limits of mental power. Ultrapsionic powers are effectively 10th or higher level, and are not learned as normal powers are- rather, they must be taken as feats. Psions may take Ultrapsionic power feats that they fulfill the prerequisites for beginning at 21st level.

Furthermore, since psionics are such a refined art on Taera, Psions as its most focused practitioners gain bonus feats related to psionics at a faster rate than those in other worlds. Taeran Psions gain bonus feats at 1st level, 4th level and every 4th level thereafter. These bonus feats must be chosen from the list of Psionic feats, Metapsionic feats, or psionic Item Creation feats. Also, at 1st level (and only 1st level), a Psion may gain Psicrystal Affinity as a bonus feat in addition to the bonus psionic feat otherwise gained; if the character does not choose to take a psicrystal at 1st level, then this bonus feat slot is forever lost and the feat must be taken normally later on in the character's career.

Taeran Psions above 20th level gain bonus feats more quickly, at the same rate given in the Epic-Level Handbook. Bonus feats at these levels may be Epic feats or normal feats, as described in that book.

Added Class Skills: Lucid Dreaming (WIS) [for all six disciplines].

The Psion
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Power
Pts./Day
Powers Known Maximum Power
Level Known
1st +0 +0 +0 +2 Psicrystal Affinity, Bonus feat 2 3 1st
2nd +1 +0 +0 +3   6 5 1st
3rd +1 +1 +1 +3   11 7 2nd
4th +2 +1 +1 +4 Bonus feat 17 9 2nd
5th +2 +1 +1 +4   25 11 3rd
6th +3 +2 +2 +5   35 13 3rd
7th +3 +2 +2 +5   46 15 4th
8th +4 +2 +2 +6 Bonus feat 58 17 4th
9th +4 +3 +3 +6   72 19 5th
10th +5 +3 +3 +7   88 21 5th
11th +5 +3 +3 +7   106 22 6th
12th +6/+1 +4 +4 +8 Bonus feat 126 24 6th
13th +6/+1 +4 +4 +8   147 25 7th
14th +7/+2 +4 +4 +9   170 27 7th
15th +7/+2 +5 +5 +9   195 28 8th
16th +8/+3 +5 +5 +10 Bonus feat 221 30 8th
17th +8/+3 +5 +5 +10   250 31 9th
18th +9/+4 +6 +6 +11   280 33 9th
19th +9/+4 +6 +6 +11   311 34 9th
20th +10/+5 +6 +6 +12 Bonus Feat 343 36 9th
21st +10/+5* +6$ +6$ +12$ Ultrapsionics 343 36 Ultra
22nd +11/+6/+1 +7 +7 +13   343 36 Ultra
23rd +11/+6/+1 +7 +7 +13 Bonus feat 343 36 Ultra
24th +12/+7/+2 +8 +8 +14   343 36 Ultra
25th +12/+7/+2 +8 +8 +14   343 36 Ultra
26th +13/+8/+3 +9 +9 +15 Bonus feat 343 36 Ultra
27th +13/+8/+3 +9 +9 +15   343 36 Ultra
28th +14/+9/+4 +10 +10 +16   343 36 Ultra
29th +14/+9/+4 +10 +10 +16 Bonus feat 343 36 Ultra
30th +15/+10/+5 +11 +11 +17   343 36 Ultra
31st +15/+10/+5 +11 +11 +17   343 36 Ultra
32nd +16/+11/+6/+1 +12 +12 +18 Bonus feat 343 36 Ultra
33rd +16/+11/+6/+1 +12 +12 +18   343 36 Ultra
34th +17/+12/+7/+2 +13 +13 +19   343 36 Ultra
35th +17/+12/+7/+2 +13 +13 +19 Bonus Feat 343 36 Ultra
36th +18/+13/+8/+3 +14 +14 +20   343 36 Ultra
37th +18/+13/+8/+3 +14 +14 +20   343 36 Ultra
38th +19/+14/+9/+4 +15 +15 +21 Bonus feat 343 36 Ultra
39th +19/+14/+9/+4 +15 +15 +21   343 36 Ultra
40th +20/+15/+10/+5 +16 +16 +22   343 36 Ultra

*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.

The Psychic Warrior

Psychic Warriors of Taera are fairly common among all races with strong psionic potential. In fact, given that the Psylons usually become Psychic Warriors instead of Fighters, they actually form the bulk of Psylon armies (or at least the officers of those armies). They gain all of the abilities listed in the Expanded Psionics Handbook, and several more which are listed in the table below.

Psychic Warriors of Taera are well-established in society, and receive much of the training afforded other elite warriors such as Fighters. As a result, a Taeran Psychic Warrior of 6th level or higher may take Weapon Specialization as if the character meets the normal prerequisite of 4 Fighter levels, even if he or she has no actual Fighter levels. This benefit does not allow the character to gain any other feats with a certain number of Fighter levels as a prerequisite; only Weapon Specialization is available this way. Also, beyond this level, a Psychic Warrior is allowed to take Weapon Specialization as a bonus class feat.

Taeran Psychic Warriors of 21st level or higher develop enough innate magical power to start resisting magic directed against them. They therefore gain Spell Resistance, at a level of 10 + the number of class levels over 20. Thus, a 21st level Psychic Warrior has SR 11, while a 25th level Psychic Warrior has SR 15, and so on. As with other creatures that have Spell Resistance, a Psychic Warrior with this power is able to lower his or her resistance voluntarily, for friendly spells. Any feats the character takes to increase the Spell Resistance add to this base number, unless the character's race already grants a higher number (for instance, Dark Elves gain SR 11 + highest class level, and so would have at least 32 by the time this becomes an issue for a Psychic Warrior).

Also, and perhaps more interesting, Taeran Psychic Warriors gradually become infused with the crystal they so often use for their weaponry and armor, and at very high levels (starting at 25th) they gain Damage Reduction as a result. The Damage Reduction a Psychic Warrior gains through class levels is noted in the table. The character gradually becomes more and more crystalline in appearance, eventually becoming almost entirely composed of living crystal by 40th level.

Taeran Psychic Warriors above 20th level may use their bonus feats to gain Epic feats or normal feats. Epic feats are described in the Epic-Level Handbook.

Added Class Skills: Intimidate (STR or CHA), Knowledge (War) (INT).

The Psychic Warrior
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Power
Pts./Day
Powers Known Maximum Power
Level Known
1st +0 +2 +0 +0 Bonus feat 0 1 1st
2nd +1 +3 +0 +0 Bonus feat 1 2 1st
3rd +2 +3 +1 +1   3 3 1st
4th +3 +4 +1 +1   5 4 2nd
5th +3 +4 +1 +1 Bonus feat 7 5 2nd
6th +4 +5 +2 +2 Weapon Specialization available 11 6 2nd
7th +5 +5 +2 +2   15 7 3rd
8th +6/+1 +6 +2 +2 Bonus feat 19 8 3rd
9th +6/+1 +6 +3 +3   23 9 3rd
10th +7/+2 +7 +3 +3   27 10 4th
11th +8/+3 +7 +3 +3 Bonus feat 35 11 4th
12th +9/+4 +8 +4 +4   43 12 4th
13th +9/+4 +8 +4 +4   51 13 5th
14th +10/+5 +9 +4 +4 Bonus feat 59 14 5th
15th +11/+6/+1 +9 +5 +5   67 15 5th
16th +12/+7/+2 +10 +5 +5   79 16 6th
17th +12/+7/+2 +10 +5 +5 Bonus feat 91 17 6th
18th +13/+8/+3 +11 +6 +6   103 18 6th
19th +14/+9/+4 +11 +6 +6   115 19 6th
20th +15/+10/+5 +12 +6 +6 Bonus feat 127 20 6th
21st +15/+10/+5* +12$ +6$ +6$ Spell Resistance 139 20 6th
22nd +16/+11/+6/+1 +13 +7 +7   155 21 6th
23rd +16/+11/+6/+1 +13 +7 +7 Bonus feat 171 21 6th
24th +17/+12/+7/+2 +14 +8 +8   187 22 6th
25th +17/+12/+7/+2 +14 +8 +8   203 22 6th
26th +18/+13/+8/+3 +15 +9 +9 Bonus feat 219 23 6th
27th +18/+13/+8/+3 +15 +9 +9   219 23 6th
28th +19/+14/+9/+4 +16 +10 +10 Damage Reduction 5/Adamantine 219 23 6th
29th +19/+14/+9/+4 +16 +10 +10 Bonus feat 219 23 6th
30th +20/+15/+10/+5 +17 +11 +11   219 23 6th
31st +20/+15/+10/+5 +17 +11 +11 Damage Reduction 10/Adamantine 219 23 6th
32nd +21/+16/+11/+6 +18 +12 +12 Bonus feat 219 23 6th
33rd +21/+16/+11/+6 +18 +12 +12   219 23 6th
34th +22/+17/+12/+7 +19 +13 +13 Damage Reduction 10/Magic and Adamantine 219 23 6th
35th +22/+17/+12/+7 +19 +13 +13 Bonus feat 219 23 6th
36th +23/+18/+13/+8 +20 +14 +14   219 23 6th
37th +23/+18/+13/+8 +20 +14 +14 Damage Reduction 15/Magic and Adamantine 219 23 6th
38th +24/+19/+14/+9 +21 +15 +15 Bonus feat 219 23 6th
39th +24/+19/+14/+9 +21 +15 +15   219 23 6th
40th +25/+20/+15/+10 +22 +16 +16 Damage Reduction 15/Epic and Adamantine 219 23 6th

*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.

