Players handbook 2 pdf

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D&D Player's Handbook II PDF

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D&D Player's Handbook II PDF

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Frequently Asked Questions

When did the Player's Handbook 2 come out?

The Player's Handbook 2 is a 4th edition Dungeons & Dragons core rulebook published in March The book introduces the primal power source, and the primal classes barbarian, druid, shaman, and warden.

What's the name of the 5e Players Handbook?

DnD 5e Players Handbook (BnW OCR) DnD 5e Players Handbook (BnW OCR) DnD 5e Players Handbook (BnW OCR) DnD 5e Players Handbook (BnW OCR) DnD 5e Players Handbook (BnW OCR)

Who is the illustrator of the Player's Handbook 2?

The front cover of the Player's Handbook 2, illustrated by Daniel Scott . The Player's Handbook 2 is a 4th edition Dungeons & Dragons core rulebook published in March The book introduces the primal power source, and the primal classes barbarian, druid, shaman, and warden.

Who are the classes in the player's handbook?

The book introduces the primal power source, and the primal classes barbarian, druid, shaman, and warden. It also introduces the deva, gnome, goliath, half-orc, and shifter races, the avenger, bard, invoker, and sorcerer classes, and racial paragon paths .

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D&D - Players Handbook II [OEF]

Supplement



David Noonan

CREDITS

DESIGN SENIOR ART DIRECTOR D&D

DAVID NOONAN STACY LONGSTREET

ADDITIONAL DESIGN ART DIRECTOR D&D

FRANK BRUNNER, LUKE JOHNSON, KARIN JAQUES
ROBERT J. SCHWALB
COVER ARTIST
DEVELOPMENT TEAM
DAN SCOTT
ANDY COLLINS, JESSE DECKER, MIKE MEARLS,
STEPHEN SCHUBERT INTERIOR ARTISTS

EDITORS STEVE BELLEDIN, STEVE ELLIS,
EMILY FIEGENSCHUH, CARL FRANK,
MICHELE CARTER, JOHN D. RATELIFF, RALPH HORSLEY, DAVID HUDNUT,
M. ALEXANDER JURKAT, PENNY WILLIAMS MICHAEL KOMARCK, HOWARD LYON,
MIKE MAY, JIM NELSON, LUCIO PARILLO,
EDITING MANAGER ERIC POLAK, STEVE PRESCOTT, MIKE SCHLEY,
RON SPENCER, FRANZ VOHWINKEL,
KIM MOHAN EVA WIDERMANN

DESIGN MANAGER CARTOGRAPHER

CHRISTOPHER PERKINS MIKE SCHLEY

DEVELOPMENT MANAGER GRAPHIC DESIGNERS

JESSE DECKER DEE BARNETT, KARIN JAQUES

DIRECTOR OF RPG R&D GRAPHIC PRODUCTION SPECIALIST

BILL SLAVICSEK ERIN DORRIES

PRODUCTION MANAGERS IMAGE TECHNICIAN

JOSH FISCHER, RANDALL CREWS CHRISTINA WILEY

Some information in this book is taken from or derived from these sources: Complete Adventurer by Jesse Decker; Complete Ar-
cane by Richard Baker; Complete Divine by David Noonan; Complete Warrior by Andy Collins, David Noonan, and Ed Stark; and
Defenders of the Faith by Rich Redman and James Wyatt.

Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS
game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

This product uses updated material from the v revision.

This WIZARDS OF THE COAST® game product contains no Open Game Content. No portion of this work may be reproduced in any
form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.
wizards.com/d20

U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS
& LATIN AMERICA
Wizards of the Coast, Inc. Hasbro UK Ltd
P.O. Box Caswell Way
Renton, WA
+ Newport, Gwent NP9 0YH

ISBN GREAT BRITAIN
–––EN Please keep this address for your records



First Printing: May ISBN

DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, d20, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, all other Wizards of
the Coast product names, and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries. This material is protected under the copyright
laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission
of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.A.
© Wizards of the Coast, Inc.

Visit our website at www.wizards.com/dnd

Contents Martyr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Brightmantle Weapon Forge TABLE OF
Mercenary . . . . . . . . . . . . . . . . . . . . . . . . . . . and Trading Consortium . . . . . . . . . . . CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Orphan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
What You Need to Play . . . . . . . . . . . . . . . . . . . . .4 Prophet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Caravan of Shadows . . . . . . . . . . . . . . . . . .
Rebel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Castle Mairo . . . . . . . . . . . . . . . . . . . . . . . . .
Chapter 1: New Classes . . . . . . . . . . . . . . . . . . . . .5 Renegade . . . . . . . . . . . . . . . . . . . . . . . . . . . . The Chalice . . . . . . . . . . . . . . . . . . . . . . . . . .
New Starting Packages . . . . . . . . . . . . . . . . . .5 Royalty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Darkspire College of Thaun. . . . . . . . . . .
Sage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dragon Island . . . . . . . . . . . . . . . . . . . . . . . .
Beguiler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 Savage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Elves of the High Forest . . . . . . . . . . . . . .
Beguiler Spell List. . . . . . . . . . . . . . . . . . . . . Seeker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The Golden Helm Guild . . . . . . . . . . . . . .
Simple Soul . . . . . . . . . . . . . . . . . . . . . . . . . . The Land of Honor . . . . . . . . . . . . . . . . . . .
Dragon Shaman . . . . . . . . . . . . . . . . . . . . . . . . . . Strategist . . . . . . . . . . . . . . . . . . . . . . . . . . . . Merata Kon . . . . . . . . . . . . . . . . . . . . . . . . . .
Duskblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Theorist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The One and the Five . . . . . . . . . . . . . . . . .
Knight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Trickster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Restenford Guild of Insurers,
Wanderer . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ex-Knights. . . . . . . . . . . . . . . . . . . . . . . . . . . . Personality Traits . . . . . . . . . . . . . . . . . . . . . . . Solicitors, and Beggars . . . . . . . . . . . . .
Being a Good Player at the Table . . . . . . . . . Restenford Sewerworkers Guild . . . . . .
Chapter 2: Expanded Classes . . . . . . . . . . . . . Managing the Paperwork . . . . . . . . . . . . . Sharulhensa, the Alabaster Towers . . . .
New Starting Packages . . . . . . . . . . . . . . . . Rolling Conventions . . . . . . . . . . . . . . . . . Sun Fane. . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Respect the Spotlight. . . . . . . . . . . . . . . . . The Thunder Sail Argosy . . . . . . . . . . . . .
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Other Concerns . . . . . . . . . . . . . . . . . . . . . . Wintervein Dwarves . . . . . . . . . . . . . . . . .
Bard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Talk About Your Character. . . . . . . . . . . . Creating Your Own Affiliations. . . . . . . . . .
Cleric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Example of Play . . . . . . . . . . . . . . . . . . . . . . . . .
Druid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chapter 6: The Adventuring Group . . . . . .
Favored Soul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Party Backgrounds . . . . . . . . . . . . . . . . . . . . . . Chapter 8: Rebuilding Your Character . . .
Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Charter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Retraining . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Hexblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Childhood Friendship . . . . . . . . . . . . . . . . Class Feature Retraining . . . . . . . . . . . . .
Marshal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chosen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Feat Retraining . . . . . . . . . . . . . . . . . . . . . .
Monk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Circumstance . . . . . . . . . . . . . . . . . . . . . . . . Language Retraining . . . . . . . . . . . . . . . . .
Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Organization. . . . . . . . . . . . . . . . . . . . . . . . . Skill Retraining . . . . . . . . . . . . . . . . . . . . . .
Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Building the Party . . . . . . . . . . . . . . . . . . . . . . Spell or Power Retraining . . . . . . . . . . . .
Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Adventuring Party Basics . . . . . . . . . . . . . Substitution Level Retraining . . . . . . . .
Scout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Being a Team Player . . . . . . . . . . . . . . . . . . Rebuilding. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Sorcerer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Teamwork Benefits . . . . . . . . . . . . . . . . . . . . . . Ability Score Rebuilding . . . . . . . . . . . . .
Swashbuckler . . . . . . . . . . . . . . . . . . . . . . . . . . . . What is a Teamwork Benefit?. . . . . . . . . . Class Level Rebuilding . . . . . . . . . . . . . . .
Warlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The Team Roster . . . . . . . . . . . . . . . . . . . . . Race Rebuilding . . . . . . . . . . . . . . . . . . . . .
Warmage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Teamwork Benefit Descriptions. . . . . . . . . . Template Rebuilding . . . . . . . . . . . . . . . . .
Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Awareness . . . . . . . . . . . . . . . . . . . . . . . . . . . Rebuild Quests . . . . . . . . . . . . . . . . . . . . . . . . .
Camp Routine . . . . . . . . . . . . . . . . . . . . . . . Rebuild Quests in the Game . . . . . . . . . .
Chapter 3: New Feats . . . . . . . . . . . . . . . . . . . . . Circle of Blades. . . . . . . . . . . . . . . . . . . . . . . The Gates of Dawn (Levels 6–8) . . . . . . .
General Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . Crowded Charge . . . . . . . . . . . . . . . . . . . . . The Necrotic Cradle (Levels 13–15) . . .
Ceremony Feats . . . . . . . . . . . . . . . . . . . . . . . . . . Cunning Ambush . . . . . . . . . . . . . . . . . . . .
Combat Form Feats. . . . . . . . . . . . . . . . . . . . . . . Cunning Ambush, Improved . . . . . . . . . Appendix: Quick PC and NPC Creation. . .
Divine Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Expert Mountaineers. . . . . . . . . . . . . . . . . 1. Choose a Class . . . . . . . . . . . . . . . . . . . . . . . .
Heritage Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . Foe Hunting . . . . . . . . . . . . . . . . . . . . . . . . . 2. Determine Ability Scores . . . . . . . . . . . . .
Metamagic Feats . . . . . . . . . . . . . . . . . . . . . . . . . Group Trance . . . . . . . . . . . . . . . . . . . . . . . . 3. Pick Your Race. . . . . . . . . . . . . . . . . . . . . . . .
Tactical Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . Indirect Fire . . . . . . . . . . . . . . . . . . . . . . . . . 4. Pick Your Skills . . . . . . . . . . . . . . . . . . . . . . .
Like a Rock . . . . . . . . . . . . . . . . . . . . . . . . . . Skill Priority Lists . . . . . . . . . . . . . . . . . . . .
Chapter 4: New Spells . . . . . . . . . . . . . . . . . . . . Massed Charge . . . . . . . . . . . . . . . . . . . . . . . 5. Pick Your Feats . . . . . . . . . . . . . . . . . . . . . . .
Dual-School Spells . . . . . . . . . . . . . . . . . . . . Missile Volley . . . . . . . . . . . . . . . . . . . . . . . . 6. Miscellaneous Characteristics. . . . . . . . .
The Polymorph Subschool . . . . . . . . . . . . . Steadfast Resolve . . . . . . . . . . . . . . . . . . . . . 7. Choose Equipment . . . . . . . . . . . . . . . . . . . .
Superior Team Effort . . . . . . . . . . . . . . . . . A la Carte Shopping . . . . . . . . . . . . . . . . . .
Chapter 5: Building Your Identity . . . . . . . Team Melee Tactics. . . . . . . . . . . . . . . . . . . Equipment by Level . . . . . . . . . . . . . . . . . .
Character Background . . . . . . . . . . . . . . . . . . Team Rush . . . . . . . . . . . . . . . . . . . . . . . . . . . 8. Pick Your Spells. . . . . . . . . . . . . . . . . . . . . . .
Artisan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Team Shield Maneuver . . . . . . . . . . . . . . . Suggested Bard Spells . . . . . . . . . . . . . . . .
Ascetic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wall of Steel . . . . . . . . . . . . . . . . . . . . . . . . . Suggested Cleric Spells
Drifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (Positive Energy Channelers*) . . . . . .
Farm Hand. . . . . . . . . . . . . . . . . . . . . . . . . . . Chapter 7: Affiliations . . . . . . . . . . . . . . . . . . . Suggested Druid Spells . . . . . . . . . . . . . . .
Gladiator. . . . . . . . . . . . . . . . . . . . . . . . . . . . . Broadening Your Game. . . . . . . . . . . . . . . . . . Suggested Duskblade Spells . . . . . . . . . .
Guttersnipe . . . . . . . . . . . . . . . . . . . . . . . . . . The Two Categories of Affiliations . . . . Suggested Favored Soul Spells . . . . . . . .
Mariner. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Why Join an Affiliation? . . . . . . . . . . . . . . Suggested Hexblade Spells . . . . . . . . . . .
Noble Scion . . . . . . . . . . . . . . . . . . . . . . . . . . Membership Has Its Privileges . . . . . . . Suggested Marshal Auras . . . . . . . . . . . . .
Soldier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Features of Affiliations . . . . . . . . . . . . . . . Suggested Paladin Spells . . . . . . . . . . . . .
Tribal Origin. . . . . . . . . . . . . . . . . . . . . . . . . Making Affiliations Dynamic. . . . . . . . . Suggested Ranger Spells . . . . . . . . . . . . . .
Personality Archetypes. . . . . . . . . . . . . . . . . . Example Affiliations . . . . . . . . . . . . . . . . . . . . Suggested Sorcerer Spells. . . . . . . . . . . . .
Agent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bloodfist Tribe . . . . . . . . . . . . . . . . . . . . . . . Suggested Warlock Invocations . . . . . . .
Challenger . . . . . . . . . . . . . . . . . . . . . . . . . . . Suggested Wizard Spells. . . . . . . . . . . . . .
Companion . . . . . . . . . . . . . . . . . . . . . . . . . . Random Personalities . . . . . . . . . . . . . . . . . . .
Crusader . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Daredevil . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Explorer . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Innocent. . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Leader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

3

INTRODUCTION Introduction adventurers? The chapter also includes a few new teamwork
benefits, expanding on a concept that was introduced in
When you play a character in a DUNGEONS & DRAGONS® Dungeon Master’s Guide II.
game, it’s all about the choices you make. Every facet of your
character that makes him or her unique is the product of a Characters are defined not only by who they are as indi-
conscious decision on your part. viduals and by the other PCs they travel with, but also by the
relationships they form with likeminded individuals whose
Player’s Handbook II is all about expanding your choices— heritage or interests compel them to follow a common cause.
sometimes in ways you might expect (new classes, new feats) Chapter 7: Affiliations describes a new kind of group that
and other times in ways you might find surprising, such as a characters can belong to—they rise or fall in status within
set of rules for re-engineering your character (about which their affiliations according to their deeds and their qualifi-
we have more to say below). cations, and the most motivated and successful of them all
can even advance to a leadership position. In addition to a
Chapter 1: New Classes expands the roster of standard number of fully fleshed-out example affiliations, this chapter
classes by four, with the addition of the beguiler, the dragon provides guidelines for players and DMs who want to create
shaman, the duskblade, and the knight. Any of these classes affiliations that are unique to their campaign.
would be a fine choice if you want to play a character that
doesn’t fit any of the archetypes that are represented by the Perhaps the most intriguing new concept in this book is
other classes we have published. presented in Chapter 8: Rebuilding Your Character. While
many DMs and players have created house rules for handling
Chapter 2: Alternate Class Options revisits eighteen of situations involving the reselection of feats, reallocation of skill
those other classes—the eleven from the Player’s Handbook ranks, altering ability scores, and so forth, the D&D game has
as well as seven others (such as the scout and the favored never before had official rules on the topic of revising your entire
soul) that made their debuts in supplements. We look at character. So whether your dwarf fighter just regrets a single
these classes with a fresh set of eyes, providing for each one bad feat choice or wishes he were actually a half-orc barbarian
an alternate class feature, three new starting packages, and or an elf sorcerer, Chapter 8 offers rules and advice that covers
a discussion of character themes that are appropriate for the the subject of character rebuilding from start to finish.
class in question. If you’re intrigued by the idea of playing a
cleric who spontaneously casts domain spells instead of cure Finally, an extensive Appendix sets forth an efficient
spells, check out page 37 for the particulars. method for quick generation of new player characters or
NPCs, which (among other things) streamlines the process of
Player’s Handbook II would not be a book worthy of its title if selecting skills and feats. The next time you need a character
it didn’t present new feats and spells. Chapter 3: New Feats in a hurry—or even if you don’t—check out this system.
contains more than additions to the vast selection of feats
in the D&D® game, and Chapter 4: New Spells presents a WHAT YOU NEED TO PLAY
similar number of new choices for spellcasters of all sorts.
Player’s Handbook II makes use of the information in the three
This book starts to blaze its own trail in Chapter 5: Building D&D core rulebooks: Player’s Handbook (PH), Dungeon Master’s
Your Identity, which contains dozens of brief discussions Guide (DMG), and MonsterManual(MM). It also includes material
on how to add more depth and realism to your character’s that expands upon some of the content of several supplements,
background and personality, plus some advice on how best including Complete Warrior, Complete Divine, Complete Arcane,
to fulfill your role as a player at the gaming table. Complete Adventurer, and Miniatures Handbook. Although pos-
session of any or all of these supplements will enhance your
Chapter 6: The Adventuring Group takes a step back enjoyment of this book, they are not strictly necessary for you
in perspective, focusing on the characters who collectively to make use of the vast majority of this book.
make up a particular kind of party. How did these would-
be heroes come together in the first place, and what part
does each one of them play in a well-rounded group of

pqqqqqqqqqqqqqqqqqqqqrs

SWIFT AND IMMEDIATE ACTIONS see page ) is a swift action. Casting a spell with a casting time
of 1 swift action does not provoke attacks of opportunity.
The Miniatures Handbook introduced the concept of a new action
type: the swift action. Likewise, Expanded Psionics Handbook in- Immediate Action: Much like a swift action, an immediate
troduced another new action type: the immediate action. Some action consumes a very small amount of time, but represents a
of the class features, feats, spells, and items in Player’s Handbook larger expenditure of effort and energy than a free action. Unlike
II use these concepts. A description of how they work follows. a swift action, an immediate action can be performed at any
time—even if it’s not your turn.
Swift Action: A swift action consumes a very small amount of
time, but represents a larger expenditure of effort and energy than Using an immediate action on your turn is the same as using a
a free action. You can perform one swift action per turn without swift action, and counts as your swift action for that turn. You cannot
affecting your ability to perform other actions. In that regard, a swift use another immediate action or a swift action until after your next
action is like a free action. However, you can perform only a single turn if you have used an immediate action when it is not currently
swift action per turn, regardless of what other actions you take. your turn (effectively, using an immediate action before your turn is
equivalent to using your swift action for the coming turn). You also
Casting a quickened spell a swift action. In addition, casting any cannot use an immediate action if you are currently flat-footed.
spell with a casting time of 1 swift action (such as blade of blood;

4 pqqqqqqqqqqqqqqqqqqqqrs

Illus. by R. Horsley

his chapter introduces four new standard classes, rather than on more vulnerable allies. No other melee-

each designed to fill a specific niche in the game. oriented class has so much defensive prowess or ability

Like any new classes, they provide players with to influence what foes do in combat, aspects of the game

more options when it’s time to make characters and that are usually the province of spellcasters. While an able

provide DMs with new potential foes to pit against melee combatant, the knight is different in play from all

the PCs. previous melee combat classes because of his control-

Beguiler: The warmage (described in Complete Arcane) is oriented abilities.

an arcane spellcaster who focuses on a tightly themed group

of spells. The beguiler takes that idea and does for enchant- NEW STARTING PACKAGES

ment and illusion spells what the warmage did for evocation. One of the features of Player’s Handbook II is a new treat-

With a dash of transmutation thrown in, the beguiler is the ment for starting packages, expanding on the concept

ultimate versatile spellcaster, with a trick or solution for behind the starting packages previously presented in

every encounter. the Player’s Handbook and other publications. The new

Dragon Shaman: Drawing on the ancient power of classes described in this chapter and the eighteen

dragons, the dragon shaman provides powerful boosts to other classes discussed in Chapter 2 have three start-

every character in the party. The defensive and augmentation ing packages for you to choose from. Each package

abilities of this class allow a group with a dragon shaman to has an evocative title that describes the character’s

adventure without a cleric. role in the party (such as “Defender” or “Controller”)

Duskblade: This class provides melee combat abili- to give you an idea of the concept behind it. Some

ties and arcane spellcasting in equal measure. Although descriptions appear more than once—for example,

other ways to achieve this mix of powers exist, including both the fighter and the ranger have a starting pack-

multiclass characters and prestige classes, the duskblade age called “The Archer.” Some of these titles match

offers this combination from 1st level and throughout all those in Table A–3: Feat Progressions by Party Role

levels of play. (starting on page ), but such similarities do not

Knight: Skilled with armor and shield, a knight controls necessarily extend to the feats recommended. A race

the battlefield in ways that no fighter or paladin ever could is specified for each package, but you can adjust the

and can ensure that foes center their attacks on the knight details to fit any race without too much trouble. 5

Each package specifies a race, ability scores (which include MAKING A BEGUILER

racial modifiers), skills, feats, gear, and if appropriate, spells As a beguiler, you possess many useful skills and spells.

and class features. The skills all have maximum ranks—4 If your adventuring group lacks a rogue, you make a great

ranks in each class skill and 2 ranks in each cross-class skill. substitute for all but the rogue’s melee combat strengths. If

(Cross-class skills are designated by the letters “cc.”) Spells in the group lacks a wizard or other arcane caster, you can also

parentheses are available only if your character’s key ability fill that role with your command of illusions and enchant-

score for spellcasting is high enough to grant a bonus 1st-level ments, although you lack a wizard’s array of spells that deal

spell (or, if the character is a wizard, her Intelligence bonus damage and you possess less spellcasting versatility. Your

is high enough to grant bonus spells in her spellbook). The main strategy should be to control enemies, bolster your

CHAPTER 1 class features section appears only for characters who have allies, and take command of the battlefield.

NEW CLASSES optional class features available at 1st level, such as clerics Abilities: Beguilers have quick wits, deft hands, and

(domains), druids (animal companions), and sorcerers and compelling personalities. You need a high Intelligence to

wizards (familiars). get the most from your spells and skills. A high Charisma

You can use these starting packages in any way you like. You helps you be more convincing in your deceptions, while a

are welcome to swap one skill for another, one feat for another high Dexterity helps you with the sneaky tasks you are likely

(provided that your character meets the prerequisites), one to pursue. Don’t neglect Constitution; although you have the

spell for another, or one piece of gear for another of roughly same Hit Die as a rogue, your Constitution score influences

equivalent value (within 5 gp). With a couple of exceptions, your ability to cast defensively and thus how well you can

the starting packages in this book use only information use your surprise casting class feature.

available in the Player’s Handbook. Thus, if you have access Races: Beguilers can be found among any race, but gnomes

to other rulebooks, you might want to swap out a few feats and half-elves seem to most appreciate the beguilers’ flexible

or weapons for options provided in those publications. The philosophy about truth. Being tricksters and inquisitive by

class features are likewise customizable. nature, gnomes gravitate to the beguiler class due to the

Most packages include the standard adventurer’s kit— interesting deeds it allows them to accomplish. Half-elves,

backpack, belt pouch, bedroll, flint and steel, two sunrods, trapped as they are between the worlds of elves and humans,

ten days worth of trail rations, 50 feet of hempen rope, and find that a beguiler’s abilities help them better exist in both.

waterskin. (Monks don’t get the sunrods because they have Humans, elves, and halflings also foster beguilers in their

too few gp at 1st level.) midst, but dwarves and half-orcs rarely become members of

the class. Dwarves tend to dislike dissembling, and half-orcs

BEGUILER typically lack the mental discipline and likable personality
required to make a good beguiler.
Alignment: The beguilers’ outlook about truth is neither
“You know me. I’m as good as my word, and my life is an open book.”

—said with a straight face by Anastria Nailo, good nor evil, and beguilers of all alignments walk the world.

half-elf beguiler Nevertheless, those well practiced in the arts of deception and

manipulation rarely put much stock in others’ laws, and they

Some hold truth to be the greatest virtue, but it can do often display a self-centered attitude. Lawful good beguilers

more damage than fiction. Everyone lives in a constant are like lawful good necromancers—rare and foreign even

state of deception. White lies, false smiles, and secret to their fellows.

thoughts keep society running smoothly. Honesty is a virtue Starting Gold: 6d4×10 gp ( gp).

only up to a certain point. Beguilers understand these ideas Starting Age: As wizard (PH ).

better than anyone, and they use deception, misunderstand-

ing, and secrets as skillfully as a soldier employs weapons CLASS FEATURES

of war. Your spells and skills make you well suited to espionage and

Beguilers see lying and manipulation as tools. Just as a dungeon delving. In addition to being able to find and disarm

hammer can be used to build a house or crack a skull, deceit traps your group might encounter, you can charm and con-

and the ability to control others can be used for good or ill. found guards, turning what could be dangerous encounters

A lie whispered in the right ear can ruin lives, but a dishon- into simple steps toward your goal. In combat, you can use

est smile and honeyed words can open doors, turn foes into your spells to trick and outmaneuver foes.

friends, and even end wars. Beguilers have reputations as Weapon and Armor Proficiency: Beguilers are proficient

rakes, thieves, spies, and puppet masters, but they can also with all simple weapons plus the hand crossbow, rapier,

be diplomats, peacemakers, or heroic leaders who give hope shortbow, and short sword. Beguilers are proficient with light

in desperate situations. armor, but not with shields.

If you delight in manipulating others, either to their Spells: A beguiler casts arcane spells, which are drawn

disadvantage or for their own good, then the beguiler is the from the beguiler spell list on page When you gain

class for you. More than any other kind of character, you rely access to a new level of spells, you automatically know all

on Charisma-based skills to change the reactions of others, the spells for that level on the beguiler’s spell list. You can

while your other class abilities enable you to catch others off cast any spell you know without preparing it ahead of time.

6 guard with devastating spell-based attacks. Essentially, your spell list is the same as your spells known

Table 1–1: The Beguiler Hit Die: d6

Base

Attack Fort Ref Will — Spells per Day —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Level Bonus Save Save Save Special 0 3 ————————
4 ————————
1st +0 +0 +0 +2 Armored mage, trapfinding 5 5 ————————
6 3 ———————
2nd +1 +0 +0 +3 Cloaked casting (+1 DC), surprise casting 6 6 4 ———————
6 5 3 ——————
3rd +1 +1 +1 +3 Advanced learning 6 6 6 4 ——————
6 6 5 3 —————
4th +2 +1 +1 +4 — 6 6 6 6 4 —————
6 6 6 5 3 ————
5th +2 +1 +1 +4 Silent Spell 6 6 6 6 6 4 ————
6 6 6 6 5 3 ———
6th +3 +2 +2 +5 Surprise casting (move action) 6 6 6 6 6 6 4 ———
6 6 6 6 6 5 3 ——
7th +3 +2 +2 +5 Advanced learning 6 6 6 6 6 6 6 4 —— CHAPTER 1
6 6 6 6 6 6 5 3—
8th +4 +2 +2 +6 Cloaked casting (+2 to overcome SR) 6 6 6 6 6 6 6 6 4— NEW CLASSES

9th +4 +3 +3 +6 — 6

10th +5 +3 +3 +7 Still Spell 6

11th +5 +3 +3 +7 Advanced learning 6

12th +6/+1 +4 +4 +8 — 6

13th +6/+1 +4 +4 +8 — 6

14th +7/+2 +4 +4 +9 Cloaked casting (+2 DC) 6

15th +7/+2 +5 +5 +9 Advanced learning 6

16th +8/+3 +5 +5 +10 — 6

17th +8/+3 +5 +5 +10 — 6

18th +9/+4 +6 +6 +11 — 6

19th +9/+4 +6 +6 +11 Advanced learning 6

20th +10/+5 +6 +6 +12 Cloaked casting (overcomes SR) 6

Class Skills (6 + Int modifier per level, ×4 at 1st level): Appraise, Balance, Bluff, Climb, Concentration, Decipher Script,
Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (arcana),
Knowledge (local), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Speak Language,
Spellcraft, Spot, Swim, Tumble, Use Magic Device.

list. You also have the option of adding to your existing spell A beguiler who beats a trap’s DC by 10 or more with a Dis- 7
list through your advanced learning class feature (see below) able Device check can study a trap, figure out how it works,
as you increase in level. and bypass it (with his allies) without disarming it.

To cast a beguiler spell, you must have an Intelligence Cloaked Casting (Ex): Starting at 2nd level, a beguiler’s
score of 10 + the spell’s level (Int 10 for 0-level spells, Int 11 spells become more effective when cast against an unwary
for 1st-level spells, and so forth). The Difficulty Class for a foe. You gain a +1 bonus to the spell’s save DC when you cast
saving throw against a beguiler’s spell is 10 + the spell’s level + a spell that targets any foe who would be denied a Dexterity
the beguiler’s Int modifier. Like other spellcasters, a beguiler bonus to AC (whether the target actually has a Dexterity
can cast only a certain number of spells of each spell level bonus or not).
per day. The base daily spell allotment is given on Table 1–1.
In addition, you receive bonus spells for a high Intelligence At 8th level, you gain a +2 bonus on rolls made to overcome
score (PH 8). the spell resistance of any affected target.

A beguiler need not prepare spells in advance. You can At 14th level, the bonus to your spell’s save DC increases
cast any spell you know at any time, assuming you have not to +2.
yet used up your spells per day for that spell level.
At 20th level, you become able to automatically overcome
Armored Mage (Ex): Normally, armor of any type the spell resistance of any affected target.
interferes with an arcane spellcaster’s gestures, which
can cause your spells to fail if those spells have a somatic Surprise Casting (Ex): Starting at 2nd level, when you
component. A beguiler’s limited focus and specialized successfully use the Bluff skill to feint in combat, your
training, however, allow you to avoid any chance of arcane target is denied its Dexterity bonus (if it has one) to AC for
spell failure as long as you restrict yourself to light armor. the next melee attack you make against it or the next spell
This training does not extend to any other form of armor, you cast. You must remain in melee with the target, and the
nor does this ability apply to spells gained from other spell- attack must be made or the spell cast on or before your next
casting classes. turn. The target is not considered flat-footed and therefore
can make attacks of opportunity against you if you do not
Trapfinding: Beguilers can use the Search skill to locate cast defensively.
traps when the task has a Difficulty Class higher than
Finding a nonmagical trap has a DC of at least 20, or higher At 6th level, you gain the ability to feint in combat as a move
if it is well hidden. Finding a magic trap has a DC of 25 + the action instead of a standard action. If you have the Improved
level of the spell used to create it. Feint feat, you can now feint in combat as a swift action.

Beguilers can use the Disable Device skill to disarm magic Advanced Learning (Ex): At 3rd level, you can add a
traps. A magic trap typically has a DC of 25 + the level of the new spell to your list, representing the result of personal
spell used to create it. study and experimentation. The spell must be a sorcerer/
wizard spell of the enchantment or illusion school and of
a level no higher than that of the highest-level spell you

CHAPTER 1 already know. Once a new spell is selected, it is forever added beguilers look to Olidammara for obvious reasons, but others
to your spell list and can be cast just like any other spell on prefer Fharlanghn since he shares their love of new begin-
NEW CLASSES your list. nings and travel. Gnome beguilers largely put their faith
in Garl Glittergold, and some nongnome beguilers follow
You gain another new spell at 7th, 11th, 15th, and 19th suit. Many also follow Boccob; the Lord of All Magics cares
level. little to what use beguilers put their spells, and beguilers
prefer it that way. Evil beguilers often join Vecna’s fold—the
Silent Spell: At 5th level, you gain Silent Spell as a Master of All that Is Secret and Hidden welcomes beguilers,
bonus feat. manipulating them toward ever greater acts of villainy even
as they take advantage of their victims.
Still Spell: At 10th level, you gain Still Spell as a bonus
feat. Other Classes
Few know of characters such as yourself because many
PLAYING A BEGUILER beguilers pretend to be something other than what they are,
and you can easily pass as a rogue, bard, wizard, or sorcerer.
Truth lies in the eye of the beholder. Manipulation of Those who learn of the class often have a poor impression
truth—and others’ visions of it—is a part of life. Everyone of beguilers unless they call one a friend. Wizards consider
does it; you just do it better than everyone else. If you nudge characters such as you to be undisciplined and limited in their
someone into doing something he otherwise wouldn’t have
Illus. by S. Prescott done, that person still did the actual deed, and some part
of him must have wanted it done. You trick fools, charm
egocentrics, influence schemers, and control the weak-
willed. In a way, you’re doing them a favor. If they’re clever
enough to figure out they’ve been manipulated, they’ll
be better prepared to defend themselves against the later
manipulations of those who mean them harm. If they don’t
figure it out, they’ll get tricked again, but that’s no concern
of yours. Life is a game that you win by coming out on
top, and the best way to do that is to convince others to
give you a boost.

You might adventure because you desire excitement.
Someone with your smarts gets bored with mundane
pursuits. Alternatively, you might have set off on
a life of adventure after some trick or manipula-
tion gone wrong. You have to keep moving, and
adventuring offers you a regular change of scen-
ery. In any case, a life of adventure allows you
to see new things, meet interesting people,
and garner a name for yourself. Of course,
it might not be your real name, but fame
is fame.

You always look to expand your knowl-
edge and increase your power. You are
clever enough to know there’s always more
to learn. Although you tend to be self-
reliant, you understand the value of
friendship and allies in your
pursuits. Truth might be
mutable, but friends
value honesty and
trust, so you make
sure not to entan-
gle your allies in
your webs of lies
and trickery.

Religion Anastria and Korrik, beguilers
Beguilers favor deities
who share their unfet-
tered outlook and who
would seem to appreciate

8 their schemes and strategies. Most

magic. Knights, paladins, and monks rightly think of you as Languages: Common, Goblin, Orc. CHAPTER 1
untrustworthy. Rangers, dragon shamans, barbarians, and Feat: Improved Initiative, Spell Focus (enchantment).
druids rarely have patience for your prevarications and your Weapons: Short sword (1d6/19–20), NEW CLASSES
enjoyment of civilized society. Rogues, duskblades, sorcer- Armor: Chain shirt (+4 AC).
ers, and fighters tend to be more practical: If your abilities Other Gear: Standard adventurer’s kit, spell component 9
make their jobs easier, then you find a welcome reception. pouch, thieves’ tools, 20 gp.
Bards often find the life led by beguilers fascinating and are
intrigued by a beguiler’s exploits. Package 2: The Investigator
Half-Elf Beguiler
Combat
You’re at your best when you can catch foes unaware. Use Ability Scores: Str 8, Dex 14, Con 10, Int 15, Wis 12, Cha
your spells to hide and disguise yourself and your allies Skills: Bluff, Gather Information, Hide, Move Silently, Open
so that you can employ surprise tactics. If you get into Lock, Search, Sense Motive, Spot.
melee, use the Bluff skill to feint in combat and thus get Languages: Common, Dwarven, Elven, Goblin.
the drop on your enemy with cloaked casting or surprise Feat: Spell Focus (enchantment)
casting. Control the terrain with spells such as grease and Weapons: Rapier (1d6/18–20), shortbow with 20 arrows
fog cloud. Control foes with charm person and dominate (1d6/×3, 60 ft.).
monster spells. Armor: Studded leather (+3 AC).
Other Gear: Standard adventurer’s kit, spell component
Advancement pouch, thieves’ tools, 23 gp.
Remaining a beguiler typically presents the best course of
advancement. The rogue class might seem like a natural Package 3: The Trickster
choice for multiclassing, but you don’t gain much from taking Gnome Beguiler
levels in it. Although it gives you the sneak attack ability, it
detracts from your spellcasting prowess. Ability Scores: Str 10, Dex 14, Con 12, Int 15, Wis 8, Cha
You should assign skill points according to your role in your Skills: Bluff, Disguise, Escape Artist, Hide, Move Silently,
adventuring group. If the group already has a rogue who is Search, Spot, Use Magic Device.
good at finding traps and sneaking about, boost your ranks Languages: Common, Giant, Gnome, Goblin.
in social skills such as Diplomacy and Gather Information. Feat: Spell Focus (illusion).
Remember that you can use spells such as invisibility and Weapons: Morningstar (1d6), light crossbow with 20 bolts
silence for stealth, and spells such as knock and spider climb to (1d6/×3, 60 ft.).
do things for which rogues must use skills. High bonuses in Armor: Scale mail (+4 AC), heavy steel shield (+2 AC).
Bluff and Concentration are a must if you’re going to use the Other Gear: Standard adventurer’s kit, spell component
surprise casting ability. pouch, thieves’ tools, 40 gp.
You have many good options for feats, but be sure to take
Combat Casting, Combat Expertise, and Improved Feint BEGUILERS IN THE WORLD
to get the most from surprise casting and cloaked casting.
Complete Adventurer offers Mobile Spellcasting, a feat that “Just wait ’till I get my hands on her. No one makes a fool of
allows you to cast a spell and move as a single standard Obramus Tumbor!”
action. Combining this with the benefits provided to you by
Improved Feint and the Tumble skill, you could move into —Obramus Tumbor, being made a fool of by a beguiler
melee, feint, and cast a spell that gets the benefit of cloaked
casting or surprise casting. You should also consider taking The beguiler class gives players a chance to play the arche-
the Battle Caster feat from Complete Arcane, which allows a typal trickster. The class provides the skill set of a rogue
beguiler to wear medium armor without spell failure. Com- and a selection of arcane spells without the complications of
bining it with the Armor Proficiency (medium) feat gives balancing multiple classes. Beguilers also make great villains.
you much greater protection. If you’re interested in having By manipulating NPCs and situations the PCs encounter,
a lot of feats, it might be worthwhile to take a level of fighter, an evil beguiler can operate behind the scenes and trick the
since the 1st level of the fighter class gives you proficiency adventurers to his own ends.
with all types of armor and a bonus feat you could use for
Combat Expertise or Improved Feint. Daily Life
The way a beguiler behaves depends on his or her individual
STARTING PACKAGES sense of morality. Some think nothing of adopting false
identities or impersonating others as a matter of course.
Package 1: The Controller They rely on their spells and their charm to get others to
Human Beguiler give them what they want. Other beguilers find themselves
driven to use their powers of persuasion to help people.
Ability Scores: Str 8, Dex 14, Con 12, Int 15, Wis 10, Cha They see the daily troubles of others and can’t help getting
Skills: Bluff, Concentration, Disable Device, Hide, Move involved in solving arguments, matchmaking, and ending
Silently, Open Lock, Search, Sense Motive, Spot. feuds. Regardless of outlook, a beguiler in a civilized area
rarely gets bored. There’s always something to meddle in or
some grand scheme to enact.

