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