The Ranger

Taeran Rangers have a significantly different role than those from other worlds. This is because their usual role as guardians of the forest and wilderness is better served by Druids and the group of Holy Rangers dedicated to the goddess Gaeya. Instead, Rangers are simply the supreme hunters of the world, adepts at tracking and fighting (and when desirable, bringing down) their prey. Rangers get favored enemies as described in the Player's Handbook, with one exception- because they are primarily hunters, and are sometimes employed to track down criminals or other people, a Ranger may choose his or her own race as a Favored Enemy regardless of alignment. Even good-aligned Rangers sometimes find it useful to know how to fight their own people.

Not only are Taeran Rangers not protectors of the wilderness, but it is even possible for Taeran Rangers to have little or nothing to do with the wildnerness at all. Some Rangers actually focus on city life, and spend their time tracking monsters and creatures in the city, or even criminals. Rangers can, at 1st level, choose to become "Urban Rangers" rather than the standard "Wilderness Rangers." Urban rangers have Urban Survival as a class skill instead of Survival, use Urban Survival to track/shadow their prey, and can only do so in an urban environment. Urban Rangers are often employed by police guilds or city watches, or hired as spies. Urban Rangers also lose Knowledge (Nature) and Knowledge (Geography) as class skills, and gain Knowledge (Local) and Knowledge (Streetwise) in their place. Finally, the nature-based Wild Empathy and Woodland Stride class features are replaced by abilities more apporpriate to an urban environment, and the Camoflage and Hide in Plain Sight class features work only in urban environs rather than wilderness. Wild Empathy is replaced by a class feature called Superior Investigator, which grants the character a +5 bonus to Gather Information and Sense Motive checks. Woodland Stride is replaced by Fast Climber, which allows the character to climb at half his or her speed up a wall with each successful Climb check instead of one-quarter, or at full normal speed if using the accelerated climbing option.

Rangers of either sort start to develop their inner psionic potential as they gain levels, just as other Taeran classes do. This potential manifests itself in three ways. First, at 12th level, the Ranger gains the Steel Mind ability. This represents the inner psionic energy of the character automatically defending his or her mind from assault, and results in a permanent +2 bonus to saving throws made against mind-affecting spells or powers, whether magical or psionic in nature. Second, the character gets the Read Thoughts power at 16th level, usable for no cost in power points or spell slots. However, this special ability to Read Thoughts is only usable against the character's chosen Favored Enemies. Favored Enemies chosen later become targets for this ability as soon as they are taken as Favored Enemies. Finally, a Taeran Ranger automatically gains the Wild Talent feat at 20th level, and furthermore starts gaining power points to help power the new abilities. At 20th level, the character has 2 power points (thanks to the feat), and this goes up by 1 power point per level until the character has 10 power points total (at 28th level). Obviously, a Ranger at these levels is a psionic creature, and able to gain Psionic feats like any other such creature.

Taeran Rangers above 20th level gain bonus feats more quickly, at the same rate given in the Epic-Level Handbook. Bonus feats at these levels may be Epic feats or normal feats, as described in that book.

Added Class Skills: Disguise (CHA) [both], Knowledge (Biology) (INT) [both], Knowledge (Local) (INT) [Urban only], Knowledge (Streetwise) (INT) [Urban only], Urban Survival (WIS) [Urban only].

The Ranger
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells per Day
1 2 3 4
1st +1 +2 +2 +0 Track, 1st Favored Enemy, Wild Empathy or Superior Investigator - - - -
2nd +2 +3 +3 +0 Combat Style - - - -
3rd +3 +3 +3 +1 Endurance - - - -
4th +4 +4 +4 +1 Animal Companion 0 - - -
5th +5 +4 +4 +1 2nd Favored Enemy 0 - - -
6th +6/+1 +5 +5 +2 Improved Combat Style 1 - - -
7th +7/+2 +5 +5 +2 Woodland Stride or Fast Climber 1 - - -
8th +8/+3 +6 +6 +2 Swift Tracker 1 0 - -
9th +9/+4 +6 +6 +3 Evasion 1 0 - -
10th +10/+5 +7 +7 +3 3rd Favored Enemy 1 1 - -
11th +11/+6/+1 +7 +7 +3 Combat Style Mastery 1 1 0 -
12th +12/+7/+2 +8 +8 +4 Steel Mind 1 1 1 -
13th +13/+8/+3 +8 +8 +4 Camoflage 1 1 1 -
14th +14/+9/+4 +9 +9 +4   2 1 1 0
15th +15/+10/+5 +9 +9 +5 4th Favored Enemy 2 1 1 1
16th +16/+11/+6/+1 +10 +10 +5 Read Thoughts (Psi-like ability) 2 2 1 1
17th +17/+12/+7/+2 +10 +10 +5 Hide in Plain Sight 2 2 2 1
18th +18/+13/+8/+3 +11 +11 +6   3 2 2 1
19th +19/+14/+9/+4 +11 +11 +6   3 3 2 2
20th +20/+15/+10/+5 +12 +12 +6 5th Favored Enemy, Wild Talent, 2 power points 3 3 2 2
21st +20/+15/+10/+5* +12$ +12$ +6$ 3 power points 3 3 2 2
22nd +21/+16/+11/+6 +13 +13 +7 4 power points 3 3 3 2
23rd +21/+16/+11/+6 +13 +13 +7 Bonus feat, 5 power points 3 3 3 2
24th +22/+17/+12/+7 +14 +14 +8 6 power points 3 3 3 2
25th +22/+17/+12/+7 +14 +14 +8 6th Favored Enemy, 7 power points 3 3 3 3
26th +23/+18/+13/+8 +15 +15 +9 Bonus feat, 8 power points 3 3 3 3
27th +23/+18/+13/+8 +15 +15 +9 9 power points 3 3 3 3
28th +24/+19/+14/+9 +16 +16 +10 10 power points 3 3 3 3
29th +24/+19/+14/+9 +16 +16 +10 Bonus feat 3 3 3 3
30th +25/+20/+15/+10 +17 +17 +11 7th Favored Enemy 3 3 3 3
31st +25/+20/+15/+10 +17 +17 +11   3 3 3 3
32nd +26/+21/+16/+11 +18 +18 +12 Bonus feat 3 3 3 3
33rd +26/+21/+16/+11 +18 +18 +12   3 3 3 3
34th +27/+22/+17/+12 +19 +19 +13   3 3 3 3
35th +27/+22/+17/+12 +19 +19 +13 Bonus feat, 8th Favored Enemy 3 3 3 3
36th +28/+23/+18/+13 +20 +20 +14   3 3 3 3
37th +28/+23/+18/+13 +20 +20 +14   3 3 3 3
38th +29/+24/+19/+14 +21 +21 +15 Bonus feat 3 3 3 3
39th +29/+24/+19/+14 +21 +21 +15   3 3 3 3
40th +30/+25/+20/+15 +22 +22 +16 9th Favored Enemy 3 3 3 3

*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.

The Rogue

Every civilization has people who live by their wits, skills, and agility, as opposed to study of natural forces, attachment to higher powers, or brute strength. Taera is certainly no exception. Rogues here, however, have many more things to contend with than those of other worlds- radiation, common psionic powers, magic and psionics on a level that only gods can reach on other worlds, remnants of an ancient civilization that altered the very universe it lived in- all these things and more. Finally, the fact that all creatures of Taera have magical and psionic potential means that Rogues of Taera both have to contend with magic and psionics far more often than otherworld counterparts, and also that they themselves start to naturally develop their own potentials.

Rogues of Taera therefore have access to some abilities their offworld peers lack. First, it should be noted that their "Special Abilities-" granted every three levels starting at 10th- allow them to take bonus Feats if desired, as described in the Player's Handbook. On Taera, feats such as Wild Talent or Arcane Prodigy are available to give them direct magical or psionic power, and allow access to more feats such as those in the Psionic group (of course, a Rogue without Concentration ranks is well advised to avoid Psionic feats that require a psionic focus).

Second, they gain actual psionic powers eventually, purely from Rogue levels alone. At 15th level, a Taeran Rogue gets the psionic power Control Light, and 2 power points to use it with. The Rogue gets one more power point each level until 23rd, when the 10th (and last) power point is gained. If the Rogue character is already psionic and has power points, these Rogue points add to the current maximum total, whatever it is- but no more than 10 are ever gained from Rogue levels alone. Also, at 20th level, a Rogue gains a second psionic power- the ability to Create Sound. A Rogue of level high enough to gain psionic powers this way has a manifester level equal to his or her Rogue level / 2, and gains bonus power points based on INT.