CHAPTER 1 Beguilers can become great leaders. With their sharp BEGUILERS IN THE GAME
minds and great charisma, beguilers would be natural leaders
NEW CLASSES were it not for their inconstancy. Beguilers regularly devise Beguilers fit smoothly into any ongoing game, since they are
brilliant plans for espionage or trickery—plans that usually little known and don’t require the insertion of an organiza-
require them to play a major role—but their natural penchant tion into the world or the addition of lots of new mechanics
for improvisation and secrecy often means that such plans to the game. You can have a beguiler first appear as a villain
possess unpredictable elements or key parts hidden from all when players discover a secret manipulator behind foul deeds
other participants. If a beguiler earns the trust of companions, they have been investigating. A beguiler might first appear
they value her leadership. Lacking that trust, a beguiler rarely as a foe and end up an ally, or the reverse could happen. A
leads for long. PC beguiler can be introduced to the party just as any rogue,
bard, or wizard would be.
Notables
Beguilers often gain notoriety for their deeds, although Think of a beguiler as similar to Loki of Norse myth or
usually under a false identity. They earn fame, rather than the Coyote in Native American tales. The player of a beguiler
infamy, when they use their abilities to serve a greater good. wants her to be smooth, sly, smart, likable, and light on her
Anastria Nailo did so when she tricked an entire orc army feet. Keeping this player happy is a matter of helping the
into a box canyon where it could be ambushed, and again player to feel that way. You might be tempted to make the
when she charmed a leader of a city and learned that he player’s schemes go awry because that seems more interest-
had already been charmed by a mind flayer. Since she was ing to you, but instead you should allow good schemes to
pretending to be a famous elf bard at the time, Anastira can work most of the time. Let a player with a beguiler character
still maintain a low profile despite her famous deeds, which feel empowered to try crazy ideas and dangerous plans. If
is just the way she likes it. it becomes too much of a good thing, then that’s when the
guards see through her disguise or the villain allows the
unwitting PCs to infiltrate their way into his clutches.

Organizations Adaptation
Beguilers don’t organize together, but they often join other When adapting the beguiler to your campaign, look at how
organizations, especially thieves guilds and secret political rogues and bards fit into your game. The beguiler fills a
groups. A beguiler joining an organization probably has a similar niche, and any organizations that cater to such classes
specific goal in mind and takes a position that best allows her likely prove helpful for beguilers. A thieves’ guild might have
to attain it. A long-term commitment to such a group rarely a small cabal of beguilers associated with it. The beguilers aid
appeals to a beguiler, but if the organization champions a the guild on any missions that require their magical talents.
cause close to the beguiler’s heart, it can count on her very In return, the beguilers receive protection, a share of the
best efforts. loot, and a headquarters. Young thieves who show a knack
for magic might be shepherded into the beguiler class.
NPC Reactions In a kingdom or land where magic is common, beguilers
Few common folk understand beguilers to be different might replace the typical rogue, diplomat, or spy. A bandit
from sorcerers or wizards who have some rogue training, gang might consist of several beguilers and a number of
and many more mistake them for bards. Beguilers further fighters. In such lands, magic supersedes a rogue’s talent
confuse the issue by regularly adopting false identities with skills.
and hiding their varied abilities. Thus, the reaction a With their talent for deception, a beguiler might have a
beguiler gets from those she meets depends on what she is reputation similar to the ninja. The common folk fear the
pretending to be at the time. Individuals who know about beguilers for their ability to bend minds and to use magic
the beguiler class and the outlook common to its members to slip away from the authorities. Every royal court employs
greet beguilers with an attitude one step more hostile than a few mages charged with using their spells to ferret out
normal. Paladins and knights in particular look poorly beguilers. In this case, the beguilers are secretive, clannish,
upon beguilers, as does anyone who puts great importance and difficult to find. They gather in secret societies and never
in forthrightness. reveal their lore to those whom they do not trust. Becoming
a beguiler is a process of winning the trust of one’s master,
BEGUILER LORE not simply mastering a few simple spells.

Characters with ranks in Knowledge (arcana) can research Sample Encounter
beguilers to learn more about them. When a character makes An encounter with a beguiler should highlight her use of
a skill check, read or paraphrase the following, including the surprise tactics and manipulation of others to do her bidding.
information from lower DCs. In addition to charmed or dominated minions, a beguiler
often gathers allies under false pretenses. Fighting a villain-
DC Beguilers are arcane spellcasters who focus on ous beguiler should be tricky for the PCs, because they will be
illusions and enchantments. They employ deception and forced to figure out who their real enemies are while trying
compulsory magic to get what they want. to avoid hurting innocents whom the beguiler has dragged
into the fight. The PCs might even have to figure out who
DC Beguilers can cast spells in light armor, and they
have many of the skills of rogues.

10

the beguiler is, since disguises and hidden spellcasting come BEGUILER SPELL LIST CHAPTER 1
easily to such a character.
The beguiler’s spell list appears below. Spells printed in this NEW CLASSES
EL 9: Unlike many half-elves, Anastria Nailo always found book are marked with an asterisk.
it easy to live in either human or elf communities. Quick-
witted, perceptive, and naturally empathetic, she could slip 0 Level: dancing lights, daze, detect magic, ghost sound, message,
from an elf’s detached interest to a human’s focused drive as open/close, read magic.
easily as she could switch speaking their languages. Always a
mischievous charmer, Anastria found the beguiler’s abilities 1st Level: charm person, color spray, comprehend languages,
came easily to her and allowed her to do more than play at detect secret doors, disguise self, expeditious retreat, hypnotism, mage
being a human or elf. With the spells she learned, she could armor, obscuring mist, rouse*, silent image, sleep, undetectable
pretend to be anyone and anything from a dwarf miner to a alignment, whelm*.
goblin shaman. For a time she lived as a gadabout, adopting
the lives of the wealthy while they were away or impersonat- 2nd Level: blinding color surge*, blur, daze monster, detect
ing loyal retainers to gain the patronage of important people. thoughts, fog cloud, glitterdust, hypnotic pattern, invisibility,
After foiling the plans of an orc warlord and the plot of a knock, minor image, mirror image, misdirection, see invisibility,
mind flayer accidentally while in the guise of a famous bard, silence, spider climb, stay the hand*, touch of idiocy, vertigo*,
Anastria has gained a taste for heroics, and now she’s looking whelming burst*.
to make a name for herself by helping people—even if she’s
the one who put those people in trouble in the first place. 3rd Level: arcane sight, clairaudience/clairvoyance, crown of
veils*, deep slumber, dispel magic, displacement, glibness, halt*,
Anastria Nailo CR 9 haste, hesitate*, hold person, inevitable defeat*, invisibility sphere,
legion of sentinels*, major image, nondetection, slow, suggestion,
Female half-elf beguiler 9 vertigo field*, zone of silence.

CN Medium humanoid (elf) 4th Level: charm monster, confusion, crushing despair,
freedom of movement, greater invisibility, greater mirror image*,
Init +2 locate creature, mass whelm*, phantom battle*, rainbow pattern,
solid fog.
Senses low-light vision; Listen +6, Spot +7
5th Level: break enchantment, dominate person, feeblemind,
Languages Common, Dwarven, Elven, Gnome, Halfling, Orc friend to foe*, hold monster, incite riot*, mind fog, Rary’s telepathic
bond, seeming, sending, swift etherealness*.
AC 18, touch 12, flat-footed 16
(+2 Dex, +6 armor) 6th Level: greater dispel magic, mass suggestion, mislead,
overwhelm*, repulsion, shadow walk, true seeing, veil.
hp 43 (9 HD)
Immune sleep 7th Level: ethereal jaunt, greater arcane sight, mass hold person,
Fort +5, Ref +6, Will +7 (+9 against enchantments) mass invisibility, phase door, power word blind, project image,
spell turning.
Speed 30 ft. (6 squares)
Melee +1 rapier +7 (1d6/18–20) or 8th Level: demand, discern location, mind blank, moment of
Melee touch +6 (spell) prescience, power word stun, scintillating pattern, screen.
Ranged mwk light crossbow +7 (1d8/19–20)
Base Atk +4; Grp +3 9th Level: dominate monster, etherealness, foresight, mass hold
Atk Options Combat Expertise, Improved Feint, Still Spell, monster, power word kill, time stop.

surprise casting* DRAGON SHAMAN
Combat Gear potion of bless weapon, potion of shield of
“I possess a dragon’s power. Beware lest you awaken that
faith +3 dragon’s wrath.”
Beguiler Spells Known (CL 9th):
—Kalia, last and greatest dragon shaman
4th (5/day)—Chosen from beguiler spell list of the Blackspear tribe
3rd (7/day)—Tasha’s hideous laughter, plus others chosen
Empires crumble, eons pass, and even gods wither and
from beguiler spell list die, but dragons remain. Mortal but eternal, the races of
2nd (7/day)—Chosen from beguiler spell list true dragons weather the roll of the ages because of their
1st (7/day)—Nystul’s magic aura, plus others chosen unsurpassed might. Few creatures can match a dragon in
its full fury, whether in a combat of arms or battle of wits.
from beguiler spell list Dragon shamans recognize this fact and see true dragons as
0 (6/day)— Chosen from beguiler spell list more than powerful beings. To a dragon shaman, the passing
shadow of a dragon flying overhead isn’t a sign that invokes
Abilities Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 14 fear; it’s a blessing that reveals you to be in the presence
SQ advanced learning* (Nystul’s magic aura, Tasha’s hideous of greatness.

laughter), armored mage*, cloaked casting*, trapfinding* Dragon shamans respect true dragons as power incarnate.
Feats Combat Expertise, Improved Feint, Silent SpellB, Spell Some worship dragons, but most simply aspire to gain dragon
powers for themselves. In assuming the abilities and the
Focus (enchantment), Weapon Finesse likeness of a dragon, a dragon shaman seeks to emulate that
Skills Balance +3, Bluff +14, Concentration +13, Diplomacy might and embody that power within himself.

+20, Disguise +13 (+15 acting), Gather Information +11,
Handle Animal +3, Intimidate +4, Jump +5, Listen +6,
Search +9, Sense Motive +10, Sleight of Hand +9, Spot
+7, Tumble +15
Possessions combat gear plus +2 chain shirt, +1 rapier,
masterwork light crossbow with 20 bolts, cloak of
resistance +1, headband of intellect +2, disguise kit
*Class features described on page 7

11

Table 1–2: The Dragon Shaman Hit Die: d10

Base

Attack Fort Ref Will Draconic

Level Bonus Save Save Save Special Auras Known

1st +0 +2 +0 +2 Draconic aura +1, totem dragon 3

2nd +1 +3 +0 +3 Skill Focus 3

3rd +2 +3 +1 +3 Draconic adaptation 4

4th +3 +4 +1 +4 Breath weapon (2d6; ft. cone or ft. line), draconic resolve 4

5th +3 +4 +1 +4 Draconic aura +2 5

6th +4 +5 +2 +5 Breath weapon (3d6), touch of vitality (heal wounds) 5

CHAPTER 1 7th +5 +5 +2 +5 Natural armor +1 6

NEW CLASSES 8th +6/+1 +6 +2 +6 Breath weapon (4d6), Skill Focus 6

9th +6/+1 +6 +3 +6 Energy immunity 7

10th +7/+2 +7 +3 +7 Breath weapon (5d6), draconic aura +3 7

11th +8/+3 +7 +3 +7 Touch of vitality (remove conditions) 7

12th +9/+4 +8 +4 +8 Breath weapon (6d6; ft. cone or ft. line), natural armor +2 7

13th +9/+4 +8 +4 +8 Draconic adaptation (share with allies) 7

14th +10/+5 +9 +4 +9 Breath weapon (7d6), commune with dragon spirit 7

15th +11/+6/+1 +9 +5 +9 Draconic aura +4 7

16th +12/+7/+2 +10 +5 +10 Breath weapon (8d6), Skill Focus 7

17th +12/+7/+2 +10 +5 +10 Natural armor +3 7

18th +13/+8/+3 +11 +6 +11 Breath weapon (9d6) 7

19th +14/+9/+4 +11 +6 +11 Draconic wings 7

20th +15/+10/+5 +12 +6 +12 Breath weapon (10d6; ft. cone or ft. line), draconic aura +5 7

Class Skills (2 + Int modifier per level, ×4 at 1st level): Climb, Craft, Intimidate, Knowledge (nature), Search (plus others
depending on the chosen totem dragon).

12 If you gaze at dragons with awe and aspire to share their dragon shamans of a high mountain citadel would seek to
power and majesty, then the dragon shaman is the class gain the qualities of a silver dragon.
for you. By choosing a totem dragon, you partake of a true
dragon’s power and take on aspects of a particular kind Alignment: Attaining the abilities of a true dragon requires
of dragon. a deep understanding of the chosen kind of dragon. An aspir-
ing dragon shaman must make a study of the dragon’s typical
MAKING A DRAGON SHAMAN mindset and emotions; adopting these for himself opens the
door to the dragon’s power. Thus, dragon shamans align their
As a dragon shaman, you primarily act as a melee combatant, morals to suit the outlook of the color of true dragon to which
but your class features also allow you to grant benefits to those they dedicate themselves. Each kind of metallic or chromatic
fighting around you. In a standard group of adventurers, you dragon has a particular alignment with which it is associated.
can stand in for the fighter or the cleric. Your combat prowess A dragon shaman who turns away from the alignment of his
isn’t quite as great as a fighter’s, but you can employ special chosen dragon type loses many of his powers unless he can
attacks and special defenses a fighter can’t access. Although successfully adopt another dragon type as his chosen dragon
you lack many of the cleric’s specialized spells, you do possess (see Ex-Dragon Shamans, below). Neutral individuals with no
the ability to heal and remove negative conditions. As a dragon preference for law, chaos, good, or evil cannot properly attain
shaman, you can grow tough scales, breathe fire or another the outlook of a true dragon and therefore cannot become
type of energy, and soar on dragon wings—and that barely dragon shamans.
scratches the surface of the powers at your command.
Starting Gold: 4d4×10 gp ( gp).
Abilities: As with any melee-oriented class, Strength is a Starting Age: As druid (PH ).
key ability for dragon shamans. Constitution provides you
with increased hit points as usual, and it also increases the CLASS FEATURES
save DC of your breath weapon. If you want to make good use
of the dragon shaman’s ability to heal and remove negative As a dragon shaman, you function most effectively on the front
conditions, you’ll need a high Charisma. lines of any combat. Your class abilities allow you to boost your
combat effectiveness and that of your party, and the touch of
Races: Although humans make up the majority of dragon vitality ability provides you with the power to heal others and
shamans, any community of people with a close connection remove negative conditions that affect them, giving you more
to true dragons can produce dragon shamans. Typically, reason to take the fight to your foes and stay close to those
dragon shamans come from savage societies that live near melee-oriented allies most likely to need your aid.
the lairs of dragons, but even highly civilized populations
can produce dragon shamans. In any race or society, dragon Weapon and Armor Proficiency: Dragon shamans are
shamans tend to dedicate themselves to the dragons native to proficient with simple weapons, with light and medium
the area. Thus, elf dragon shamans from a forest nation often armor, and with shields (except tower shields).
aspire to the qualities of a green dragon, whereas the dwarf
Bonus Languages: A dragon shaman’s bonus language
options include Draconic.

Draconic Aura (Su): You can channel the mighty powers Totem Acceptable Breath Weapon
of dragonkind to project an aura that grants you and nearby
allies a special benefit. Dragon Alignment Class Skills Energy Type

Projecting an aura is a swift action (see page 4), and you can Black NE, CE, CN Hide, Move Line of acid
only project one draconic aura at a time. An aura remains in
effect until you use a free action to dismiss it or you activate Silently, Swim
another aura in its place. You can have a draconic aura active
continually; thus, an aura can be in effect at the start of an Blue NE, LE, LN Bluff, Hide, Line of electricity
encounter even before you take your first turn.
Spellcraft
Unless otherwise noted, your draconic aura affects all
allies within 30 feet (including yourself) with line of effect Brass NG, CG, CN Bluff, Gather Line of fire
to you. Your aura is dismissed if you become unconscious or
are slain, but otherwise it remains in effect even if you are Information, Survival
incapable of acting.
Bronze NG, LG, LN Disguise, Line of electricity
The bonus granted by your aura begins at +1 and increases
to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at Survival, Swim
20th level. As a 1st-level dragon shaman, you know how to
project three auras chosen from the list below. At every odd- Copper NG, CG, CN Bluff, Hide, Line of acid CHAPTER 1
numbered level after that, you learn one additional draconic
aura of your choice, until all seven auras are known at 9th Jump NEW CLASSES
level. Each time you activate a draconic aura, you can choose
from any of the auras that you know. Gold NG, LG, LN Disguise, Heal, Cone of fire

Energy Shield: Any creature striking you or your ally with Swim
a natural attack or a nonreach melee weapon is dealt 2 points
of energy damage for each point of your aura bonus. The Green NE, LE, LN Bluff, Hide, Cone of acid
energy type is that of your totem dragon’s damage-dealing
breath weapon (see below). Move Silently

Power: Bonus on melee damage rolls equal to your aura bonus. Red NE, CE, CN Appraise, Bluff, Cone of fire
Presence: Bonus on Bluff, Diplomacy, and Intimidate checks
equal to your aura bonus. Jump
Resistance: Resistance to your totem dragon’s energy type
equal to 5 × your aura bonus. Silver NG, LG, LN Bluff, Disguise, Cone of cold
Senses: Bonus on Listen and Spot checks, as well as on
initiative checks, equal to your aura bonus. Jump
Toughness: DR 1/magic for each point of your aura bonus
(up to 5/magic at 20th level). White NE, CE, CN Hide, Move Cone of cold
Vigor: Fast healing 1 for each point of your aura bonus, but
only affects characters at or below one-half their full normal Silently, Swim
hit points.
Totem Dragon: You must choose a totem dragon from extraordinary abilities that are always active; others are spell- 13
among the true dragons appearing in the Monster Manual (black, like abilities that you can activate at will. Spell-like abilities
blue, brass, bronze, copper, gold, green, red, silver, or white). have a caster level equal to your class level and a save DC
You must choose a dragon whose alignment is within one equal to 10 + spell level + Cha modifier.
step of yours, as described in the following table. You gain
additional class skills and a particular sort of breath weapon Black—Water Breathing (Ex): You can breathe underwater
based on the dragon you select as your totem. indefinitely and can freely use spells and other abilities
Skill Focus: At 2nd level, you gain Skill Focus as a bonus underwater (always active).
feat. You must apply the feat to one of the three class skills
granted by your chosen totem dragon. For example, a blue Blue—Ventriloquism (Sp): As the spell (at will).
dragon shaman can select Skill Focus (Bluff), Skill Focus Brass—Endure Elements (Sp): As the spell, except you can
(Hide), or Skill Focus (Spellcraft). only target yourself (at will).
At 8th level, and again at 16th level, you gain Skill Focus Bronze—Water Breathing (Ex): You can breathe underwater
in another of the class skills granted by your chosen totem indefinitely and can freely use spells and other abilities
dragon. If you already have Skill Focus in all three of the skills underwater (always active).
associated with your totem dragon, you gain Skill Focus in Copper—Spider Climb (Sp): As the spell, except you can
any other dragon shaman class skill. only target yourself (at will).
Draconic Adaptation (Ex or Sp): At 3rd level, you take Gold—Water Breathing (Ex): You can breathe underwater
on an aspect of your totem dragon. Some adaptations are indefinitely and can freely use spells and other abilities
underwater (always active).
Green—Water Breathing (Ex): You can breathe underwater
indefinitely and can freely use spells and other abilities
underwater (always active).
Red—Treasure Seeker (Ex): You gain a +5 competence bonus
on Appraise and Search checks (always active).
Silver—Feather Fall (Sp): As the spell, except you can only
target yourself (at will).
White—Icewalker (Ex): You can walk across icy surfaces
without reducing your speed or making Balance checks
(always active).
At 13th level, you can choose as a swift action (see page 4)
to share the effect of your draconic adaptation with any or
all allies within 30 feet. In the case of spell-like abilities, you
must make this decision when you activate the ability. The
benefit lasts until you spend a free action to rescind it or (if
the effect has a limited duration) the effect ends, whichever
comes first.
Breath Weapon (Su): At 4th level, you gain a breath
weapon corresponding to your totem dragon. Regardless of
the area one affects or the type of energy damage it deals, all

CHAPTER 1 breath weapons deal 2d6 points of damage, plus an extra 1d6 flight at a speed of 60 feet (good maneuverability). You can
points of damage for every two additional class levels (3d6 at even fly while carrying a medium load, though your fly speed
NEW CLASSES 6th level, 4d6 at 8th level, and so forth). A successful Reflex drops to 40 feet in this case.
save halves the damage dealt; the save DC is equal to 10 +
14 1/2 your dragon shaman level + your Con modifier. Just like If you already have wings, you can choose whether these
a true dragon, once you breathe you must wait 1d4 rounds draconic wings replace your own.
before you can use your breath weapon again.
PLAYING A DRAGON SHAMAN
Cone-shaped breath weapons extend out to 15 feet at 4th
level, increasing to 30 feet at 12th level and to 60 feet at As a dragon shaman, you believe the acquisition of power is
20th level. Line-shaped breath weapons are 30 feet long at a worthy end in itself. By having power, you can effect your
4th level, increasing to 60 feet at 12th level and to feet will in the world, be it beneficent or malign. Those who have
at 20th level. or seek power deserve your respect, while those who have
power but fail to use it earn your derision.
Draconic Resolve (Ex): At 4th level, you gain immunity
to paralysis and sleep effects. You also become immune to Your strength comes from devoting yourself to dragons,
the frightful presence of dragons. the primal embodiment of the principle of power, but you
worship dragons in the abstract, honoring them much as a
Touch of Vitality (Su): At 6th level, you can heal the cleric might honor light as a symbol of purity and goodness.
wounds of living creatures (your own or those of others) by Dragons gather power to themselves simply by living and
touch. Each day you can heal a number of points of damage aging, but you must actively seek the influence and might
equal to twice your class level × your Charisma bonus. For you desire. As a dragon hungers for flesh to feed itself or for
example, a 7th-level dragon shaman with a Charisma score of treasure to enlarge its hoard, so you hunger for power.
14 (+2 bonus) can heal 28 points of damage. You can choose
to divide your healing among multiple recipients, and you You adventure out of a desire to test yourself and prove
don’t have to use it all at once. Using your touch of vitality your worth; whatever the specific inducement, the urge to
is a standard action. It has no effect on undead. gain more power underlies every quest. Drawn by your power,
others follow your lead, and you are happy to command them.
Beginning at 11th level, you can choose to spend some Being a great leader is just one of the many ways you can
of the healing bestowed by your touch of vitality to remove manifest your power.
other harmful conditions affecting the target.
Religion
For every 5 points of your healing ability you expend, Dragon shamans can worship any deity, but most worship
you can cure 1 point of ability damage or remove the dazed, divine powers that encourage their worshipers to be proac-
fatigued, or sickened condition from one individual. tive in pursuit of the deity’s goals. Dragon shamans often
worship Erythnul, Gruumsh, Heironeous, Hextor, Kord, or
For every 10 points of your healing ability you expend, you St. Cuthbert, as well as dragon deities such as Bahamut and
can remove the exhausted, nauseated, poisoned, or stunned Tiamat. They rarely find much to admire in more passive
condition from one individual. or protective deities such as Boccob, Ehlonna, Fharlanghn,
and Yondalla.
For every 20 points of your healing ability you expend, Dragon shamans from more primitive societies sometimes
you can remove a negative level or the blinded, deafened, or worship true dragons. These savage dragon shamans might
diseased condition from one individual. worship all true dragons, assigning each color or metallic
hue its own place in a crude pantheon of totemic spirits. Or
You can remove a condition (or more than one condi- they might worship a single color or metal as the best among
tion) and heal damage with the same touch, so long as you all the true dragons, finding it the most representative of
expend the required number of points. For example, if you pure power. In rare cases, a dragon shaman worships and
wanted to heal 12 points of damage and remove the blinded serves a particular true dragon. How the dragon reacts to
and exhausted conditions from a target, you would have to such worship depends on that individual dragon; even good
expend 42 points (12 hit points restored plus 20 points for dragons might take advantage of a dragon shaman’s worship
blinded plus 10 points for exhausted). to achieve their own aims.

Natural Armor (Ex): At 7th level, your skin thickens, Other Classes
developing faint scales. Your natural armor bonus improves You work well with melee-oriented allies such as fighters,
by 1. At 12th level, this improvement increases to +2, and at duskblades, barbarians, rogues, and even druids. Those
17th level to +3. characters value the benefits a dragon shaman can grant them
and rarely make an issue of their source. Clerics, paladins,
Energy Immunity (Ex): At 9th level, you gain immu- knights, and monks are often suspicious of your moral out-
nity to the energy type of the breath weapon you gained look unless you have dedicated yourself to a kind of dragon
at 4th level. that associates itself with a code of ethics similar to their own.
Wizards, bards, and beguilers view you indifferently, whereas
Commune with Dragon Spirit (Sp): At 14th level, you sorcerers might seek you out to learn more of the source of
gain the ability to contact your dragon totem directly to ask
questions of it. This is the equivalent of casting a commune
spell, except that it has no material component, focus, or XP
cost and allows only one question per three class levels. After
using this ability, you cannot use it again for seven days.

Draconic Wings (Ex): At 19th level, you grow a pair of
wings that resemble those of your totem dragon. They allow

your power and your connection to dragons. Rangers might Armor: Scale mail (+4 AC), heavy wooden shield (+3 AC CHAPTER 1
or might not take issue with your abilities; a ranger whose [includes Shield Specialization]).
favored enemy is dragons might attack you on sight. NEW CLASSES
Other Gear: Standard adventurer’s kit, 15 gp.
Combat Package 2: The Destroyer Illus. by L. Parillo
Dragon shamans lead from the front, rather than directing Half-Orc Dragon Shaman (Red)
battles from a safe position behind others. Keep as many 15
allies as possible within the range of your draconic aura, but Ability Scores: Str 16, Dex 12, Con 13, Int 6, Wis 10, Cha
focus on those in melee with your foes. Pick a draconic aura Skills: Intimidate.
that grants your allies the best benefit for the situation, and Feat: Power Attack.
don’t hesitate to switch it during the fight should conditions Weapons: Morningstar (1d8), five javelins (1d6, 30 ft.).
change and another aura prove more useful. Outside combat, Armor: Scale mail (+4 AC), heavy wooden shield (+2 AC).
employ the senses or presence aspects of your draconic aura. Other Gear: Standard adventurer’s kit, 10 gp.
If you have a cleric or other healer in your group, save your Package 3: The Second-Rank Warrior
touch of vitality for removing conditions or for emergency Human Dragon Shaman (Copper)
healing. If no other healer is present, use it to heal yourself Ability Scores: Str 15, Dex 14, Con 12, Int 8, Wis 10, Cha
and your allies after combat. Skills: Hide, Jump.
Feat: Combat Reflexes, Power Attack.
Advancement Weapons: Longspear (1d8/×3), light crossbow with 20 bolts
You profit most from remaining a dragon shaman
throughout your advancement, so that your (1d6/×3, 60 ft.).
breath weapon and draconic aura continue
to improve as you gain levels. If you do Thane and Iskara, dragon shamans
multiclass, a level of barbarian is an ex-
cellent choice; the benefits it grants
help you in combat regardless of
when you take that 1st level. Al-
ternatively, you might consider
beginning your career as a 1st-
level barbarian for the greater
hit points and skill points that
option offers, then multiclass-
ing into the dragon shaman
class at 2nd level. The fighter
class might seem like a strong
second choice, but unless you
need a fighter bonus feat for a
particular kind of character,
you’ll see better long-term ad-
vantages from the barbarian
class. The bard class can be an
interesting multiclass option,
since the benefits provided
by bardic music stack with
those provided by your dra-
conic aura.

STARTING
PACKAGES

Package 1: The Defender
Dwarf Dragon Shaman (Gold)

Ability Scores: Str 14, Dex 12,
Con 15, Int 8, Wis 10, Cha

Skills: Heal.
Feat: Shield Specialization
(heavy)*.
Weapons: Morningstar (1d8), five
javelins (1d6, 30 ft.).

CHAPTER 1 Armor: Studded leather (+3 AC). Organizations
Other Gear: Standard adventurer’s kit, 8 gp. Dragon shamans rarely work together for long unless they
NEW CLASSES are led by a dragon of the type to which all the shamans
DRAGON SHAMANS IN THE WORLD present have dedicated themselves. In such cases, the dragon
is either worshiped or leads because the dragon shamans
“There are differences from one to another, based on the dragon each see it as the embodiment of all they seek; thus, obeying the
shaman honors, but the main thing to remember is this: The whole dragon’s edicts presents the swiftest path to that desired
lot of them are mad for power.” goal. Rank and privilege rarely have much meaning in such
groups. Instead, the dragon decides each shaman’s duties
—Durven Ironscale, a dwarf sorcerer according to his or her merit, changing such assignments as
instructing the young of the Ironscale clan necessary. Such a group exists among the Ironscale clan. Tied
to a long-dead silver dragon by blood, the dwarf clan fosters
Dragon shamans put the power and appeal of dragons in sorcerers and is led by a half-dragon. Despite these firm ties to
players’ hands while providing DMs with a new way to put dragonkind, the clan views its dragon shaman members with
dragons in the D&D game. The class provides an uncom- some suspicion, since they follow the orders of an unrelated
plicated way to have a new play experience, and each NPC silver dragon that lairs near the clan home.
dragon shaman could provide the nucleus for an interesting
cult or villainous organization the PCs must face.

Illus. by L. Parillo Daily Life NPC Reactions
A dragon shaman remains ever ready to face the challenges Dragon shamans who don’t show aspects of their affiliation
16 of a new day. Without the need to rest, study, or pray for with dragons rarely elicit an unusual reaction from others.
their powers, dragon shamans can leap up in pursuit of To most they seem like simple warriors or perhaps barbar-
power whenever they desire. This capability causes most ians. Those who know of their pursuit of draconic power or
dragon shamans to be decisive and swift to act. Chaotic who see evidence of it, such as scales or a dragon shaman’s
dragon shamans are often impetuous and energetic, while breath weapon, react depending on their attitude toward the
lawful dragon shamans tend to be more ready to improvise dragon shaman’s totem dragon. This reaction is one step closer
and less rigid in their thinking than some might expect. to hostile if the dragon is of a kind feared or hated by that
Dragon shamans desire power and constantly seek the individual. The reaction is one step closer to friendly if that
means to gain it. To dragon shamans, life and adventure individual is directly associated with a dragon of that kind.
are one and the same. Clerics, paladins, and others who are deeply entrenched in a
Dragon shamans often possess the charisma and take- particular moral outlook view the dragon shaman’s devotion
charge attitude required of great leaders, but many suffer with suspicion, and their reaction is one step closer to hostile
from an inability to empathize with those they lead. Dragon regardless of the dragon shaman’s totem dragon.
shamans respect the pursuit of might and its use, and they
often minimize the value of those who adhere to other DRAGON SHAMAN LORE
philosophies. Even among themselves, dragon shamans tend
to be contentious, and a single dragon shaman rarely takes Characters with ranks in Knowledge (arcana) can research
a leadership role over a group of his fellows for any length dragon shamans to learn more about them. When a character
of time. Although dragon shamans give great respect to one makes a skill check, read or paraphrase the following, includ-
another, each is always trying to outdo the others in all pur- ing the information from lower DCs.
suits. The most powerful dragon shaman leaders arise among
savage tribes that worship dragons, where a single dragon DC Dragon shamans devote themselves to dragons and
shaman relies on his forceful personality and impressive aspire to their power.
powers to win the hearts of comrades.
DC A dragon shaman devotes himself to a particular
Notables kind of true dragon and gains powers based on the dragon
The pursuit of power garners notoriety for a dragon shaman, chosen. He can use the dragon’s breath weapon and grow
but it also can bring about his death or force him into exile. dragonlike scales. Very powerful dragon shamans can grow
A powerful dragon shaman warlord might suddenly arise dragon wings and fly.
and terrorize an area for a time, only to fall from power as
swiftly as he appeared. A case in point would be the history DC In addition to the details above, this result allows
of a barbaric human named Kalia. Under her leadership, her the PC to know that a dragon shaman projects an aura that
tribe of red dragon worshipers raided and razed hundreds can bolster himself and his allies in a number of ways and
of elf and human towns on the border between two nations. can heal damage or remove negative conditions somewhat
Then she vanished, and soon afterward her leaderless tribe like a paladin.
was caught in an ambush and exterminated. Some say she
died in a squabble with a fellow dragon shaman, but other DRAGON SHAMANS IN THE GAME
believe she left her tribe to directly serve a red dragon wyrm
that laired in distant mountains. Dragon shamans fit easily into any ongoing campaign because
true dragons are a cornerstone of nearly every DUNGEON &
DRAGONS game. The PCs might first learn of dragon shamans
by encountering a cult of dragon worshipers near a dragon’s
lair. Alternatively, a more civilized group of dragon shamans
might serve a dragon who rules a city. A lone dragon shaman

Adventurers face off
against a black dragon

CHAPTER 1 makes an excellent new villain, a powerful temporary ally, or of all ages to make for exciting themed encounters. As an
an eager participant in an ongoing plot because his focused ally, a dragon shaman’s blind pursuit of power could create
NEW CLASSES pursuit of power can get him involved in anyone’s scheme interesting friction with the PCs and turn an ally into an
to gain it. enemy. A dragon shaman might become embroiled in the
PCs’ pursuits if they come into possession of an item of great
Dragon shaman PCs should present no more difficulty power, if both the PCs and dragon shaman seek the same
than introducing a monk or cleric of a lesser-known deity. source of power, or if the dragon shaman’s attempts to gather
Although the character’s abilities might be somewhat foreign, power endanger the PCs or those they care about.
the idea that an individual is so dedicated to one philosophy
that it grants him powers should be easily understood. The EL 7: Thane has admired blue dragons ever since he wit-
player of a dragon shaman usually finds the character’s nessed a blue dragon’s attack on his city when he was a child.
association with dragons to be the most entertaining part of The power of the dragon and the futility of the defenders’
the class. Before featuring adventures that deal with dragons, efforts against it frightened him, but he also found the spec-
ask that player about her character’s philosophy concerning tacle strangely thrilling. When he was older, Thane learned all
dragons. Does the character admire dragons in the abstract, he could about blue dragons. With each new bit of knowledge,
worship them as living gods, or hold to a philosophy between his respect for them grew. In his search for information he
these extremes? The answer should inform your adventure met a dragon shaman, and that encounter changed his life.
planning and inspire new adventure ideas. Be careful Now a dragon shaman himself, Thane seeks ever greater
about using the PC’s dedication to dragons to manipulate power and hopes one day to have enough to challenge the
the character’s actions: Occasional use of this idea might dragon that laid waste to his childhood home and prove
provoke some interesting roleplaying, but the player won’t himself the stronger of the two. Thane seems single-minded
enjoy your game if a dragon shows up every session to boss and focused. He always has a mental list of goals he wants
her PC around. to achieve in any situation and doggedly pursues them.
Although outwardly calm and cold, he explodes into action
Adaptation in an instant when thwarted.
You can alter the dragon shaman to suit your game in a number
of ways. You could decide that all dragon shamans are barbaric, Thane CR 7
or that all them are civilized and sophisticated disciples of
dragons who prefer to work behind the scenes through such Male human blue dragon shaman 7
agents. You might decide that only good dragons are available LN Medium humanoid
to your players for their totem dragons, or that a particular Init +1
organization fosters dragon shamans devoted to a single kind Senses Listen +2, Spot +2
of dragon. If you feature other dragons prominently in your Aura draconic aura* +2
game, such as the gem dragons from Monster Manual II or the
deep dragon and the shadow dragon from Monsters of Faerûn, *Class feature described on page 13
you might consider changing the class’s features to allow a Languages Common, Draconic
dragon shaman to follow other kinds of dragons as well.
AC 21, touch 11, flat-footed 20
Sample Encounter (+1 Dex, +6 armor, +3 shield)
Dragon shamans make excellent villains and tricky allies. As
a villain, a dragon shaman dedicated to an evil dragon can hp 57 (7 HD)
be paired with a cult of followers, half-dragons, and dragons Immune paralysis, sleep, frightful presence (dragons)
Fort +8, Ref +6, Will +6