Finally, Rogues become so used to tricking other people and living by wit and stealth, that they eventually gain the ability to cast Illusion spells starting at 18th level. Rogues learn and cast these Illusion spells as Wizards; they use spellbooks, gain bonus spells from Intelligence, and so on- but they are limited to learning spells from the Illusion school, and can never learn or cast spells above 7th level unless they gain enough levels in a class which normally casts spells (such as Wizard) or take the Improved Spellcasting epic feat. A Rogue of a level which grants spells has a caster level equal to Rogue level / 2- for instance, a 20th level Rogue is eligible to take any magical Item Creation feats except Craft Staff and Forge Ring, and has a caster level of 10.

Taeran Rogues above 20th level may gain Epic feats with their "Special Abilities," just as they may gain normal feats at lower levels. The Epic-Level Handbook has rules for Epic feats. The "Special Abilities" therefore take the place, for Rogues, of the bonus Epic feats normally granted to core classes above 20th level.

Added Class Skills: Knowledge (Cryptography) (INT), Knowledge (Games & Gambling) (INT), Knowledge (Poisons) (INT), Knowledge (Streetwise) (INT), Taunt (CHA), Urban Survival (WIS), Use Ancient Device (WIS), Use Psionic Device (CHA).

The Rogue
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells Per Day
0 1 2 3 4 5 6 7
1st +0 +0 +2 +0 Sneak Attack +1d6, Trapfinding - - - - - - - -
2nd +1 +0 +3 +0 Evasion - - - - - - - -
3rd +2 +1 +3 +1 Sneak Attack +2d6, Trap Sense +1 - - - - - - - -
4th +3 +1 +4 +1 Uncanny Dodge - - - - - - - -
5th +3 +1 +4 +1 Sneak Attack +3d6 - - - - - - - -
6th +4 +2 +5 +2 Trap Sense +2 - - - - - - - -
7th +5 +2 +5 +2 Sneak Attack +4d6 - - - - - - - -
8th +6/+1 +2 +6 +2 Improved Uncanny Dodge - - - - - - - -
9th +6/+1 +3 +6 +3 Sneak Attack +5d6, Trap Sense +3 - - - - - - - -
10th +7/+2 +3 +7 +3 Special Ability - - - - - - - -
11th +8/+3 +3 +7 +3 Sneak Attack +6d6 - - - - - - - -
12th +9/+4 +4 +8 +4 Trap Sense +4 - - - - - - - -
13th +9/+4 +4 +8 +4 Sneak Attack +7d6, Special Ability - - - - - - - -
14th +10/+5 +4 +9 +4   - - - - - - - -
15th +11/+6/+1 +5 +9 +5 Sneak Attack +8d6, Control Light (psionic power), 2 power points, Trap Sense +5 - - - - - - - -
16th +12/+7/+2 +5 +10 +5 Special Ability, 3 power points - - - - - - - -
17th +12/+7/+2 +5 +10 +5 Sneak Attack +9d6, 4 power points - - - - - - - -
18th +13/+8/+3 +6 +11 +6 5 power points, Trap Sense +6 1 - - - - - - -
19th +14/+9/+4 +6 +11 +6 Sneak Attack +10d6, Special Ability, 6 power points 2 - - - - - - -
20th +15/+10/+5 +6 +12 +6 Create Sound (psionic power), 7 power points 2 1 - - - - - -
21st +15/+10/+5* +6$ +12$ +6$ Sneak Attack +11d6, 8 power points, Trap Sense +7 3 2 - - - - - -
22nd +16/+11/+6/+1 +7 +13 +7 Special Ability, 9 power points 3 2 1 - - - - -
23rd +16/+11/+6/+1 +7 +13 +7 Sneak Attack +12d6, 10 power points 3 3 2 - - - - -
24th +17/+12/+7/+2 +8 +14 +8 Trap Sense +8 4 3 2 1 - - - -
25th +17/+12/+7/+2 +8 +14 +8 Sneak Attack +13d6, Special Ability 4 3 3 2 - - - -
26th +18/+13/+8/+3 +9 +15 +9   4 4 3 2 1 - - -
27th +18/+13/+8/+3 +9 +15 +9 Sneak Attack +14d6, Trap Sense +9 4 4 3 3 2 - - -
28th +19/+14/+9/+4 +10 +16 +10 Special Ability 4 4 4 3 2 1 - -
29th +19/+14/+9/+4 +10 +16 +10 Uncanny Dodge (+7 vs. traps), Sneak Attack +15d6 4 4 4 3 3 2 - -
30th +20/+15/+10/+5 +11 +17 +11 Trap Sense +10 4 4 4 4 3 2 1 -
31st +20/+15/+10/+5 +11 +17 +11 Sneak Attack +16d6, Special Ability 4 4 4 4 3 3 2 -
32nd +21/+16/+11/+6 +12 +18 +12   4 4 4 4 4 3 2 1
33rd +21/+16/+11/+6 +12 +18 +12 Sneak Attack +17d6, Trap Sense +11 4 4 4 4 4 3 3 2
34th +22/+17/+12/+7 +13 +19 +13 Special Ability 4 4 4 4 4 4 3 2
35th +22/+17/+12/+7 +13 +19 +13 Sneak Attack +18d6 4 4 4 4 4 4 3 3
36th +23/+18/+13/+8 +14 +20 +14 Trap Sense +12 4 4 4 4 4 4 4 3
37th +23/+18/+13/+8 +14 +20 +14 Sneak Attack +19d6, Special Ability 4 4 4 4 4 4 4 3
38th +24/+19/+14/+9 +15 +21 +15   4 4 4 4 4 4 4 4
39th +24/+19/+14/+9 +15 +21 +15 Sneak Attack +20d6, Trap Sense +13 4 4 4 4 4 4 4 4
40th +25/+20/+15/+10 +16 +22 +16 Special Ability 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.

The Scout

Scouts are warriors specially trained for mobility, to weave in and out of combat and strike from hidden positions, and reconnoiter enemy positions without being detected themselves. Taeran Scouts do this in a highly magical, highly psionic world. To survive, they have had to develop extra skills that their brethren in other realms do not. They get all the special abilities that Scouts of other worlds do (i.e. the Skirmish fighting style, Trapfinding, Battle Fortitude, and so forth), but being creatures of their world, they have inner magical and psionic potential that eventually manifests itself in spite of the lack of training to do so.

The magical potential manifests itself in the form of a spell-like ability granted to Scouts of 17th level and higher. Specifically, a 17th-level Scout gets the ability to use Expeditious Retreat as if cast by a Sorcerer of half his or her Scout level (rounded down), once per day. At 20th level, the character gains another daily use of the ability, and a new daily use is gained at every 3 levels beyond that, as shown in the table of class features below.

The psionic potential manifests itself in three ways. First, Scouts get 1 power point at 15th level, which makes them psionic creatures able to take Psionic feats, even if they do not have any levels in psionic manifesting classes and even though they do not actually gain psionic powers from Scout levels. Scouts do not gain bonus power points from having Scout levels. The second way a Scout's psionic potential intrudes into the normal class progression of Scout abilities is seen in Epic levels. At 22nd level, a Scout gains the ability to manifest Mass Cloud Mind as a Wilder of half his or her Scout level (rounded down), once per day. New daily uses of this psi-like ability are gained at 26th level, and every 4th level thereafter. Finally, at 30th level, a Scout's Blindsight ability becomes so acute that the character effectively has Touchsight to a range of 30 feet, constantly active. The normal limitations of Touchsight apply.

Scouts continue to improve their Scout abilities at Epic levels, at the same rate of progression as they improved during pre-Epic levels. Thus, a Scout's Skirmish ability continues to improve at odd-numbered levels, Battle Fortitude improves at every 9th level above 20th, and the Scout's Fast Movement goes up at every 8th level above 19th. Finally, the character continues to gain bonus feats at every 4th level. Bonus feats at Epic levels may be Epic feats or normal feats, as described in the Epic-Level Handbook. The list of bonus Epic feats for Scouts is given below, but note that this list should be considered to add to the normal list of Scout bonus feats rather than replace it, since no Scout could possibly gain all the feats on the normal bonus Scout feat list before 20th level. Also, the feats Ancient Device Proficiency, Exotic Weapon Proficiency (for high-tech weapons), and Rapid Recharge are added to the non-Epic Scout's bonus feat list.

Added Class Skills: Disable Device (INT) [note: this particular addition is from official errata to Complete Adventurer], Knowledge (Ancient Technology) (INT), Knowledge (Biology) (INT), Knowledge (Local) (INT), Urban Survival (WIS), Use Ancient Device (WIS).

Epic Scout Bonus feat list: Armor Skin, Blinding Speed, Combat Archery, Epic Dodge, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Skill Focus, Epic Speed, Epic Will, Improved Combat Reflexes, Instant Recharge, Instant Reload, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary Tracker, Master Blaster, Perfect Health, Polyglot, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Trap Sense, Uncanny Accuracy.

The Scout
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +0 +0 +2 +0 Skirmish (+1d6), Trapfinding
2nd +1 +0 +3 +0 Battle Fortitude +1, Uncanny Dodge
3rd +2 +1 +3 +1 Fast Movement +10 ft., Skirmish (+1d6, +1 AC), Trackless Step
4th +3 +1 +4 +1 Bonus feat
5th +3 +1 +4 +1 Evasion, Skirmish (+2d6, +1 AC)
6th +4 +2 +5 +2 Flawless Stride
7th +5 +2 +5 +2 Skirmish (+2d6, +2 AC)
8th +6/+1 +2 +6 +2 Bonus feat, Camoflage
9th +6/+1 +3 +6 +3 Skirmish (+3d6, +2 AC)
10th +7/+2 +3 +7 +3 Blindsense 30 ft.
11th +8/+3 +3 +7 +3 Battle Fortitude +2, Fast Movement +20 ft., Skirmish (+3d6, +3 AC)
12th +9/+4 +4 +8 +4 Bonus feat
13th +9/+4 +4 +8 +4 Skirmish (+4d6, +3 AC)
14th +10/+5 +4 +9 +4 Hide In Plain Sight
15th +11/+6/+1 +5 +9 +5 Skirmish (+4d6, +4 AC), 1 power point
16th +12/+7/+2 +5 +10 +5 Bonus feat
17th +12/+7/+2 +5 +10 +5 Expeditious Retreat 1/day, Skirmish (+5d6, +4 AC)
18th +13/+8/+3 +6 +11 +6 Free Movement
19th +14/+9/+4 +6 +11 +6 Fast Movement +30 ft., Skirmish (+5d6, +5 AC)
20th +15/+10/+5 +6 +12 +6 Battle Fortitude +3, Blindsight 30 ft., Bonus feat, Expeditious Retreat 2/day
21st +15/+10/+5* +6$ +12$ +6$ Skirmish (+6d6, +5 AC)
22nd +16/+11/+6/+1 +7 +13 +7 Mass Cloud Mind 1/day
23rd +16/+11/+6/+1 +7 +13 +7 Expeditious Retreat 3/day, Skirmish (+6d6, +6 AC)
24th +17/+12/+7/+2 +8 +14 +8 Bonus feat
25th +17/+12/+7/+2 +8 +14 +8 Skirmish (+7d6, +6 AC)
26th +18/+13/+8/+3 +9 +15 +9 Expeditious Retreat 4/day, Mass Cloud Mind 2/day
27th +18/+13/+8/+3 +9 +15 +9 Fast Movement +40 ft., Skirmish (+7d6, +7 AC)
28th +19/+14/+9/+4 +10 +16 +10 Bonus feat
29th +19/+14/+9/+4 +10 +16 +10 Battle Fortitude +4, Expeditious Retreat 5/day, Skirmish (+8d6, +7 AC)
30th +20/+15/+10/+5 +11 +17 +11 Mass Cloud Mind 3/day, Touchsight 30 ft.
31st +20/+15/+10/+5 +11 +17 +11 Skirmish (+8d6, +8 AC)
32nd +21/+16/+11/+6 +12 +18 +12 Bonus feat, Expeditious Retreat 6/day
33rd +21/+16/+11/+6 +12 +18 +12 Skirmish (+9d6, +8 AC)
34th +22/+17/+12/+7 +13 +19 +13 Mass Cloud Mind 4/day
35th +22/+17/+12/+7 +13 +19 +13 Expeditious Retreat 7/day, Fast Movement +50 ft., Skirmish (+9d6, +9 AC)
36th +23/+18/+13/+8 +14 +20 +14 Bonus feat
37th +23/+18/+13/+8 +14 +20 +14 Skirmish (+10d6, +9 AC)
38th +24/+19/+14/+9 +15 +21 +15 Battle Fortitude +5, Expeditious Retreat 8/day, Mass Cloud Mind 5/day
39th +24/+19/+14/+9 +15 +21 +15 Skirmish (+10d6, +10 AC)
40th +25/+20/+15/+10 +16 +22 +16 Bonus feat

*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.

The Sorcerer

Sorcerers of Taera have a much more forgiving life than Sorcerers on other worlds where magic is less common or appreciated. Sorcery is understood to be a hereditary talent on Taera, with the powers only occasionally showing up in previously untalented families, or skipping generations in established ones. In any case, budding Sorcerers on Taera usually understand what their powers are almost immediately, and most communities have local Sorcerers able to spot youngsters and train them in the improvement and understanding of their new powers. Due to magic being such a vital part of Taeran life, Sorcerers are considered blessed by the gods (especially whichever of the three gods of Magic is locally the favorite one), in whatever places they appear. Though they have less of a group identity than Wizards and Elementalists do, due to the unpredictable way their ability develops, Sorcerers are still respected and treated as community resources much as Wizards are- in fact, many less educated people aren't even aware there is a difference between the three Arcane types.

It is understood on Taera that magic exists in all creatures. Of course, most creatures aren't able to use it without training, let alone learn to cast actual spells simply by growing up! Sorcerers generally come about by having special ancestry, of a type of creature which is especially powerful in some magical way. For instance, some people are distant descendents of dragons (as in the PHB); others come from elementals or other extraplanar creatures. A few can actually trace their bloodlines to gods, especially gods such as Damok or Thero, who were once mortals themselves. Ascension to divinity has a way of transforming not only the nascent god, but also anything connected to him or her. It is suspected, for instance, that the Valheru (who are known to be descendents of Damok) acquired their powers when he crossed the line to divinity.

This connection to ancestry is more than academic for Taerans. At 21st level, a Taeran Sorcerer's ancestral powers grow so strong that they overcome the character's "normal" heritage, and the character takes on a creature Template appropriate to the ancestor involved. The Template should be based on the character's personal background and history (with DM and player working out the details ahead of time) rather than simply being chosen at 21st level, but it has happened a few times that an extremely powerful Sorcerer knew nothing of his or her true heritage until acquiring the special new powers. Appropriate Templates for this transformation include Half-Dragon, Half-Elemental, Axiomatic, Anarchic, Fiendish, and Celestial. Most other Templates are not, but the DM has the final say in what will or will not be allowed.

Taeran Sorcerers acquire a few other powers that those in other worlds do not. At 6th level, and every sixth level after that, one of a Sorcerer's inborn spells acquires a slight shift in tuning with the Matrix, with the result that the spell can be affected as if by one Metamagic feat the character knows without increasing its required slot level or casting time. The choice of which spell is affected, and which feat affects it, is made only once, and from then on is set. The spell affected by this shift in power may be further enhanced by other Metamagic feats normally, without counting the chosen feat in the number of spell levels which need to be added to it. For instance, a 6th level Sorcerer whose Lightning Bolt is Enlarged by a Spell Shift still casts it at 3rd level as a standard action, but adding the Still Spell feat to it will require a 4th-level slot, and a full-round casting time. This Spell Shift is the only way Sorcerers may use the Quicken Spell feat, since that feat is otherwise negated by the need to spend a full-round action for casting. By the same token, the one feat that this Spell Shift may not be used to implement is the Heighten Spell feat, since that feat's very nature is to change a spell's effective level. If desired, the Shifted spell may be cast in its normal form, unaffected by the chosen feat- for instance, the Sorcerer in the example before could still choose to cast a non-Enlarged Lightning Bolt, if desired.

There is one important restriction on Spell Shifts, relating to powerful Metamagic feats that have other Metamagic feats as prerequisites. Such feats cannot be used as part of a Spell Shift unless the spell being modified has already been modified by previous Spell Shifts, adding every prerequisite feat for the feat the character wants to modify the spell with now. For example, a character cannot modify a spell with Energy Admixture without first having done a Spell Shift with exactly the same spell, using Energy Substitution.

Finally, at 10th level and every 10 levels after that, a Sorcerer gains a bonus Feat slot, which can only be used to gain a Metamagic feat.

Taeran Sorcerers above 20th level gain bonus feats as in the Epic-Level Handbook, except that they gain bonus feats at every fourth level, rather than every third. Bonus feats at these levels may be Epic feats or normal feats, as described in that book.

Added Class Skills: Lucid Dreaming (WIS).

The Sorcerer
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 Summon Familiar 5 (4) 3 (2) - - - - - - - - -
2nd +1 +0 +0 +3   6 (5) 4 (2) - - - - - - - - -
3rd +1 +1 +1 +3   6 (5) 5 (3) - - - - - - - - -
4th +2 +1 +1 +4   6 (6) 6 (3) 3 (1) - - - - - - - -
5th +2 +1 +1 +4   6 (6) 6 (4) 4 (2) - - - - - - - -
6th +3 +2 +2 +5 Spell Shift 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   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 Metamagic 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 Spell Shift 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   6 (9) 6 (6) 6 (5) 6 (5) 6 (4) 6 (3) 5 (2) 3 (1) - - -
15th +7/+2 +5 +5 +9   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 Spell Shift 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 Metamagic Feat 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$ Ancestral Transformation 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   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 Spell Shift, Bonus Feat 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   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 Bonus Feat 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   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 Spell Shift, Metamagic Feat 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 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   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 Spell Shift, Bonus Feat 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   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 Bonus Feat, Metamagic Feat 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.