Speed 20 ft. (4 squares)
Melee +1 morningstar +9 (1d8+3)
Ranged +1 light crossbow +7 (1d8+1/19–20)
Base Atk +5; Grp +7

pqqqqqqqqqqqqqqqqqqqqrs

EX-DRAGON SHAMANS the class features of a dragon shaman dedicated to the newly
chosen totem dragon, including exchanging the focus of any
Dragon shamans who change alignment could lose their powers. class-granted Skill Focus feats. Most dragon shamans who are
If a dragon shaman changes to an alignment still appropriate asked to perform this service demand payment in the form
to the dragon to which he is already dedicated, nothing hap- of some great deed. This deed might be a demand that the
pens. However, if the dragon shaman changes to an alignment ex-dragon shaman retrieve magic items that will add to his
inappropriate for his chosen dragon, he immediately loses all sponsor’s power or simply a short quest to prove the ex-dragon
abilities granted by the dragon shaman class and becomes an shaman’s worth.
ex-dragon shaman.
Dragon shamans can go through the same process to switch
An ex-dragon shaman can choose a new color or metallic hue chosen totem dragons even if they don’t change alignment. If
of true dragon to emulate and thus regain the powers granted a dragon shaman has an alignment appropriate for a different
by the class. To switch to a new totem dragon, he must find a true dragon color or hue, the shaman can switch to that kind of
dragon shaman of higher level who is dedicated to that dragon dragon through a process identical to the one described above
type. The higher-level dragon shaman must willingly expend for ex-dragon shamans.
all her touch of vitality on the ex-dragon shaman each day for
a week. At the end of the week, the ex-dragon shaman gains

18 pqqqqqqqqqqqqqqqqqqqqrs

Special Actions breath weapon The duskblade is a good choice for players who know they CHAPTER 1
want a sword-wielding arcane spellcaster from the begin-
Abilities Str 15, Dex 12, Con 14, Int 8, Wis 10, Cha 14 ning. By contrast, multiclass fighter/wizard combinations NEW CLASSES
SQ touch of vitality (28 points) and prestige classes such as the eldritch knight are better
Draconic Auras Known Energy Shield, Power, Presence, suited for characters who begin their careers as fighters or 19
arcane spellcasters and only later contemplate embracing
Resistance, Senses, Vigor their opposite.
Spell-Like Abilities (CL 7th):
Abilities: Your Intelligence and Strength scores should be
At will—ventriloquism (DC 13). as high as possible, since your spellcasting and melee combat
Feats Ability Focus (breath weapon), Alertness, Lightning depend upon them. Your Constitution is also important,
because you need all the hit points you can get.
Reflexes, Skill Focus (Bluff)B, Weapon Focus
(morningstar) Races: The duskblade class originated among the ancient
Skills Bluff +10, Climb +1, Diplomacy +4, Disguise +2 (+4 elves, and to this day most duskblades are elves. However,
acting), Intimidate +9, Knowledge (nature) +4, Listen some humans and half-elves also have proved adept at
+2, Speak Language +0, Spot +2, Survival +0 (+2 in mastering the class’s dual focus on combat and spellcast-
aboveground natural environments) ing. Halflings, gnomes, dwarves, and half-orcs rarely enter
Possessions +1 breastplate, +1 heavy wooden shield, +1 this class.
morningstar, +1 light crossbow, cloak of resistance +1, 37 gp
Alignment: Since the duskblade class originated among
Breath Weapon (Su) ft. line, once every 1d4 rounds, 3d6 the elves, those who undergo the intense training required to
electricity, Reflex DC 17 half master the class abilities at the hands of an elf mentor often
end their apprenticeship sharing the chaotic good alignment
DUSKBLADE of most elves. However, duskblades are highly individualist
and can be of any alignment.
“My blade and my magic are one and the same.”
—Yele, elf duskblade Starting Gold: 6d4×10 gp ( gp).
Starting Age: As wizard (PH ).
The duskblade blurs the line between spellcaster and
warrior, marrying the power of magic with hand-to-hand CLASS FEATURES
combat prowess.
Your class features are simple to characterize: constant
A student of ancient elven spellcasting techniques, the improvement in your spellcasting, a fighter’s base attack
duskblade combines arcane spellcasting with the combat bonus progression, and ever-increasing mastery of arcane
skills of a fighter. While the ability to cast arcane spells in magic in melee combat.
armor originated with the elves, over the millennia the secrets
of the duskblade have been disseminated to the other races, Weapon and Armor Proficiency: Duskblades are pro-
and today members of any race can become a duskblade. ficient with all martial weapons, as well as all armors and
shields (except tower shields).
If you find you can’t choose between being an arcane
spellcaster who zaps your enemies with powerful spells and Spells: You cast arcane spells, which are drawn from the
a nimble, powerful front-line melee character who lays them duskblade spell list on page You can cast any spell you
low with a sword, the duskblade is the perfect class for you. know without preparing it ahead of time.
Combining arcane magic with melee prowess, you’re prepared
in any situation. Enemies who underestimate you never get To learn or cast a spell, you must have an Intelligence score
a second chance, since you don’t even have to switch back equal to at least 10 + the spell level (Int 10 for 0-level spells,
and forth between hands-on combat and spellcasting; you Int 11 for 1st-level spells, and so forth). The Difficulty Class
can do both simultaneously. for a saving throw against your spell is 10 + the spell level +
your Int modifier.
MAKING A DUSKBLADE
You can cast only a certain number of spells of each spell
The duskblade is a quintessential hybrid character, simultane- level per day. Your base daily spell allotment is given on Table
ously a potent spellcaster and an effective melee combatant. 1–3. In addition, you receive bonus spells per day if you have
a high Intelligence score (see Table 1–1: Ability Modifiers
The original duskblades were elite guardians in an ancient and Bonus Spells, page 8 of the Player’s Handbook.)
elf empire, duelmasters and arcane spellcasters beyond
compare. Historical accounts vary on why they were called Spells Known: You begin play knowing two 0-level spells
duskblades; some say the name is symbolic of how they and two 1st-level spells, chosen from the duskblade spell list.
combined swordplay and arcane magic—a night-and-day You also know one additional 0-level spell for each point of
combination. Others contend that the duskblades earned Intelligence bonus.
their name when they were charged with preserving the elf
race in the face of a tide of darkness and evil. Each time you gain a new class level, you learn one
additional spell of any level you can cast, chosen from the
The most powerful duskblades can duel a fighter to a stand- duskblade spell list.
still and match a wizard spell for spell—for a while, at least.
But the class really comes into its own when you embrace your Upon reaching 5th level, and at every subsequent odd-
hybrid nature, using a quick-cast spell to supplement your numbered level, you can choose to learn a new spell in place
melee attacks or combining a touch spell with a devastating of one you already know. In effect, you lose access to the old
sword strike. spell in exchange for gaining the new one. The new spell’s

CHAPTER 1 level must be the same as that of the spell being exchanged, any touch spell you know and deliver the spell through your
and it must be at least two levels lower than the highest-level weapon with a melee attack. Casting a spell in this manner
NEW CLASSES spell you can cast. For instance, upon reaching 9th level, you does not provoke attacks of opportunity. The spell must
could trade in a single 1st-level spell (two levels below the have a casting time of 1 standard action or less. If the melee
Illus. by D. Hudnut highest-level spell you can cast, which is 3rd) for a different attack is successful, the attack deals damage normally; then
1st-level spell. You can swap only a single spell at any given the effect of the spell is resolved.
level and must choose whether or not to swap the spell at the
same time that you gain new spells known for the level. At 13th level, you can cast any touch spell you know as
part of a full attack action, and the spell affects each target
You need not prepare spells in advance. You can cast any you hit in melee combat that round. Doing so discharges the
spell you know at any time, assuming you have not yet used spell at the end of the round, in the case of a touch spell that
up your spells per day for that spell level. would otherwise last longer than 1 round.

Arcane Attunement (Sp): You can use the spell-like Quick Cast: Beginning at 5th level, you can cast one spell
powers dancing lights, detect magic, flare, ghost sound, and read each day as a swift action, so long as the casting time of the
magic a combined total of times per day equal to 3 + your Int spell is 1 standard action or less.
modifier. These spell-like powers do not count against your
total of spells known or spells per day. You can use this ability twice per day at 10th level, three
times per day at 15th level, and four times per day at 20th
Armored Mage (Ex): Normally, armor of any type inter- level.
feres with an arcane spellcaster’s gestures, which can cause
spells to fail if those spells have a somatic component. A Spell Power (Ex): Starting at 6th level, you can more
duskblade’s limited focus and specialized training, however, easily overcome the spell resistance of any opponent you
allows you to avoid arcane spell failure so long as you stick
to light armor and light shields. This training does not successfully injure
extend to medium or heavy armors, nor to heavy shields. with a melee attack.
This ability does not apply to spells gained from a different If you have injured
spellcasting class. an opponent with a
melee attack, you gain
At 4th level, you learn to use medium armor with no chance a +2 bonus on your
of arcane spell failure. caster level check to
overcome spell resis-
At 7th level, you learn to use a heavy shield with no chance tance for the remainder
of arcane spell failure. of the encounter. This
bonus increases to +3 at
Combat Casting: At 2nd level, you gain Combat Casting 11th level, to +4 at 16th
as a bonus feat.
level, and to +5
Arcane Channeling (Su): at 18th level.
Beginning at 3rd level, you can
use a standard
action to cast

20 Yele and Hallia, duskblades

Table 1–3: The Duskblade Hit Die: d8

Base

Attack Fort Ref Will ————Spells per Day————

Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th

1st +1 +2 +0 +2 Arcane attunement, 3 2 ————

armored mage (light)

2nd +2 +3 +0 +3 Combat Casting 4 3 ————

3rd +3 +3 +1 +3 Arcane channeling 5 4 ————

4th +4 +4 +1 +4 Armored mage (medium) 6 5 ————

5th +5 +4 +1 +4 Quick cast 1/day 6 5 2 ———

6th +6/+1 +5 +2 +5 Spell power +2 6 6 3 ——— CHAPTER 1

7th +7/+2 +5 +2 +5 Armored mage (heavy shield) 6 6 5 — — — NEW CLASSES

8th +8/+3 +6 +2 +6 6 7 6 ———

9th +9/+4 +6 +3 +6 6 7 6 2 ——

10th +10/+5 +7 +3 +7 Quick cast 2/day 6 8 7 3 ——

11th +11/+6/+1 +7 +3 +7 Spell power +3 6 8 7 5 ——

12th +12/+7/+2 +8 +4 +8 6 8 8 6 ——

13th +13/+8/+3 +8 +4 +8 Arcane channeling (full attack) 6 9 8 6 2 —

14th +14/+9/+4 +9 +4 +9 6 9 8 7 3—

15th +15/+10/+5 +9 +5 +9 Quick cast 3/day 6 9 8 7 5—

16th +16/+11/+6/+1 +10 +5 +10 Spell power +4 6 9 9 8 6—

17th +17/+12/+7/+2 +10 +5 +10 6 10 9 8 6 2

18th +18/+13/+8/+3 +11 +6 +11 Spell power +5 6 10 9 8 7 3

19th +19/+14/+9/+4 +11 +6 +11 6 10 10 9 7 5

20th +20/+15/+10/+5 +12 +6 +12 Quick cast 4/day 6 10 10 10 8 6

Class Skills (2 + Int modifier per level, ×4 at 1st level): Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (all
skills taken individually), Ride, Sense Motive, Spellcraft, Swim.

PLAYING A DUSKBLADE and of admiration to bards, who sometimes try to emulate 21
your abilities (often with disastrous results). Among members
A duskblade can take the fighter’s place in the front ranks of the two classes whose portfolios you draw from, fighters
of a party or ensorcel his foes from a distance like a wizard. and wizards, some view you with disdain while others are
While you aren’t quite as good as either a dedicated fighter or fascinated by your unique meld of melee combat and arcane
a dedicated wizard or sorcerer in those roles, you’re reasonably spellcasting. Barbarians, clerics, and knights tend to distrust
effective in either, and you can change roles on a round-by- you, while rogues, rangers, druids, and beguilers view you
round basis as needed. and other duskblades with indifference.

Choosing the path of the duskblade means you don’t have to Combat
choose between being a combat specialist and a spellcaster. You You might sometimes feel you have too many options, too
enjoy the best of both worlds, and you’ll undertake any quest many things you can do in a single round. Use that flexibility
that promises to improve either your spellcasting or your melee to confound your enemies, outfighting what you can’t outspell
prowess. Driven to simultaneously master both swordplay and outspelling what you can’t outfight. The monster that
and spellcasting, you might devote yourself to delving into engages you in melee, hoping to get an attack of opportunity
ancient ruins to learn more about the original duskblades or that spoils your next spell, is in for a surprise—a surprise
wander far and wide looking for other duskblades interested consisting of three feet of razor-sharp steel.
in restoring the class to its previous glory. Most of a duskblade’s spells target a single creature or have
a range of touch, so you are most effective when you single
Religion
The demands of martial and arcane discipline don’t leave pqs
much room for religion in the typical duskblade. Good-
aligned duskblades typically venerate Corellon Larethian, NEW ARMOR SPECIAL ABILITY:
even if they aren’t elves, because he supposedly taught the TWILIGHT
first duskblades the secret of combining melee combat with
arcane casting. A few worship Boccob as the personification This armor special ability, which first appeared in the Book of
of their own mastery of magic, while more honor Wee Jas, Exalted Deeds supplement, is of particular use to duskblades.
who exemplifies both the magic they wield and also the Such armor becomes translucent when donned and possesses
death that they deal. a faint sunset-colored sheen. Twilight armor reduces the chance
of arcane spell failure by 10%.
Other Classes
You get along well with members of other classes who share a Faint abjuration; CL 5th; Craft Magic Arms and Armor; Price
rigorous devotion to a chosen path, such as paladins, dragon +1 bonus.
shamans, and monks. You are the object of envy to sorcerers
pqs

CHAPTER 1 out and focus upon defeating a single opponent. Your spells Package 2: The Defender
that affect areas are limited mostly to cones, which means Dwarf Duskblade
NEW CLASSES you need to be on or near the front lines to get the greatest
effect from them. Even if you come close to being as effective Ability Scores: Str 15, Dex 13, Con 14, Int 14, Wis 10, Cha 6.
22 as a fighter or a sorcerer in his chosen field, you’re certainly Skills: Concentration, Decipher Script, Knowledge (arcana),
not as effective as a fighter and a sorcerer. You’ll occasionally Spellcraft.
cast a spell and strike with your blade in the same round, but Languages: Common, Dwarven, Goblin, Orc.
pure spellcasters such as the sorcerer are more able to affect a Feat: Toughness.
crowd of foes or blast a group of opponents. That said, actions Weapon: Dwarven waraxe (1d10/×3).
are the D&D game’s most fundamental currency, and you’ll Armor: Scale mail (+4 AC), light wooden shield (+1 AC).
be able to take advantage of additional actions in the round, as Other Gear: Spell component pouch, standard adventurer’s
you combine spellcasting with melee attacks and eventually kit, 22 gp.
gain the ability to cast any spell you know as a swift action Spells Known: 1st—lesser deflect, resist energy; 0—acid splash,
a number of times per day. disrupt undead, ray of frost, touch of fatigue.

Advancement Package 3: The Skirmisher
Like the sorcerer, you face a crucial decision: which spells to Elf Duskblade
put on your spells known list. The offensive spells on your
spell list fall into three primary categories: touch spells, Ability Scores: Str 15, Dex 15, Con 10, Int 14, Wis 10, Cha 8.
single-target ranged spells, and short-range cones. Choose at Skills: Climb, Concentration, Jump, Spellcraft, Spot (cc).
least one touch spell, such as shocking grasp, to take advantage Languages: Common, Draconic, Elven, Sylvan.
of your arcane channeling ability. You should also take a Feat: Dodge.
movement spell, such as swift expeditious retreat, and an attack- Weapons: Glaive (1d10/×3), five javelins (1d6, 30 ft.).
enhancing spell such as true strike or magic weapon. Future Armor: Studded leather (+3 AC).
spell selections can tailor your repertoire to the role you find Other Gear: Spell component pouch, standard adventurer’s
yourself most commonly filling, whether it be a front-line kit, 42 gp.
fighter or a finesse caster. Spells Known: 1st—swift expeditious retreat, true strike; 0—acid
Assign as many skill points as possible to Concentration, splash, disrupt undead, ray of frost, touch of fatigue.
Knowledge (arcana), and Sense Motive. For feats, take the
Weapon Focus (longsword) feat and also consider sudden DUSKBLADES IN THE WORLD
metamagic feats, such as Sudden Silent and Sudden Empower,
both from the Complete Arcane supplement. “Your spells cannot penetrate my magical defenses. You are help-
Do not neglect to put some thought into your gear as well. less, wizard!”
Spend 30% of your wealth on the heaviest armor you can
manage without risking arcane spell failure chance (often —Last words of Zufir Halaq, rakshasa lord
mithral and/or having the twilight special ability). Spend
20% on your primary weapon and 20% on items that improve The duskblade combines the best features of the fighter and
your Intelligence, Strength, and saving throws. Spend 20% on wizard. Duskblades make dangerous foes because they have
wands and scrolls and the remaining 10% on miscellaneous so many options, magical and martial, available to them every
items and a basic adventuring package. round; their ability to deliver touch spells through a melee
Your spellcasting and fighting prowess also allow you the attack is particularly potent.
opportunity to enter into prestige classes that are suited to
either melee or spellcasting. Daily Life
The life of a duskblade is one of constant training. Each
STARTING PACKAGES duskblade must simultaneously be a swordmaster, a deft
spellcaster, and an expert in the esoteric techniques of
Package 1: The Blaster arcane channeling. Each of those elements requires years
Human Duskblade to master; put them together, and you have a training regi-
men that only the most driven characters can maintain.
Ability Scores: Str 15, Dex 13, Con 12, Int 14, Wis 10, Cha 8. The typical duskblade is doing calisthenics in the castle
Skills: Climb, Concentration, Jump, Knowledge (arcana), courtyard before the other characters wake up in the morn-
Spellcraft. ing and practicing somatic gestures long after everyone
Languages: Common, Draconic, Elven. else has gone to sleep in the evening. Exceptions exist,
Feat: Point Blank Shot, Weapon Focus (ranged spell). of course, but in general duskblades have a reputation as
Weapon: Greataxe (1d12/×3), 3 javelins (1d6, 30 ft.). driven, focused individuals.
Armor: Chain shirt (+4 AC).
Other Gear: Spell component pouch, standard adventurer’s Notables
kit, 10 gp. Since duskblades are few and far between, they are natural
Spells Known: 1st—Kelgore’s fire bolt, ray of enfeeblement; loners, wandering far and wide in search of adventures that
0—acid splash, disrupt undead, ray of frost, touch of fatigue. will prove a suitable challenge for their unique combination
of abilities. Such is the case with Gwilor the Swift, a wild elf
who adventured in the woodlands of his people for a century

or so before he committed himself entirely to a crusade DUSKBLADE LORE CHAPTER 1
against the duergar and spent the rest of his long career on
extended forays into the underground. Characters with ranks in Knowledge (arcana) can research NEW CLASSES
duskblades to learn more about them. When a character
Other duskblades join like-minded adventuring groups. makes a skill check, read or paraphrase the following, includ- 23
Given their own mix of melee and spellcasting abilities, ing the information from lower DCs.
duskblades are willing to try unusual combinations, such
as in the case of Taiglin the Fair, a gray elf duskblade who DC Some elves have the ability to cast arcane spells
formed a highly successful party with a human hexblade and while engaged in melee combat; such elves are known as
a halfling warmage. duskblades.

Still others are restless, moving from group to group and DC Not all duskblades are elves; sometimes members of
area to area in search of new challenges. For example, Hallia other races master the class’s special techniques of spellcast-
Yelebane, a self-taught half-elf duskblade, rarely stays in the ing in melee.
same country more than a month or two. She arrives, seeks
out a suitable challenge for her talents, throws herself into DC Duskblades preserve an ancient tradition that enables
that adventure, and then moves on. In the course of her them to deliver spell damage through weapon strikes.
career (brief by elven standards), she has rescued a halfling
metropolis from a cabal of mind flayers who were “farming” DUSKBLADES IN THE GAME
the small humanoids for their brains, teamed with a githzerai
monk to defeat a famed githyanki knight (and claimed his Duskblades fit easily into an ongoing game because of their
silver sword as her own), and exposed malenti infiltrators in small numbers and enigmatic mix of abilities. The presence
an aquatic elf community and thus turned back a sahuagin of the class is easily explained as your players explore more of
invasion, along with other exploits. Hallia’s nickname derives the world—they simply hadn’t encountered any duskblades
from her unexpected victory, early in her career, over one of until now, or had mistaken those they did encounter for
her fellow duskblades, the elf Yele, who until then had boasted multiclass fighter/wizards. Now that they’ve discovered this
that he had never been defeated in a one-on-one duel. The aspect of the setting, however, they’re free to multiclass into
two became fast friends and now make a point to duel at least the duskblade class or to begin a new character with levels
once every year. only in the new class.

Organizations Adaptations
Because of the elven heritage of the class, many duskblades One of the more interesting ways to adapt this class to your
gravitate toward the elf lands even if they aren’t elves campaign is to keep the class abilities more or less the same
themselves. Knowledge of duskblade fighting techniques but to change the race involved. For example, the githyanki
is sufficiently rare that no large company of duskblades have a tradition of multiclass fighter/wizards known as
exists—or, if one does, it’s a well-kept secret. For centuries, gish; these individuals could easily be reconceived as a gith
the class has been sustained by nothing more than solitary duskblade class. Unexpected combinations would be the most
masters who teach duskblade skills and spells to worthy striking, such as a previously unrevealed halfling duskblade
apprentices, and by those who have taught themselves the class. After all, few expect halflings to engage in melee except
techniques from long-neglected tomes and training manuals. when making sneak attacks, but when magically boosted
More recently, some self-taught duskblades have appeared by bull’s strength and the like and fighting with oversized
who master the difficult techniques required by the class weapons, they could prove unexpectedly deadly against those
through some innate instinct. No matter what their origin, who underestimate them—which, after all, is the essence of
all are equals in the eyes of their fellow duskblades. the duskblade class.
Duskblades love to test themselves against each other; on
the rare occasions when the paths of two duskblade adventur- Sample Encounter
ers happen to cross, they will always make time for a friendly An encounter with a duskblade should highlight his com-
duel before they part. Given elf life spans, some duskblades bined use of spells and melee abilities. The duskblade should
maintain friendly rivalries that can last for centuries. use his spells to force the PCs to close into melee with him,
and then he should batter them with a barrage of touch spells
NPC Reactions delivered through his melee attacks. Fighting a villainous
Few common folk understand who or what duskblades truly duskblade should be tricky, because he’ll use the tools that
are, and most assume those duskblades they happen to meet are most effective against each character (for example, spells
are simply fighters with a bit of sorcerer ability (or vice versa). requiring Reflex saves against the fighter and powerful melee
Legends speak of elf heroes skilled with both blade and spell, attacks against the wizard).
but these tales do little to inform anyone of the specific abili- EL 7: Yele has always been drawn to both physical combat
ties of the duskblades. Most adventurers react to duskblades and the study of magic. As a duskblade, he combines the two
with some wariness because a duskblade’s combination of into one seamless fighting style. An adventurer by trade, Yele
abilities makes it very hard to judge how powerful or capable could encounter the characters as a friend or a foe. If as a foe,
such a character is in any situation. it is because some enemy of the adventurers has encouraged
Yele to go after them for some reason, perhaps to gain some
magical treasure currently in their possession that would
significantly boost either his swordplay or his spellcasting.

If as a friend, Yele could join with the adventurers to search resist energy, rouse*, shocking grasp, stand*, swift expeditious retreat,
for some lost piece of arcane lore or because their quest true strike.
strikes him as likely to prove an interesting challenge for
his talents. 2nd Level: animalistic power*, bear’s endurance, Bigby’s strik-
ing fist*, bull’s strength, cat’s grace, darkvision, deflect*, dimension
Yele CR 7 hop*, ghoul touch, Melf’s acid arrow, scorching ray, see invisibility,
seeking ray*, spider climb, stretch weapon*, sure strike*, swift fly,
CHAPTER 1 Male elf duskblade 7 swift invisibility, touch of idiocy.
NG Medium humanoid
NEW CLASSES Init +6 3rd Level: crown of might*, crown of protection*, dispelling
Senses low-light vision; Listen +2, Spot +2 touch*, doom scarabs*, energy aegis*, energy surge*, greater magic
Languages Common, Elven, Gnoll, Sylvan weapon, halt*, keen edge, protection from energy, ray of exhaustion,
regroup*, vampiric touch.
AC 21, touch 13, flat-footed 19
hp 35 (7 HD) 4th Level: Bigby’s interposing hand, channeled pyroburst*,
Immune sleep dimension door, dispel magic, enervate, fire shield, phantasmal
Fort +6, Ref +7, Will +6 (+8 against enchantments) killer, shout, toxic weapon*.

Speed 20 ft. (4 squares) 5th Level: Bigby’s clenched fist, chain lightning, disintegrate,
Melee +1 longsword +11/+6 (1d8+4/19–20) hold monster, polar ray, slashing dispel*, sonic shield*, waves
Base Atk +7; Grp +10 of fatigue.
Atk Options arcane channeling*, quick cast*
KNIGHT
Abilities Str 16, Dex 14, Con 11, Int 14, Wis 10, Cha 8
SQ able to notice secret or concealed doors, armored “I offer you surrender or an honorable death in battle. The choice
is yours.”
mage*, spell power*
Spell-Like Abilities (CL 7th): —Archibold the Impetuous

5/day—dancing lights, detect magic, flare, ghost sound, A knight is a proud, skilled melee combatant who fights in
read magic the name of honor and chivalry. A knight relies on more
than a sharp sword and a stout suit of armor to defeat her
Duskblade Spells Known (CL 7th): foes. Her drive, determination, and fighting spirit allow her
2nd (6/day)—ghoul touch (+10 melee touch, DC 14), to control the battlefield in ways that others cannot match.
scorching ray (+9 ranged touch), swift fly A knight can challenge an opponent to a duel, calling upon
1st (7/day)—ray of enfeeblement (+9 ranged touch), the foe’s pride and ego to force his hand. The knight’s talent
resist energy, shocking grasp (+10 melee touch), swift with heavy armor, shields, and defensive tactics grant her
expeditious retreat, true strike the ability to disrupt her foe’s plans. Only the most talented
0 (6/day)—acid splash, disrupt undead, ray of frost (+9 rogues and monks can slip past a knight’s defenses to strike at
ranged touch), touch of fatigue (+10 melee touch, her allies. An adventuring group with wizards, sorcerers, and
DC 12) other lightly armored members thrives with the assistance
of a knight. While the knight keeps enemies occupied, her
Feats Combat CastingB, Combat Expertise, Improved allies can use their talents and abilities without fear of attack
Initiative, Lightning Reflexes or harassment.

Skills Concentration +10 (+14 casting defensively), The knight class is a great choice if you want to play a tough,
Knowledge (arcana) +12, Knowledge (the planes) +12, durable melee combatant whose strong personality allows you
Listen +2, Sense Motive +10, Spot +2 to manipulate your foes. Weaker foes cower in fear before you,
while stronger foes move to strike you rather than your allies
Possessions +1 breastplate, +1 light shield, +1 longsword, when you play on their egos and challenge them to duels.
cloak of resistance +1, ring of protection +1 Your expertise in using armor and carrying a shield allows
you to form an impregnable defensive line. Once you engage
*Class features described on page 20 a foe, he has difficulty moving away to threaten your allies.
If you want to be a front-line melee combatant who defends
Duskblade Spell List the rest of the party and manipulates opponents, the knight
The duskblade’s spell list appears below. Spells printed in is a good choice.
this book are marked with an asterisk.
0 Level: acid splash, disrupt undead, ray of frost, touch of MAKING A KNIGHT
fatigue.
1st Level: Bigby’s tripping hand*, blade of blood*, burning A low-level knight is similar to a cross between a fighter and
hands, cause fear, chill touch, color spray, jump, Kelgore’s fire bolt*, a bard. You have many hit points, a high Armor Class, and
lesser deflect*, magic weapon, obscuring mist, ray of enfeeblement, an ability similar to bardic music (the knight’s challenge
class feature). You can pick a single foe, usually the one who
24 pqs poses the most dangerous physical threat, and gain a bonus
on attack rolls and damage rolls against that opponent. You
SWIFT EXPEDITIOUS RETREAT, SWIFT FLY,
AND SWIFT INVISIBILITY

Three spells on the duskblade’s spell list—swift expeditious re-
treat, swift fly, and swift invisibility—appear in Spell Compendium.
If you do not have that book, treat these spells as their nonswift
versions, except that their casting time is 1 swift action and the
duration of each spell is 1 round.

pqs

must pay close attention to the knight’s code of conduct, order as a tool to protect the innocent and weak from evil. CHAPTER 1
since it forbids you from taking advantage of several tactically Lawful evil knights believe that the social order serves to
useful situations. reward the strong. Lawful neutral knights abhor the destruc- NEW CLASSES
tion and suffering that chaos can bring and so uphold order
You excel in combat in a manner similar to a fighter—but for its own sake. 25
while a fighter can slay a monster, your primary talent is
your ability to keep that monster away from your allies Starting Gold: 6d4×10 gp ( gp).
while you battle it. It might take you longer to win the Starting Age: As paladin (PH ).
day, but your many hit points and strong defensive abilities
help preserve you. Best of all, your defense enables your CLASS FEATURES
allies to function at full capacity without being subject to
the monster’s attacks. Any sorcerer or wizard in the party Your class features involve mastering the use of armor and
thrives when you are there to absorb attacks and hold back shields and learning how to manipulate your foes so that
your mutual foes. melee combat takes place on your terms, not theirs.

As you advance in level, you gain the ability to dictate Weapon and Armor Proficiency: Knights are profi-
a foe’s actions, forcing him to attack you instead of other cient with all simple and martial weapons and with all
targets. Weaker opponents, which typically appear in num- armor (heavy, medium, and light) and all shields (except
bers too large for you to hold them all back, quail in terror tower shields).
when you menace them. Even if they slip past you, they
take penalties when they attack your allies. Your knight’s Knight’s Challenge: Your dauntless fighting spirit plays a
challenge and shield block class features combine to let major role in your fighting style, as important as the strength
you excel in one-on-one melee, granting you a bonus on of your arm or the sharpness of your blade. In battle, you
attack rolls, damage rolls, and Armor Class against a single use the force of your personality to challenge your enemies.
foe of your choice. If the group faces a mighty villain or a You can call out a foe, shouting a challenge that boosts his
single, overwhelming physical threat, it’s up to you to keep confidence, or issue a general challenge that strikes fear into
the monster occupied while your allies cast their spells or weak opponents and compels strong opponents to seek you
maneuver for position. out for personal combat. By playing on your enemies’ ego,
you can manipulate your foes.
Abilities: You benefit from a high Charisma score, since
it determines how often you can use some of your abilities You can use this ability a number of times per day equal to
and the save DC of those abilities. A high Constitution allows 1/2 your class level + your Charisma bonus (minimum once
you to increase your already impressive hit point total, thus per day). As you gain levels, you gain a number of options
bolstering your capacity to defend your allies. Strength that you can use in conjunction with this ability.
improves your combat abilities, making you more effective
as a front-line character. Even if you and your foes lack a shared language, you can
still effectively communicate through body language, tone,
Races: The majority of knights are dwarves, humans, and and certain oaths and challenges you learn from a variety of
half-elves. The dwarf’s tendency toward order, combined different tongues.
with that race’s militaristic bent, gives rise to fighting orders
dedicated to upholding justice and obeying an honorable code. Fighting Challenge (Ex): As a swift action, you can issue a
Dwarf knights also serve as wandering dispensers of justice challenge against a single opponent. The target of this ability
between isolated settlements who enforce the rule of law must have an Intelligence of 5 or higher, have a language of
and protect small clanholds. Humanity, with its sprawling some sort, and have a CR greater than or equal to your char-
kingdoms and empires, produces many knights who fight acter level minus 2. If it does not meet these requirements,
as much for king and country as for personal honor and a use of this ability is expended without effect.
monetary rewards. Some half-elves enter into such service as
well and can rise to high ranks within such orders. Gnomes If the target does meet the conditions given above, you
and halflings rarely become knights, since the knight’s gain a +1 morale bonus on Will saves and a +1 morale bonus
straightforward code of conduct runs counter to the small on attack rolls and damage rolls against the target of this
races’ reliance on trickery and clever planning. Few half-orcs ability. You fight with renewed vigor and energy by placing
have the opportunity to become knights, but when they do your honor and reputation on the line. If your chosen foe
their natural strength serves them well. Elf knights are rare, reduces you to 0 or fewer hit points, you lose two uses of your
since elves prefer freedom and flexibility over the rigid code knight’s challenge ability for the day because of the blow to
of honor all knights must follow. your ego and confidence from this defeat.

Alignment: Knights are always lawful. Their dedication The effect of a fighting challenge lasts for a number of
to a code of conduct is but one expression of their devotion rounds equal to 5 + your Charisma bonus (if any).
to order. Most knightly orders arise as institutions forged to
protect a kingdom from invaders or to enforce the law against If you are capable of issuing a knight’s challenge more
chaos from within. than once per day, you can use this ability more than once
in a single encounter. If your first chosen foe is defeated
While knights value order, they tend in equal numbers or flees the area, you can issue a new challenge to a dif-
toward good, evil, and neutrality. Lawful good knights see ferent foe. You cannot switch foes if your original target is
still active.

At 7th level, the bonus you gain from this ability increases
to +2. At 13th level, it rises to +3. At 19th level, it increases
to +4.

Table 1–4: The Knight Hit Die: d12

Base

Attack Fort Ref Will
Save
Level Bonus Save Save +2 Special
+3 Fighting challenge +1, knight’s challenge, knight’s code
1st +1 +0 +0 +3 Mounted Combat, shield block +1
+4 Bulwark of defense
2nd +2 +0 +0 +4 Armor mastery (medium), test of mettle
+5 Bonus feat, vigilant defender
3rd +3 +1 +1 +5 Shield ally
+6 Fighting challenge +2
4th +4 +1 +1 +6 Call to battle
+7 Armor mastery (heavy)
5th +5 +1 +1 +7 Bonus feat
+8 Shield block +2
6th +6/+1 +2 +2 +8 Daunting challenge
+9 Fighting challenge +3
CHAPTER 1 7th +7/+2 +2 +2 +9 Improved shield ally
+10 Bonus feat
NEW CLASSES 8th +8/+3 +2 +2 +10 Bond of loyalty
+11 Impetuous endurance
9th +9/+4 +3 +3 +11 —
+12 Fighting challenge +4
10th +10/+5 +3 +3 Loyal beyond death, shield block +3

11th +11/+6/+1 +3 +3

12th +12/+7/+2 +4 +4

13th +13/+8/+3 +4 +4

14th +14/+9/+4 +4 +4

15th +15/+10/+5 +5 +5

16th +16/+11/+6/+1 +5 +5

17th +17/+12/+7/+2 +5 +5

18th +18/+13/+8/+3 +6 +6

19th +19/+14/+9/+4 +6 +6

20th +20/+15/+10/+5 +6 +6

Class Skills (2 + Int modifier per level, ×4 at 1st level): Climb, Handle Animal, Intimidate, Jump, Knowledge (nobility and
royalty), Ride, Swim.

26 Test of Mettle (Ex): Starting at 4th level, you can shout a The effect of a test of mettle lasts for a number of rounds
challenge to all enemies, calling out for the mightiest among equal to 5 + your Charisma bonus (if any). Whether a creature
them to face you in combat. Any target of this ability must fails or succeeds on its save against your test of mettle, it can
have a language of some sort and an Intelligence score of 5 only be targeted by this effect once per day.
or higher. Creatures that do not meet these requirements are
immune to the test of mettle. You must have line of sight and Call to Battle (Ex): Starting at 8th level, you become an
line of effect to the targets of this ability. inspiring figure on the battlefield. When all seems lost,
you are a beacon of hope who continues to fight on despite
As a swift action, you can expend one use of your knight’s the odds. No cause is yet lost when a knight still battles
challenge ability to cause all your enemies within feet on its name.
with a CR greater than or equal to your character level minus
2 to make Will saves (DC 10 + 1/2 your class level + your Cha As a swift action, you can expend one use of your knight’s
modifier). Creatures that fail this save are forced to attack you challenge ability to grant an ally another save against a fear
with their ranged or melee attacks in preference over other effect. The target gains a bonus on this save equal to your
available targets. If a foe attacks by casting a spell or using Charisma bonus (if any). If the target succeeds on this save,
a supernatural ability, he must target you with the attack or he gains the benefit for a successful save against the attack
include you in the effect’s area. or spell. This ability reflects your talent to inspire your allies
in the face of a daunting foe.
An opponent compelled to act in this manner is not thrown
into a mindless rage and does not have to move to attack you For example, Lidda fails her save against a lich’s fear spell.
in melee if doing so would provoke attacks of opportunity On his next action, Sir Agrivail uses his call to battle ability
against him. In such a case, he can use ranged attacks against to grant Lidda another save. If she succeeds, she immediately
you or attack any opponents he threatens as normal. If anyone shrugs off the effect of the fear spell.
other than you attacks the target, the effect of the test of
mettle ends for that specific target. Daunting Challenge (Ex): Starting at 12th level, you can call
out opponents, striking fear into the hearts of your enemies.
If you are reduced to 0 or fewer hit points by an oppo- In this manner you separate the strong-minded from the
nent forced to attack you due to this ability, you gain one weak-willed, allowing you to focus on opponents that are
additional use of your knight’s challenge ability for that worthy foes.
day. This additional use comes from increased confidence
and the knowledge that you have proved your mettle as a As a swift action, you can expend one use of your knight’s
knight against your enemies by calling out foes even against challenge ability to issue a daunting challenge. This ability
overwhelming odds. This additional use disappears if you affects all creatures within feet of you that have a CR less
have not used it by the start of the next day. You can only than your character level minus 2. Targets must be able to
gain one additional use of your knight’s challenge ability in hear you, speak or understand a language of some sort, and
this manner per day. have an Intelligence score of 5 or more. All targets who meet
these conditions must make Will saves (DC 10 + 1/2 your
class level + your Cha modifier) or become shaken.