The Soulknife

Though some Taerans have discovered the ability to form mind-blades and attack with them, as the Soulknife detailed in the Expanded Psionics Handbook have, the Taeran Soulknife is a very different animal (so to speak). The fact that a Soulknife is never without a weapon, even when without a weapon, has led many of them over the millennia to lives as saboteurs, assassins, and spies. Soulknives of Taera are therefore often less "flashy" and showy than their counterparts on other worlds, and concentrate more on striking from shadows and unexpected directions.

Reflecting this seminal change, the Soulknife class of Taera differs in many ways from the version introduced in the Expanded Psionics Handbook. Taeran Soulknives use d6s for hit dice rather than d10s, since they are more likely to be cautious and careful to study their opponents and strike where it hurts, than to just wade into battle and slice enemies apart. Since they are frequently engaged in espionage-like pursuits, they gain several new class skills over the Expanded Psionics Handbook version, and gain more skill points per level. These changes are noted above the class table below.

More importantly, Soulknives of Taera actually do gain psionic powers, chosen from their own list (see the Spells & Powers document for the full list). A Soulknife begins play with 2 power points naturally, and does not need the Wild Talent feat to gain them; also, a Soulknife gains bonus power points based on INT. It is important to note, however, that a Soulknife character does not start gaining psionic powers until 4th level, and the Soulknife's manifester level is considered to be half his or her class level. Thus, a 10th level Soulknife has a manifester level of 5th for all purposes requiring it.

Because their mental might channels into these powers as well as their mind-blades, Taeran Soulknives lose the Psychic Strike ability that the Expanded Psionics Handbook version gets; since they do concentrate on making their strikes count, however, they gain the ability to Sneak Attack much like Rogues do. Also, they gain the ability to channel attack powers (and only attack powers) directly into their mind-blades; this is the "Imbue Mind Blade" ability gained at 4th level. This ability requires the character to take a move action, and make a Concentration check (DC 15 + 4 times the power level). If the check fails, the power is not imbued in the mind-blade, but the power points are not spent. The Soulknife may try again in the next round. Only one power may be imbued in a mind-blade at a time; if the Soulknife tries to imbue a second power in the mind-blade while it already contains one, then the second power replaces the first if the check succeeds (see below).

If the Concentration check succeeds, the character pays the cost of the power as if manifesting it normally, but no effect is generated. Instead, the power affects the next creature the Soulknife hits with the mind-blade, and that creature has a penalty to the saving throw (if the power allows a saving throw) equal to the Soulknife's class level. If the power normally creates an area effect or a ray, it simply discharges its entire effect into the creature struck by the mind-blade. Regardless of whether or not the next attack the Soulknife makes hits its target or not, the act of attacking "flushes" the imbued power from the mind-blade, and leaves it in whatever state it was in before having the power imbued in it. Should the Soulknife have Shaped the mind-blade in such a way as to create more than one weapon, then the first attack made with any of the blades flushes the power; that is, the character cannot gain more than one use of the power on a creature by splitting the mind-blade.

The Knife to the Soul ability requires special consideration, since it is normally dependent on the Psychic Strike ability that Taeran Soulknives lose. Instead of being coupled with that ability, the Soulknife character may take a move action to imbue his or her mind-blade with the energy that will cause the ability damage, much like Imbuing a psionic power as described above. However, the Knife to the Soul requires no Concentration check to embed in the mind-blade, nor is it flushed from the blade with the first attack; instead, the first attack the Soulknife makes that would cause Sneak Attack damage if it hits flushes the Knife to the Soul "power" from the blade, and the character decides how many Sneak Attack dice to convert into ability damage (and what type of damage is thus dealt) only when making that attack. The decision is made before the attack roll, and cannot be changed once made, though once the energy is flushed from the mind-blade the Knife to the Soul ability may be used again to charge it anew in the usual manner. While a mind-blade contains the energy for a Knife to the Soul, it may not contain an Imbued psionic power, and vice versa.

Other Soulknife abilities listed in the table below are the same as those granted to the Soulknife in the Expanded Psionics Handbook. Refer to that book for explanations of the abilities, keeping in mind that some of them (for instance, Bladewind) are gained by Taeran Soulknives at different levels than the XPH Soulknife.

Taeran Soulknives above 20th level gain bonus feats, as most classes given in the Epic-Level Handbook do. Bonus feats at these levels may be Epic feats or normal feats, as described in that book. Soulknives gain a bonus feat at every 3rd level above 20th (that is, 23rd, 26th, etc.). The list of Soulknife bonus feats is given below.

Hit Die: d6.

Added Class Skills: Bluff (CHA), Disguise (CHA), Intimidate (STR or CHA), Open Lock (DEX or INT), Psicraft (INT), Taunt (CHA).

Skill Points at 1st Level: (6 + INT modifier) × 4.
Skill Points at Each Additional Level: 6 + INT modifier.

Epic Soulknife Bonus feat list: Blinding Speed, Epic Dodge, Epic Expanded Knowledge, Epic Psionic Focus, Epic Speed, Epic [Spell] Power Penetration, Improved Combat [Casting] Manifestation, Improved Combat Reflexes, Improved Metapsionics, Improved Power Capacity, Improved Sneak Attack, Legendary Climber, Legendary Leaper, Perfect Health, Perfect Mind Bow, Permanent Psionic Emanation, Polyglot, Power Knowledge, Psicrystal Power, Self-Concealment, Sneak Attack of Opportunity, [Spell] Power Opportunity, Spellcasting Harrier, Storm of Throws, Superior Initiative, Tenacious [Magic] Psionics.

The Soulknife
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Power
Pts./Day
Powers Known Maximum Power
Level Known
1st +0 +0 +2 +2 Mind Blade, Weapon Focus (Mind Blade) 2 0 -
2nd +1 +0 +3 +3 Throw Mind Blade 2 0 -
3rd +2 +1 +3 +3 Sneak Attack +1d6 2 0 -
4th +3 +1 +4 +4 +1 Mind Blade, Imbue Mind Blade 2 1 1st
5th +3 +1 +4 +4 Free Draw, Shape Mind Blade 3 1 1st
6th +4 +2 +5 +5 Sneak Attack +2d6, Mind Blade Enhancement +1 4 2 1st
7th +5 +2 +5 +5 Speed of Thought 5 2 1st
8th +6/+1 +2 +6 +6 Bladewind, +2 Mind Blade 8 3 2nd
9th +6/+1 +3 +6 +6 Greater Weapon Focus (Mind Blade), Sneak Attack +3d6 11 3 2nd
10th +7/+2 +3 +7 +7 Mind Blade Enhancement +2 14 4 2nd
11th +8/+3 +3 +7 +7   17 4 2nd
12th +9/+4 +4 +8 +8 +3 Mind Blade, Sneak Attack +4d6 22 5 3rd
13th +9/+4 +4 +8 +8 Knife to the Soul 27 5 3rd
14th +10/+5 +4 +9 +9 Mind Blade Enhancement +3 32 6 3rd
15th +11/+6/+1 +5 +9 +9 Sneak Attack +5d6 37 6 3rd
16th +12/+7/+2 +5 +10 +10 +4 Mind Blade 44 7 4th
17th +12/+7/+2 +5 +10 +10 Multiple Throw 51 7 4th
18th +13/+8/+3 +6 +11 +11 Mind Blade Enhancement +4, Sneak Attack +6d6 58 8 4th
19th +14/+9/+4 +6 +11 +11   65 8 4th
20th +15/+10/+5 +6 +12 +12 +5 Mind Blade 72 9 4th
21st +15/+10/+5* +6$ +12$ +12$ Sneak Attack +7d6 79 9 4th
22nd +16/+11/+6/+1 +7 +13 +13 Mind Blade Enhancement +5 86 10 4th
23rd +16/+11/+6/+1 +7 +13 +13 Bonus feat 93 10 4th
24th +17/+12/+7/+2 +8 +14 +14 +6 Mind Blade, Sneak Attack +8d6 100 11 4th
25th +17/+12/+7/+2 +8 +14 +14   100 11 4th
26th +18/+13/+8/+3 +9 +15 +15 Bonus feat, Mind Blade Enhancement +6 100 11 4th
27th +18/+13/+8/+3 +9 +15 +15 Sneak Attack +9d6 100 11 4th
28th +19/+14/+9/+4 +10 +16 +16 +7 Mind Blade 100 11 4th
29th +19/+14/+9/+4 +10 +16 +16 Bonus feat 100 11 4th
30th +20/+15/+10/+5 +11 +17 +17 Mind Blade Enhancement +7, Sneak Attack +10d6 100 11 4th
31st +20/+15/+10/+5 +11 +17 +17   100 11 4th
32nd +21/+16/+11/+6 +12 +18 +18 Bonus feat, +8 Mind Blade 100 11 4th
33rd +21/+16/+11/+6 +12 +18 +18 Sneak Attack +11d6 100 11 4th
34th +22/+17/+12/+7 +13 +19 +19 Mind Blade Enhancement +8 100 11 4th
35th +22/+17/+12/+7 +13 +19 +19 Bonus feat 100 11 4th
36th +23/+18/+13/+8 +14 +20 +20 +9 Mind Blade, Sneak Attack +12d6 100 11 4th
37th +23/+18/+13/+8 +14 +20 +20   100 11 4th
38th +24/+19/+14/+9 +15 +21 +21 Bonus feat, Mind Blade Enhancement +9 100 11 4th
39th +24/+19/+14/+9 +15 +21 +21 Sneak Attack +13d6 100 11 4th
40th +25/+20/+15/+10 +16 +22 +22 +10 Mind Blade 100 11 4th

*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.

The Swashbuckler

Swashbucklers are warriors specially trained for finesse, using their minds as much as their bodies to strike their foes down. Taeran Swashbucklers do this in a highly magical, highly psionic world. To survive, they have had to develop extra skills and powers that their brethren in other realms do not. They get all the special abilities that Swashbucklers of other worlds do (i.e. the Insightful Strike ability, Grace, Acrobatic Charge, and so forth), but being creatures of their world, they have inner magical and psionic potential that eventually manifests itself in spite of the lack of training to do so.

The magical potential manifests itself in two ways. First, at 12th level, a Swashbuckler is allowed to take the Craft Magic Arms & Armor feat, whether or not the character has taken any spellcasting levels. However, the only power a pure Swashbuckler can infuse into a weapon or armor this way is an enhancement bonus. Like spellcasters, a Swashbuckler who crafts a magical weapon or piece of armor is limited to an enhancement bonus equal to 1/3 his or her class level, rounded down- however, a Swashbuckler is further limited, by being considered a spellcaster of the Swashbuckler class level minus 9. Thus, a 12th level Swashbuckler is only able to craft +1 weapons or armor this way, but a 15th level character can craft +2 items, an 18th level character +3, and so on. Swashbucklers can never take the Craft Minor Artifact feat with only Swashbuckler levels, so they are limited to +5 in any case (at 24th level).

Second, at 16th level, a Swashbuckler's magical potential links to the character's internal desire and training to avoid enemy strikes in the form of a permanent field of deflecting energy, much like that provided by a Ring of Protection. This grants the Swashbuckler a +1 deflection bonus to AC, which cannot be dispelled or removed in any way except by the character entering an area of Dead Magic or Anti-Magic. Furthermore, this field is generated in such a manner that should the Swashbuckler acquire and use a magical or psionic item that also grants a deflection bonus to AC, it instead acts as an enhancement bonus to the Deflecting Force that the character has as a class ability; thus, a 16th-level Swashbuckler wearing a Ring of Protection +3 has a +4 total deflection bonus to AC (but keep in mind that the Ring, unlike the class ability, can be suppressed by Dispel Magic and similar effects). At 21st level, and every 5th level thereafter, the Swashbuckler's Deflecting Force improves, gaining a further +1 bonus each time as shown in the table below.

The psionic potential manifests itself in three ways. First, Swashbucklers get 1 power point at 9th level, which makes them psionic creatures able to take Psionic feats, even if they do not have any levels in psionic manifesting classes and even though they do not actually gain psionic powers from Swashbuckler levels. Swashbucklers do not gain bonus power points from having Swashbuckler levels. The second way a Swashbuckler's psionic potential intrudes into the normal class progression of Swashbuckler abilities is that the character is allowed, starting at 12th level, to take Craft Psionic Arms & Armor as a feat, even without manifester levels. The mechanics and special rules used for Swashbucklers who take this feat exactly mirror those detailed above for the Craft Magic Arms & Armor feat above; thus, a 15th-level Swashbuckler with Craft Psionic Arms & Armor is able to grant weapons and armor up to a +2 psionic enhancement bonus. Finally, at 18th level, the character gains the ability to use Ubiquitous Vision as a psi-like ability once per day, with a manifester level equal to his or her Swashbuckler level. The character gains a new daily use of this ability at 23rd level, and every 5th level thereafter.

Epic Swashbucklers gain bonus feats at 23rd level, and every 3rd level thereafter. Bonus feats at Epic levels may be Epic feats or normal feats, as described in the Epic-Level Handbook. The list of bonus Epic feats for Swashbucklers is given below.

Added Class Skills: Autohypnosis (WIS), Disguise (CHA), Knowledge (Ancient Technology) (INT), Knowledge (Games and Gambling) (INT), Knowledge (Literature) (INT), Knowledge (Local) (INT), Knowledge (War) (INT), Taunt (CHA), Urban Survival (WIS), Use Ancient Device (WIS).

Epic Swashbuckler Bonus feat list: Additional Magic Item Space, Armor Skin, Blinding Speed, Devastating Critical, Dexterous Fortitude, Dexterous Will, Epic Endurance, Epic Fortitude, Epic Leadership, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Speed, Epic Toughness, Epic Will, Extended Life Span, Improved Combat Reflexes, Improved Weakening Critical, Improved Whirlwind Attack, Improved Wounding Critical, Instant Recharge, Instant Reload, Legendary Climber, Legendary Commander, Legendary Leaper, Legendary Rider, Legendary Wrestler, Master Blaster, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Polyglot, Spellcasting Harrier, Storm of Throws, Superior Initiative, Two-Weapon Rend, Wall Jump.

The Swashbuckler
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +1 +2 +0 +0 Weapon Finesse
2nd +2 +3 +0 +0 Grace +1
3rd +3 +3 +1 +1 Insightful Strike
4th +4 +4 +1 +1  
5th +5 +4 +1 +1 Dodge Bonus +1
6th +6/+1 +5 +2 +2  
7th +7/+2 +5 +2 +2 Acrobatic Charge
8th +8/+3 +6 +2 +2 Improved Flanking
9th +9/+4 +6 +3 +3 1 power point
10th +10/+5 +7 +3 +3 Dodge Bonus +2
11th +11/+6/+1 +7 +3 +3 Grace +2, Lucky
12th +12/+7/+2 +8 +4 +4 Craft (Magic or Psionic) Arms & Armor available
13th +13/+8/+3 +8 +4 +4 Acrobatic Skill Mastery
14th +14/+9/+4 +9 +4 +4 Weakening Critical
15th +15/+10/+5 +9 +5 +5 Dodge Bonus +3
16th +16/+11/+6/+1 +10 +5 +5 Deflecting Force +1
17th +17/+12/+7/+2 +10 +5 +5 Slippery Mind
18th +18/+13/+8/+3 +11 +6 +6 Ubiquitous Vision 1/day
19th +19/+14/+9/+4 +11 +6 +6 Wounding Critical
20th +20/+15/+10/+5 +12 +6 +6 Dodge Bonus +4, Grace +3
21st +20/+15/+10/+5* +12$ +6$ +6$ Deflecting Force +2
22nd +21/+16/+11/+6 +13 +7 +7  
23rd +21/+16/+11/+6 +13 +7 +7 Bonus feat, Ubiquitous Vision 2/day
24th +22/+17/+12/+7 +14 +8 +8  
25th +22/+17/+12/+7 +14 +8 +8 Dodge Bonus +5
26th +23/+18/+13/+8 +15 +9 +9 Bonus feat, Deflecting Force +3
27th +23/+18/+13/+8 +15 +9 +9  
28th +24/+19/+14/+9 +16 +10 +10 Ubiquitous Vision 3/day
29th +24/+19/+14/+9 +16 +10 +10 Bonus feat
30th +25/+20/+15/+10 +17 +11 +11 Dodge Bonus +6
31st +25/+20/+15/+10 +17 +11 +11 Deflecting Force +4
32nd +26/+21/+16/+11 +18 +12 +12 Bonus feat
33rd +26/+21/+16/+11 +18 +12 +12 Ubiquitous Vision 4/day
34th +27/+22/+17/+12 +19 +13 +13  
35th +27/+22/+17/+12 +19 +13 +13 Bonus feat, Dodge Bonus +7
36th +28/+23/+18/+13 +20 +14 +14 Deflecting Force +5
37th +28/+23/+18/+13 +20 +14 +14  
38th +29/+24/+19/+14 +21 +15 +15 Bonus feat, Ubiquitous Vision 5/day
39th +29/+24/+19/+14 +21 +15 +15  
40th +30/+25/+20/+15 +22 +16 +16 Dodge Bonus +8

*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.

The Warlock

Warlocks are people with souls highly charged with supernatural power, who rather than exhibiting it in the normal way (as spontaneous spellcasters or psionic manifesters) instead cause effects to happen through simple application of desire and will. Warlocks do not cast spells or manifest powers, per se, and Spellcraft and Psicraft are useless to determine exactly what a Warlock intends to happen when he or she uses an Invocation, since Warlock Invocations are effectively spell-like abilities. However, it should be noted that the powers of a Warlock are infused with both natural magic and psionic power, and they therefore are treated as both magical and psionic for the purposes of dispelling or suppression (for example, they will not work within either an Anti-Magic or a Null Psionics Zone), and an invocation with a lasting effect can be detected by both Detect Magic and Detect Psionics. Warlock Invocations are subject to a creature's Spell Resistance or Power Resistance, and use whichever of the two numbers is higher when a creature has both. Finally, Warlocks learn skills that are both magical and psionic in "flavor," as shown in their list of added class skills below. Because of their expanded skill repertoire, Taeran Warlocks receive extra skill points per level, as compared with the version presented in Complete Arcane.