Whether a creature fails or succeeds on its save against The Knight’s Code: You fight not only to defeat your foes

your daunting challenge, it can only be targeted by this effect but to prove your honor, demonstrate your fighting ability,

once per day. and win renown across the land. The stories that arise from

Bond of Loyalty (Ex): Starting at 16th level, your loyalty your deeds are just as important to you as the deeds them-

to your comrades endures even in the face of powerful selves. A good knight hopes that her example encourages

magic. You can expend one use of your knight’s challenge others to lead righteous lives. A neutral knight wishes to

ability to make an additional saving throw against a mind- uphold the cause of his liege (if he has one) and win glory. An

affecting spell or ability. You can use this ability once per evil knight seeks to win acclaim across the land and increase

round as a free action and can continue to use it even if an her own personal power.

opponent is controlling your actions with a mind-affecting The knight’s code focuses on fair play: A victory achieved CHAPTER 1

spell or ability. through pure skill is more difficult, and hence wins more NEW CLASSES

Loyal Beyond Death (Ex): At 20th level, if you are reduced glory, than one achieved through trickery or guile.

to 0 or fewer hit points by an effect that otherwise leaves

your body intact, you can expend one use of your knight’s • A knight does not gain a bonus on attack rolls when flank-

challenge ability to remain conscious and continue to act for ing. You still confer the benefit of a flanking position to

1 more round before dying. You can use this ability even if your ally, but you forgo your own +2 bonus on attack rolls.

your hit point total is –10 or lower. If your body is somehow You can choose to keep the +2 bonus, but doing so violates

destroyed before your next action (such as by disintegrate), your code of honor (see below).

then you cannot act. You can continue to expend uses of your • A knight never strikes a flat-footed opponent. Instead, you

knight’s challenge ability to survive from round to round allow your foe to ready himself before attacking.

until you run out of uses. If you receive healing that leaves • A knight never deals lethal damage against a helpless foe.

you with more than –10 hit points, you survive (or You can strike such a foe, but only with attacks that deal

fall unconscious, as appropriate to your new hit nonlethal damage.

point total) when you stop using this

ability. Otherwise, death overtakes If you violate any part of this code, you lose one use of Illus. by E. Polak

you when you run out of uses of your your knight’s challenge ability for the day. If your

knight’s challenge ability. knight’s challenge ability is not available when

you violate the code (for example, if you have

exhausted your uses for the day), you take a –2

penalty on attack rolls and saves for the rest of

that day. Your betrayal of your code of conduct

undermines the foundation of confidence and

honor that drives you forward.

While you cleave to your view of hon-

or, chivalry, and pursuit of glory, you

do not force your views on others. You

might chide a rogue for sneaking around

a battlefield, but you recognize (and

perhaps even feel a bit smug about) the

reality that not everyone is fit to follow

the knight’s path.

Mounted Combat: At 2nd level,

you gain Mounted Combat as a

bonus feat.

Shield Block (Ex): Starting

at 2nd level, you excel in using

your armor and shield to frus-

trate your enemy’s attacks.

During your action, des-

ignate a single opponent

as the target of this abil-

ity. Your shield bonus

to AC against that foe

increases by 1, as you move

your shield to deflect an incoming blow,

possibly providing just enough pro-

tection to turn a telling swing into a

Sir Agrivail and Lady Sorra, knights near miss. 27

CHAPTER 1 This shield bonus increases to +2 at 11th level and +3 at or evil depends solely on the knight’s preferences. Good
20th level. knights favor Heironeous, while neutral ones follow St.
NEW CLASSES Cuthbert. Evil knights, if they venerate a god, offer prayers
Bulwark of Defense (Ex): When you reach 3rd level, an to Hextor. Knights of Heironeous and Hextor are renowned
28 opponent that begins its turn in your threatened area treats for the epic duels they have fought against each other.
all the squares that you threaten as difficult terrain. Your Opposing armies sometimes halt their advance to allow
strict vigilance and active defensive maneuvers force your these sworn enemies to duel to the death before the rest of
opponents to move with care. the battle is joined.

Armor Mastery (Ex): Starting at 4th level, you are able to wear Other Classes
your armor like a second skin and ignore the standard speed You respect paladins for their skill in combat and devotion to
reduction for wearing medium armor. Starting at 9th level, you a code of conduct, although their path is somewhat different
ignore the speed reduction imposed by heavy armor as well. from your own. You see wizards, sorcerers, clerics, and bards
as useful allies who should stay back away from combat; indi-
Bonus Feat: At 5th level, you gain a bonus feat chosen from vidual knights sometimes travel partnered with a member of
the following list: Animal Affinity, Diehard, Endurance, Great one of these classes. Most knights consider barbarians to be
Fortitude, Iron Will, Quick Draw, Ride-By Attack, Spirited crazed lunatics who lack the honor, self-control, and training
Charge, Trample, or Weapon Focus (lance). You must still meet to fight in a proper civilized manner, yet a skilled barbarian
any prerequisites for the feat. You gain an additional bonus can earn a knight’s grudging respect through deeds in battle.
feat from this list at 10th level and again at 15th level. You have little regard for rogues, beguilers, or others who rely
on stealth or deceit. In general, you have no feeling one way
Vigilant Defender (Ex): Starting at 5th level, you stand or the other toward druids, monks, and rangers. You distrust
your ground against all enemies, warding the spot where the duskblade’s mix of melee combat and spellcasting but can
you make your stand to prevent foes from slipping past and empathize with the dragon shaman’s devotion to his totem
attacking those you protect. If an opponent attempts to use dragon, though you might be wary of particular shamans
the Tumble skill to move through your threatened area or your (those devoted to chaotic dragons). In general, you feel protec-
space without provoking attacks of opportunity, the Tumble tive (but with a touch of condescension) toward adventurers
check DC to avoid your attacks of opportunity increases by who cannot handle heavy armor and weapons.
an amount equal to your class level.
Combat
Shield Ally (Ex): Starting at 6th level, as an immediate You serve two basic roles in battle. You excel at dominating
action you can opt to absorb part of the damage dealt to an the field of battle, since your defensive abilities make it dif-
adjacent ally. Each time this ally takes damage from a physical ficult for opponents to move past you and strike vulnerable
attack before your next turn, you can take half this damage members of your party. You believe that the best way to face
on yourself. The target takes the other half as normal. You can an enemy is to challenge him to an honorable duel and kill
only absorb damage from physical melee attacks and ranged him fair and square, claiming all the glory for yourself. When
attacks, such as an incoming arrow or a blow from a sword, faced with multiple foes, you can strike fear into some and
not from spells and other effects. goad others into attacking you rather than your allies. You are
the sorcerer’s, wizard’s, or bard’s best friend. Your command-
Improved Shield Ally (Ex): At 14th level, your ability ing presence draws attacks to you, while your hit points and
to absorb damage increases. Once per round you can absorb heavy armor make you ideally suited to absorb blows. While
all the damage from a single attack directed against an you are engaging foes in combat, your allies can use their
adjacent ally. In addition, you continue to absorb half the spells and special abilities without interference.
damage from other physical attacks on an adjacent ally, if
you so choose. You must decide whether to use this ability Advancement
after the attacker determines that an attack has succeeded When looking at feats to select as you gain levels, you have
but before he rolls damage. two basic paths. You can focus on your fighting skill, or
you can attempt to expand your capabilities to serve as the
Impetuous Endurance (Ex): Starting at 17th level, your party’s spokesman. The former option is best when you are
fighting spirit enables you to push your body beyond the the group’s primary combat specialist. If the party includes
normal limits of endurance. You no longer automatically fail a barbarian, paladin, fighter, ranger, or duskblade, you can
a saving throw on a roll of 1. You might still fail the save if afford to dabble in feats that improve your Charisma-based
your result fails to equal or beat the DC. skills. Although Diplomacy is not a class skill for you, the
Skill Focus feat combined with your superior Charisma and
PLAYING A KNIGHT a few cross-class ranks makes you a serviceable emissary.
When it comes to combat feats, look to ones that improve
As a knight, you are driven to prove your abilities, showcase your ability to deal damage. Your class features already
the code of chivalry as a proper way to live, and defend your enhance your defense, making feats such as Power Attack,
allies. You are impetuous and brave, never backing down from
a challenge. When you face a mighty foe, you take a moment
to call out a challenge to him, salute his fighting ability, or
list his crimes that you seek to avenge.

Religion
Knights value order and honor in all things. They worship
lawful gods, though whether their patrons are good, neutral,

Weapon Focus, and so forth excellent options to boost your his status as a rich landowner was the basis of his superiority CHAPTER 1
offense. Alternatively, you could focus on crippling your to others. Legend transformed the concept of the knight to
foe’s ability to deal damage. Combat Expertise combined focus on one who sets forth searching for deeds that will win NEW CLASSES
with Improved Disarm and Improved Trip form a potent him glory, drawing on his code of conduct and charismatic
combo. When you lure a foe into attacking you, you can pluck personality to defeat his enemies. Since a character who
his weapon from his hand or knock him to the ground. In owns land and sits on a fortune in gold makes for a poor
either case, your opponent is neutralized as a threat to you adventurer in a traditional D&D game, the knight character
or your allies. class focuses on the concept of a heavily armored melee
combatant who fights according to a strict code of conduct.
Improved Initiative is a critically important feat, since it Fidelity to that code grants the knight the confidence and
allows you to act first, move forward, and defend your allies. fighting spirit to excel on the battlefield and hence the glory
The sooner you find a place at the front line, the longer you he or she seeks.
can hold back the monsters.

STARTING PACKAGES Daily Life 29
A knight adventures to prove her skill at arms, to advance
Package 1: The Cavalier the cause of whatever lord she might serve, and to further
Human Knight her own aims. She rides forth from her lord’s castle to right
wrongs, quest in her lord’s name, and prove herself worthy
Ability Scores: Str 15, Dex 12, Con 13, Int 10, Wis 8, Cha of knighthood. By actively seeking fame, glory, and acclaim,
Skills: Diplomacy, Knowledge (nobility and royalty), Ride. the knight brings praise and respect to the code of honor
Feats: Mounted Combat, Skill Focus (Ride). that she fights under.
Weapons: Lance (1d8/×3), longsword (1d8/19–20), three Some knights are lone wanderers with neither castle nor
javelins (1d6, 30 ft.). king. A bloody war might leave a knight without a master.
Armor: Chain shirt (+4 AC), heavy wooden shield (+2 AC). Homeless and with little more than her armor and weapons,
Other Gear: Standard adventurer’s kit, 11 gp. this knight adventures to further the cause she still holds
dear. She could work to bring down the enemies who defeated
Package 2: The Defender her lord or attempt to do as much good across the land as
Dwarf Knight possible, winning glory all the while. She might seek for a
new cause worthy of her devotion. The knight’s order might
Ability Scores: Str 15, Dex 12, Con 15, Int 10, Wis 8, Cha fall, but the concepts of honor and chivalry endure so long
Skills: Diplomacy, Ride. as one knight holds them dear.
Feat: Shield Specialization (heavy). Other knights are similar to paladins in that they place
Weapons: Dwarven waraxe (1d10/×3), warhammer (1d8/×3), their faith in a cause, though for a knight this cause is
5 javelins (1d6, 30 ft.) rooted in the world rather than a divine power. A knight
Armor: Scale mail (+4 AC), heavy steel shield (+2 AC). might fight against oppression and brutality in all its forms,
Other Gear: Standard adventurer’s kit, 18 gp. such as when a dwarf knight ventures into the underground
with his companions on a crusade to defeat drow, duergar,
Package 3: The Destroyer and other horrors before they can threaten the surface.
Half-Orc Knight Such a knight doesn’t need a lord or an order. All he needs
is a sharp sword, a stout shield, and an indomitable belief
Ability Scores: Str 16, Dex 12, Con 13, Int 8, Wis 8, Cha in his cause.
Skill: Intimidate. The knight of the D&D game is a wanderer who hunts
Feat: Power Attack. down the red dragon that has despoiled the countryside, or
Weapons: Battleaxe (1d8/×3), five javelins (1d6, 30 ft.). the hero who mans the walls and rallies the town guard when
Armor: Scale mail (+4 AC), heavy steel shield (+2 AC). a horde of orcs appears on the horizon. The knight fights for
Other Gear: Standard adventurer’s kit, 50 gp. a cause, and it matters not whether that cause is upholding
the crown or a ceaseless desire to bring justice and hope to
KNIGHTS IN THE WORLD the land.

“I like having a knight in front of me in a fight. He holds the line Notables
and allows me to work my spells in peace. Best of all, so long as Knights gain notoriety for their deeds, whether triumphs in
he has his back to me I can’t hear him prattling on about honor, combat or selfless acts of great honor. Many an adventurer
strength, and chivalry.” grew up on stories such as that of Archibold the Impetuous,
who after the defeat of his liege’s army stood alone to block
—Vaarlis Runespeaker, mage-initiate of Wee Jas pursuit on a narrow bridge while his allies withdrew to safety.
The bards claim that Sir Archibold slew more than a hundred
The concept of the knight, or cavalier, or chevalier has arisen hobgoblins before he finally fell, by which time his allies had
in many cultures that used mounted warriors in their armies. reached the safety of a nearby fortress.
Typically, knights were members of the rich, land-owning
upper class who could afford to buy and maintain heavy
armor and a horse. Such individuals served an elite role in
the military not only for their fighting talents and ability to
ride over and smash through infantry who lacked polearms
but also for their social standing. For the historical knight,

CHAPTER 1 Another legend tells of Lady Attis, an evil but brave Adaptation
knight who drove off a rampaging red dragon that had This class can fit in a campaign in many ways—to serve a
NEW CLASSES terrorized the region, not from any beneficence toward the specific plot need, you can tie its history to a race or add a con-
inhabitants but to win the fame of defeating a foe no one nection to a mysterious organization. The class description
else dared face. assumes that many races and cultures produce knights, but in
your world perhaps only lawful societies might field knights
Organizations as part of their armed forces, creating an instant and flavorful
Knights often band together into orders of knighthood, and difference between lawful and chaotic culture groups. If you
many of these organizations have storied histories. Knightly take this route, create a chaotic-oriented group of hexblades,
orders typically allow their members to spend much of their rangers, or scouts who oppose the order of knights.
time on individual quests, requiring only that the knight
live by the code of the order and be willing to return to the Sample Encounter
order’s headquarters when called upon. Knightly orders A knight can be encountered anywhere her quest for glory
have a proud tradition of using heraldic symbols to identify might take her: at the head of an enemy army, on a lone
themselves, and knights who belong to the order often mission into the underground, or simply wandering the
carry these symbols on their shields and armor to identify countryside looking for suitable challenges. A knight often
their affiliation. appears partnered with an arcane or divine spellcaster, since
the knight’s class features work best in conjunction with an
NPC Reactions unarmored or lightly armored partner.
Individuals react to knights based on their previous interac- EL 7: Lady Sorra adheres to the code of knighthood for one
tions with other members of the class. A heroic knight meets reason: it seems the fastest way to gain power in a world where
stony silence and suspicion in a land where evil knights those of common birth lack opportunity. She could make a
oppress the poor. By the same token, a villainous knight temporary ally or suitable antagonist for any adventuring
finds that folk who assume knights are chivalrous, fair, group, perhaps first appearing as an ally in one adventure and
and honorable are quick to trust her and willing to believe then again later in another as an antagonist. In the latter case,
the best about her. Such trust might indeed bring out the she is likely to be found serving as the personal bodyguard
best in her, or it might lead swiftly to disaster, depending of a powerful evil spellcaster.
on the knight.
A knight who has retired from adventuring typically Lady Sorra CR 7
acquires some position of authority, with commensurate
political power, whether as general, king’s champion, or ruler Female human knight 7
of some city or outpost. People’s opinions of knights are thus LE Medium humanoid
often the same as their views of authority in general. Init +5; Senses Listen +0, Spot +0
Languages Common
KNIGHT LORE
AC 21, touch 12, flat-footed 20; shield block* +1
Characters with ranks in Knowledge (nobility and royalty) hp 65 (7 HD)
can research knights to learn more about them. When a char- Fort +7, Ref +4, Will +8
acter makes a skill check, read or paraphrase the following,
including the information from lower DCs. Speed 30 ft. (6 squares)
Melee +1 longsword +11/+6 (1d8+4/19–20)
DC Knights are skilled mounted fighters who special- Base Atk +7; Grp +10
ize in defensive combat. Atk Options Cleave, Power Attack, fighting challenge* +2,

DC Knights are combat-oriented characters adept at test of mettle
protecting their companions and stopping foes from getting
past them. They follow a strict code of honor. Abilities Str 16, Dex 13, Con 14, Int 8, Wis 10, Cha 12
SQ armor mastery*, knight’s challenge* 4/day, knight’s
DC Knights are masters of armor and shield use. They
can lure foes into one-on-one combat through sheer force code*, shield ally*, vigilant defender*, wall of steel*
of will. Feats Cleave, Great FortitudeB, Improved Initiative, Iron Will,

KNIGHTS IN THE GAME Mounted CombatB, Power Attack
Skills Handle Animal +11, Intimidate +11
Because of their obvious place in real-world history, knights Possessions +1 breastplate, +1 heavy shield, +1 longsword,
fit well into any campaign with a medieval setting. The class
can be available to characters of almost any race or origin, cloak of resistance +1, ring of protection +1
or you can tie the class to a specific kingdom or group of *Class features described on pages 25–28
cultures in your campaign world. Either way, the knight
30 provides an exciting option for players interested in a melee- EX-KNIGHTS
oriented character capable of holding a line of combat and
really protecting her allies, as well as challenging monsters A knight who is no longer lawful loses the benefits of her
in single combat. knight’s challenge ability. As a result, she cannot use class
features that require her to expend uses of the knight’s
challenge ability, such as fighting challenge, test of mettle,
and call to battle. She no longer takes penalties for violating
her code of conduct.

A knight can regain her status by returning to a lawful
alignment.

Illus. by R. Horsley

he choice of a class delineates some of the most an alternative class feature in place of the normal feature

important aspects of a D&D character. With a class gained at that level.

comes a specific role in the party, baseline mechani- The format for alternative class features is summa-

cal attributes such as base attack and base save rized below.

bonuses, and a host of special abilities that define

the character. To complement the eleven standard ALTERNATIVE CLASS
classes presented in the Player’s Handbook, supplements such FEATURE NAME

as the Complete series have introduced additional classes. This A general description of the ability and why you might

chapter provides advice and insight on eighteen classes that want to consider it.

fit well within most D&D games and presents a set of options Level: You can select the alternative class feature only

to enhance characters of that class. at this level (unless you are using the retraining option

Each class presentation in this chapter includes sample described in Chapter 8).

character themes that help define a character’s role and Replaces: This line identifies the ability that you

personality. These are not intended as an exhaustive catalog, must sacrifice to gain the alternative class feature.

and you are not required to adopt any of them. Each class Benefit: This section describes the mechanical

entry also includes suggested backgrounds and suggested effects of the new ability.

personality archetypes; see Chapter 5 for more information NEW STARTING PACKAGES

on these elements.

In addition to this roleplaying advice, each presentation The final section of each of the presentations in

offers one or more alternative class features and a set of alterna- this chapter is a set of three new starting packages

tive starting packages. for each class, each one designed for a character

Alternative class features replace class features found in that fills a particular role in the adventuring

the original class description. If you have already reached party. For details about how to use these starting

or passed the level at which you can take the feature, you packages (and to modify them, if you desire), see

can use the retraining option described on page to gain page 5.

31

BARBARIAN Tattooed: Your flesh is scribed with one or more pictures

All stand in awe at the berserker fury you tap at will, enhanc- or symbols that signify your connection with the ancient

ing your strength and toughness at the expense of reason. principles of your barbarian past. One or more of the follow-

But what do cultured people know of the frozen wastes or ing tattoos adorn your body.

hellish jungles that forged your earliest experiences? The Arrowhead: You wear this simple pointed tattoo on your

cruel vicissitudes of growing up “savage” were normal to forehead. You believe that it lends you alertness in your

you. When your older brother was lost on a bear hunt one dealings, both in combat and in your perception of the lies

day, and your younger sister died of disease in the howling others tell you. Most people are certainly distracted by it.

dark late one night, how could you know that in other places, Bear: Across your chest is tattooed a mighty bear, whose

CHAPTER 2 they might not have had to die? These and other experi- inexhaustible strength is your strength, and whose capac-

EXPANDED ences marked you, and you stand apart ity to keep fighting even when sorely wounded is a quality
CLASSES
from those born into the comforts you also possess.

of civilization. Butterfly: This stylisti-

Suggested Backgrounds (choose cally rendered winged

one): Gladiator, Mariner, thing is (you claim) a but-

Tribal Origin. terfly, and you tell all who

Suggested Personality Ar- admire it that it signifies

chetypes (choose one): everlasting life.

Challenger, Explorer, Circle: This tattooed

Mercenary, Orphan, open circle (or hoop) is

Renegade, Savage, the universal symbol of

Seeker, Simple Soul, wholeness, female power,

Wanderer. and infinity. If you are

Illus. by F. Vohwinkel CHARACTER female, you have this
THEMES emblem tattooed on
your forehead, and all

One or both of the who see it know that

following character you are an avatar of the

themes could apply feminine spirit.

to you. Crossed Swords: The

Fearless: You are weapons you choose

made of stern stuff. to wield say a lot about

You’re not foolish, you, but they gain great-

but you’re not afraid er significance when

to test your mettle their representations are

and resourcefulness tattooed upon your flesh.

against any foe. If you Such tattoos are tokens of

are told a foe is beyond good luck, and as long as

your ability to defeat, they are visible, you know

you need more evidence that you cannot suffer last-

than merely the claim. You ing defeat.

do not boast, but make bold Demon: By tattooing a de-

statements that echo your expe- monic image on your chest (instead

riences and resolve. of a bear), you indicate to others that

Once you are actually embroiled in a Krusk the Conqueror, you have no love for piety, show no mercy

conflict, you prefer a quick, urgent battle cry. barbarian warlord to your enemies, and don’t care the least bit

A battle cry is a yell intended to rally your for propriety.

allies while putting fear into the hearts of enemies. See the Dragon Scales: Your cheeks are tattooed with radiant

Barbarian Battlecries sidebar and create a few of your own dragon scales, which indicate the position of authority that

battlecries tailored to your experience. was yours prior to your leaving your savage land, or the

“Fear cannot thwart my will.” chiefdom that awaits you when you one day return to forge

“I braved the deadly glacier’s darkest, coldest crevasse [/disease- a mighty barbarian horde.

rotted deep jungle] for three days—this trial cannot compare with Lightning: Jagged lines scribed down your lower jaw and

that feat.” neck represent bolts of swift lightning, and you believe

“If you fear to cross swords with the foe, pray for a quick death, their presence lends you swiftness of pace and possibly

for you’ll never find fulfillment in this life.” of thought.

“It is in hours such as these that heroes are born!” Mask: In lieu of other facial tattoos, you’ve chosen to cover

32 “Fear breeds fear!” your face with a single tattoo representing a fierce animal or

monster, a nature spirit, or an ancestor. Your tribal shaman Benefit: Whenever your current hit point total is below 5 CHAPTER 2
convinced you that the application of such a painful and × your barbarian level, your berserker strength automatically
encompassing (and disfiguring!) tattoo would allow you to activates. You gain a +4 bonus to your Strength score, a +2 EXPANDED
more easily contact the spirit world and gain the power of bonus on saves, damage reduction 2/—, and a –2 penalty to CLASSES
the spirit or animal represented by the mask. Alternatively, your AC. The damage reduction granted by berserker strength
you were shunned or cast out by your tribe. The tattoo cover- stacks with any similar kind of damage reduction.
ing your face forever marks you as an outcast to your tribe,
unworthy to associate with the people of your birth. There is no limit to the number of times per day your
berserker strength can activate. While berserker strength is
Naga: Instead of snakes spiraling up your arms, you have active, you have the same limitation on actions as a barbarian
tattooed human-headed nagas! The nagas represent anarchy in rage (PH 25). You cannot voluntarily end your berserker
and indicate to others who understand the symbol that you strength, although you automatically drop out of it while
follow no law but your own, civilization be damned. unconscious, helpless, or (most likely) when you receive heal-
ing to bring your current hit points above the threshold.
Snake: Tattooed snakes coil around your upper arms, simple
but colorful. Their heads point toward your head, imparting At 11th level (or if you would gain the greater rage class
their wisdom to you in spirit, if not in voice. feature from any class), your berserker strength improves
instead. The bonus to your Strength score improves to +6,
Spider: On the palm of one of your hands, hidden in normal your bonus on saves improves to +3, and you gain damage
dealings with strangers, the tattoo of a night-dark spider lurks reduction 3/— (or your existing damage reduction of the
with five of its legs extending up onto the undersides of your same kind improves by 3).
fingers. To you (and others familiar with the symbology), the
spider represents trickery and even death, though others At 20th level (or if you would gain the mighty rage class
might say treachery instead of trickery. When engaged in feature from any class), your berserker strength instead
trickery (or treachery), it is your habit to reveal your open improves again. The bonus to your Strength score improves to
palm to the victim of your trick (or double-cross) as the nature +8, your bonus on saves improves to +4, and you gain damage
of your action becomes apparent to them. reduction 4/— (or your existing damage reduction of the same
kind improves by 4).
Sun Rays: On the backs of your hands are tattooed the long
rays of the golden sun. Just like you can count on the sun rising Any effect that would normally apply only during your
daily, people can count on you, as this tattoo signifies. rage applies whenever your berserker strength is active.

Toad: You believe that this minor tattoo you wear on one STARTING PACKAGES
shoulder helps protect you from witchcraft, evil spells, and
demonic influences. Package 1: The Destroyer
Half-Orc Barbarian
BERSERKER STRENGTH
Ability Scores: Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 6.
The decision of when to rage is one of the toughest faced by Skills: Climb, Jump, Swim.
a barbarian. Selecting the berserker strength class feature Feat: Power Attack.
in place of rage removes the need for this often complicated Weapons: Greataxe (1d12/×3), five javelins (1d6, 30 ft.).
tactical decision, replacing it with an automatically activated Armor: Scale mail (+4 AC).
boost to your combat prowess and durability. In short, when Other Gear: Standard adventurer’s kit, 9 gp.
the going gets tough, you get tougher.
Package 2: The Hunter
Level: 1st. Elf Barbarian
Replaces: If you select this class feature, you do not gain
rage (or any later improvements to that class feature). Ability Scores: Str 15, Dex 16, Con 10, Int 10, Wis 13, Cha 8.
Skills: Climb, Handle Animal, Listen, Survival.
pqs Feat: Track.
Weapons: Battleaxe (1d8/×3), shortbow with 20 arrows
BARBARIAN BATTLECRIES (1d6/19–20, 60 ft.).
Armor: Studded leather (+3 AC), heavy steel shield
Below are a few battle cries you enjoy screaming out to mark (+2 AC).
the beginning of a conflict, or into an enemy’s face in the midst Other Gear: Standard adventurer’s kit, 1 gp.
of battle.

[a shriek like a high-pitched yowl of a wildcat] Package 3: The Whirlwind
Blood for the Blood God! Human Barbarian
Break the bones, hew the flesh!
Death to the city dwellers! Ability Scores: Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8.
For the North! [or your tribe name] Skills: Climb, Intimidate, Jump, Listen, Swim.
Scream your last! Feat: Two-Weapon Fighting, Weapon Focus (kukri).
Your guts for a garter! Weapons: Two kukris (1d4/18–20), five javelins (1d6, 30 ft.).
Your skin for a shawl! Armor: Scale mail (+4 AC).
Your skull for a cup! Other Gear: Standard adventurer’s kit, 4 gp.

pqs 33

CHAPTER 2 BARD Riddlemaster: You absorb stories, but you collect riddles.
A good riddle is a treasure in itself, and “a thorough knowl-
EXPANDED You roam the bright kingdoms and less savory regions of the edge of riddles keeps the intellect flexible and sharp,” as you
CLASSES world alike, amassing lore, negotiating tricky deals, scouting, are fond of saying. More than that, a knowledge of riddles can
gambling, spying, relaying messages, and telling epic stories. prove useful in negotiations with certain enigmatic beasts,
34 You work magic with your music, influencing the hearts and prideful kings, or any foe whose conceit compels it to agree
minds of both friends and foes. In the end, the best stories to test of riddles to resolve a dispute.
end up being about you.
Every bard knows at least a few riddles. Beyond these
Suggested Backgrounds (choose one): Artisan, Drifter, Mariner, beginning few, you are constantly on the lookout for more,
Noble Scion. whether through research in dusty tomes, or by riddling with
strangers and friends, ally or foe, even when there is nothing
Suggested Personality Archetypes (choose one): Agent, Daredevil, at stake. In this way, you are able to collect ever more riddles
Explorer, Innocent, Mercenary, Orphan, Rebel, Renegade, for your growing repertoire. You are also adroit at creating
Royalty, Trickster, Wanderer. your own riddles.

CHARACTER THEMES How To Write A Riddle: Use three rules when writing a
riddle.
One or more of the following character themes could apply
to you. 1) Pick an word or phrase as the answer to your riddle.
2) Turn the word or phrase over and over in your head,
Military Historian: This character theme requires you free-associating and making note of any unusual or off-the-
to have at least one rank in Knowledge (history). You are a wall idea that comes to mind.
student of conflict, an expert on the subject of the famous 3) Come up with clues about these ideas you’ve just
battles between prehistoric tribes, ancient militaries, and generated.
modern armies between kings and necromancers. Put it all together, tidy it up, and you might have just created
a riddle that will last the ages.
Now and then, you regale your friends with snippets of Spy: Even if you don’t have a commission, you can play up the
these histories. You find it all so interesting that you know fact that you might be working under official authority—after
everyone else would feel the same way, if only they were all, you’ve (supposedly) done so in the past.
exposed to the sagas. Purchase a leather-bound journal (in game), and keep
copious notes about all your surroundings, exploits, and
“We could learn something from the Battle of Rakdar, fought the doings of your acquaintances. At some later point, your
three hundred years ago. When the army of King Yria encoun- habits could reveal an important clue that was missed earlier.
tered an allied army of eight kings at Rakdar, it was utterly To prevent anyone else from gleaning the same information,
decimated by the much larger force. King Yria learned the value you keep this journal in a cipher.
of alliances then.” Ciphers: A cipher is a way to record information in such a
way that it is obscured to those without special knowledge. In
“The Battle of Ceschremi sent ten thousand warriors to their most cases, this special knowledge is a key (for simple ciphers)
graves, because reinforcements didn’t arrive when Emperor Drezzar that provides the necessary insight for rearranging letters into
ordered. Over the years, his generals had taken the money meant to their proper order or otherwise rendering a message legible.
keep reinforcements at the ready and instead bought fine mansions If you end up actually acting as a spy for a merchant guild,
for themselves in the countryside. Those were later burned by the temple, or other organization, you can pass a note every few
Ceschremi army, which advanced unopposed.” sessions to the DM using a simple cipher—assuming the DM
aids you in this endeavor.
Negotiator: In some groups, your diplomatic skills will One of the simplest ciphers replaces each letter of the alphabet
exceed those of all your friends. To be a good negotiator, you with a different letter that is a certain number of letters away.
must be fair, but stern. While the Diplomacy skill provides For instance, if the cipher is “letter +1” (replace each letter
the mechanical resolution of a scene, DMs enjoy hearing the with the one that follows it in the alphabet), then the message
gist of your negotiating points as a precursor to attempting “J bn b tqz,” when decrypted, reads “I am a spy.”
the skill check. Storyteller: You are a repository of stories both ancient and
contemporary. From the wealth of stories at your disposal,
Really, it’s all about the “spin.” With the proper spin, even the lessons of history and adages of past bards and sages are
a three-day-dead orc can be made to sound enticing. For at your fingertips. Use this knowledge to your advantage
example, if you are attempting to explain to a city official when you wish to influence an ally’s (or foe’s) opinion about
why your group was responsible for so much destruction in something, such as a plan of action or a proposed agreement.
a recent street altercation, you might say: By preceding your point with a reference to a story (real or
made up), you lend additional weight to the point you make
“Your honor, consider the devastation that would have otherwise immediately afterward. Most sentient creatures feel the
been wrought. Consider the buildings unburnt, lives saved, and pressure of precedent of others’ past experience on a similar
money still safely in coffers precisely because of our actions!” matter, even if you’ve invented the story on the spot (as long

On the other hand, if you are trying to trade in an unneeded
magic weapon for some other trifle that you or a friend would
prefer, try:

“Your eyes miss nothing, madam, but of course you couldn’t know
that this blade was once the boyhood dagger of the playwright
Isheuan. Indeed, his honeyed words are a delight to all. And this
blade was grasped in that same hand that also takes so ably to the
pen. Consider its value now!”

as they don’t know you’re making it up). Of course, it’s better Armor: Studded leather (+3 AC). CHAPTER 2
if you actually have a story, or a piece of history told as a story, Other Gear: Common musical instrument, spell component
in mind before you attempt this tactic. pouch, standard adventurer’s kit, 9 gp. EXPANDED
Spells Known: 0—detect magic, lullaby, mage hand, prestidigitation. CLASSES
For example, when confronted with a particular thorny
problem, especially if you see a solution, stroke your chin Package 2: The Problem Solver Illus. by S. Belledin
and say: Gnome Bard

“This reminds me of the time Prince Voltred tried to enter his Ability Scores: Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha
falcon in the archery contest. Funny thing about that. . . .” Skills: Bluff, Concentration, Craft (alchemy), Listen, Per-
form, Spellcraft, Use Magic Device.
Or, when you disagree with a conclusion, try: Languages: Common, Gnome, Goblin.
“The slave Medricar thought the same thing, when he once Feat: Arcane Flourish*.
escaped his master to live in the forest. He figured he could survive Weapons: Longsword (1d6/19–20), shortbow with 20 arrows
on the wild herbs and honey he would find. Good thing he changed (1d4/×3, 60 ft.).
his mind. . . .” Armor: Studded leather (+3 AC),
Or, when you believe not enough forethought has gone Other Gear: Common musical instrument, spell component
into an ally’s proposed course of action: pouch, standard adventurer’s kit, 4 gp.
“Might work, yes, but you remember Darvn, who rushed into Spells Known: 0—dancing lights, detect magic, mage hand,
the Cave of the Yellow Skull? If he had just watched a little longer, read magic.
he’d have seen the giant sleeping behind the stone.”
Package 3: The Vanguard
BARDIC KNACK Human Bard

Wandering bards learn more mundane skills and less esoteric Ability Scores: Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha
knowledge on their travels. If you select this class feature, Skills: Concentration, Diplomacy, Escape Artist, Listen,
you have done a little bit of everything; maybe you spent a Perform, Spot, Tumble.
few months as a wilderness guide, and you also had a cousin Languages: Common, Draconic.
in an ambassador’s retinue who regaled you with tales of Feats: Combat Expertise, Still Spell.
courtly intrigue. Weapons: Rapier (1d6/18–20), five javelins (1d6, 30 ft.).
Armor: Studded leather (+3 AC), light wooden shield (+1
The bardic knack class feature makes you more capable of AC, 5% arcane spell failure).
accomplishing simple tasks with a wide variety of skills. You Other Gear: Common musical instrument, spell compo-
don’t need to dabble in noncritical skills (unless you want
to be considered trained in their use), freeing up your skill nent pouch, standard adventurer’s
points to focus on a small range of crucial skills. kit, 22 gp.
Spells Known: 0—detect
Level: 1st. magic, ghost sound, light,
Replaces: If you select this class feature, you do not gain message.
bardic knowledge.
Benefit: When making any skill check, you can use 1/2
your bard level (rounded up) in place of the number of ranks
you have in the skill (even if that number is 0).
For example, a 5th-level bard would have the equivalent of
3 ranks in Appraise, Balance, Bluff, and so on (but only for
the purpose of making skill checks).
You can’t take 10 on checks when you use bardic knack
(to take 10 you have to use your actual ranks). If the
skill doesn’t allow untrained checks, you must
have at least 1 actual rank
to attempt the
check.

STARTING PACKAGES Gimble, Herald
of the High Crown
Package 1: The Controller
Half-Elf Bard 35

Ability Scores: Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha
Skills: Bluff, Diplomacy, Disguise, Gather Informa-
tion, Knowledge (local), Perform, Sense Motive.
Languages: Common, Elven, Celestial.
Feat: Skill Focus (Perform).
Weapons: Longsword (1d8/19–20), shortbow with 20 arrows
(1d6/×3, 60 ft.).