Taera features three distinct types of Warlock, whereas most worlds are familiar only with the type whose powers are granted by Fiendish relations (as detailed in Complete Arcane, and now specifically dubbed the Fiendish Warlock). On Taera, the gods are more meddlesome in mortal affairs, and accordingly the Celestial powers have offered some worthy mortals bargains and granted powers similar to those offered by fiends- so Warlocks with Celestial-based powers exist. Also, some mortals traffic with beings from the Far Realm and other unsavory, incomprehensibly remote corners of reality (so to speak); while some of these become Alienists, others become yet a third type of Warlock- typically called the Alienoid Warlock by Taeran scholars. The three types of Warlock have different alignment restrictions in addition to having slightly different Invocation lists; while the standard Fiendish Warlock is restricted to being of any Evil or any Chaotic alignment, the Celestial Warlocks are restricted to being of any Good or any Chaotic alignment. Alienoid Warlocks can be any non-Lawful alignment, though it should be noted that Neutral Good or Neutral Evil Alienoids are exceptionally rare (and the vast majority are Chaotic Neutral). Finally, while Fiendish and Celestial Warlock Invocations are considered Spell-Like Abilities, Alienoid Warlock Invocations are specifically considered Psi-Like Abilities, though this usually makes little or no difference mechanically.

The abilities of the Warlock, aside from changes to Invocation lists for the three types, are essentially unchanged from those presented in Complete Arcane, with two exceptions. The Resilience ability is not specifically called Fiendish Resilience unless the character is a Fiendish Warlock; instead, the Resilience ability for a particular Warlock character is usually named according to the character's Warlock type (that is, an Alienoid Warlock calls it Alien Resilience and a Celestial Warlock calls it Celestial Resilience). The actual ability itself does not change- the character gains the ability to gain Fast Healing for 2 minutes, once per day. Second, the highest tier of Invocations (called Dark Invocations in Complete Arcane) are instead called Supreme Invocations among Taerans- though the three Warlock types usually refer to that tier with different names for each type. Fiendish Warlocks most often call them Dark, just as Complete Arcane suggests, but Celestial Warlocks call them Empyreal Invocations, and Alienoid Warlocks call them Outer Invocations. As with the Fiendish Warlock, the Celestials and Alienoids gain access to the various tiers of Invocations at 1st level and every 5th level thereafter until they have all four, and may "switch out" one known Invocation for another at each level when the character gains access to a new tier. However, Taeran Warlocks (of all three types) gain one more Invocation, and one final chance to change a known one, at 21st level- in contrast to Warlocks of other worlds. Though a Taeran Warlock of 21st level does not gain access to a new tier of Invocations beyond the Supreme, he or she is allowed to "switch out" a known Invocation for a different one at that level, as though he or she were gaining access to a new tier. Taeran Warlocks do not gain the ability to alter any more known Invocations this way after 21st level.

Complete invocation lists for all three Taeran Warlock types are in the Spells & Powers document. As discussed in that document, Invocations not described in Complete Arcane are listed and described with other new spells and psionic powers in the Spells & Powers Descriptions document.

Taeran Warlocks above 20th level may gain Epic feats or normal feats, as described in the Epic-Level Handbook. Bonus feats at these levels may be Epic feats or normal feats. The list of Epic Warlock bonus feats is given below.

Added Class Skills: Autohypnosis (WIS), Knowledge (Psionics) (INT), Lucid Dreaming (WIS), Psicraft (INT), Use Psionic Device (CHA).

Skill Points at 1st Level: (6 + INT modifier) × 4.
Skill Points at Each Additional Level: 6 + INT modifier.

Epic Warlock Bonus feat list: Additional Magic Item Space, Cloak of Insanity, Craft Minor Artifact, Damage Reduction, Efficient Item Creation, Energy Resistance, Epic Ranged Spell Specialization, Epic Spell Penetration, Epic Touch Spell Specialization, Epic Weapon Focus (either Ranged Spell or Touch Spell), Extended Life Span, Fast Healing, Improved Combat Casting, Intensify Spell-Like Ability, Invocation Knowledge, Outer Madness, Perfect Health, Polyglot, Spell Opportunity, Superior Initiative, Tenacious Magic, Ultimate Step, Uncanny Accuracy.

The Warlock
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Invocations
Known
1st +0 +0 +0 +2 Eldritch Blast 1d6, Least Invocations 1
2nd +1 +0 +0 +3 Detect Magic, Detect Psionics 2
3rd +2 +1 +1 +3 Damage Reduction 1/Cold Iron, Eldritch Blast 2d6 2
4th +3 +1 +1 +4 Deceive Item 3
5th +3 +1 +1 +4 Eldritch Blast 3d6 3
6th +4 +2 +2 +5 Lesser Invocation 4
7th +5 +2 +2 +5 Damage Reduction 2/Cold Iron, Eldritch Blast 4d6 4
8th +6/+1 +2 +2 +6 Resilience 1 5
9th +6/+1 +3 +3 +6 Eldritch Blast 5d6 5
10th +7/+2 +3 +3 +7 Energy Resistance 5 6
11th +8/+3 +3 +3 +7 Damage Reduction 3/Cold Iron, Eldritch Blast 6d6, Greater Invocation 7
12th +9/+4 +4 +4 +8 Imbue Item 7
13th +9/+4 +4 +4 +8 Eldritch Blast 7d6, Resilience 2 8
14th +10/+5 +4 +4 +9   8
15th +11/+6/+1 +5 +5 +9 Damage Reduction 4/Cold Iron, Eldritch Blast 8d6 9
16th +12/+7/+2 +5 +5 +10 Supreme Invocation 10
17th +12/+7/+2 +5 +5 +10 Eldritch Blast 9d6 10
18th +13/+8/+3 +6 +6 +11 Resilience 5 11
19th +14/+9/+4 +6 +6 +11 Damage Reduction 5/Cold Iron, Eldritch Blast 10d6 11
20th +15/+10/+5 +6 +6 +12 Energy Resistance 10 12
21st +15/+10/+5* +6$ +6$ +12$ Alter Invocation, Eldritch Blast 11d6 13
22nd +16/+11/+6/+1 +7 +7 +13   13
23rd +16/+11/+6/+1 +7 +7 +13 Bonus feat, Damage Reduction 6/Cold Iron, Eldritch Blast 12d6 13
24th +17/+12/+7/+2 +8 +8 +14   13
25th +17/+12/+7/+2 +8 +8 +14 Eldritch Blast 13d6 13
26th +18/+13/+8/+3 +9 +9 +15 Bonus feat 13
27th +18/+13/+8/+3 +9 +9 +15 Damage Reduction 7/Cold Iron, Eldritch Blast 14d6 13
28th +19/+14/+9/+4 +10 +10 +16   13
29th +19/+14/+9/+4 +10 +10 +16 Bonus feat, Eldritch Blast 15d6 13
30th +20/+15/+10/+5 +11 +11 +17 Energy Resistance 15 13
31st +20/+15/+10/+5 +11 +11 +17 Damage Reduction 8/Cold Iron, Eldritch Blast 16d6 13
32nd +21/+16/+11/+6 +12 +12 +18 Bonus feat 13
33rd +21/+16/+11/+6 +12 +12 +18 Eldritch Blast 17d6 13
34th +22/+17/+12/+7 +13 +13 +19   13
35th +22/+17/+12/+7 +13 +13 +19 Bonus feat, Damage Reduction 9/Cold Iron, Eldritch Blast 18d6 13
36th +23/+18/+13/+8 +14 +14 +20   13
37th +23/+18/+13/+8 +14 +14 +20 Eldritch Blast 19d6 13
38th +24/+19/+14/+9 +15 +15 +21 Bonus feat 13
39th +24/+19/+14/+9 +15 +15 +21 Damage Reduction 10/Cold Iron, Eldritch Blast 20d6 13
40th +25/+20/+15/+10 +16 +16 +22 Energy Resistance 20 13

*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.

The Wilder

Taerans are more powerful psionically than creatures from other Material worlds. Because of this, Taeran Wilders understand their powers better, and take more time to develop them, than the version given in the Expanded Psionics Handbook does. Also, Taeran Gem Dragons (and others who manifest psionic powers) do so as Wilders rather than Psions, as it is an instinctive thing for them rather than a matter of long and careful study.

Reflecting the above, Wilders of Taera have several significant differences from their offworld counterparts. The most obvious is access (starting at 21st level) to psionic abilities of incredible power, called Ultrapsionics. Just as magic-users long ago learned to go beyond the normal limits of spell power, so too did psionicists learn how to reach beyond the normal limits of mental power. Ultrapsionic powers are effectively 10th or higher level, and are not learned as normal powers are- rather, they must be taken as feats. Wilders may take Ultrapsionic power feats that they fulfill the prerequisites for beginning at 21st level.