CLERIC it upon yourself to be a propagator of your religion, and draw
You are a representative of an almighty deity’s authority in the upon one of the following methods of proselytization.

mortal world. You give thanks daily to the good fortune that Conversion through Exhortation: You are a strident evangelist

put you in such an enviable position. You know firsthand that who exhorts others to consider your deity’s worship at every

the places of natural beauty, the structure of societies, and opportunity. For instance, whenever you heal a companion,

even existential cosmic laws would falter and perhaps collapse you murmur:

altogether without divine influence and intervention. “Through Pelor’s grace, be healed. If your belief were greater, how

However, deities work through agencies other than mere much greater would the relief from your wounds be?”

divine decree. In fact, gods prefer to work through interme- On the other hand, when smiting enemies, you scream

CHAPTER 2 diaries such as you when possible. You use the power of your (regardless of whether your friends have yet converted):

EXPANDED deity to make your god’s will manifest. In doing so, your lot “When you cross me, you cross the great god Pelor and earn his
CLASSES
improves, as you are raised slowly up in the eyes of the deity you wrath, and the wrath of all his disciples!”

serve with each deed you accomplish in your god’s name. Conversion by Example: You never exhort your companions

Suggested Backgrounds (choose one): Artisan, Ascetic, Noble to convert, but instead serve your deity lovingly and well. You

Scion. heal your companions at need, smite enemies, and accomplish

Suggested Personality Archetypes (choose one): Agent, Compan- other duties required by the company you keep.

ion, Crusader, Innocent, Leader, Martyr, Orphan, Prophet, After months of showing how the grace of Pelor helps you

Royalty, Sage, Seeker, Simple Soul, Theorist. through example, you are ready

CHARACTER THEMES to choose your moment. At
some point your aid, heal-

One or more of the following character ing prayer, or other good

themes could apply to you. work will come at just the

Giver of Blessings: Since you are an precise moment to save or re-

instrument of your deity’s will, you of- new one of your companions.

Illus. by H. Lyon ten find yourself (along with your This is the time to whisper per-

companions) in tight spaces. In suasively in his or her ear:

such circumstances, it is custom- “Consider what Pelor has done for

ary for you to bless yourself you—it is through his aid that I have aided

and your companions with you. If you say so now, I will tell you more of

your god’s beneficence im- Pelor later.”

mediately prior to taking In this way, you can slowly bring one or

desperate action. more of your companions into the fold.

Keeping such blessings Prayerful: You know that

to a minimum number of maintaining the channels of

words is a good idea, given that communication between

you are usually only moved to yourself and your deity is

give a blessing when circum- necessary, not just when your

stances are dire. god grants your spells, but all

You are partial to one or day through. However, the ad-

more of the following blessings venturing life being what it is,

(substituting your deity’s name your prayers are short and sweet,

for Pelor): and you drop them into conver-

sation when possible.

“Refresh and gladden our For instance, whenever

spirits. you make a particularly force-

Purify our hearts. ful assertion, you append one

Illumine our powers. Jozan, High Priest of Pelor of the following phrases (substi-

We lay our hope in Pelor’s hands.” tuting your deity’s name for Pelor):

“. . . as Pelor’s grace demands.”

“Bless us, oh Pelor, “. . . just as Pelor sweeps aside foes.”

and these thy weapons which “. . . so that Pelor may smile upon us.”

we are about to deploy in thy name, “. . . in Pelor’s name, let it be so.”

through your beneficence.” “. . . in this we ask Pelor’s aid.”

“. . . and in so doing we will be instruments of Pelor’s peace.”

“We humbly beseech you from the bottom of “. . . and in this we shall have Pelor’s divine aid.”

our hearts to succor us in our necessity.” “. . . for behold, Pelor has smiled on us from the very beginning.”

Missionary: You believe without question that others would “. . . and may all sin in Pelor’s eyes be washed from our souls, so

36 benefitbyconversiontotheworshipofyourdeity.Youhavetaken that our purposes are pure.”

Sermonizer: You are familiar with the trials and travails Example: Crucius is a cleric of Heironeous with the Good CHAPTER 2
of your deity, especially if your god or one of his saints or and War domains. At 1st level, he chooses to spontaneously
other associated entities was forced to undergo a great trial cast War domain spells. Thereafter, he can lose a prepared EXPANDED
to reach a higher spiritual understanding or vision. 1st-level spell to cast magic weapon, a prepared 2nd-level spell CLASSES
to cast spiritual weapon (or magic weapon), and so on. Further-
You are given to dropping in bits and pieces of this story more, in each domain spell slot he can prepare a spell from
prior to expressing your point. You hope that by being made the Good domain, a spell from the War domain, or a cure spell
aware of holy example, your companions will see the wisdom of the same level.
of your words.
STARTING PACKAGES
For instance, you might say as part of your arguments
(substituting your deity’s name for Pelor): Package 1: The Defender
Dwarf Cleric of Moradin
“. . . but as the One Hundred Writs of Pelor tell us . . .”
“. . . lest we suffer as Pelor suffered in his many trials . . .” Ability Scores: Str 12, Dex 8, Con 16, Int 10, Wis 15, Cha
“. . . but even the purest hearts can fall. Remember Eyria, the Skills: Concentration, Knowledge (religion).
devoted paladin of Pelor? Renowned for her piety and courage, Feat: Improved Turning.
she was slain in battle with a death knight, but in her destruction Weapons: Morningstar (1d8), light crossbow with 20 bolts
she was victorious.” (1d8/19–20, 80 ft.).
“. . . long before you were born and long after you’ve become but Armor: Scale mail (+4 AC), heavy wooden shield (+2 AC).
dust, Pelor’s disciples will continue their good works and see to it Other Gear: Spell component pouch, standard adventurer’s
that Pelor’s will is accomplished. kit, wooden holy symbol, 2 gp.
Soldier of Divinity: You stand a little closer to the paladin Class Features: Channels positive energy; Good and Protec-
ideal than other clerics. You disdain blessings and prayers, tion domains.
and you avoid healing your compatriots except in the direst Spells Prepared: 1st—command, protection from evilD, shield of
of circumstances. Instead, you select your spells, feats, and faith; 0—detect magic, light, resistance.
magic items so that your deity’s divine grace directly infuses D: Domain spell.
your strength at arms and defense. If you pray for just the
right combination of aid, your ability to fight your god’s Package 2: The Destroyer
battles comes close to equaling any warrior’s combat ability, Half-Orc Cleric of Heironeous
and in some cases exceeds those capabilities.
Of course, being a soldier of your deity doesn’t mean that Ability Scores: Str 16, Dex 10, Con 12, Int 6, Wis 15, Cha
you can’t be prayerful (see above), though your pleas to your Skill: Concentration.
god take on a much more military context: Feats: Divine Justice*, Martial Weapon Proficiency (long-
“Move, infidel, or feel divine wrath.” sword), Weapon Focus (longsword).
“Kill them all, Pelor commands it!” Weapons: Longsword (1d8/19–20), 2 javelins (1d6, 20 ft.).
Armor: Scale mail (+4 AC), heavy wooden shield (+2 AC).
SPONTANEOUS DOMAIN CASTING Other Gear: Spell component pouch, standard adventurer’s
kit, wooden holy symbol, 5 gp.
After a while, clerics can start looking very similar. Even with a Class Features: Channels positive energy; Good and War
variety of domains to choose from, domain spells take up such (longsword) domains.
a small portion of the average cleric’s repertoire that they don’t Spells Prepared: 1st—bless, divine favor, magic weaponD;
have much effect on the overall feel of the character. With spon- 0—guidance, resistance, virtue.
taneous domain casting, though, your domain choice becomes D: Domain spell.
a more important element of your character. You won’t be able
to provide as much healing to your party as a typical cleric, but Package 3: The Healer
the ability to prepare cure or inflict spells in your domain spell Human Cleric of Pelor
slots keeps you from falling too far behind in that area.
Ability Scores: Str 14, Dex 8, Con 12, Int 10, Wis 15, Cha
Level: 1st. Skills: Concentration, Diplomacy, Heal.
Replaces: If you select this class feature, you do not gain Feats: Combat Casting, Sacred Healing*.
the ability to spontaneously convert prepared spells into cure Weapons: Longspear (1d8/×3), light crossbow with 20 bolts
or inflict spells. (1d8/19–20, 80 ft.).
Benefit: You can convert stored spell energy into the spells Armor: Scale mail (+4 AC).
of one of your domains. Pick one of your two domains. You can Other Gear: Spell component pouch, standard adventurer’s
“lose” any prepared spell (other than a domain spell) to cast any kit, wooden holy symbol, 12 gp.
spell of the same level or lower on that domain list. Your choice Class Features: Channels positive energy; Healing and
is permanent unless an alignment change, deity change, or other Sun domains.
dramatic event leaves you incapable of accessing the domain. Spells Prepared: 1st—endure elementsD, protection from evil,
In addition, when preparing spells you can choose to fill sanctuary; 0—detect magic, detect poison, light.
any or all of your domain spell slots with either cure or inflict D: Domain spell.
spells (depending on whether you would normally convert
prepared spells to cure or inflict spells) of the same level. 37

CHAPTER 2 DRUID names you’ve given all the little creatures that you recognize,
unless asked.
EXPANDED Your secret instruction occurred in caves and forests sacred
CLASSES to life. You learned clandestine verses, the names of stars You always carry with you a small bag in which you keep
and constellations, the cycle of the seasons, sacred songs, crumbs, old bones, jerky, grain, thistle, or other treats that
38 formulas for prayers and incantations, rules of divination animals enjoy, and leave them as small offerings when
and magic, and the language of animals. To this day, you convenient.
still learn; as a druid, you are a lifelong student of the
natural world. “See that one? Hawks rarely live as long as Shrieker. He’s a tough
old bird.”
Why isn’t everyone? After witnessing the fury of a storm,
the splendor of the setting sun, and the spirit-cleansing “Sometimes my friends find me around the campfire at night,
power of a grove of aspen trees, only the most stone- and tell me stories of their day.”
hearted would not be moved to protect and conserve them,
and what’s more, rejoice and cherish the slow-growing, Hunter: You are displeased when those who should know
natural elements of the world that form the foundation better exploit nature. But you retain a burning hatred for
of everything else. Without the web of sun, rain, growth, those things that are nature’s bane by virtue of their mere
death, and rebirth in nature, the vaunted civilizations of existence; you hate that which is unnatural, including aber-
men, elves, dwarves, and other creatures would crumble rations (such as beholders and carrion crawlers) and undead
like dust. (such as zombies and vampires).

Suggested Backgrounds (choose one): Ascetic, Farm Hand, From time to time, you lead raids against such creatures,
Tribal Origin. especially when they encroach on natural wonders and lands
that you revere. Even while such creatures are still contained,
Suggested Personality Archetypes (choose one): Agent, Crusader, it is better to excise them before they can cause damage to
Explorer, Innocent, Martyr, Orphan, Prophet, Renegade, the natural world, rather than wait for the damage to happen
Sage, Savage, Wanderer. as it inevitably will.

CHARACTER THEMES Undead in particular have no connection to nature—
they exist apart from it, a mockery of the normal cycles
One or more of the following character themes could apply of life. Nature cries out each moment they are suffered
to you. to exist.

Conservationist: You espouse a philosophy you like “Those not of creation deserve no part in it.”
to call the “conservation ethic.” The conservation ethic “This aberration’s body must be displayed as a warning to
promotes the measured use, allotment, and protection of the others.”
natural lands and waters. You employ your ethic as an aid in Judge: You are the guardian of unwritten ancient laws
your efforts to sustain the natural world: its forests, lakes, inspired by nature. As someone with such knowledge, you
seas, and all the strange and wondrous creatures that live believe you have the power to judge those who have sinned
within it. against the natural order. When you judge, you can sentence
the malefactor to be excommunicated from sacred groves,
In order to engender a similar ethic in your companions the deep woods, and all other places where nature still
and others that you meet, you offer poetic references to nature reigns supreme.
when traveling, when first seeing a new vista, or when you To the extent you are able to communicate your judgments
otherwise deem appropriate: to other druids, wild animals, treants, and other creatures of
the wild, your judgments stand. Of course, the easiest way
“Spend a heartbeat and notice every waving leaf, every tendril to ensure your judgment is to take matters into your own
of mist in the dark woods, and every humming insect.” hands against those who have sinned most heinously (such
as undead, through their mere existence).
“The deer, the wolf, the oak, the fish, and the great birds are our In most cases, other druids are willing to abide by your
fellows, and they can be wronged, just as you can be wronged.” judgments, if you show through your actions that you are
willing to abide by theirs.
“An unchecked and untempered appetite will devour green plains However, no civilized court of law, whether a council of
and leave behind only a barren wasteland.” village elders or a king’s tribunal, recognizes the right of
druids and their judgments. That’s all right with you—neither
“What soul can’t find peace and spiritual renewal in the forlorn do you recognize their right over sovereign nature.
cry of the whippoorwill or the arguments of the frogs around a pond “Primeval justice is the first arbiter and final authority.”
at night?” “The laws of man pale before the law of nature.”
Philosopher: Nature is red in tooth and claw, regardless
“Whatever happens to the wild places, the pure waters, and of what the sentimental philosophies of so-called civiliza-
the teeming beasts soon happens to us. An invisible web connects tion might claim. To truly cherish all life, you embrace the
all things.” fact that bad things and good are all part of the evolving
environment. When events unfold that seem initially bad or
Friend of Animals: Small and relatively defenseless ani- ruinous, you philosophically attempt to provide perspective
mals have no greater friend than you. While you know that to your companions.
nature is not merciful, and that the weak and old are destined
to be food for young, strong predators, you also know that
mercy can selectively apply to nature.

To this end you know by sight dozens, if not hundreds, of
individual small animals such as birds, gophers, and rabbits.
You don’t bore your humanoid companions with all the

“In the landscape of spring, there is neither better nor worse. The In addition, you make a point to see the stars at least

flowering branches grow naturally, some long, some short.” once a week, and more often if possible. If you are pre-

“Nature’s tranquility comes like a fresh wind that blows away vented from seeing the open sky, you at least have your

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Frequently Asked Questions

When did the Player's Handbook 2 come out?

The Player's Handbook 2 is a 4th edition Dungeons & Dragons core rulebook published in March The book introduces the primal power source, and the primal classes barbarian, druid, shaman, and warden.

Who are the classes in the player's handbook?

The book introduces the primal power source, and the primal classes barbarian, druid, shaman, and warden. It also introduces the deva, gnome, goliath, half-orc, and shifter races, the avenger, bard, invoker, and sorcerer classes, and racial paragon paths .

Who is the illustrator of the Player's Handbook 2?

The front cover of the Player's Handbook 2, illustrated by Daniel Scott . The Player's Handbook 2 is a 4th edition Dungeons & Dragons core rulebook published in March The book introduces the primal power source, and the primal classes barbarian, druid, shaman, and warden.

Who are the designers of the player's basic rules?

Player’s Basic Rules Version Credits D&D Lead Designers:Mike Mearls, Jeremy Crawford Design Team:Christopher Perkins, James Wyatt, Rodney Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, Drawing from further development by Bruce R. Cordell

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Players Handbook II D\u0026D review

Players Handbook 2 (final).pdf

Citation preview

Dedicated to Pokémon Trainers everywhere. - Dr. Mr. Stark

Contents

4

Welcome to P:TA

6

Trainer Stats

78

Capture Specialist



Mystic

10

Trainer Levels

81

- Artificer



- Bard

11

Trainer Experience Chart

84

- Collector



- Body Snatcher

87

- Engineer



- Conduit

12

Trainer Skills

90

- Juggler



- Godspeaker

18

How to Read Trainer Features

93

- Poke Ball Designer



- Guardian

20

Trainer Classes

96

- Snagger



- Rune Master

22

General Features

99

- Trapper



- Shaman

28

Arms Features

Coordinator



Psychic



- Beauty Modeler



- Air Adept



- Choreographer



- Clairsentient



- Cool Trainer



- Earth Shaker



- Cute Idol



- Empath



- Fashion Designer



- Fire Breather



- Smart Teacher



- Hex Maniac



- Tough Guy



- Rain Waker



Martial Artist



Ranger



- Athlete



- Coach



- Aura User



- Commander



- Black Belt



- Detective



- Dirty Fighter



- Rider



- Ninja



- Signer



- Weapons Master



- Special Operations



- Yogi



- Survivalist

30

Ace Trainer

33

- Chaser

36

- Enduring Soul

39

- Stat Ace

42

- Strategist

45

- Tag Battler

48

- Type Ace

51

- Underdog

54

Breeder

57

- Botanist

60

- Chef

63

- Evolver

66

- Groomer

69

- Hatcher

72

- Medic

75

- Move Tutor



Moves



Researcher



Move Keywords



- Cryptozoologist



- Bug Moves



- Dream Doctor



- Dark Moves



- Petrologist



- Dragon Moves



- Photographer



- Electric Moves



- Professor



- Fairy Moves



- Scientist



- Fighting Moves



- Watcher



- Fire Moves



- Flying Moves



- Ghost Moves



- Grass Moves



Cross Classing



Managing your Pokémon



- Ground Moves



Using and Leveling Pokémon Stats



- Ice Moves



- Normal Moves



- Poison Moves



- Psychic Moves



- Rock Moves



- Steel Moves



- Water Moves



Combat



Type Chart



Encounters



Status Afflictions



Terrain



Contests



Natures



STAB Chart



Pokémon Experience Chart



Breeding Fossil Reanimation



Loyalty Evolution Mega Evolution



Mounts



Abilities/Moves



Ability Keywords



Ability List



Items Apricorns & Berries



Healing/Restoration Items



Stat Modifiers



Trainer Items



Held Battle Items



Evolutionary Stones



Miscellaneous Items



Poke Balls



TMs and HMs



Combat Demo

Welcome to the world of Pokémon: Tabletop Adventures! To play you’ll need the following things:

Players As a Player, you’ll create a Trainer, who might choose to take a up a profession, or Class, and capture and train Pokémon to fight alongside their Trainer. Like the protagonists in the Pokémon franchise’s games, manga or anime, Players will be the center of the game’s action.

A Game Master One person must fill the special role of Game Master, or GM, who controls every non-Player Trainer or Pokémon. They must build adventures, narrate, control non-Player Trainers, non-Player Pokémon and referee and make judgement for any rules that are not perfectly clear.

Books, Paper, Pencil and Dice Players will need access to the Player’s Handbook and Pokédex. Players have restricted access to the Pokédex and should avoid metagaming by only looking up a Pokémon’s Pokédex entry when they’ve used the Pokédex on a particular Pokémon. The GM should have access to the Player’s Handbook, the Pokédex and the Game Master’s Handbook. Players should use the Character Sheets to help organize information relating to their Trainers and Pokémon. Always use a pencil when writing on your character sheets! Information for your Trainer and Pokémon are constantly changing! You will also need gaming dice (d4, d6, d8, at least 2 d10 for use in the common d roll, d12, d20). When rolling dice in Pokémon: Tabletop Adventures, you always want to roll high, the only exception is when you roll two d10s to generate a d roll. Whenever you roll a d roll in Pokémon: Tabletop Adventures, you will want to roll as low as possible.

The game is played in a world where many fantastic animals are able to be energized and stored nicely in a machine called a Poké Ball. These animals are called “pocket monsters,” or Pokémon for short, and they are carried as tools, friends and partners by Pokémon Trainers. Trainers have various skills and abilities each defined by a Trainer’s goal. There are Ace Trainers, who focus all of their energy into making their Pokémon the best fighters they can. Breeders, who raise Pokémon as if they are their own children and groom them up to be powerful. The Researcher gathers information and serves as a party’s go-to girl when they confront a creature they’ve never met. Rangers are nature guards who dedicate their life to the protection of a wild creature’s habitat while employing wilds in their feats. A Capture Specialist is a techie Trainer who can tweak equipment, including the Poké Ball to expand their collection. The Coordinator employs their Pokémon in Contests instead of battle as she shows off their beauty. Mystics use old magics to link themselves with Pokémon. Finally, the Psychic and Martial Artist get their hands dirty and fight the beasts with their own supernatural powers. A Trainer may explore the world and battle at Gyms to gather Badges which allow them entrance to the Pokémon League Championships. They may compete in Contests to enter Grand Festivals. Maybe they’ll uncover a secret plot to destroy the world and try to stop those who would use Pokémon for evil. They may be breeding the most powerful Pokémon as their goal. No matter the destination, Pokémon will be valuable allies and tools in your journeys.

There are several types of people in the Pokémon world. Naturally trainer types are also various. There are rangers, ace trainers, capture specialists, researchers, coordinators, breeders, master of martial arts and even humans who naturally can use psychic or magic abilities. When these trainers focus their practices, they can demonstrate unrivaled mastery of their chosen profession.

Trainer Stats When creating your Trainer, or Pokémon for that matter, you’ll notice on the character sheet that a Trainer has six stats. These stats are Health Points, Attack, Defense, Special Attack, Special Defense, Speed. These are abbreviated throughout the Handbook into HP, ATK, DEF, SATK, SDEF, and SPD respectively.

Health Points Health Points simply measure how close you are to unconsciousness. At full health, you’re at your peak health. A sickness could hinder your maximum health, or being struck by a foe can knock you closer to becoming knocked out. If you’re sent further into the negatives, a human or Pokémon could even die. Mastery over a character’s own Health Points can allow you to push to the very ends of your power in order to gain great benefits. Whenever HP is referenced as a prerequisite, look at your basic HP stat. Trainers who have a high stat in Health Points become… - Psychics, who need a well of Health to draw power from. - Capture Specialists, often pushing stamina to its limits in order to create a new invention without sleep. - Mystics, who channel themselves with Pokémon and share their life force with Pokémon. In Combat, you use your HP to keep track of your life. Once it’s down to 0, you’re unconscious.

Attack Attack measures your physical power and strength. Trainers who possess great physical prowess can actively involve themselves in battle while training alongside their Pokémon to inspire their Pokémon’s power as well. Trainers with high Attack can appear intimidating or inspiring as well. Trainers who excel in Attack become… - Ace Trainers, inspiring their Pokémon’s power with their own. - Rangers, using their strength to wrangle and command wild Pokémon. - Martial Artists, who can use their power to push through any obstacle. In Combat, Attack is added to physical attacks against the target’s Defense.

Defense Defense measures the body’s concentration, stamina and life force– like constitution. Those with great deals of stamina find themselves lasting much longer while exploring and are more likely to survive a hostile encounter with wild Pokémon. You’ll also see characters with a great deal of patience with high Defense. Trainers who excel in Defense become… - Breeders, teachers who patiently raise young Pokémon, teaching them everything they’d learn in the wild. - Mystics, who often have to have strong bodies to survive while channeling away from their bodies. - Martial Artists, reducing harm to themselves with superior builds. In Combat, Defense is matched against physical attacks, reducing the damage you take to your HP.

Special Attack Special Attack is a measure of mind and reason, or intelligence. Common sense and intuition is often associated with Special Attack. Those Trainers without Special Attack may find it hard to learn new things or retain valuable information. However, with enough smarts, one could memorize the entire Pokédex. Trainers who excel in Special Attack become… - Ace Trainers, strategizing the defeat of their opponents. - Psychics, using the mind to impact the world in a literal manner. - Researchers, memorizing thousands of bits of information to lead a team. In Combat, Special Attack is added to energy attacks against the target’s Special Defense.

Special Defense Special Defense is used to keep one’s mind aware to the world around them. It is one’s perception and ability to empathize with humans and Pokémon alike. It is also is likened to one’s charm, persuasiveness, and general force of personality. Minor details and the intention of others are clear to one with great Special Defense. Trainers who excel in Special Defense become… - Coordinators, using the charm to impact the world around them. - Breeders, perceiving their young Pokémon's needs and coming to their needs. - Researchers, using their intuitive sense to master all forms of information In Combat, Special Defense is matched against Special Attacks, reducing the damage you take to your HP.

Speed Speed relates to a Trainer’s reflexes, balance, hand-eye coordination and movement speed. It has to do with steadiness while performing and poise in moments of uncertainty. The most nimble Trainers can avoid trouble, or bypass it, by using their skills in inventive ways. Trainers who excel in Speed become… - Capture Specialists, directing Poke Balls toward desired targets in perfect ways. - Coordinators, mastering the motion of the field to impress their needs onto their Pokémon. - Rangers, directing their Stylers in order to best restrain wild foes. In Combat, Speed dictates the order in which characters act and reflects their evasiveness.

Just because you create a trainer who happens to excel in Attack or Speed doesn’t mean you’ll need to force them into any particular class. This list is simply a list of suggestions. You’ll find that in making a trainer who is good at Attack and Defense, they will naturally be adept in the study of martial arts. It might be a good idea to figure out what kind of Class, or even Advanced Class, you’d like to work towards when building your trainer. Their starting stats will affect how early you can pick up your desired class.

Stat Modifiers After creating your very own Trainer, you’ll be able to calculate modifiers. Modifiers are used for ‘dice checks,’ that your GM may ask you to make to see if you are successful in any particular endeavor and while using various Features. Features will constantly ask you to use Stat Modifiers to measure the effectiveness of the Feature. To find a Stat’s Modifier, add 1 point for the Modifier for every 2 points the stat is above 10 or subtract 1 point for the Modifier for every point the stat is below For example, if a stat is 10, it does not have a Modifier; if a stat is 9, its modifier is -1; if a stat is 12, its modifier is +1.

Here are a few more examples of the Modifiers at different levels of the six Stats:

Sometimes a Feature will ask for a Stat instead of Modifier. In that case, just pull the correct statNo modifiers necessary.

Hit Points The Hit Point stat serves a special purpose, different from the other main 5 stats. Whenever a prerequisite refers to the HP stat, it is referring to the stat points you have invested into HP, not your total health points calculated with your HP stat. It does not have modifiers. Instead it just has a Stat and “Max HP.” - A Trainer’s Max Health Points are calculated by multiplying their HP stat by 4. - Each time a Trainer levels up, they also gain 4 total Health Points. Therefore, a Trainer’s total Health Points are calculated with this formula:

[(HP Stat X 4) + (Trainer Level X 4)]

Attack The ATK modifier is added to any improvised attack. Whenever performing an athletic act or one that requires great strength, your GM may ask you to make a ATK check. Add or subtract your ATK modifier from this check.

Defense The DEF modifier might be used when you are performing a feat of endurance, like skipping a night of sleep or starving yourself. Usually, the Defense stat will be the most common way a trainer can prevent themselves from taking too much damage to their HP. As a result, a GM might ask you to make a DEF check. Add or subtract your DEF modifier from this check.

Special Attack Whenever performing an act that requires academic knowledge, experience, or general intellect your GM may ask you to make a SATK check. You’ll want to add or subtract your SATK modifier from this check.

Special Defense SDEF modifier is your Perception Bonus and your force of personality. Whenever your GM asks you to make a perception check, you must roll and apply your SDEF modifier to that check. The better you roll, the more aware you are of a particular situation surrounding you. Also whenever performing an act that requires bluffing, diplomacy, or how you present yourself in general your GM may ask you to make a SDEF check.

Speed SPD modifier is added to your Evasion bonus, unless it’s a negative number. Whenever you are targeted by a hostile attack, the attacker must roll your Evasion bonus higher than their usual Accuracy Check to hit (the Evasion bonus from SPD caps at 6). Also, whenever performing an act that requires aim, balance, flexibility or speed, your GM may ask you to make a SPD check. Add or subtract your SPD modifier from this check.

Trainer Levels Please note that a Player’s Trainer starts out at Level 0 and do not start with a Class. They must earn their title in whatever Class they wish to aim for. When creating your level 0 trainer, all of your Stats start at 6, and you have 30 additional points to distribute to a maximum of 14 in any single Stat. Trainer Levels are gained when you achieve something that can prove your worth as a Trainer. They mark your experience in triumphs, not in experience points like your Pokémon. Whenever one of the following events are completed, you should usually gain a Trainer Level. - Acquiring your very first Pokémon. - When you earn a Badge from any Gym Leader. - When you earn a new Ribbon in a Contest. - Complete a Captain's Trial in an emerging League to earn a level. - If you can defeat a member of the region’s Elite Four, you gain a level. - If you can defeat a Frontier Brain, the Symbol they award you will gain you a level. - For every ten Pokémon you obtain, you will gain a level. If one of your Pokémon evolves, both of their stages in their evolutionary line will be counted towards this count. When you trade a Pokémon away, replace the Pokémon you traded away with the Pokémon you gained for this count unless you own two of the Pokémon you traded away. This is to prevent a party of Trainers from trading and then trading back, just to increase the count of “owned Pokémon”. - For every forty (40) Pokémon you identify with your Pokédex, you will gain a level. This is not a shared total with all of the Trainers in your party. You must actually use your Pokédex, to add to this total. Pokémon are everywhere! Be sure to always use your Pokédex on the new ones! - If you do something that your GM believes noteworthy, they may award you a level at that time. Add all of these totals together and that would give you several ways to level up, not including the GM’s awarded levels. Even though there are so many ways to level up, the Trainer level cap is But, most full campaigns, starting at level 0, still only get to the mid to high twenties. Starting a campaign at a higher level can easily change that. Refer to the leveling chart to determine what is gained during a specific level up. Then refer to the feats list to see what useable feats exist. Gain your Stat Points before taking your Feature when you level up, so you may use those Stats to meet prerequisites. When making your character, it might be a good idea to cater stats toward a particular class even if you cannot yet get a class feat. When a trainer gains a level they might meet the prerequisites to gain a Trainer Class. In place of gaining a Feature that level, they may instead take a Class Feature. When you choose to take a Class Feature, you do not gain any other type of chosen Feature, as all Class Features, including Advanced Features, come with two Features to go with your new class. Trainers all start with the title “Pokémon Trainer”. A Pokémon Trainer can take a second Class or their first Advanced Class at Level 5, then a third at Level 12 and a fourth Class or Advanced Class at Level

Trainer Level Chart Trainer Level 0 1 2 3 4 5 (You may now have 2 Classes) 6 7 8 9 10 11 12 (You may now have 3 Classes) 13 14 15 16 17 18 19 20 21 22 23 24 (You may now have 4 Classes) 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50

Feats Gained 0 1 1 1 1 1 1 0 1 0 2 0 1 0 2 0 1 0 2 0 1 0 2 0 1 0 2 0 1 0 2 0 1 0 2 0 1 0 2 0 1 0 2 0 1 0 2 0 1 0 3

Stats Gained 0 1 1 1 1 1 1 1 1 1 1 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0

Feats Gained 0 1 2 3 4 5 6 6 7 7 9 9 10 10 12 12 13 13 15 15 16 16 18 18 19 19 21 21 22 22 24 24 25 25 27 27 28 28 30 30 31 31 33 33 34 34 36 36 37 37 40

Stats Gained 0 1 2 3 4 5 6 7 8 9 10 11 11 12 12 13 13 14 14 15 15 16 16 17 17 18 18 19 19 20 20 21 21 22 22 23 23 24 24 25 25 26 26 27 27 28 28 29 29 30 30

Trainer Skills Trainers have skills that are often associated with their class. Unlike Pokémon Skills, which are used to show the capabilities of Pokémon who can produce fire, light, or even move through walls, Trainer Skills have to do with how they use their stats to interact with the world around them. When Trainers take a Base Class, they gain 3 out of a selection of 8 Skills for free. In addition, when a Trainer acquires an Advanced Class, they get one of two Skills for free, unless the Advanced Class was obtained by crossclassing. If a Trainer has a Skill, they get to add 2 plus their Stat Modifier to roles pertaining to the use of that Skill. Otherwise, a Trainer would have to plainly roll 1d20 to see how successful they are when trying to pass a Skill Check. If a Trainer ever gains a Skill a second time, they get to add another 2 plus their Skill Modifier when making that Skill Check. However if a Trainer gets a Health Point Skill a second time, or any other Skills a third time, it is redundant and ignored. The GM will decide the Check’s difficulty when asking you to roll. Often, having your Modifier can make or break a Skill Check.

Health Point Skills: Because HP does not have a Stat Modifier, the HP Trainer Skills are just abilities that you have. You do not need to roll to use them and others may not attempt to roll to use them. Breathless You can hold your breath for up to five minutes. Fasting Fasting has to do with how long you can hold out for food and water. While most Trainers can go for four days without water and two weeks without food, you can withstand a week without water and a month without food. Endurance The Endurance Skill has to do with your ability to withstand exhausting situations. You do not tire and risk losing HP after even hours of swimming, running, or laboring. Resistant If you are resistant, you take 3/4ths of the damage you would usually take from Poisoning and Burns. In addition to that, when rolling for Confusion, Freezing, Paralysis, or Sleep, you get +2 to your roll.

Attack Skills: Browbeat Sometimes you need something your way and you don’t want to be nice about it. Browbeat is rolled against other Trainers or Pokémon. For this reason, you’ll always be rolling against a GM controlled NPC which means that you don’t know how high you must roll, but as always will want to roll high.

Jump Leaping higher and further is easier with Jump. While most Trainer are capable of a vertical jump at least 2 ft. (.6m) high. Some Trainers may want to make a check to surpass the standard or a GM might want to make sure you all clear the gap between buildings? 1—You trip and fall prone. 5—You jump a normal height 2 ft. (.6m), or leap forward a normal distance of 5 ft. (m) 10– You jump higher, 4 ft. (m), or leap forward 10 ft. (3m) 15– You jump higher, 5 ft. (m), or leap forward 12 ft. (m) 20– You leap upwards 8ft. (m), or leap forward 20 ft. (6m) 30—Adrenaline pumping, you leap upwards 10 ft. (3m), or leap forward 30 ft. (9m) Sprint You are likely to be able to catch up or escape by Sprinting. A Sprint attempt is usually initiated by a Trainer wanting to push themselves a little further. A GM may ask you to make a Sprint check if your party has been running quite far in a short time. 1 – You trip and fall prone. 5 – You strain yourself and Shift at a -1 Shift this turn. 10 – You Shift as normal. 15 – You book it, Shifting at +2 this turn. 20 – You’re making great time, Shifting at +4 this turn. 30 – You’re a speed demon, gaining an Overland Skill for x4 distance this turn. Strength Regardless of your Attack Stat, proper form is needed to really use the muscle you may build. Strength will help you properly use your Attack to lift or move heavy objects. On average, a lbs. (62kg) Trainer can easily lift 80 pounds (36kg). This can be different for each trainer, but know that the higher your Attack, the heavier you can lift/push/pull. You may attempt a Skill check on your own, or a GM may initiate it. 1—You tense up and strain yourself, Flinching. 5—You use your Strength as normal. 10—You lift up to lbs. (68kg), push lbs. (61kg) 15—You dig in and can lift up to lbs. (kg), push lbs. (kg) 20—Through tremendous effort you raise lbs. (kg), push lbs. (kg) 30—Adrenaline pumping, you lift lbs.. ( kg), push lbs. (kg)

Defense Skills: Concentration If you need focus to perform a task, Concentration will help get you through the task without losing focus even while being struck or Psychically attacked. When taking damage, the GM may ask you to make a Concentration check if they feel the task/Feature you are performing is particularly difficult. 1—The lightest tap disrupts your focus. 5—You can take up to 10 damage without losing focus. 10—You can take up to 20 damage without losing focus. 15—You can take up to 50 damage without losing focus. 20—You can take up to damage without losing your focus. 30 — No amount of damage will disrupt your focus. Deflection Trying to intercept an object or push it away midflight is easier with this Skill. This may not be made against Pokémon Moves, but can be used against other Trainers who might be using a Feature, including an Arms Feature. Deflection is rolled against other Trainers or Pokémon. For this reason, you’ll always be rolling against a GM controlled NPC which means that you don’t know how high you must roll, but as always will want to roll high. Healing Trainers with Healing are more likely to recover a greater deal of HP after an extended rest. Usually, an eight hour rest will recover 10% of your Max HP. This is normal and unless you are constantly woken up, your GM shouldn't force this check. However, you may make this check when you wake up. 1—You don’t recover anything. 5—You recover a normal 10% of your Max HP. 10—You recover 15% of your Max HP. 15—You recover 25% of your Max HP. 18– You recover 50% of your Max HP. 20—You recover to full HP and remove any afflictions you were suffering. Tireless Going without sleep is easier when you are Tireless. If your party has been pushing a full day without rest, your GM might make everyone roll a Tireless Skill check. The higher you roll, the less HP you’ll lose for exhaustion. A GM may make you make this check every 2 hours past the first 24 without sleep. 1—You fall asleep for 1d4 hours. 5– You lose 25% of your max HP. 10—You lose 15% of your max HP. You lose 5% of your max HP. 20– You don’t lose any HP and feel fine.

Special Attack Skills: Engineering You’re more adept than most at understanding and operating machinery. The GM may make you make an Engineering check when coming upon a machine. 1—The device is foreign to you. 5—You can guess the purpose, but you cannot operate the device. 10—You know the purpose of the device and can at least understand how to turn off the device. 15—You can repair the device and operate the device. 20—You are an expert with the device and can use it without any problems. 30—You can replicate the machine with the right resources, you have an intimate knowledge of it. History Sometimes you need to know more about the past of the Pokémon world, the better your History, the more you know about the world. When in a new space or hearing about ,some kind of historical event you may initiate a check or your GM might ask you to make one when your party isn’t sure about where anything is. 1—You don’t know anything about anything. 5—You’ve heard about the place/event in passing, but wasn’t really paying attention. 10—You know about the place - any Gyms, major sights, famous people from there You know about the event - who/what/when/why it happened. 15—You know about the Gym’s specialties, team specifics of the famous people from there You know about details that are often left out in history books. 20—It’d be hard to tell you hadn’t been to the place before, or weren’t at the event personally. Investigate When trying to understand something’s purpose or find relevant items in an area, Investigation helps. This is used sometimes to find items of importance in a space or something else you may have missed. When used it will often be against a GM created scenario so whether you or the GM initiates the check, you don’t know how high you must roll, but as always will want to roll high. Programming A better understanding and access of computers is possible with Programming. While you may be able to attempt any of the following things, they will often be against GM controlled networks and NPCs programmers. For this reason, you’ll want to explain each thing you’re doing and roll each time against the GM’s roll. You don’t know how high you must roll, but as always will want to roll high. Programming tasks: Access digital device (timer, detonator, lock), access personal computer, access small network (small office, personal business), access large network (Pokémon Centers in the city, local government), access massive corporate network (Ranger Union, Rocket database, Silph Co.), damage programming, crash computers, crash network, activate/shutdown remote task (cameras, locks, alarm), change network keys, manipulate computer hardware, hide evidence of tampering.

Special Defense Skills: Bluff/Diplomacy Deception is a tricky thing, just as tricky as diplomacy, this might help convince others to do or believe as you say. Bluff/Diplomacy is rolled against other Trainers or Pokémon. For this reason, you’ll always be rolling against a GM controlled NPC which means that you don’t know how high you must roll, but as always will want to roll high. Perception Often, things are happening around you. Perception is important to catch things that you wouldn’t catch otherwise. When used it will often be against a GM created scenario so whether you or the GM initiates the check, you don’t know how high you must roll, but as always will want to roll high. Sooth Pokémon can often be upset. Whether they’re afraid, worried, angry or even aggressive, a Trainer with Sooth is more likely to get through to a Pokémon in need. Sooth is rolled against Pokémon. For this reason, you’ll always be rolling against a GM controlled NPC which means that you don’t know how high you must roll, but as always will want to roll high. Streetwise It’s hard to be in a new place and while journeying, you’ll encounter new places often. With Streetwise, it’ll be much easier to know where to hang out, or sometimes where to avoid. 1—You don’t know anything about anything. 5—You’ve heard about some important business people, but nothing important. 10—You know about any places to avoid, but also know where to find some questionable services. 15—You know details about the leaders in any groups you may want to avoid. 20—You know how to pass for a member of any groups that reside in the town or city you’re visiting.

Speed Skills: Acrobatics Whether its careful balance, a parkour climb, or a swinging flip Acrobatics will come in handy to succeed. Usually Trainers will initiate this Skill check, but a GM may ask you to make it while you cross a tattered rope bridge. 1—You fall over. 5—You navigate a board wide enough for you to walk normally on or scale a normal fence. 10—You can balance across a ledge or a large tree trunk, or scale a story of a building. 15—You pass through thin paths of balance unhindered in speed and can scale the side of a building. 20—You have no trouble scaling buildings or overcoming difficult pathways.

Perform Perform helps you play your instruments better or put on your magician’s act or dance with more expertise or even give a rousing speech. Usually Trainers will initiate this Skill check, but a GM may ask you to make it while performing in a tough spot. 1—You get stage freight. 5—Everything goes pretty well, only a pair of unnoticed missed steps/notes/lines. 10—You get a round of applause. 15—You get a standing ovation, crowds loved the performance. Some might even give you some credits (up to credits a day). 20—The cheers go on for many minutes. A stunning performance. Surely someone gave you credits, some might contact you to arrange performances (up to credits a day). You can begin gathering local fame. 30—Your performance is the stuff of starting movements. Sleight of Hand While pickpocketing is bad, some still want to be able to do it well. This is also useful for concealing things you own. Sleight of Hand is rolled against other Trainers or Pokémon. For this reason, you’ll always be rolling against a GM controlled NPC which means that you don’t know how high you must roll, but as always will want to roll high. Stealth Moving sneakily comes in handy. With Stealth, you can move quieter and hide yourself better. Stealth is rolled against other Trainers or Pokémon. For this reason, you’ll always be rolling against a GM controlled NPC which means that you don’t know how high you must roll, but as always will want to roll high.

Overland, Surface, Underwater: Overland All Trainers have a base Overland Skills speed of 5. If 3 + (1/2 your Speed or Attack modifier) is greater than 5, you may use that instead. Surface A Trainer starts with a base Surface Skill of 4. If 2 + (1/2 your Defense modifier) is greater than 4, you may use that instead. Underwater Trainers have a base Underwater Skill of 3. If you have at least 3 for your Attack or Defense modifier, your Underwater Skill is 4.

Trainer Features Trainer Features will be organized like this: Feature Name

Class Feature Category

Prerequisites: Frequency Target/Trigger: Effect:

Feature Name

Class Feature Category

The Feature’s Name and Category. Sometimes the category is important when counting how many Features you have for a particular class, when trying to meet a prerequisite. Other than Class Features or Advanced Features, there are a subset of Features for each existing class, Arms Features as well as normal Trainer Features.

Prerequisites Prerequisites must be met before you can take any Feature. If you want a specific Feature, it’ll be worth it to find out Prerequisites ahead of time to help make decision when earning new stats.

Frequency Frequencies limit how often you can use a Feature. If a Feature is Static, it is an ongoing effect that doesn’t need activation. If a Feature is At-Will, you can use a Feature as much as you’d like, provided you activate it. Other Features may be limited to once per Hour, Day, Week or even Month, noted as Hourly, Daily, Weekly or Monthly. Sometimes, a Frequency will have a cost in HP. Also, sometimes a Frequency will have a rate of increase, listing how many Trainer levels a player needs in order to have access to the Feature an additional time per Hour/Day/Week/Month/etc.

Target/Trigger The Target/Trigger line explains when the Feature may be used, or what kind of target it can be used on. If there is none, it probably means that there is no target, as the Feature is an ongoing effect. If your available actions allow for it, you may activate multiple feats off one trigger, but you may only activate any single feat only once due to the same instance of a trigger. For example, “I Believe In You!” may be activated only once per attack.

Effect The Effect will list in detail what the Feature does. Sometime the Effects of Features are ongoing from the moment you get them, or sometimes the Effects will work for a whole encounter or a single turn. Follow the Feature’s Effect details. If anything a Feature says to do conflicts with another existing rule, the Feature’s text overrules that rule for the purpose of

Feature Reference Icons Next to a Feature’s Category, small icons are placed as a reference as to when a Feature is appropriate to use, and how it affects your Trainer’s turn. A Static ability. These do not require activation and are usually active from the moment they are obtained.

A Free Action. Free Actions are usually activated at any time a Trainer Actions could be activated, but they do not consume your Trainer Action during your turn.

A Trainer Action. These take your Trainer Action during your turn during encounters. They can also be made at almost any time outside of an encounter as well.

An Interrupt symbol. A Feature with this symbol can be used during combat to immediately activate, even if it is not the Trainer’s turn to act. These symbols can appear on Free Action Features or Trainer Action Features. When a Trainer Action is used as an Interrupt, the Trainer will not be able to make a Trainer Action during their next turn. However, if they use another Trainer Action with an Interrupt symbol again, they can prolong that loss of Trainer Action until they do not use an Interrupting Trainer Action and pass during their turn to use a Trainer Action.

The Extended Action Icon. A Feature with this symbol reminds the Trainer that the Feature takes more than 6 seconds to use. This would mean that it would be odd to activate during an encounter, when rounds are only 6 seconds long. This doesn’t mean you can’t use a Feature with this symbol during combat, it just might just not be a very good idea.

The League Legal and League Illegal icons. Green is for Legal and Red is for Illegal. If a Feature has a Legal icon, it can be used during official League sanctioned Pokémon battles, such as Gym Battles or even casual Trainer Matches. If a Feature has an Illegal icon, you should refrain from using the Feature during an official League sanctioned Pokémon Battle. These Features are deemed ‘Illegal’ because they usually will directly interfere with the Pokémon Battle and using them will usually result in your disqualification.

Trainer Classes When it comes to the Pokémon franchise, usually the trainer sits back and lets their Pokémon do all the battling, the heavy lifting, travelling, and well pretty much everything that doesn’t have to do with handling money or talking to other trainers. In Pokémon: Tabletop Adventures, Trainers take a proactive role during the game to help their Pokémon to victory. Whether it’s literally with their Pokémon, like the combat classes; by boosting the power of their Pokémon, like the support classes; or by boosting the efforts of your whole party, like the leader classes; Trainers have a dominant role in Pokémon: Tabletop Adventures. Each of the 9 Base Classes have multiple Advanced Classes that specialize in something specific. These Advanced Classes can be focused on, or picked up through Cross-Classing. Base Classes immediately make your trainer proficient in a specific type of endeavor and with enough focus into a Base Class, through the use of Advanced Classes, you can find yourself to be a Trainer who dominates the Pokémon scene. Each Class Feature and Advanced Feature comes with two Features immediately, it’s like three Features at once! This is why you can’t have more than one Class Feature or Advanced Feature until you reach the appropriate Trainer Level. Below are each of the 9 Base Class Features and the Advanced Features that are built from them.

Ace Trainer Chaser, Enduring Soul, Stat Ace, Strategist, Tag Battler, Type Ace, Underdog

Breeder Botanist, Chef, Evolver, Groomer, Hatcher, Medic, Move Tutor

Capture Specialist Artificer, Collector, Engineer, Juggler, Pokeball Designer, Snagger, Trapper

Coordinator Beauty Modeler, Choreographer, Cool Trainer, Cute Idol, Fashion Designer, Smart Teacher, Tough Guy

Martial Artist Athlete, Aura User, Black Belt, Dirty Fighter, Ninja, Weapons Master, Yogi

Mystic Bard, Bodysnatcher, Conduit, Godspeaker, Guardian, Rune Master, Shaman

Psychic Air Adept, Clairsentient, Earth Shaker, Empath, Fire Breather, Hex Maniac, Rain Waker

Ranger Coach, Commander, Detective, Rider, Signer, Special Operations, Survivalist

Researcher Cryptozoologist, Dream Doctor, Petrologist, Photographer, Professor, Scientist, Watcher

When playing a campaign with a Party, it might be a good idea to make sure there isn’t too much overlapping of Class Features. It might be a better idea if players choose different classes to maximize the amounts of things your party can do well. For example, if each player decided to be Martial Artists, sure your party would be great in combat during wild encounters, but they might be lacking when it comes to League matches. Talk with your party members before a campaign to see if a compromise can be made concerning who will play what. It won’t always be needed and depending on the campaign in question, it might even be better to have that Party full of Martial Artists. Consider what Features you take in the same way. If a Feature does something similar to what another party member can do, maybe it might be better to find something else to take for more variety?

Leader Roles The Coordinator, Ranger and Researcher Base Classes serve as good “leader roles” in a party. This doesn’t means that you will lead your party best of the other players you play with, but it will mean that your role will be of the most supportive to the group as a whole. Coordinators can grant benefits for Pokémon and their Advanced Classes excel in a particular type of boosting. Some of the Coordinator’s Advanced Classes can even design special clothing that can benefit anyone who wears it. Rangers serve as great leaders because of their public ‘face.’ Rangers are enforcers of the law and aid people with their unique Stylers. Advanced Ranger Classes focus on boosting an aspect of that lawful enforcement and usually enable even more Charismatic influence. Researchers are great leaders as well because of their knowledge base. Through them, your team will be very well informed. Advanced Researchers gather more information for your team to use against any foe or gain the ability to use oddities that they make themselves or discover around them.

Support Roles Unlike Leaders, who support players and Pokémon alike, a “support role” focuses the most on your own Pokémon. As an Ace Trainer, a Breeder, or a Capture Specialist you will see your group of Pokémon rising above the rest of the party’s Pokémon. The Pokémon raised by Ace Trainers grow much faster than any other Trainer’s. Their Advanced Classes boast huge boosts in their Pokémon’s power and find inventive new ways to infuse their Pokémon with more, more and more power. Breeders hatch and raise Pokémon to improve the quality of their Pokémon. While they might not hit as hard as an Ace Trainer’s Pokémon, a Breeder’s Pokémon boasts more versatility and with their Advanced Classes a uniqueness unparalleled by any other class. The Capture Specialists improve their Pokémon in a special way too; they expand their collection as a whole very easily. In addition to being able to remove wild targets from a battle, simply by catching them, their vast collection of Pokémon will enable them to be useful in any situation. Their Advanced Classes go farther into the technical aspects of the Pokémon world and use intellect to solve different problems for themselves.

Combat Roles “Combat Role” Trainers have a lot of fun in battle. Viewing their Pokémon as equals, or maybe viewing themselves as the equals of Pokémon; they throw themselves into battle. The Classes fall into three modes of power: The Martial Artist uses physical strength, the Psychic uses the power of mind over matter, and the Mystic uses Well, ‘magic’ to tie themselves to Pokémon and fight. Martial Artists wield physical power of their body to defend allies and crush foes. At higher levels, the Martial Artist will be able to take on the strongest Pokémon in close-quarters-combat. Psychics use their mind to alter the world around them. Advanced Class Psychics can exhaust their body to create flashy elemental attacks or influence others with their Psychic powers. The Mystic uses ancient methods to become one with their Pokémon. By sharing their mind with their Pokémon, and vice versa, they can borrow abilities to use in battle. The most advanced Mystics can greatly influence their bond with Pokémon or even combine their spirit with Pokémon.

These features are general Trainer Features, and may be taken by any Trainer if they meet the required prerequisite.

Aim for the Horn! Trainer Feature Prerequisites: 13 SATK Daily – Every 4 levels gained, you may perform this Feature another time per day. Target: Your Pokémon targeting with a Move. Effect: On a roll of 19 or 20 during Accuracy Check, your Pokémon’s attack will deal Neutral damage to a target regardless of Resistances or Immunities. Aim for the Horn! + Trainer Feature Prerequisites: Aim for the Horn! 16 SATK Daily – Every 4 levels gained, you may perform this Feature another time per day. Target: Your Pokémon targeting with a Move. Effect: On a roll of during Accuracy Check, your Pokémon’s attack will deal Neutral damage to a target regardless of Resistances or Immunities. This Feature replaces Aim for the Horn! Back Off Trainer Feature Prerequisites: 13 SDEF Daily – Every 10 levels gained, you may perform this Feature another time per day. Trigger: A Trainer, not involved in a Gym or Competition battle, challenges you. Effect: Roll 1d20 and add your SDEF modifier. If the result is higher than 10, the Trainer is intimidated and withdraws their challenge. Chosen One Trainer Feature Prerequisites: Level 20 Daily Trigger: You fail to roll high enough for any type of check. Effect: You don’t fail the check. You may not apply this to a Pokémon’s check. Dual Wielding Trainer Feature Prerequisites: Level 10, 12 HP, 12 ATK, 12 DEF, 12 SATK, 12 SDEF, 12 SPD Static Effect: You may control 2 Pokémon at the same time. During a round of battle, they are each included in the battle queue. You are still only allotted 1 Trainer Action. During a round in which you use Dual Wielding, you may not use the effects of Multitasking. Give It Your All Trainer Feature Prerequisites: Level 1 One Time Use Only - Once you take Give It Your All, gain one additional use per 10 levels gained. Effect: Target one of your Pokémon’s Moves. For one use, it is a Critical Hit that cannot miss.

Hey Guys, Watch This Trainer Feature Prerequisites: Level 1 Static Effect: From now on, instead of gaining a new Feature when you level up during levels that you would gain a Feature, you gain 1 Feat Point. A Feat Point can be spent at any time you can use a Trainer Action, and does not take a Trainer Action to use. When you spend a Feat Point, you may add any Feature to your Features whose prerequisites you meet. You may not regain any Feat Points you spend. You do not gain a Feat Point on the same level you take Hey Guys, Watch This. I Can Take a Hit Trainer Feature Prerequisites: 13 HP Stat Static Effect: When taking damage from anything reduce that damage by 5. This does not reduce the cost of activating Features that require HP loss. I Can Take a Hit + Trainer Feature Prerequisites: 17 HP Stat Static Effect: When taking damage from anything reduce that damage by This does not reduce the cost of activating Features that require HP loss. This Feature replaces I Can Take a Hit. I Believe in You! Trainer Feature Prerequisites: 15 SDEF Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: Your Pokémon. Effect: For the remainder of combat, your Pokémon deals an additional 1d6 during the Move’s damage for each point you have in SDEF modifier.

League Member Trainer Feature Prerequisites: 12 Badges OR Medals, Level 20, (, for Gym Facility/, for Frontier Facility) Static Effect: You take on the responsibilities of either a Frontier Brain or a Gym Leader, and you must accept challenges at least once a week. If you lose, you must give the victor a Frontier Medal if you are a brain, or a Gym Badge if you are a leader. If you have 10 Badges you may become a Gym Leader, but you do not need to choose an elemental type. If you have 10 medals you may become a Frontier Brain. You don’t need to remain in your facility’s location to accept challenges, but you do need to let those at your facilities know where you are to forward challengers. Each week you are issued (for Leaders) or (for Brains) for your services as a League Member and to create Medals/Badges, which can only be done at your facilities for (for Leaders) or (for Brains). You are only paid weekly if you accept at least 3 challenges. You may not take League Member more than once, even if you have qualified for multiple positions. Add 2 to your SDEF stat. Let Me Help You With That Trainer Feature Prerequisites: Level 1 Daily – Every 4 levels gained, you may perform this Feature another time per day. Target: An allied Trainer making a check. Effect: The ally has +2 added to their check. A check is made while using a Feature.

Let Me Help You With That + Trainer Feature Prerequisites: Let Me Help You With That, Level 10 Daily – Every 7 levels gained, you may perform this Feature another time per day. Target: An allied Trainer making a check. Effect: The ally has +5 added to their check. A check is made while using a Feature. Let’s Get That Lock Open Trainer Feature Prerequisites: 15 SATK Daily – Every 5 levels gained, you may perform this Feature another time per day. Target: A non-computerized lock. Effect: Roll 1d20 and add your SATK modifier. If the result is higher than 15, the lock is unlocked and is undamaged and doesn’t appear tampered with. Look Out! Trainer Feature Prerequisites: 14 SPD Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: Your Pokémon. Effect: During this round, if your targeted Pokémon is attacked, flip a coin until you flip tails. The foe must roll 1 higher during Accuracy Check to hit your Pokémon for each heads during the coin flips.

Mega Evolver Trainer Feature Prerequisites: 10 HP, 10 ATK, 10 DEF, 10 SATK, 10 SDEF, 10 SPD, a Key Stone Daily Target: A Pokémon with a Mega Stone Effect: Mega Evolve the Pokémon for 10 minutes or until it is returned while under 0 HP. Multitasking Trainer Feature Prerequisites: Level 10, 12 HP, 12 ATK, 12 DEF, 12 SATK, 12 SDEF, 12 SPD Static Effect: During encounters, you may perform 2 different Trainer Actions per round. You may not use more than one Trainer Action related Feature per round. During a round in which you use Multitasking, you may not use the effects of Dual Wielding. Not Yet! Trainer Feature Prerequisites: 17 DEF Daily Trigger: Your Pokémon is lowered to 0 HP or less, but not greater than % HP. Effect: Before fainting, the targeted Pokémon can make one last shift and Move and then immediately faints afterwards. This cannot be used with the Move Endeavor, Explosion, Flail, Pain Split, Reversal or Self-destruct. Random Knowledge Trainer Feature Prerequisites: 14 SATK or 14 SDEF Daily – Every 5 levels gained, you may perform this Feature another time per day. Target: Anything you have line of sight to, or an idea or phrase you just heard about from any source. Effect: Roll d20 and add your SATK and SDEF modifiers to the roll. If you roll higher then 14, you know about the thing you targeted. If you are targeting a Pokémon, you must have already targeted the Pokémon with a Pokédex.

Remedial First Aid Trainer Feature Prerequisites: 13 SATK or 13 SDEF Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: A Trainer. Effect: Roll 1d20 and Add your SATK or SDEF Modifier. Heal the target this much HP.

Satoshi’s Karma Trainer Feature Prerequisites: Satoshi’s Luck, released 3 fully-evolved, loyal Pokémon Daily Target: A roll. Effect: You may re-roll any single die. This Feature replaces, Satoshi’s Luck. Satoshi’s Luck Trainer Feature Prerequisites: released a fully-evolved, loyal Pokémon Daily Target: A roll. Effect: At the cost of 15 HP, you may re-roll any single die. The 15 HP may not be reduced in any way. Step Aside! Trainer Feature Prerequisites: Level 1 One Time Use Only – After taking the feature, you gain one additional use, per 10 levels gained. Trigger: Your Pokémon is targeted by a Move or Trainer Attack. Effect: Your Pokémon immediately Shifts. If it Shifts away from a targeted area, the Move or Trainer Attack is avoided. If the target is unable to shift out of the way, it takes no damage from the Move or Trainer Attack. Only additional effects with the “Spirit Surge” keyword may activate, should the Accuracy Check permit. Study Session Trainer Feature Prerequisites: Purchased a book at least once. Static Effect: You must buy a book at each PokeMart for 70 per town visited. If you don’t have 70 when you enter a town you have never visited, you lose the effects of this Feature until you are able to purchase a book. Your Special Attack stat gains 1 point or your Special Defense stat gains 1 point. You may take the Study Session Feature multiple times. If you take this Feature multiple times, you still only need to spend 70 at a time. Voltorb Flip Trainer Feature Prerequisites: 12 HP Stat or 12 SATK or 12 SDEF At-Will Trigger: A human or Pokémon tries to pry into your mind to read it. Effect: Roll 1d20 and add either your SATK or SDEF modifier to the roll. If the roll is 13 or higher, you begin to think of an elaborate game of Voltorb Flip. The person reading your mind cannot read anything other than the game of Voltorb Flip in your mind and all other thoughts, secrets and bits of knowledge are safe from the mind reader. If Voltorb Flip is successful, any attempts to read your mind are unsuccessful for the next hour.

Workout Trainer Feature Prerequisites: Exercised at least once. Static Effect: You must exercise at least once every 3 days. A workout session should consume at least 30 minutes of time. While exercising you lose 10 HP. If you do not make time to exercise at least once every 3 days, you lose the effects of this Feature until you are able to make time to exercise for two consecutive days of working out. Your Health Point, Attack, Defense, or Speed stat gains 1 point. You may take the Workout Feature multiple times. If you take this Feature multiple times, you still only lose 10 HP.

There is also this Feature that each Trainer has for free and is tied to the Pokédex. Use Pokédex Trainer Feature Prerequisites: Pokémon Trainer At-Will Target: A Pokémon not yet identified by your Pokédex within 10m. Effect: By pointing your Pokédex at the unidentified Pokémon, your Pokédex identifies a Pokémon. Since Pokémon can be differently shaped and colored despite being the same species, the Pokédex takes a moment to analyze the screenshot made with its eye and give you the information 12 seconds later, or two rounds of combat later. For every 40 Pokémon you identify with your Pokédex, your Trainer Levels Up!

Pokédex are directly linked to your Trainer ID and are used to keep you safe. They are basically your license to carry trained Pokémon and are technically loaned to you by the Pokémon League indefinitely. They are waterproof, heatproof, acid proof, and so much more. It’s really in your best interest to not tamper with your Pokédex, but if you do, there’s no promise the authorities won’t get involved.

Arms Features Arms Features employ weapons to attack Pokémon or other Trainers. These features are to be used when a GM allows Trainers to openly use weapons in the campaign they are running. However, Arms User and Weapon of Choice can affect “Unarmed” combat, which is always defined as attacks made with no material weapons. The Weapons themselves are handled abstractly. The only mechanical difference between weapons deal with MELEE, SHORT-RANGE, and LONG-RANGE weapons. Unless affected by a Class Feature, Arms Features always deal Physical Damage, and Normal-Type Damage. The damage dealt is determined by your Arms User or Weapon of Choice Features, and possibly modified by the weapon itself. - Melee Weapons have a range of 1 Meter. - Short Range Weapons, which include “Thrown” weapons, have a range of 1 to 5 meters. - If attacking a target within melee range, Throwing Weapons deal damage at -1 Damage Base. - Long Range Weapons have a range of 10 Meters, but have a minimum range of 4 Meters.

Arms User Trainer Feature Prerequisite: None, everyone has this Feature Static Effect: Your Accuracy Check for Arms attacks is 6. Whenever you deal damage with an Arms Feature, add the highest of your ATK or SPD modifiers to the damage dealt. - Whenever you use an Arms feature, you deal [Damage Base 1] damage. - If you are level 7 or higher, you deal [Damage Base 2] damage instead. - If you are level 15 or higher, you deal [Damage Base 3] damage instead.

Weapon of Choice Trainer Feature Prerequisite: Trainer Static Effect: Choose a specific weapon type such as ‘longsword’, ‘unarmed’, or ‘slingshot’. This is your “Weapon of Choice”. You may take Weapon of Choice multiple times, each time choosing a new weapon. - When using your Weapon of Choice, your Accuracy Check for Arms Features is 4 and you deal [Damage Base 2] damage. - If you are level 7 or higher, you deal [Damage Base 4] damage instead. - If you are level 15 or higher, you deal [Damage Base 6] damage instead.

ACE TRAINER Class Feature Prerequisites: 13 Attack, 13 Special Attack

Ace Trainers want to be the very best, that no one ever was. They study for years, learning battle matchups and histories of the world’s greatest champions in order to impart knowledge onto their Pokémon and battle with the best of them.

Pick 3 Skills: Bluff/Diplomacy, Browbeat, Concentration, History, Investigate, Sprint, Streetwise, Tireless

Base Features Enhanced Training Ace Trainer Feature Static Effect: Each of your Pokémon gains and additional 20% the amount of experience they would gain normally. Improved Attacks Ace Trainer Feature Static Trigger: Your Pokémon’s damage dealing attack hits. Effect: When adding up damage dealt to the foe, add either half of your ATK modifier or half of your SATK modifier before your foes subtracts their Defense or Special Defense from the attack.

Ace Trainer Features Affirmation Ace Trainer Feature Prerequisites: Ace Trainer, 14 ATK Static Effect: Whenever your Pokémon fells a foe or scores a critical hit, your Pokémon gains temporary Hit Points equal to twice your ATK modifier. Beast Master Ace Trainer Feature Prerequisites: Ace Trainer, 8 Badges Static Target: Your Pokémon. Effect: Your Pokémon do not protest your commands. They cannot act disobedient unless they are Legendary. This doesn’t affect their loyalty, only whether or not they do what you say to do. Break Through! Ace Trainer Feature Prerequisites: Ace Trainer, 16 SATK Daily Trigger: Your Pokémon’s damage dealing attack hits. Effect: Your Pokémon’s attack deals damage without applying weaknesses, resistances, or immunities. Brutal Workout Ace Trainer Feature Prerequisites: Ace Trainer, 15 ATK Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: Your Pokémon who just defeated another Pokémon. Effect: The target loses half of its current HP but gains +% the experience they would have gained from the foe they just felled. Constructive Criticism Ace Trainer Feature Prerequisites: Ace Trainer, 15 SATK Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: Your Pokémon that missed all targets with a move on its previous turn. Effect: Your Pokémon needs to roll -3 on accuracy checks for the remainder of the encounter. Focus Ace Trainer Feature Prerequisites: Ace Trainer, Constructive Criticism Daily – Every 15 levels gained, you may perform this Feature another time per day. Trigger: Your Pokémon. Effect: The next time your Pokémon uses a Move without a Damage Dice Roll, subtract half your SATK modifier from the Accuracy Check. This may not be used with moves that set the target’s HP to 0.

Improved Attacks + Ace Trainer Feature Prerequisites: Ace Trainer, 16 ATK, 16 SATK Static Trigger: Your Pokémon’s damage dealing attack hits. Effect: When adding up damage dealt to the foe, add your ATK modifier or your SATK modifier before your foes subtracts their Defense or Special Defense from the attack. This Feature replaces Improved Attacks. Improved Attacks Z Ace Trainer Feature Prerequisites: Ace Trainer, Improved Attacks +, 18 ATK, 18 SATK Static Trigger: Your Pokémon’s damage dealing attack hits. Effect: When adding up damage dealt to the foe, add your ATK modifier and your SATK modifier before your foes subtracts their Defense or Special Defense from the attack. The Feature replaces Improved Attacks +. Intimidate Ace Trainer Feature Prerequisites: Ace Trainer, 16 ATK, 14 SATK Daily – Every 5 levels gained, you may perform this Feature another time per day. Target: A Pokémon. Effect: You use the Intimidate Ability on the target. Press Ace Trainer Feature Prerequisites: Ace Trainer Daily – Every 5 levels gained, you may perform this Feature another time per day. Target: Your adjacent Pokémon. Effect: Deal damage to your Pokémon equal to 1/5th of their total HP. Raise any of their stats’ Combat Stages 1 level. Using Press more than once per Pokémon, per day will affect their loyalty. Press + Ace Trainer Feature Prerequisites: Ace Trainer, Press Daily – Every 5 levels gained, you may perform this Feature another time per day. Target: Your adjacent Pokémon. Effect: Deal damage to your Pokémon equal to 1/4th of their total HP with your weapon. Raise any of their stats’ Combat Stages 2 levels. Using Press + more than once per Pokémon, per day will affect their loyalty. Taskmaster Ace Trainer Feature Prerequisites: Ace Trainer, Press+ Static Effect: Whenever you use Press, Press+, or Positive Press on a target, remove the Flinched and Confused conditions on the target if applicable, and raise any negative combat stages to 0.

CHASER Advanced Feature Prerequisites: Ace Trainer, 1 major foe’s escape or 3 Pokémon with Pursuit Chasers want every experience to end in complete domination. They trainer their Pokémon to never allow a draw, or escape. Only felling their foes will sate their desires. Pick 1 Skill: Sprint, Strength

Base Features No Escape Chaser Feature Static Target: Self. Effect: When Pokémon or trainers try to flee during an encounter that you are participating in and their movement speed is equal to or greater than yours or your Pokémon’s, they must roll 1d20 and add either their SPD modifier or half their relevant Speed Skill. If they surpass 10 + your ATK modifier, they successfully escape. Otherwise, they are unable to leave the encounter. Someone using the Run Away ability does not need to roll to escape regardless of their movement speed. Torrential Assault Chaser Feature Daily - Every 10 levels gained, you may perform this Feature another time per day. Trigger: A Pokémon or trainer successfully flees or a trainer recalls their Pokémon. Effect: You may have an active Pokémon make an attack on a Pokémon or trainer as an Interrupt before they escape or are returned. If you are attacking a Pokémon that has fainted and you lower them to % they do not need to make a death savings throw.

Chaser Features Aha! Got you! Chaser Feature Prerequisites: Chaser Daily - Every 5 levels gained, you may perform this Feature another time per day. Effect: When your Pokémon use a move with the Trap keyword, you may choose to maximize its duration instead of rolling. Bloodthirst Chaser Feature Prerequisites: Chaser, 18 SATK Static Effect: You can tell if a target is under 50% HP. In addition to this, whenever a hostile target is below 50% HP, your active Pokémon gains 1 Speed Combat Stage. This Speed Combat Stage fades when no hostile targets are below 50% health, and your Pokémon do not gain multiple Combat Stages when multiple enemies are under 50% HP. Don’t Stop Chaser Feature Prerequisites: Chaser, 16 ATK Daily - Every 10 levels gained, you may perform this Feature another time per day. Trigger: Your Pokémon knocks out a foe. Effect: After knocking out a foe, your Pokémon may make another Shift and use another Move in that same turn. You may only activate this feature once per Pokémon per encounter. Finish Them! Chaser Feature Prerequisites: Chaser, Bloodthirst Daily - Every 10 levels gained, you may perform this Feature another time per day. Target: Your Pokémon using a damaging Move. Effect: When your Pokémon hits with Move with a Damage Dice Roll. If the Move’s target has less than 5% HP after dealing damage, the Pokémon faints. Hunting Techniques Chaser Feature Prerequisites: Ace Trainer, Chaser, 2 Pokémon with Mean Look, Odor Sleuth, or Pursuit. Daily Target: A Pokémon. Effect: After ten minutes of work, roll 1d20 and add your ATK modifier. If you roll 15 or higher, that Pokémon learns the Move Mean Look, Odor Sleuth, or Pursuit. You must own a Pokémon that already knows whichever Move you are tutoring onto the target.

Natural High Chaser Feature Prerequisites: Chaser, Affirmation Daily—Every 10 levels gained, you may perform this Feature another time per day. Trigger: Your Pokémon fells a foe. Effect: After knocking out a foe, chose a stat other than HP. That stat is raised 1 Combat Stage. No Escape + Chaser Feature Prerequisites: Chaser, No Escape, 16 ATK, 14 SATK Static Target: Self. Effect: When Pokémon or trainers try to flee during an encounter that you are participating in and their movement speed is equal to or greater than yours or your Pokémon’s, they must roll 1d20 and add either their SPD modifier or half their relevant Speed Skill. If they surpass 15 + your ATK modifier, they successfully escape. Otherwise, they are unable to leave the encounter. Someone using the Run Away ability must roll to escape as if they did not have that ability. If the target successfully escapes, your movement speed as well as the movement speed of all your Pokémon increases by 4 meters per round for 10 minutes if you try to pursue the escapee. Replaces No Escape. Pursuit Chaser Feature Prerequisites: Chaser, 18 ATK Daily - Every 5 levels gained, you may perform this Feature another time per day. Target: A Pokémon or human. Effect: Use the Move Pursuit. Shifting Pursuit Chaser Feature Prerequisites: Chaser, Pursuit Static Target: A Pokémon or human. Effect: When you get this feature, choose a type. When you or one of your Pokémon uses the Move Pursuit, Pursuit may instead be that chosen type instead of Dark. You may not change the Type once you pick the type. You may take this Feature more than once to acquire multiple elemental types for Pursuit.

Sprints Chaser Feature Prerequisites: Chaser, 16 SATK, a Pokémon with a Speed stat of 20 or greater Static Effect: You may add to your Pokémon’s Speed stat during level up and ignore Base Relation, but only for the Speed Stat. Thrill of the Hunt Chaser Feature Prerequisites: Chaser Static Effect: When your Pokémon pursues a foe and fells them, with Pursuit, because of a Chaser feature, or in an encounter after the target has previously escaped, they gain +25% the experience they would have gained.

ENDURING SOUL Advanced Feature Prerequisites: Ace Trainer, Trainer knocked unconscious by a foe at least once or 3 Pokémon with Endure While training to be the strongest is important, Enduring Souls realize the importance of standing back up for every challenge. They pass on the burning fire in their hearts into their Pokémon. Lasting longer for a battle, or to protect the ones they love. Free Skill: Endurance, Fasting

Base Features Boundless Endurance Enduring Soul Feature Static Effect: You may add to your Pokémon’s HP stat when they level up, ignoring Base Relation.

Press On! Enduring Soul Feature Static Effect: Your Pokémon faint when they reach % HP instead of at 0 HP. Pokémon cannot use the Moves Endeavor, Explosion, Flail, Pain Split, Reversal or Self-destruct while they have 0 HP or less. You may still return a Pokémon with 0 or less HP and send out a Pokémon in the same action. Pokémon with the Soulless ability cannot benefit from Press On! This does not change when your Pokémon need to make death savings throws.

Enduring Soul Features Aware Enduring Soul Feature Prerequisites: Enduring Soul Static Effect: You may sleep and have just as much awareness to sound, feeling, and smell as if you are awake. You also instinctively sense danger while asleep and can wake up instantly. If you have the status affliction Sleep, treat it as normal non-status afflicted sleep. You do not need to make perception checks with a penalty while asleep. Hold! Enduring Soul Feature Prerequisites: Enduring Soul, 3 Pokémon with a Defense stat of 25 or more Daily – Every 10 levels gained, you may perform this Feature another time per day. Trigger: You are hit by a Move using the Attack stat or you are hit by a Trainer Arms Feature attack using Attack. Effect: Lose 25 HP instead of the damage you would have taken. Padding Enduring Soul Feature Prerequisites: Enduring Soul, 15 ATK Static Effect: Subtract your ATK modifier from the damage you would take in addition to your Defense or Special Defense stat. Padding + Enduring Soul Feature Prerequisites: Enduring Soul, Padding Static Trigger: You are hit by a Move. Effect: Subtract twice your ATK modifier from the damage you would take in addition to your Defense or Special Defense stat. This Feature replaces Padding. Soul’s Protection Enduring Soul Feature Prerequisites: Enduring Soul, a Pokémon with the Move Protect Daily – Every 15 levels gained, you may perform this Feature another time per day. Trigger: You are hit by a Move. Effect: Use the Move Protect.

Soul’s Endurance Enduring Soul Feature Prerequisites: Enduring Soul, a Pokémon with the Move Endure Daily – Every 10 levels gained, you may perform this Feature another time per day. Trigger: You are hit by a Move. Effect: Use the Move Endure. Split Enduring Soul Feature Prerequisites: Enduring Soul Daily – Every 7 levels gained, you may perform this Feature another time per day. Trigger: One of your adjacent Pokémon is hit by a damaging Move. Effect: After applying Defense and Special Defense, you take half of the damage that would have been done to your Pokémon. Your Pokémon takes half of the damage it was supposed to take. Stand! Enduring Soul Feature Prerequisites: Enduring Soul, 3 Pokémon with a Special Defense stat of 25 or more Daily – Every 10 levels gained, you may perform this Feature another time per day. Trigger: You are hit by a Move using the Special Attack stat or you are hit by a Trainer Arms Feature attack using special Attack. Effect: Lose 25 HP instead of the damage you would have taken. Still Standing Enduring Soul Feature Prerequisites: Enduring Soul, 18 ATK, 16 SATK Static Trigger: You are lowered to or below 0 HP. Effect: You may still issue commands to your Pokémon while unconscious. If you chose to, and in that encounter, you are lowered to % HP, you may not make a death saving roll.