Furthermore, since psionics are such a refined art on Taera, Wilders have more and better chances to learn and explore their gifts than those in other worlds. Taeran Wilders gain more powers, and learn them at the rate shown in the table below rather than at every even-numbered level. They still stop learning new powers, except through feats, at 20th level. Also, at 1st level (and only 1st level), a Wilder may gain Psicrystal Affinity as a bonus feat; if the character does not choose to take a psicrystal at 1st level, then this bonus feat slot is forever lost and the feat must be taken normally later on in the character's career.

Because the term "Wild Surge" has a special meaning on Taera (specifically, it refers to an uncontrolled release of Wild Magic), the Wilder ability of the same name is instead called the Psychic Rage by Taerans. Furthermore, at 20th level, the Wilder achieves supreme control over the emotions and passions expressed during a Psychic Rage, and no longer suffers any chance of Psychic Enervation after making one (just as a Barbarian eventually is no longer winded after a Barbarian Rage). This ability is most often called the Perfect Rage by those scholars who know about it.

Taeran Wilders above 20th level gain bonus feats, as most classes given in the Epic-Level Handbook do. Bonus feats at these levels may be Epic feats or normal feats, as described in that book. Wilders gain a bonus feat at every 5th level above 20th (that is, 25th, 30th, etc.). The list of Wilder bonus feats is given below.

Added Class Skills: Lucid Dreaming (WIS).

Epic Wilder Bonus feat list: Automatic Quicken Power, Craft Major Artifact, Craft Minor Artifact, Efficient Item Creation, Epic [Spell] Power Penetration, Extra Concentration, Improved Combat [Casting] Manifestation, Improved Manifestation, Improved Power Capacity, Intensify Power, Multiply Power, Multipower, Permanent Psionic Emanation, [Spell] Power Opportunity, [Spell] Power Stowaway, Tenacious [Magic] Psionics.

The Wilder
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Power
Pts./Day
Powers Known Maximum Power
Level Known
1st +0 +0 +0 +2 Psicrystal Affinity, Psychic Rage +1, Psychic Enervation 2 1 1st
2nd +1 +0 +0 +3 Elude Touch 6 2 1st
3rd +1 +1 +1 +3 Psychic Rage +2 11 3 1st
4th +2 +1 +1 +4 Surging Euphoria +1 17 4 2nd
5th +2 +1 +1 +4 Volatile Mind (1 power point) 25 5 2nd
6th +3 +2 +2 +5   35 6 3rd
7th +3 +2 +2 +5 Psychic Rage +3 46 7 3rd
8th +4 +2 +2 +6   58 8 4th
9th +4 +3 +3 +6 Volatile Mind (2 power points) 72 9 4th
10th +5 +3 +3 +7   88 10 5th
11th +5 +3 +3 +7 Psychic Rage +4 106 11 5th
12th +6/+1 +4 +4 +8 Surging Euphoria +2 126 12 6th
13th +6/+1 +4 +4 +8 Volatile Mind (3 power points) 147 12 6th
14th +7/+2 +4 +4 +9   170 13 7th
15th +7/+2 +5 +5 +9 Psychic Rage +5 195 14 7th
16th +8/+3 +5 +5 +10   221 15 8th
17th +8/+3 +5 +5 +10 Volatile Mind (4 power points) 250 15 8th
18th +9/+4 +6 +6 +11   280 16 9th
19th +9/+4 +6 +6 +11 Psychic Rage +6 311 17 9th
20th +10/+5 +6 +6 +12 Perfect Rage, Surging Euphoria +3 343 18 9th
21st +10/+5* +6$ +6$ +12$ Ultrapsionics, Volatile Mind (5 power points) 343 18 Ultra
22nd +11/+6/+1 +7 +7 +13   343 18 Ultra
23rd +11/+6/+1 +7 +7 +13 Psychic Rage +7 343 18 Ultra
24th +12/+7/+2 +8 +8 +14   343 18 Ultra
25th +12/+7/+2 +8 +8 +14 Bonus feat, Volatile Mind (6 power points) 343 18 Ultra
26th +13/+8/+3 +9 +9 +15   343 18 Ultra
27th +13/+8/+3 +9 +9 +15 Psychic Rage +8 343 18 Ultra
28th +14/+9/+4 +10 +10 +16 Surging Euphoria +4 343 18 Ultra
29th +14/+9/+4 +10 +10 +16 Volatile Mind (7 power points) 343 18 Ultra
30th +15/+10/+5 +11 +11 +17 Bonus feat 343 18 Ultra
31st +15/+10/+5 +11 +11 +17 Psychic Rage +9 343 18 Ultra
32nd +16/+11/+6/+1 +12 +12 +18   343 18 Ultra
33rd +16/+11/+6/+1 +12 +12 +18 Volatile Mind (8 power points) 343 18 Ultra
34th +17/+12/+7/+2 +13 +13 +19   343 18 Ultra
35th +17/+12/+7/+2 +13 +13 +19 Bonus Feat, Psychic Rage +10 343 18 Ultra
36th +18/+13/+8/+3 +14 +14 +20 Surging Euphoria +5 343 18 Ultra
37th +18/+13/+8/+3 +14 +14 +20 Volatile Mind (9 power points) 343 18 Ultra
38th +19/+14/+9/+4 +15 +15 +21   343 18 Ultra
39th +19/+14/+9/+4 +15 +15 +21 Psychic Rage +11 343 18 Ultra
40th +20/+15/+10/+5 +16 +16 +22 Bonus feat 343 18 Ultra

*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.

The Wizard

Taeran Wizards are part of an almost unimaginably ancient tradition of magic that reaches back into the dim pre-Golden Age history of the world. For as long as history has been recorded on the world, there have been Wizards, and Wizards have played key roles in shaping the events that affected the developing (and later, recovering) planet. The Taeran civilization during the Golden Age was rules primarily by immortal Wizards of tremendous power, and it is still rumored today that some of the members of the ancient Council still watch over the planet and guide events from the shadows behind thrones. Everything on Taera has at one time or another been shaped or affected by magic, due to the ever-present power of the Matrix which all spellcasters draw the effects of their spells from; even the three most powerful Ruling Gods of the Thirty are all gods of Magic. In short, magic is one of the central pillars of Taeran existence, and Wizards are its best-known and most respected practitioners.

The lives of Wizards of Taera are lived similarly to those of Wizards on other worlds, but Taerans have a few supplemental abilities which need to be noted. First, Taerans have two magical traditions- Structured Magic, and Wild Magic. The differences between these two forms of magic are noted in the Rules document, in the Wild Magic section, but the short version is that Taeran Wizards make a choice at the beginning of their careers similar to the choice made by Neutral Clerics (whether to channel Positive or Negative energy). While not, perhaps, as far-reaching in effect as the choice of which energy type to use (all Wizards, Structured and Wild both, use the same energy), it can have significant effects on the choices a Wizard makes as he or she continues the path of study. Only after the choice of whether to become Wild or Structured is made, does a Taeran Wizard choose whether to become a school specialist or not.

Second, there are nine schools of magic on Taera, rather than the more commonly known eight. The ninth school is called Location, and it too is detailed in the Rules document. This school, according to legend, originated with the god Damok himself, which might explain why it doesn't appear in the magical traditions of any other world where he is not worshipped. Specialists in Location give up the ability to cast spells of certain schools in return for increased ability in their chosen school, just like specialists of the other eight schools.

Thirdly, and most significantly for the place of Wizards in history, is the fact that Taeran Wizards can draw upon spells of epic power called Ultramagic. These mighty dweomers are unknown on other worlds, but have played a significant role in the development of Taera- it is known, for instance, that Ultramages (wizards able to use this incredible power) who joined the ruling Council of Immortals during the Golden Age had to know a specific Ultramagic spell in order to be able to join- the spell which gave them their Immortality. Taeran Wizards who reach a high enough level gain access to Ultramagic automatically. See the Ultramagic section in the Rules document for more details. The Wizard's number of Ultramagic slots is shown in the "U" (for Ultramagic) column in the table below.

Finally, Taeran Wizards have much more history and knowledge to draw upon in their quest for personal achievement and power, and therefore are able to gain bonus feats more quickly then Wizards of other, less developed, worlds. Taeran Wizards gain a bonus feat every four levels, rather than every five. The bonus feat gained must still be a Metamagic or magical Item Creation feat, or can be the special Spell Mastery feat. Wizards who advance beyond 20th level begin gaining bonus feats faster- the bonus feats after 20th come every three levels, rather than every four.

Taeran Wizards above 20th level gain bonus feats more quickly, at the same rate given in the Epic-Level Handbook. Bonus feats at these levels may be Epic feats or normal feats, as described in that book.

Added Class Skills: Lucid Dreaming (WIS).

The Wizard
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 Bonus Feat 4 3 2 - - - - - - - -
5th +2 +1 +1 +4   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 Bonus Feat 4 4 3 3 2 - - - - - -
9th +4 +3 +3 +6   4 4 4 3 2 1 - - - - -
10th +5 +3 +3 +7   4 4 4 3 3 2 - - - - -
11th +5 +3 +3 +7   4 4 4 4 3 2 1 - - - -
12th +6/+1 +4 +4 +8 Bonus Feat 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   4 4 4 4 4 4 3 2 1 - -
16th +8/+3 +5 +5 +10 Bonus Feat 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 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   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.