Still Standing + Enduring Soul Feature Prerequisites: Enduring Soul, Still Standing Static Trigger: You are lowered to or below 0 HP. Effect: You may still issue commands to your Pokémon while unconscious. You may still make a death savings throw when lowered to % HP. This Feature replaces Still Standing.

STAT ACE Advanced Feature Prerequisites: Ace Trainer, 3 Pokémon with the chosen stat of 20 or more Specializing in a very specific strength, Stat Aces become unparalleled royalty in the battle world. While they are known as one-trick Pontya to some, others will admit to having more than a lot of trouble facing them in battle. Pick 1 Skill: Browbeat, Perception

Base Features Specialist Training Stat Ace Static Target: The stat of choice for any of your Pokémon. Effect: You may add half of your ATK or SATK modifier to the Base stat chosen for Stat Ace to your Pokémon. If this changes which of the Pokémon’s base stats are the highest, maintain Base Relation appropriately. Stat Subversion Stat Ace At-Will Target: Enemy Pokémon. Effect: That Pokémon’s stat is decreased by one Combat Stage according to whichever Stat you’ve chosen for Stat Ace. You may only effect one target with Stat Subversion at a time, you may not change targets until the original is unable to battle. Mechanic: When you take Stat Ace, choose Attack, Defense, Special Attack, Special Defense, or Speed. This becomes your chosen stat for Stat Ace. You may take Stat Ace multiple times, choosing different stats each time.

Stat Ace Features Fixed Competence Stat Ace Prerequisites: Stat Ace, 18 SATK Static Effect: Your Pokémon may not lose Combat Stages in your chosen Stat. Positive Press Stat Ace Prerequisites: Stat Ace, Press, 15 ATK Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: Your adjacent Pokémon. Effect: Deal damage to your Pokémon equal to 1/5th of their total HP with your weapon. Raise your chosen stats Combat Stage 2 levels. Specialist Training+ Stat Ace Prerequisites: Stat Ace, Specialist Training, 3 Badges and/or Medals Static Target: Your Pokémon. Effect: You may add your ATK or SATK modifier to your chosen stat in the base stat of every Pokémon you own. For every 10 levels your Pokémon have, they gain 1 extra point in your chosen Stat. If this changes which of the Pokémon’s base stats are the highest, maintain Base Relation appropriately. Stat Boost Stat Ace Prerequisites: Stat Ace, Level 10 Daily Target: Your Pokémon. Effect: For 1 encounter the target gains the Ability Speed Boost. If your chosen Stat is not Speed, replace the Ability’s name with Attack Boost, Special Attack Boost, Defense Boost or Special Defense Boost appropriately. Also if your chosen Stat is not Speed, replace the word Speed in Speed Boost’s effect with Attack, Special Attack, Defense or Special Defense appropriately. Stat Overflow Stat Ace Prerequisites: Stat Ace, Press + or Positive Press Daily Target: A Pokémon. Effect: Your Pokémon loses half of its full HP. The Pokémon’s Stat, chosen for Stat Ace, is set to +6 Combat Stages. Your Pokémon cannot use a Move during this round of encounter but may still shift.

Stat Subversion + Stat Ace Prerequisites: Stat Ace, 15 SATK At-Will Target: Enemy Pokémon’s stat you chose Stat Ace for. Effect: That Pokémon’s stat is decreased by two Combat Stages according to whichever Stat you’ve chosen for Stat Ace. You may only effect one target with Stat Subversion at a time, you may not change targets until the original is unable to battle. This Feature replaces Stat Subversion. Stat Unlock Stat Ace Prerequisites: Stat Ace, a Pokémon with 30 in your chosen Stat Static Effect: Your Pokémon ignore Base Relation, if they are adding to the Stat chosen for Stat Ace. Superior Ability Stat Ace Prerequisites: Stat Ace, 5 Badges and/or Medals Daily – Every 8 levels gained, you may perform this Feature another time per day. Target: Target Pokémon. Effect: If your active Pokémon’s Stat, chosen for Stat Ace, is higher than the target’s particular stat, that Stat is lowered 1 Combat Stage. Talent Scout Stat Ace Prerequisites: Stat Ace, 2 Pokémon with Natures that add to chosen Stat Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: A wild Pokémon. Effect: Roll 1d20 and add your ATK modifier. If the total exceeds 15, that Pokémon’s Nature becomes a random Nature that benefits your chosen Stat. If the total exceeds 25, that Pokémon has the Nature of your choice, that benefits your chosen stat.

STRATEGIST Advanced Feature Prerequisites: Ace Trainer, 14 SATK, at least 10 Moves without Damage Dice Rolls across your Owned Pokémon Strategists recognize the importance of attacks in a Pokémon battle, but pour their focus into the less exciting and often ignored side of Pokémon battles. By turning the field to their advantage and repelling any kind of effective strategy against them, they gain control of the flow of battle and rise victorious. Free Skill: Perception, Streetwise

Base Features Field Scout Strategist Feature Daily – Every 5 levels gained, you may perform this Feature another time per day. Target: Your Pokémon Effect: On its next turn, the target may use the move Rapid Spin as if it was on their Move List, and deals additional damage equal to your ATK modifier. Terrain Mastery Strategist Feature Daily – Every 5 levels gained, you may perform this Feature another time per day. Target: Self Effect: For the remainder of the encounter, none of your Pokémon receive movement penalties for moving through Rough Terrain, nor Accuracy Penalties when targeting foes in Rough Terrain.

Strategist Features Adaptive Boost Strategist Feature Prerequisites: Strategist Daily – Every 10 levels gained, you may perform this Feature another time per day. Trigger: Your Pokémon uses a Self-Targeting move that raises Combat Stages. Effect: Your Pokémon gains an additional combat stage in any Stat in which they didn’t gain a combat stage that turn. Heightened Potential Strategist Feature Prerequisites: Strategist Daily – Every 10 levels gained, you may perform this Feature another time per day. Trigger: Your Pokémon makes a check on a 1d20 to use a Skill Effect: Add your ATK modifier to the 1d20 result. This may be used to modify an Accuracy Roll when using the Threaded Skill. Helpful Priorities Strategist Feature Prerequisites: Strategist, 14 ATK Daily – Every 10 levels gained, you may perform this Feature another time per day. Trigger: Your Pokémon uses a Move that targets only other allies. Effect: Your Pokémon gains X HP, where X is your SATK Modifier doubled. Helpful Priorities may be triggered on Burst moves like Heal Bell that target Self as well, but only if they affect an Allied Pokémon. Hazardous Intent Strategist Feature Prerequisites: Strategist Static Effect: When your Pokémon are placing Hazards, your Pokémon may place an additional X meters of Hazards, where X is your ATK modifier. You may place Hazards as you like within your range, and each meter of hazards need not be adjacent to another. If you put Hazards in a square occupied by an enemy, they immediately suffer the effects of the Hazard upon Shifting. Move Recognition Strategist Feature Prerequisites: Strategist, 6 Strategist Features Static Effect: When your opponent’s Pokémon uses a Move that it has already used in that encounter, it must roll 4 higher on Accuracy Check to hit your Pokémon. Personal Walls Strategist Feature Prerequisites: Strategist Daily – Every 5 levels gained, you may perform this Feature another time per day. Trigger: Your Pokémon uses a Move with the Wall Keyword. Effect: When using moves with the Wall keyword, instead of creating a Wall, your Pokémon creates a Coat with the wall’s effect. This effect has a single target, and your Pokémon may target itself or others with this effect. These Coats last until the end of the encounter, or until the target is recalled.

Quick Set-Up Strategist Feature Prerequisites: Strategist, 16 SATK Daily Trigger: Your Pokémon uses a move with the Coat, Hazard, Wall, or Weather keyword, or uses a Skill to affect Terrain. Effect: Your Pokémon may immediately use a different move with the Coat, Hazard, Wall, or Weather Keyword, or use a different Skill to affect Terrain. Terrain Tactics Strategist Feature Prerequisites: Strategist Static Target: Your Pokémon Effect: Your Pokémon with the Fountain, Freezer, Groundshaper, Materializer, or Sprouter Skills may, instead of performing a Move on its turn, target up to X square meters within 6 meters, turning the targeted spaces into Rough Terrain. X is equal to half your ATK Modifier plus the Pokémon’s Power or Intelligence Skill, whichever is higher. This ability may be limited by the targeted terrain; for example, while a Pokémon with Fountain could turn dirt into mud to create rough terrain, it may not be able to create rough terrain when fighting on concrete. Versatility Strategist Feature Prerequisites: Battle Strategist, 16 ATK, 18 SATK Daily Target: Your Pokémon Effect: The target may forfeit the use of a Battle Frequency Move to regain use of a different Battle Frequency Move, or they may forfeit the use of a Center Frequency Move to regain the use of a different Battle or Center Frequency Move from their Move List. Weather Vortex Strategist Feature Prerequisites: Strategist Daily – Every 15 levels gained, you may perform this Feature another time per day. Trigger: Your Pokémon uses a move with the Weather keyword Effect: The target’s Weather does not affect the entire field, and does not replace any existing Weather conditions. Instead, your Pokémon targets a space within 6 meters of itself. From that space originates a Blast with a radius of up to 4 meters, though it may be smaller if you wish. Your Weather Move affects only this area, and acts as normal within this area.

TAG BATTLER Advanced Feature Prerequisites: Ace Trainer, Dual Wielding

It’s tough enough to command one Pokémon on the field of battle, but a Tag Battler can effectively split their focus between two Pokémon. By creating neverbefore-seen attacks and combination strategies, these wild Ace Trainers find themselves overcome many obstacles. Free Skill: Concentration, Perform

Base Features Team Spirit Tag Battler Feature Static Target: Your two active Pokémon. Effect: Each of your Pokémon are treated as if one of their Combat Stages are raised 1 Combat Stage. The Combat Stage raised depends on what the highest Base Stat of your other active Pokémon is, ignoring HP. For example, if one of your active Pokémon’s highest stat, ignoring HP, is Attack, the other active Pokémon’s Attack will be raised 1 Combat Stage. When switching, the Combat Stages are lowered and then raised again depending on the stats of each active Pokémon. Together! Tag Battler Feature Daily Target: Your two active Pokémon. Effect: The targets may combine two moves that share the same Stat, Elemental Type, and can each legally target the target according to each move’s range. Mechanic: When you use a Feature that combines two Moves, the Combined Move happens on the slower participant’s turn; the faster participant shifts and uses the move along with the slower on that turn. If the moves are of the same type, the Combined Move shares that type. If combined moves are of differing types, the Combined Move ignores weakness, resistance or immunity. The Moves must both be able to legally target the target according to each Move’s Range. Neither Move can have the Scatter keyword. The Move’s Accuracy Check is the average of the two Moves’ Accuracy Checks. The Damage Dice Roll is both of the Moves’ Damage Dice Rolls combined. Treat the Frequencies of the Moves chosen as you would if you weren’t combining Moves. All Effects are added to the new, combined Move. Combined Moves may not be used by only one Pokémon.

Tag Battler Features Brace Each Other! Tag Battler Feature Prerequisites: Tag Battler Static Target: Your two adjacent active Pokémon. Effect: As long as your two active Pokémon are adjacent, neither can suffer Push damage nor be Pushed. If your Pokémon are adjacent to you, you cannot be Pushed nor suffer Push damage either. Combine Them! Tag Battler Feature Prerequisites: Tag Battler, 22 CON Daily Target: Your two active Pokémon. Effect: The targets may combine two moves that share the same Stat, and can each legally target the target according to each move’s range. This feature does not replace Together! Dual Assault Tag Battler Feature Prerequisites: Tag Battler, Dual Interference Daily - every 8 levels gained, you may use this Feature another time per day. Trigger: Your Pokémon damages an opponent your other active Pokémon has damaged this turn. Effect: The damaged target loses one Combat Stage for one of your active Pokémon's highest stat. Dual Interference Tag Battler Feature Prerequisites: Tag Battler Static Target: A Pokémon that has been hit by two of your different Pokémon. Effect: The targeted foe must roll +2 on Accuracy checks during its next turn when targeting your Pokémon.

Taking One for A Friend Tag Battler Feature Prerequisites: Tag Battler Daily - Every 10 levels gained, you may perform this Feature another time per day. Trigger: One of your two adjacent active Pokémon is targeted by a Move. Effect: Roll 1d20 and add you ATK modifier. If you roll higher than 15, the active Pokémon who was not targeted may intercept the Move for the targeted Pokémon. If the Move’s area of effect still hits both Pokémon, the Pokémon who is intercepting the hit may take both sets of damage before applying Defense or Special Defense.

Taking One for A Friend + Tag Battler Feature Prerequisites: Tag Battler, Taking One for A Friend Daily - Every 10 levels gained, you may perform this Feature another time per day. Trigger: One of your adjacent active Pokémon or ally’s Pokémon is targeted by a Move. Effect: Roll 1d20 and add you ATK modifier. If you roll higher than 10, the active Pokémon who was not targeted may intercept the Move for the targeted Pokémon. If the move’s area of effect still hits both Pokémon, the Pokémon who is intercepting the hit may take both sets of damage before applying Defense or Special Defense. This Feature replaces Taking One for A Friend. With Them! Tag Battler Feature Prerequisites: Tag Battler Daily Target: Your one active Pokémon while you are in a trainer battle with allies. Effect: Your Pokémon and one of your ally’s Pokémon may combine two moves that share the same Stat, Elemental Type, and can each legally target the target according to each move’s range. Try This! Tag Battler Feature Prerequisites: Tag Battler, Combine Them! Daily Target: Your two active Pokémon. Effect: The targets may combine two No Damage moves, that do not directly affect HP, have the Wall keyword or copy other moves and can each legally target the target according to each move’s range. Synchronized Shove Tag Battler Feature Prerequisites: Tag Battler, Dual Interference Daily - Every 5 levels gained, you may use this Feature another time per day. Trigger: Your Pokémon damages a target one of your other Pokémon has damaged this round. Effect: The enemy is pushed a number of meters in a direction of your choice equal to the sum of your active Pokémon’s Power Skills. Teamwork Tag Battler Feature Prerequisites: Tag Battler, Team Spirit Static Target: Your two active Pokémon. Effect: Each of your Pokémon are treated as if one of their Speed Skills are raised by an amount equal to half of your ATK modifier. The Skill raised depends on what the highest Speed Skill of your other active Pokémon is.

TYPE ACE Advanced Feature Prerequisites: Ace Trainer, 4 of the same Type Pokémon Owned in Pokédex

Ace Trainers with a strong fascination for one Type find themselves pushing those Types of Pokémon further than any of their peers. The loyalty to the Type is so strong, they can even impose their desires onto Pokémon to actually change the elemental Type of a species.

Free Skill: Resistant, Sooth

Base Features Type Training Type Ace Feature Static Trigger: Your chosen type Pokémon gains experience points. Effect: Each of your chosen type Pokémon gains +30% the amount of experience they would gain normally. Improved Type Attacks Type Ace Feature Static Trigger: Your Pokémon’s chosen type damage dealing attack hits. Effect: When adding up damage dealt to the foe, add half of your ATK modifier to the total.

Mechanic: You may take Type Ace multiple times. Each time, you must choose different types.

Type Ace Features Elemental Shifting Type Ace Feature Prerequisites: Type Ace, 15 SATK Daily – Every 5 levels gained, you may perform this Feature another time per day. Target: A Pokémon. Effect: X is your ATK modifier multiplied by 6 seconds, or your ATK modifier multiplied by 1 round. The target temporarily gains your chosen Type. If it has 2 Types already, temporarily replace one of their types. It becomes that Type for X. At the end of combat apply experience multipliers from Type Training. Elemental Sync Type Ace Feature Prerequisites: Type Ace, Elemental Shifting One Time Use Only - You gain one additional use, per 10 levels gained. Target: A Pokémon. Effect: Elemental Sync takes approximately 10 hours to complete. The targeted Pokémon permanently gains your chosen Type. If the target has two Types, permanently replace one Type. If this Pokémon is a single type, it gains a second type. The Pokémon’s physical appearance is altered appropriately. You may take this feature up to three times. Improved Type Attacks + Type Ace Feature Prerequisites: Type Ace, 16 SATK Static Trigger: Your Pokémon’s chosen type damage dealing attack hits. Effect: When adding up damage dealt to the foe, add your ATK modifier to the total. This feature replaces Improved Type Attacks. Move Shift Type Ace Feature Prerequisites: Type Ace, Elemental Shifting Daily – Every 5 levels gained, you may perform this Feature another time per day. Target: Your Pokémon’s Move. Effect: The Move’s Type temporarily becomes your chosen Type for that use. Move Sync Type Ace Feature Prerequisites: Type Ace, Move Shift One Time Use Only - You gain one additional use, per 10 levels gained. Target: A Pokémon’s move. Effect: Move Sync takes approximately 5 hours to complete. The targeted move is now permanently your chosen Type.

Soulbound Type Ace Feature Prerequisites: Type Ace, Type Soul Static Effect: When taking damage of your chosen type, treat yourself as if you are Resistant. Superior Typing Type Ace Feature Prerequisites: Type Ace, Type Soul Static Target: Your Pokémon of your chosen type. Effect: When your foe uses attacks of your chosen type they do not add STAB. When your foe uses Moves of your chosen type they cannot Critical Hit or cause Death Savings Thows to your chosen typed Pokémon with those Moves. Type Soul Type Ace Feature Prerequisites: Type Ace Static Effect: You feel obligated to use your chosen Type; at any time you should have at least four Pokémon with your chosen Type . You can sense Pokémon of that type nearby; up to 5-meters multiplied by your SATK modifier away. You can also sense that Type in Move lists of Pokémon; up to 5-meters multiplied by your SATK modifier away. Type Connection Type Ace Feature Prerequisite: Type Ace, Type Soul At-Will Target: An indifferent or hostile Wild Pokémon of your chosen type Effect: Roll 1d20 and add your ATK modifier. If the result is 15 or higher, the Pokémon becomes more friendly. Targets that were initially indifferent may show interest in the trainer. Targets that were initially hostile may still be wary, or may decide to flee, but will cease attacking. Targets may become hostile again if you attack it or its allies. You may target any single Pokémon with this feature only once per day. With The Elements Type Ace Feature Prerequisites: Type Ace Daily Trigger: You start an encounter with wild Pokémon. Effect: Roll 1d20 and add your SATK modifier. If the result is 15 or higher, if the area contains a wild Pokémon of your chosen type, at least one wild Pokémon of that type appears at the encounter.

UNDERDOG Advanced Feature Prerequisites: Ace Trainer, prevented 3 Pokémon from evolving Underdogs never find value in the evolutionary stages of a Pokémon, instead drawing strength from the relationships between themselves and their partners. Underdogs will raise Charmander who can defeat Charizard and Dratini who can topple Dragonite. Their deep understanding can push their young Pokémon to levels unmatched in its species. Free Skill: Perform, Tireless

Base Features Everstone Finder Underdog Feature Weekly Target: Anywhere on a Route. Effect: Roll 1d20 and add your SATK modifier. If the result is above 15, you find an Everstone. Hidden Strength Underdog Feature Daily - Every 10 Levels gained, you may perform this Feature another time per day. Target: Your Pokémon, which has at least one evolutionary stage remaining. Effect: Choose a Move of the same type as the Target that one of its evolved forms can learn naturally. The Target may use that Move once. This may only apply to moves learned at X levels above the target’s level or lower where X is your ATK or SATK modifier halved. Mechanic: Preventing a Pokémon from evolving is surprisingly simple for an Underdog. If the Pokémon is loyal to you, then it will stop itself from evolving if asked or commanded to, or if touched with an Everstone during evolution. This almost never has an effect on the Pokémon’s loyalty, though if you can’t get it an Everstone after several instances of attempted evolution, stopping itself from evolving could become very straining.

Underdog Features Anything You Can Do Underdog Feature Prerequisites: Underdog, 3 Underdog Features Daily - Every 6 Levels gained, you may perform this feature another time per day. Target: Your not-fully-evolved Pokémon with a different Typing than its evolved forms. Effect: Your ATK modifier is X. For X rounds, the Target replaces its Types with that of one of its evolved forms. Capable Underdog Feature Prerequisites: Underdog, 16 SATK Static Target: Your not-fully-evolved Pokémon. Effect: All of the Target’s existing numerical Skills are increased by 1. You may only apply this Feature to one Target at a time. Changing what is benefitting from Capable takes a trainer action. Champ in The Making Underdog Feature Prerequisites: Underdog, has prevented the evolution of a Pokémon whose final stage evolves at a minimum of Level 40 Daily or higher Target: A not-fully-evolved Pokémon. Effect: Choose one Stat. For one battle, the Target increases the chosen Stat by an amount equal to its final stage’s chosen Base Stat. Everstone Improvement Underdog Feature Prerequisites: Underdog, Everstone Finder Daily Target: An Everstone. Effect: After twenty minutes of work, roll 1d20 and add your SATK modifier. If the result is above 20, designate a Type. From then on, the Target, when held by a Pokémon of the designated Type that is not-fully-evolved or is a first-stage Pokémon that cannot evolve, allows that Pokémon to deal +1 STAB. Everstone Perfection Underdog Feature Prerequisites: Underdog, Everstone Improvement, 22 SATK Weekly Target: An Everstone. Effect: After twenty minutes of work, roll 1d20 and add your SATK modifier. If the result is above 20, create an Eviolite that additionally has the Everstone’s abilities. Forceful Technique Underdog Feature Prerequisites: Underdog Static Effect: Your not-fully-evolved Pokémon may add STAB to Moves as if they were 10 Levels higher. There is no STAB greater than the Level group.

Hidden Strength + Underdog Feature Prerequisites: Underdog, Hidden Strength Daily - Every 10 Levels gained, you may perform this Feature another time per day. Target: Your Pokémon, which has at least one evolutionary stage remaining. Effect: Choose a Move that one of the Target’s evolved forms can learn naturally. The Target may use that move once. This may only apply to moves learned at X levels above the target’s level or lower where X is your ATK or SATK modifier. This Feature replaces Hidden Strength. Hidden Strength X Underdog Feature Prerequisites: Underdog, Hidden Strength+, 16 ATK, 16 SATK Daily - Every 8 Levels gained, you may perform this Feature another time per day. Target: Your Pokémon, which has at least one evolutionary stage remaining. Effect: Choose a Tutor Move or Level Up Move that one of the Target’s evolved forms can learn. The Target may use that move once. This may only apply to moves learned at X levels above the target’s level or lower where X is your ATK or SATK modifier doubled. This Feature replaces Hidden Strength+. Highly Capable Underdog Feature Prerequisites: Underdog, Capable Daily - Every 5 Levels gained, you may perform this Feature another time per day. Target: Your not-fully-evolved Pokémon. Effect: Your SATK modifier is X. For X minutes, all of the Target’s existing numerical Skills are increased by 2. Incredibly Capable Underdog Feature Prerequisites: Underdog, Highly Capable Daily Target: Your not-fully-evolved Pokémon. Effect: Your ATK modifier halved is X. For X minutes, the Target gains your choice of one of the Skills of one of its evolved forms. The Bigger They Are Underdog Feature Prerequisites: Underdog Static Target: Your Pokémon when dealing damage. Effect: For every evolutionary stage, the Target is below the Pokémon receiving its damage, add your ATK and SATK modifier to the damage before applying Defense or Special Defense. Versatile Technique Underdog Feature Prerequisites: Underdog Static Effect: Your not-fully-evolved Pokémon may add STAB to Moves as if they were all Types that any of its evolved forms have.

BREEDER Class Feature Prerequisites: 13 DEF, 13 SDEF Breeders raise their Pokémon as a parent would raise their own baby. A Breeder’s special care from hatching to adulthood can show through in a Pokémon's natural strength. The special care seen in a Breeder’s Pokémon come through in future generations as well, constantly improving their Pokémon through each new hatched egg. Pick 3 Skills: Bluff/Diplomacy, Concentration, Fasting, Healing, Perception, Sooth, Strength, Tireless

Base Features Egg Factory Breeder Feature Static Effect: You may make up to 7 different Breeding Checks per day, and the check for Breeding is 25 instead of Subtract your DEF or SDEF mod from the breeding check. Your Pokémon must still have at least 6 hours together, instead of 8. You can identify what Pokémon will hatch from an Egg. Natural Edge Breeder Feature Daily Target: A hatching egg you own. Effect: Add half of your DEF modifier to any of the Pokémon’s base stat and add half of your SDEF modifier to any different base stat of the same Pokémon. This becomes your Pokémon’s new base stats. A Pokémon may only have one Natural Edge or Natural Edge + applied to it when it hatches. This bonus may not exceed +6 in either stat.

Breeder Features Breed Breeder Feature Prerequisites: Breeder, 18 SPDEF Daily Target: Two Pokémon who are compatible for breeding. Effect: Give the targets at least 8 hours of time alone, they will be guaranteed to produce an egg. Egg Hatcher Prerequisites: Breeder Static Target: Eggs in the possession of the Breeder. Effect: Eggs hatch in 80% of the time it usually would.

Breeder Feature

Egg Hatcher + Breeder Feature Prerequisites: Breeder, Egg Hatcher, 19 DEF Static Target: Eggs in the possession of the Breeder. Effect: Eggs hatch in 70% of the time it usually would. The Feature replaces Egg Hatcher. Head Start Breeder Feature Prerequisites: Breeder At-Will Target: A hatching egg. Effect: Roll 1d20 and add your SDEF mod. If the result is 12 or greater, the Pokémon learns all moves learned at or before level “X” where X equals your Special Defense stat. Home Cooking Breeder Feature Prerequisites: Breeder Daily – Every 10 levels gained, you may perform this Feature another time per day. Effect: After 1 hour of work, roll 1d4 and add your SDEF modifier. The total represents the amount of food portions you make for humans and or Pokémon, feeding them for the whole day. Pokémon that eat your food have their loyalty towards you slightly increased. You know what dietary needs a Pokémon has. I’ll Take Good Care of It Breeder Feature Prerequisites: Breeder, 18 SDEF Daily Target: A non-hostile Female Wild Pokémon with eggs. Effect: Roll 1d and subtract your DEF modifier. If you rolled lower than the target’s base capture rate, you may receive an egg from the target Pokémon. This roll can be modified by your GM depending on its mood towards you. If you fail, the target may become hostile. Latent Potential Breeder Feature Prerequisites: Breeder, 17 DEF Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: A Pokémon who is levelling up to a level evenly divisible by 5. Effect: Roll 1d20 and add your SDEF Modifier. If the total exceeds 15, the Pokémon learns any Move on its level-up list from any levels lower than its current level.

Litters Breeder Feature Prerequisites: Breeder, a Pokémon who has helped to produce at least 2 eggs Weekly Target: Pokémon who are breeding. Effect: Roll 1d4. The roll represents how many eggs are produced after breeding if the breeding was successful. This number may not be modified. Litters + Breeder Feature Prerequisites: Breeder, Litters, a Pokémon who has produced at least 4 eggs at once. Weekly Target: Pokémon who are breeding. Effect: Roll 1d6 and add 1. The roll represents how many eggs are produced after breeding if the breeding was successful. This number may not be modified. Natural Edge + Breeder Feature Prerequisites: Breeder, 16 DEF, 18 SDEF Daily Target: A hatching egg. Effect: Add your DEF modifier to any of the Pokémon’s base stat and add your SDEF modifier to any different base stat of the same Pokémon. This becomes your Pokémon’s new base stats. Neither bonus may exceed +6. This Feature replaces Natural Edge. Natural Progression Breeder Feature Prerequisites: Breeder, 18 DEF Static Trigger: A Pokémon you own levels up to a level evenly divisible by 5 Effect: The target Pokémon gains +1 to two different base stats. The chosen stats must remain the same each time this feature is applied per Pokémon, and the cumulative bonus cannot exceed the +6. When this is used on a Pokémon who has had Natural Edge/+ applied, the same stats must be chosen and the combination of the two feats still may not exceed the +6 limits. This feature is not retroactive. Never Would Have Happened Breeder Feature Prerequisites: Breeder, 6 Breeder Features Daily Target: 2 opposite gendered Pokémon who aren’t in the same egg group. Effect: Roll 1d20 and add your DEF and SDEF modifiers. If the total is higher than 22, they are allowed to breed but must still make a Breeding Check to see if an egg is produced. Tender Loving Care Breeder Feature Prerequisites: Breeder Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: A Pokémon. Effect: After four hours of work, heal a number of Pokémon equal to your DEF or SDEF modifier to their full HP and cure them of any status afflictions. Center Frequency moves are not restored by Tender Loving Care.

BOTANIST Advanced Feature Prerequisites: Breeder, 16 SDEF

Special care is taken by a Botanist to produce new and amazing flavors with the Berries they grow. Expert foragers like the Botanist will always be able to provide food for their friends. By creating entirely new hybrids and giving them to their Pokémon, they improve the mood and ability of anyone lucky enough to try the unique fruit that a Botanist cares for.

Pick 1 Skill: Resistant, Sleight of Hand

Base Features Berry Planter Botanist Feature Static Effect: You create a portable Planter, able to grow and produce plants which grow Apricorns or Berries. Plant an Apricorn or Berry into the Planter Extension, roll 1d4 and add 1. The berry plant will produce Berries in that many days. Once ready to pick, roll 1d4 to determine how many Berries grow per plant. You may plant up to 2 Berries/Apricorns in your planter. You may not plant a third Berry/ Apricorn until you harvest Berries and make room for it. You may make the Planter out of whatever materials you’d like. The Planter should be about 15 lbs./7kg in weight and at least 6x12x18 in./xxm in size. Healer Berry Search Botanist Feature Daily - Every 10 levels gained, you may use this Feature another time per day. Target: A Route, or any wilderness area with plant life. Effect: Roll 1d20 and add your SDEF modifier. On a result of 15 or higher, you find a berry. To determine its type, roll 1d The result is the ID number of the berry you find in the berry index.

Botanist Features Altering Berry Search Botanist Feature Prerequisites: Botanist, 4 Berry Search features Daily - Every 10 levels gained, you may use this Feature another time per day. Target: A Route, or any wilderness area with plant life. Effect: Roll 1d20 and add your SDEF modifier, and choose a Pokémon that you own with a stat above On a result of 20 or higher, you find a berry that lowers the stat you selected. Berry Efficiency Botanist Feature Prerequisites: Botanist Static Effect: When using any given berry, the target may not consume it if you choose, but still benefits from its effect. The second time the target benefits from the effects of the same berry, it is consumed as normal. If applied to a reusable berry, this feature allows use of the berry twice in a day without becoming useless. Berry Expert Botanist Feature Prerequisites: Botanist Static Effect: You can identify any Berry, its properties, and what it yields in terms of Contest Stats. When you are making Berries into Poffins, Aprijuice, or PokeBlocks, you get +2 to your rolls. When your Pokémon eat a flavor of Berry that they like, any effects of any loyalty gained is doubled. Berry Merge Botanist Feature Prerequisites: Botanist, 18 SDEF Weekly - Every 10 levels gained, you may use this Feature another time per week. Target: Berries Effect: Choose 5 berries with an identical set of effects. The berries are consumed, and you create a hold item that has the same effects as the component berries, but is not consumed on use. If the item is used more than once a day, it breaks and becomes useless. Call the item whatever you’d like. The new item is no longer a berry. Booster Berry Search Botanist Feature Prerequisites: Botanist, a Pokémon with a stat at 30 or higher. Daily - Every 10 levels gained, you may use this Feature another time per day. Target: A Route, or any wilderness area with plant life. Effect: Roll 1d20 and add your SDEF modifier, and choose one of your Pokémon with a stat of 20 or higher. On a result of 15 or higher, you find a berry that increases a Combat Stage when below 50% HP. The stat increased by the berry will be the stat you chose when selecting a Pokémon. Eat It! Botanist Feature Prerequisites: Botanist Daily - Every 7 levels gained, you may use this Feature another time per day. Target: An allied Pokémon Effect: The target immediately consumes and benefits from the effects of what berry they are holding, regardless of their current HP or status.

Effectiveness Berry Search Botanist Feature Prerequisites: Botanist, 16 SDEF Daily - Every 10 levels gained, you may use this Feature another time per day. Target: A Route, or any wilderness area with plant life. Effect: Roll 1d20 and add your SDEF modifier, and optionally choose a Pokémon that you own. On a result of 20 or higher, you find a berry that reduces damage from a type that your chosen Pokémon is weak to. If you do not choose a Pokémon when using this feature, you find a Chilan Berry instead. Flavor Berry Search Botanist Feature Prerequisites: Botanist Daily - Every 10 levels gained, you may use this Feature another time per day. Target: A Route, or any wilderness area with plant life. Effect: Roll 1d20 and add your SDEF modifier. On a result of 15 or higher, you find a berry. To determine its type, roll 1d6+10 (reroll a result of 16). The result is the ID number of the Berry you find in the berry listing. Hybridization Botanist Feature Prerequisites: Botanist, has successfully grown 10 berries At-Will Target: Berries Effect: When planting a berry, you may instead plant two berries in the same spot, using parts of each and being unable to use the remainder. The resulting berry plant will grow berries that are a combination of both the ingredients, and has both their effects. When eaten, if both effects cannot apply, then only apply the relevant one. Berries created as a result of Hybridization cannot be used again for Hybridization. Plain Berry Search Botanist Feature Prerequisites: Botanist Daily - Every 10 levels gained, you may use this Feature another time per day. Target: A Route, or any wilderness area with plant life. Effect: Roll 1d20 and add your SDEF modifier. On a result of 15 or higher, you find a berry that has no effect of your choice. Rare Berry Search Botanist Feature Prerequisites: Botanist, has grown a Starf, Enigma, Micle, Custap, Jaboca or Rowap Berry Daily Target: A Route, or any wilderness area with plant life. Effect: Roll 1d20 and add your SDEF modifier. On a result of 20 or higher, you find a berry. To determine its type, roll 1d6+ The result is the number of the berry you find in the berry listing. Special Nutrients Botanist Feature Prerequisites: Botanist Weekly Target: Planted Berries Effect: Choose a planted berry. The berry will grow to full size and bear fruit within X hours, where X is your SDEF modifier.

CHEF Advanced Feature Prerequisites: Breeder, 16 SDEF The Chef is an amazing friend to have. Delicious and empowering meals will always be available to those around a Chef. By crafting meals fit to every Pokémon's needs, they improve the moods and quality of life for everyone lucky enough to be served by them.

Pick 1 Skill: Sleight of Hand, Tireless

Base Features Energy Boost Chef Feature Daily Effect: After working for fifteen minutes, you create an Energy Drink that provides Trainers with Temporary Hit-Points equal to your DEF modifier x 5. The Temporary Hit-Points disappear in 1 hour.

Soul Food Chef Feature At-Will Target: A Pokémon. Effect: After working for thirty minutes, create a Dish for up to 10 people and/or Pokémon from whatever edible food you’d like. Pokémon that eat this meal will have their mood greatly increased, and will not lose loyalty if they consume Herbal Medicines shortly before or after.

Mechanic: Many Chef Features are Extended Actions. They need to be prepared as one would prepare a meal, so keep this in mind to know how long you would take to use a particular Feature with your Trainer based on their skills and available equipment.

Chef Features Apricorn Blender Chef Feature Prerequisites: Chef Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: Aprijuice that is being blended. Effect: Add your DEF modifier to the value of the Aprijuice. Baby Food Chef Feature Prerequisites: Chef Daily – Every 15 levels gained, you may perform this Feature another time per day. Effect: After working for thirty minutes, you create a Dish that, when eaten by a Pokémon of level 25 or lower, causes that Pokémon to gain an additional 25% the amount of experience they would gain normally for the rest of the day. Bait Chef Feature Prerequisites: Chef Daily Effect: After working for one hour, create a Dish and place it somewhere in the wilderness. Then, if you have sufficiently hidden yourself, after at least fifteen minutes, but no longer than one hour, you GM must have a wild Pokémon appear. Roll 1d20 and add your DEF modifier. If your roll is less than 10, a random Pokémon, based on your GM’s discretion will appear. If you roll 15 or higher a Pokémon of at least the same level as your highest levelled and loyal Pokémon will appear. If you roll 20 or higher, a Pokémon at least 5 levels higher than your highest levelled and loyal Pokémon will appear. Pokémon acquired through the use of Bait cannot be used as the basis of determining the level of other Pokémon lured by using Bait. Herbal Medicine Chef Feature Prerequisites: Chef Daily Effect: After working for one hour Create a Heal Powder or Energy Powder. Poffin Mixer Chef Feature Prerequisites: Chef, 14 DEF Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: A Poffin that is being mixed. Effect: Add your DEF modifier to the value of the Poffin or Pokeblock.

Soldier Pills Chef Feature Prerequisites: Chef, 18 DEF Daily – Every 10 levels gained, you may perform this Feature another time per day. Effect: After working for one hour you create a Soldier Pill that provides Trainers with enough energy to go 1 day without sleep. After 48 hours without sleep, the item’s consumer loses 10 HP for every hour without sleep. While under the effects of a Soldier Pill, you may not be given the Sleep Status Affliction. If you would be given the Sleep Status Affliction, the Trainer loses 2 of the 48 hours allotted by Soldier Pills. Sugar Rush Chef Feature Prerequisites: Chef, Energy Boost, 16 DEF Daily Effect: After working for fifteen minutes, you create a Dish that provides Pokémon with Temporary Hit-Points equal to your DEF modifier x 2. The Temporary Hit-Points disappear in 1 hour. Throw Bait Chef Feature Prerequisites: Chef, Bait, Soul Food Daily Target: A Wild Pokémon Effect: Provided you have spent fifteen minutes earlier in the day to create it, you throw a Tasty Morsel for a wild Pokémon. Roll 1d20 and add your DEF modifier. If the result is 13 or higher, the Pokémon gives up its next action to sample the food. If the result is 25 or higher, the Pokémon gives up its next 2 actions to completely eat the food. Vile Cook Chef Feature Prerequisites: Chef, 17 SDEF At-Will Target: A Dish or Tasty Morsel, you’ve just created Effect: Choose Paralysis, Poison, or Sleep. Whenever the targeted Dish is consumed, it inflicts the chosen status. Vitamins Chef Feature Prerequisites: Chef, 20 SDEF Weekly Effect: After working for three hours, roll 1d6. On a result of 1, you create an HP Up; on a result of 2, you create a Protein; on a result of 3, you create an Iron; on a result of 4, you create a Calcium; on a result of 5, you create a Zinc; on a result of 6, you create a Carbos. Vitamins + Chef Feature Prerequisites: Chef, Vitamins Weekly Effect: After working for three hours, create a HP Up, a Protein, an Iron, a Calcium, a Zinc or a Carbos. This feature replaces Vitamins.

EVOLVER

Advanced Feature Prerequisites: Breeder, Mega Evolver Pushing their Pokémon past the expectations of its peers, the Evolver develops a special bond that can push Mega Evolution to new heights. Masters of Key Stones and Mega Stones alike, these Breeders develop unique Mega Evolutions for their Pokémon to make a scene in the Pokémon world. Free Skill: Browbeat, Strength

Base Features Early Evolution Evolver Feature Static Effect: Your DEF modifier is X. Your Pokémon who level up by level requirement may evolve up to X levels earlier if they meet their requirements. Mega Stone Maker Evolver Feature Monthly Target: One of your fully evolved Pokémon with at least 2 Loyalty Effect: After five hours of focus, create a Mega Stone exclusively for use the targeted Pokémon. When creating your Mega Stone, decide which Base Stats are boosted while the Pokémon is using the created Mega Stone. You can modify the Base Stats by a total of 10, but no individual stat can be modified by more than 4. Do not modify the HP base stat and do not affect any Base Stats negatively. Discuss with your GM how the Mega Stone affects you Pokémon’s Type and Ability.

Evolver Features Devolve! Evolver Feature Prerequisites: Evolver, 20 SDEF Daily Target: An adjacent Pokémon. Effect: You may use this Feature when you successfully damage a Pokémon. Roll 1d20 and add your SDEF modifier. If the result is greater than 22 and the target has less than 10% of its HP left, it is returned to a previous stage of its evolutionary line. Adjust its stats appropriately, but its Move set is unaltered. That Pokémon may not evolve for another 5 levels unless that Pokémon is already above level Early Evolution + Evolver Feature Prerequisites: Evolver, 16 DEF Static Effect: Your DEF modifier doubled is X. Your Pokémon who level up by level requirement may evolve up to X levels earlier if they meet their requirements. This Feature replaces Early Evolution.

Elemental Evolution Evolver Feature Prerequisites: Evolver, 16 DEF, evolved a Pokémon with an Elemental Stone Daily Target: An allied Pokémon or allied Trainer’s Pokémon, which can evolve through the use of an Elemental Stone. Effect: Roll 1d20 and add your DEF modifier. If the result exceeds 18, the Pokémon spontaneously evolves. If you fail the check, the Pokémon loses 2 levels, and its experience is lowered appropriately for it to be 2 levels under where it just was. Lower stats appropriately and remove Moves appropriately. Keystone Mod: Burst!!! Evolver Feature Prerequisites: Evolver, Keystone Mod: Charge, Overload, and Time Daily Target: Two of your Pokémon with Mega Stones Effect: Mega Evolve two of your Pokémon at the same time. You may not use this feature if you’ve already Mega Evolved a Pokémon today and you may not Mega Evolve any more Pokémon today.

Keystone Mod: Charge Evolver Feature Prerequisites: Evolver Static Effect: You may activate your Key Stone twice, Daily. You may not target the same Pokémon with your Key Stone on the same day. Your Key Stone can only Mega Evolve one Pokémon at a time. Keystone Mod: Overload Evolver Feature Prerequisites: Evolver Static Effect: Your Mega Evolved Pokémon deal +2 STAB when using Moves that apply STAB, losing 1d20 subtracted by your DEF modifier HP each time they do. Keystone Mod: Time Evolver Feature Prerequisites: Evolver Static Effect: Your Mega Evolutions last for up to half an hour or until the Mega Evolved Pokémon is brought down to 0HP. Mega Scouter Evolver Feature Prerequisites: Evolver Static Effect: You can identify whether any Pokémon has a Mega Stone that it can use to Mega Evolve by looking at it. Potential Unleashed Evolver Feature Prerequisites: Evolver, 16 DEF, 18 SDEF Static Effect: If you own a Mega Stone that corresponds to a Mega Evolution that appears in the Pokédex, your not-fully-evolved Pokémon that will eventually be fully compatible with the Mega Stone may already use the Mega Stone. For example, if you own Blazikenite, your Torchic or Combusken could use it to turn into Mega Blaziken.

GROOMER Advanced Feature Prerequisites: Breeder, 1 Contest Ribbon Groomers are Breeders with a special interest in Pokémon Contests. They develop special techniques to make their Pokémon the most beautiful, cool, smart, tough, or cute participant on the stage. A Pokémon treated by a Groomer will always be happy and ready to show of its stuff in any situation. Pick 1 Skill: Healing, Sooth

Base Features Good Grooming Groomer Feature Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: A Pokémon. Effect: After a minute grooming, the target is temporarily at full Loyalty and appears more appealing. If they level up without a negative incident within 10 minutes of Good Grooming and have met all previous requirements for evolution, evolution is guaranteed. Loyalty returns to its usual level after 1 hour; repeated use of Good Grooming gradually raises its usual level of Loyalty. Good Grooming also cures Burns, Confusion, and Paralysis. Contest Coating Groomer Feature Static Effect: Your Pokémon may have up to 15 points in any Contest Stat. When participating in a Contest, you may burn one extra point of Contest appeal than you would usually be able to whenever you would be able to burn a point.

Groomer Features Agility Training Groomer Feature Prerequisites: Groomer, 2 Contest Ribbons Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: One of your Pokémon. Effect: After a minute Grooming, the target’s Speed Skills are +3 for the next 24 hours. Blinding Coat Groomer Feature Prerequisites: Groomer, 3 Contest Ribbons Daily – Every 15 levels gained, you may perform this Feature another time per day. Target: An adjacent Pokémon. Effect: After a minute Grooming, roll 1d20 and add your SDEF modifier. If the total is 15 or higher, any time an enemy Pokémon or Trainer would target the Pokémon for the next 24 hours, they must roll +5 in order to hit during Accuracy. This may not target the same Pokémon more than once per day. Contest Breeding Groomer Feature Prerequisites: Groomer Daily Target: A hatching Egg. Effect: Choose a Contest Stat from one of the Egg’s parents. The Egg hatches with half of the value of the chosen Contest Stat. Perfect Contest Breeding Groomer Feature Prerequisites: Groomer, Contest Breeding, 16 DEF Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: A hatching Egg. Effect: Choose a Contest Stat from one of the Egg’s parents, and then choose a different Contest Stat from the Egg’s other parent. The Egg hatches with either the full value of one of the parents’ Contest Stats or hatches with half of each of the Egg’s parents’ Contest Stats. This Feature replaces Contest Breeding.

Rising Star Groomer Feature Prerequisites: Groomer, 2 Contest Ribbons Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: A Pokémon who is levelling up to a level evenly divisible by 5. Effect: Roll 1d20 and add your SDEF modifier. If the total is 10 or higher, choose a Contest Stat that the target already has at least 1 point in, and add 2 more points to the Stat. Rising Star can’t raise any specific Contest Stat above

Sheen Breeding Groomer Feature Prerequisites: Groomer Daily Target: Pokémon who are breeding and have successfully produced an egg. Effect: Roll 1d and subtract your DEF and SDEF modifier doubled from the result. If you rolled 0 or under, when the egg hatches, the Pokémon will be Shiny. Sign Training Groomer Feature Prerequisites: Groomer, Agility Training Static Effect: Your Pokémon under the effects of Agility Training can use Moves and Shift on your command through non-verbal communication. This could be hand signals, audible cues, or anything that you work out that still requires some action on your part for your Pokémon to interpret. Specs Grooming Groomer Feature Prerequisites: Groomer Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: A Pokémon. Effect: After a minute Grooming, at the start of the target’s next encounter, raise the target’s X Combat Stage 1 level. X is Attack, Defense, Special Attack, Special Defense or Speed, but only if the target has a corresponding Contest Ribbon. For X, Beauty Ribbon allows Special Attack; Cool Ribbon allows Attack; Cute Ribbon allows Speed; Tough Ribbon allows Defense or Smart Ribbon allows Special Defense. When using Specs Grooming, choose only one X at a time per use. You cannot target the same Pokémon more than once per day with Specs Grooming. Specs Grooming + Groomer Feature Prerequisites: Groomer, 20 CHA, Specs Grooming Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: A Pokémon. Effect: After a minute Grooming, at the start of the target’s next encounter, raise the target’s X Combat Stage 2 levels. X is Attack, Defense, Special Attack, Special Defense or Speed, but only if the target has a corresponding Contest Ribbon. For X, Beauty Ribbon allows Special Attack; Cool Ribbon allows Attack; Cute Ribbon allows Speed; Tough Ribbon allows Defense or Smart Ribbon allows Special Defense. When using Specs Grooming +, choose only one X at a time per use. You cannot target the same Pokémon more than once per day with Specs Grooming +. This Feature replaces Specs Grooming. You Get It from Me Groomer Feature Prerequisites: Groomer Static Effect: Whenever an Egg hatches, add your SDEF or DEF modifier to any of the Egg’s Contest Stats if you’ve won at least 1 Ribbon for the Contest type you choose.

HATCHER Advanced Feature Prerequisites: Breeder, Egg Hatcher, Hatched at least 2 Eggs

A Hatcher is only happy with more Pokémon and more Pokémon and more Pokémon. Not content with raising just a few Pokémon at a time, a Hatcher will commonly have a majority of their party consist of young Pokémon, and more after that. A Hatcher just want to bring more Pokémon into the world and increase the size of their family, or even a fellow Trainer’s. Pick 1 Skill: Endurance, Tireless

Base Features This Is How You Do It, Kid Hatcher Feature Static Target: A Pokémon you’ve hatched, within at least 20 meters of one of its parents. Effect: When the parent Pokémon gains Experience Points, instead it gains half of the experience points it would have gained, then the target gains the other half of the experience points. If both parents of a particular target are nearby, you may still only use This Is How You Do It, Kid’s Effect once. Egg Move Advantage Hatcher Feature Daily Target: A hatching egg. Effect: Your SDEF modifier halved is X. The hatching Pokémon learns up to X of their Egg Moves, as long as either parents have the Move(s) on their Level Up or Tutor Move list. These Moves are decided at random. You can only have one instance of any attack. If a Pokémon has fewer legal Level Up/ Tutor Moves than X, they learn all of the possible Moves.

Hatcher Features Attitude Blinders Hatcher Feature Prerequisites: Hatcher Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: A hatching egg. Effect: Roll 1d20 and add your SDEF modifier. If the result is 16 or higher, choose 6 Natures and assign each to the numbers 2, 3, 4, 5, 6. Roll 1d6; on the result, from 1 to 6, give the hatching egg the assigned Nature. Attitude Blinders + Hatcher Feature Prerequisites: Hatcher, Attitude Blinders, 18 SDEF Daily - Every 10 Levels gained, you may perform this Feature another time per day. Target: A hatching egg. Effect: Roll 1d20 and add your SDEF modifier. If the result is 16 or higher, choose a nature and give the hatching Pokémon the assigned Nature. This Feature replaces Attitude Blinders. Birthright Hatcher Feature Prerequisites: Hatcher, 16 SDEF Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: A hatching egg. Effect: Roll 1d20 and add your SDEF modifier. If the result is higher than 15, the Pokémon hatches with the Ability of your choice. Born Strong Hatcher Feature Prerequisites: Hatcher, 16 DEF Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: A hatching egg. Effect: Roll 1d20 and add your SDEF modifier. If the result is 13 or higher, the Pokémon hatches with +1 to all of its Speed Skills and +1 to its Power Skill. If it evolves, these bonuses carry over to its new stage. This Feature cannot raise a Power Skill to 8 or higher. Egg Move Tutor Hatcher Feature Prerequisites: Hatcher, 20 SDEF Daily Target: A Pokémon you hatched. Effect: Roll 1d20 and add your SDEF modifier. If the result is higher than 23, the target can be taught an Egg Move it has not yet learned. Egg Move Tutor can only successfully target the same Pokémon 4 times. Master Hatcher Hatcher Feature Prerequisites: Hatcher, 16 SDEF Static Target: Eggs in the possession of the Breeder. Effect: Eggs hatch in 50% of the time it would usually take. This Feature replaces Egg Hatcher or Egg Hatcher +.

Natural Move Economy Hatcher Feature Prerequisites: Hatcher, 16 SDEF Static Effect: Egg Moves and Level Up Moves may be placed in your Pokémon’s “TM/Tutor Move” Move Slots. Moves taught by TMs or Tutors, which appear on your Pokémon’s Egg Move List or Natural Move List, may be placed on you Pokémon’s “Level Up/Egg Move” List. Not Yet, Little One Hatcher Feature Prerequisites: Hatcher Static Effect: If an Egg that you, or one of your allied Trainers, own is starting to hatch, you may prevent it from hatching for up to 48 hours. If you do not own the Egg, you need permission from its owner to prevent it from hatching. Parental Hyperlexia Hatcher Feature Prerequisites: Hatcher Static Effect: You understand your Pokémon above Level 15 that you have hatched as if they are speaking to you in your language. They are equally capable of understanding you through body language as if you were verbally commanding them. Philoprogenitive Hatcher Feature Prerequisites: Hatcher At-Will Effect: If any Pokémon, within your Shift value, that you originally hatched has been successfully hit by a Move or Feature you may Shift as a Free Action to Intercept that Move. You take the damage and effects of that Move or Feature, after subtracting X from the incoming damage, where X is your DEF and SDEF modifier combined. You may only use Philoprogenitive once per encounter.

Thoroughbred Hatcher Feature Prerequisites: Hatcher Static Effect: Any Pokémon you hatch, that were also hatched from at least one Pokémon you own and are “Thoroughbred.” Your Thoroughbred Pokémon gain +50% the amount of experience they would gain normally.

MEDIC Advanced Feature Prerequisites: Breeder, Remedial First Aid, 14 DEF All Trainers run into Medics. They work at Pokémon Centers, hospitals and basically anywhere you’d go to fix up you or your Pokémon. Having a vast knowledge of Pokémon physiology, Medics are able to keep Pokémon ready for battle and in healthy shape. Pick 1 Skill: Bluff/Diplomacy, Healing

Base Features Treat Minor Wounds Medic Feature Daily – Every 7 levels gained, you may perform this Feature another time per day. Target: Pokémon or Trainers. Effect: Heal the target 20 HP. Muscle Relaxants Medic Feature Daily – Every 5 levels gained, you may perform this Feature another time per day. Target: A Paralyzed Trainer or Pokémon. Effect: The target is no longer Paralyzed.

Medic Features Better Living Through Medicine Medic Feature Prerequisites: Medic, 4 Medic Feats Daily - Every 10 levels gained, you may perform this Feature another time per day. Effect: You may use two Medic Features, two restorative items, or a Medic Feature and a restorative item as a single Trainer Action. Features used through Better Living Through Medicine still count toward their daily uses for that feature. Medicinal Expert Medic Feature Prerequisites: Medic Static Effect: Whenever you use a health restoring item, such as a Potion, or an item that cures a Status Affliction, such as an Antidote, it heals an additional amount of HP equal to your Defense Stat. Pain Killers Medic Feature Prerequisites: Medic, 15 DEF Daily – Every 5 levels gained, you may perform this Feature another time per day. Target: A Poisoned or Burned Trainer or Pokémon. Effect: The target is cured of Poison or Burn. Restore Strength Medic Feature Prerequisites: Medic, 18 DEF Daily Target: A Pokémon. Effect: Treat the target Pokémon as if they have not used any Center Frequency Moves since their last Pokémon Center visit. Shock Therapy Medic Feature Prerequisites: Medic, Pain Killers Daily – Every 5 levels gained, you may perform this Feature another time per day. Target: A Frozen or Asleep Trainer or Pokémon. Effect: The target is cured of Frozen or Sleep. Treat Wounds Medic Feature Prerequisites: Medic Daily – Every 8 levels gained, you may perform this Feature another time per day. Target: Pokémon or Trainers. Effect: Heal the target 40 HP.

Treat Major Wounds Medic Feature Prerequisites: Medic, Treat Wounds, 16 DEF Daily – Every 9 levels gained, you may perform this Feature another time per day. Target: Pokémon or Trainers. Effect: Heal the target 60 HP. Treat Serious Wounds Medic Feature Prerequisites: Medic, Treat Major Wounds, 18 DEF Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: Pokémon or Trainers. Effect: Heal the target 80 HP. Won’t Die On Me Medic Feature Prerequisites: Medic, 20 DEF Daily Target: A Trainer or Pokémon who failed their Death Saving Throw in the past 5 minutes. Effect: The Target may re-roll that savings throw. The Target subtracts 5 from their roll if it is a Trainer, or 25 if it is a Pokémon. Won’t Die On Me + Medic Feature Prerequisites: Medic, Won’t Die On Me Daily Target: A Trainer or Pokémon who failed their Death Saving Throw in the past 5 minutes. Effect: The Target may re-roll that savings throw. The Target subtracts your Defense Stat from their roll if it a trainer, or you Defense stat and your Special Defense stat if it is a Pokémon. This Feature replaces Won’t Die On Me.

MOVE TUTOR Advanced Feature Prerequisites: Breeder, used at least 5 TMs on their own Pokémon

Raising a Pokémon and letting things naturally progress isn’t enough for a Move Tutor. These Breeders impart knowledge to their Pokémon that give them tricks that no others in their species can pull off. Move Tutors are also experts of Technical and Horizon Medicines.

Pick 1 Skill: History, Streetwise

Base Features Natural Arrangement Move Tutor Feature Static Effect: When any of your Pokémon learn a Tutor or TM Move, you may place it on your Pokémon’s Natural Move list. When doing so, you may only place up to two Moves that would normally be on your Pokémon’s Tutor/TM Move list onto its Natural Move list. Tutor Pushing Move Tutor Feature Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: A Pokémon. (2 Push Points) Effect: After fifteen minutes of working with the target, roll 1d20 and add your SDEF modifier. If the total exceeds 15, chose a Move from the Tutor Move list that the target Pokémon can learn. Teach the target that Tutor Move as if you had used a TM. Once you successfully use Tutor Pushing on a Pokémon, Tutor Pushing may not target that Pokémon ever again. Mechanic: Pokémon owned by Move Tutors gain one “Tutor Point” every 5 levels. When a trainer acquires a Pokémon, it retroactively gains all unspent Tutor Points for all its previously earned levels. To use certain Move Tutor Features, the targeted Pokémon must have a certain amount Tutor Points. Upon the successful use of certain Move Tutor Features, those Tutor Points are expended. Move Tutor Features that use Tutor Points, say so in the “Target” Line of the Feature.

Move Tutor Features Capability Tutoring Move Tutor Feature Prerequisites: Move Tutor, 16 SDEF Daily Target: A Pokémon (1 Push Points) Effect: After fifteen minutes of working with the target, choose a Move on the targeted Pokémon’s Level-up, Egg, TM or Tutor list that grants or modifies a Skill that is not Aura. The Pokémon gains that Skill. Capability Pushing may not target that Pokémon ever again. Elemental Unlock Move Tutor Feature Prerequisites: Move Tutor, 20 SDEF One Time Use Only Target: A Pokémon (3 Push Points) Effect: Choose an Elemental Type. After fifteen minutes of working with the target, the target Pokémon can now learn TMs of that Elemental Type, regardless of its other types. Elemental Unlock may not target that Pokémon ever again. You may take Elemental Unlock up to 3 times. HM Smith Move Tutor Feature Prerequisites: Move Tutor, 20 SDEF Monthly Target: A TM. Effect: After four hours of work, change a TM in to an HM. Physical Tutoring Move Tutor Feature Prerequisites: Move Tutor, a Pokémon with an Attack stat of 30 or higher Daily - Every 10 levels gained, you may perform this Feature another time per day. Target: A Pokémon (4 Push Points) Effect: After fifteen minutes of working with the target, roll 1d20 and add your SDEF modifier. If the total exceeds 15, chose a TM that teaches a Move that uses the Attack Stat as long as the target Pokémon can learn that TM. Teach the target that TM as if you had used a TM. Once you successfully use Physical Pushing on a Pokémon, Physical Pushing may not target that Pokémon ever again. Special Tutoring Move Tutor Feature Prerequisites: Move Tutor, a Pokémon with a Special Attack stat of 30 or higher Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: A Pokémon (4 Push Points) Effect: After fifteen minutes of working with the target, roll 1d20 and add your SDEF modifier. If the total exceeds 15, chose a TM that teaches a Move that uses the Special Attack Stat as long as the target Pokémon can learn that TM. Teach the target that TM as if you had used a TM. Once you successfully use Special Pushing on a Pokémon, Special Pushing may not target that Pokémon ever again.

Status Tutoring Move Tutor Feature Prerequisites: Move Tutor Daily - Every 10 levels gained, you may perform this Feature another time per day. Target: A Pokémon (4 Push Points) Effect: After fifteen minutes of working with the target, roll 1d20 and add your SDEF modifier. If the total exceeds 15, choose a TM that teaches a Move that does not apply the Attack or Special Attack Stat that the target Pokémon can learn. Teach the target that TM as if you had used a TM. Once you successfully use Status Pushing on a Pokémon, Status Pushing may not target that Pokémon ever again. TM King Move Tutor Feature Prerequisites: Move Tutor, TM Smith, TM Pushing Static Effect: Remove the following line from TM Maker’s Effect: “You may not create the same TM more than once with this Feature.” Remove the following line from TM Smith’s Effect: “You may not create a TM with the same Move more than once with this Feature.” Remove the following line from TM Pushing’s Effect: “You may never select that TM again with TM pushing.” TM Maker Move Tutor Feature Prerequisites: Move Tutor, 17 SDEF, successfully used Move Tutor Features at least 3 times Weekly Effect: After four hours of work, roll 1d20 and add your SDEF modifier. If the total exceeds 20, chose a TM you’ve Pushed onto a Pokémon. You create that TM. You may not create the same TM more than once with this Feature. TM Pushing Move Tutor Feature Prerequisites: Move Tutor, 16 SDEF Status Pushing, Physical Pushing or Special Pushing Daily - Every 10 levels gained, you may perform this Feature another time per day. Target: A Pokémon (4 Push Points) Effect: After fifteen minutes of working with the target, roll 1d20 and add your SDEF modifier. If the total exceeds 15, chose a TM from the TM list that the target Pokémon can learn. Teach the target that TM as if you had used a TM. You may never select that TM again with TM pushing. TM Smith Move Tutor Feature Prerequisites: Move Tutor, TM Maker Daily Target: Items. Effect: After four hours of work, roll 1d20 and add your SDEF modifier. If the total exceeds 20, chose a Move that isn’t on the TM list that one of your Pokémon can perform. You create a TM with that Move. Give it any number above , or add a letter (A-Z) to a number to give it a unique identification. You may not create a TM with the same Move more than once with this Feature. Tutor Capacity Move Tutor Feature Prerequisites: Move Tutor, Used Tutor Pushing on 5 Pokémon Static Effect: Remove the following line from Tutor Pushing’s Effect: “Once you successfully use Tutor Pushing on a Pokémon, Tutor Pushing may not target that Pokémon ever again.”

CAPTURE SPECIALIST Class Feature Prerequisites: 13 HP, 13 SPD

Great Capture Specialists can find any Pokémon in the wild and walk away with a new Dex entry. With unparalleled aim and a grand understanding of technology in the Pokémon world, these Trainers can improve the technique for throwing Poke Balls. Capture Specialists are great inventors But can occasionally go towards obsessive in their engineering.

Pick 3 Skills: Acrobatics, Endurance, Engineering, Fasting, History, Programming, Sleight of Hand, Sprint

Base Features Capture Point Capture Specialist Feature Static Trigger: You throw a Poke Ball. Effect: Subtract half of your SPD modifier from your d rolls when throwing any Poke Ball. Curve Ball Capture Specialist Feature Daily – Every 5 levels gained, you may perform this Feature another time per day. Trigger: You throw a Poke Ball. Effect: You may deal X damage to the target you are throwing a Poke Ball at where X is your SPD modifier. The target’s Defense or Special Defense cannot reduce this damage. This Feature cannot be used when throwing Poke balls as part of an Arms Attack, but may be used when attempting a Capture roll, or when throwing a Poke Ball specifically to trigger Curve Ball.

Capture Specialist Features Apricorn Ball Capture Specialist Feature Prerequisite: Capture Specialist, Poke Ball Repair Daily – Every 15 levels gained, you may perform this Feature another time per day. Target: Any Apricorn Effect: After thirty minutes of work, lose 20 HP. You change the target Apricorn into a Basic Ball. Bean Ball Capture Specialist Feature Prerequisites: Capture Specialist, 18 SPD Daily – Every 15 levels gained, you may perform this Feature another time per day. Trigger: You use Curve Ball Effect: Roll 1d20 and add your SPD modifier. On a result of 15 the target is flinched when it comes back out of the Poke ball if it successfully breaks out. Catch Combo Capture Specialist Feature Prerequisites: Capture Specialist, 16 SPD At-Will Trigger: An allied trainer or Pokémon rolls on Accuracy Check while targeting a wild Pokémon. Effect: You may throw a Poke ball against the targeted enemy immediately after the attack is resolved. You may use Catch Combo only once per encounter. Capture Point + Capture Specialist Feature Prerequisites: Capture Specialist, 16 SPD Static Trigger: You throw a Poke Ball. Effect: Subtract your SPD modifier from your d rolls when throwing any Poke Ball. This Feature replaces Capture Point.

Capture Point Max Capture Specialist Feature Prerequisites: Capture Specialist, Capture Point +, 18 SPD Static Trigger: You throw a Poke Ball. Effect: Subtract twice your SPD modifier from your d roll when throwing any Poke Ball. This Feature replaces Capture Point +.

False Swipe Tutor Capture Specialist Feature Prerequisites: Capture Specialist, a Pokémon with the Move False Swipe Daily Target: A Pokémon who is levelling up to a level evenly divisible by 5. Effect: Roll 1d20 and add your SPD modifier. If the total exceeds 15, the Pokémon learns the Move, False Swipe. Once you successfully use False Swipe Tutor on a Pokémon, False Swipe Tutor may not target that Pokémon ever again. Informed Tracker Capture Specialist Feature Prerequisite: Capture Specialist Daily Target: A Route, cave, or other wild area. Effect: You identify the area’s habitats. You know which Pokémon are known to commonly inhabit identified areas, and if any apricorns commonly grow in the area. Informed Tracker + Capture Specialist Feature Prerequisite: Capture Specialist, Informed Tracker Daily Target: A Route, cave, or other wild area. Effect: You identify the area’s habitats. You know which Pokémon are known to commonly inhabit identified areas, and if any apricorns commonly grow in the area. If you have captured at least three Pokémon in the identified area, you know of any rare Pokémon that may be said to inhabit the area, and subtract 10 from any Capture Rolls made in the area for the rest of the day. This Feature replaces Informed Tracker. Member’s Discount Capture Specialist Feature Prerequisites: Capture Specialist Static Effect: You gain a 20% Discount from all regular PokeMart products. Whenever you spend or more in a single purchase, you get a complimentary Premier Ball. Poke Ball Repair Capture Specialist Feature Prerequisites: Capture Specialist Daily – Every 5 levels gained, you may perform this Class Feature another time per day. Target: Any Poke Ball that has failed to capture a Pokémon and broke. Effect: After five minutes of work, roll 1d20 and add your SPD modifiers to the roll. If the total exceeds 15, the Poke Ball is fixed and is treated as if it had not broken. Poke Ball Smith Capture Specialist Feature Prerequisites: Capture Specialist, Poke Ball Repair Daily – Every 10 levels gained, you may perform this Class Feature another time per day. Effect: After one hour of work, lose 10 HP, roll 1d20 and add your SPD modifier. If you roll less than 15, you create a Basic Ball. If you roll at least a 15, you create a Great Ball. If you roll above 20, you create an Ultra Ball.

ARTIFICER Advanced Feature Prerequisites: Capture Specialist, found at least one item that can’t be bought in common Poke Marts Artificers are obsessive crafters who can replicate anything they’ve seen. With enough practice, they can even begin to invent their own devices and tools from a long forgotten age. Pick 1 Skill: History, Strength

Base Features Type Booster Artificer Feature Weekly Effect: After four hours of work, lose 20 HP and create a Type Booster that improves the power of any single Type of your choice. Name the item whatever you’d like. Pokémon add their STAB value to attacks of the chosen type. Weaponsmith Artificer Feature Weekly Effect: After ten hours of work, you create a Weapon. The Weapon is created with a level equal to your Trainer Level plus Xd6, where X is your SPD modifier, up to a maximum of level The weapon will deal additional damage on an attack equal to the STAB bonus of a Pokémon of its level. Additionally, you may include up to two Crafting Materials into a single weapon.

Artificer Features Apprentice Craftsman Artificer Feature Prerequisites: Artificer Weekly Target: Items Effect: After five hours of work, lose 20 HP, roll 1d20 and add your SPD modifier. If you roll under 20, make either a Light Clay, Quick Claw, Flame Orb, or Toxic Orb chosen at random. If you roll higher than 20, choose to make either Light Clay, Quick Claw, Flame Orb, or Toxic Orb. Elemental Armaments Artificer Feature Prerequisites: Artificer, made at least 3 weapons with Weaponsmith Static Effect: You may use any Non-Plate Type Booster as a crafting Material for Weaponsmith. This will cause the Weapon to deal Elemental damage matching that of the Type-Booster used, but will lower the Weapon’s default Damage Base by 1. You may include only a single Type Booster into a Weapon. Expert Craftsman Artificer Feature Prerequisites: Artificer, Apprentice Craftsman Weekly Effect: After five hours of work, lose 20 HP, roll 1d20 and add your SPD modifier. If you roll under 20, make either a Bright Powder, Expert Belt, Shell Bell, or Wide Lens chosen at random. If you roll higher than 20, choose to make either Bright Powder, Expert Belt, Shell Bell, or Wide Lens. Flute Smith Artificer Feature Prerequisites: Artificer Monthly Target: Items Effect: After ten hours of work, lose 20 HP, then choose Confusion, Infatuation, or Sleep. You create a flute that, when used, cures the chosen Status on all Pokémon or Trainers within 3 meters. A flute may only be activated once per day. Incense Maker Artificer Feature Prerequisites: Artificer Weekly Target: Items. Effect: After six hours of work, lose 20 HP, then create either a Full Incense, Lax Incense, or - -Luck Incense. Master Craftsman Artificer Feature Prerequisites: Artificer, Expert Craftsman Weekly Target: Items Effect: After five hours of work, lose 20 HP, roll 1d20 and add your SPD modifier. If you roll under 20, make either a Focus Band, Focus Sash, or Life Orb chosen at random. If you roll higher than 20, choose to make either Focus Band, Focus Sash, or Life Orb.

Protection Charm Artificer Feature Prerequisites: Artificer Weekly Effect: After ten hours of work, lose 20 HP, then create a Charm. When activated, the Charm grants the trainer wearing it an Ability for 1 hour. The Charm may not be activated for another 24 hours. The ability granted depends on the Item destroyed when crafting the Charm, as detailed below. A person may benefit from only a single Charm on any given day. - Razor Claw: Battle Armor - Metal Coat: Immunity - King’s Rock: Inner Focus - Electririzer: Limber - Magmarizer: Magma Armor - Oval Stone: Oblivious - Reaper Cloth: Own Tempo - Protector: Sturdy - Dragon Scale: Vital Spirit - Deepseascale/Deepseatooth: Water Veil Stat Boosters Artificer Feature Prerequisites: Artificer Weekly Target: Items Effect: After ten hours of work, lose 20 HP, then choose between Attack, Defense, Special Attack, Special Defense or Speed. You create a Held Item that, when released from a Poke Ball, the holder’s chosen Stat is raised 1 Combat Stage. Name the Item whatever you’d like. Stonesmith Artificer Feature Prerequisites: Artificer, Weaponsmith Static Effect: You may use the listed Stones as crafting Materials for Weaponsmith. Once Daily, on a roll of on an Arms Attack using the weapon, you may activate the Stone as a Free Action to cause its listed effect to the attack’s target. Only the first target is affected if there are multiple targets due to a Feature. - Fire Stone: Burn - Shiny Stone: Critical Hit - Water Stone: Confusion - Leaf Stone: Poison - Thunderstone: Paralyze - Everstone: The target’s Defense is lowered 1 combat Stage Stonesmith + Artificer Feature Prerequisites: Artificer, Stonesmith Static Effect: You may use the listed Stones as crafting Materials for Weaponsmith. Once Daily, you may activate the Stone’s effect. - Dawn: You may activate to use an Arm Attack against an adjacent target as an Interrupt, but lower the Damage Base of your attack by 2. - Dusk: You may activate on a critical hit to have the Sniper ability for that attack. - Moon: You may activate when declaring an Arms Attack to ignore all Evasion on the target, and bypass Protect or Detect. - Sun: You may activate when you hit with an arms attack to deal Special damage rather than Physical damage. - Ice: Freeze the target on a Critical Hit.

COLLECTOR Advanced Feature Prerequisites: Capture Specialist, made 10 Pokémon captures

Collectors have long forgotten the saying, “there’s always next time.” Every Pokémon is a must have and their obsession can some times border on creepy as they dress up as and stalk Pokémon. Pick 1 Skill: Sooth, Stealth

Base Features Checklist Collector Feature Static Effect: From now on, every 8 different species of Pokémon you own will gain you a trainer level instead of the standard Your Checklist Value is X, where X is the number of trainer levels you have gained through your Pokémon Owned list plus your SPD modifier. Capture Maniac Collector Feature Daily – Every 10 levels gained, you may perform this Feature another time per day. Trigger: You make a Capture Roll Effect: Subtract your Checklist Value from your Capture Roll.

Collector Features Assistance Collector Feature Prerequisites: Collector, Capture Point Max Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: An ally making a Capture Roll. Effect: Your Ally may subtract your Checklist Value from their Capture Roll, and benefits from your Capture Point Max Feature. Capture Maniac + Collector Feature Prerequisites: Collector, 16 SPD Daily – Every 10 levels gained, you may perform this Feature another time per day. Trigger: You make a Capture Roll Effect: Subtract twice your Checklist Value from your Capture Roll. Cosplay Collector Feature Prerequisites: Collector Weekly Target: Self. Effect: After working for twenty-four hours, you lose 60 HP, and then create a Disguise. You use this to disguise yourself as a Pokémon and may approach any wild Pokémon with an Intelligence Skill of 4 or lower. The Pokémon you approach is not instantly provoked but may be startled, and will likely react to you as it would to a typical member of the species you are imitating. You may attempt to befriend the Wild if you don’t provoke it. If you make a new Disguise, keep in mind its size and where your collection of Disguises are stored. Multi Ball Collector Feature Prerequisites: Collector, 16 SPD Daily – Every 10 levels gained, you may perform this Feature another time per day. Effect: You may throw two Poke Balls at the same time as a Trainer Action. You must target a different Pokémon with each Poke Ball. Obsessive Compulsive Collector Feature Prerequisites: Collector, 16 SPD Daily – Every 15 levels gained, you may perform this Feature another time per day. Trigger: You throw a Poke Ball that fails to capture your Quarry. Effect: Throw any additional Poke Ball immediately.

Rarest Prize Collector Feature Prerequisites: Collector Static Effect: Any shiny Pokémon or Legendary Pokémon count as 8 new species for the purposes of Trainer Levels and Collector Features. Silent Stalker Collector Feature Prerequisite: Collector, caught Pokémon in 4 different biomes. Static Target: A Route, cave, or other wild area. Effect: You make no noise as if you had the Stealth Skill, as long as you move no more than half of your max Overland Speed during your turn. Stalk the Prey Collector Feature Prerequisite: Collector, Silent Stalker Daily Effect: For the next X rounds, where X is your SPD modifier, if at the end of your turn you have moved no more than half of your max Overland Speed, you gain the Blender Skill until the beginning of your next turn.

Unshakeable Collector Feature Prerequisites: Collector Static Effect: You and your Pokémon are immune to all effects, excluding damage, from Moves used by other Pokémon which would force you to escape or switch Pokémon. Wilderness Tracker Collector Feature Prerequisites: Collector, Informed Tracker+ Daily Target: A Route, cave, or other wild area. Effect: Roll 1d20 and add your SPD modifiers. If the total exceeds 20, you initiate an encounter with Pokémon you know to be in the area. If the total exceeds 25, a Pokémon you have not captured appears during the encounter. Zeal Collector Feature Prerequisites: Collector, 18 SPD Daily – Every 15 levels gained, you may perform this Feature another time per day. Trigger: You throw a Poke Ball on a Pokemon you’ve never owned before. Effect: Subtract an additional Checklist Value from your capture roll.

ENGINEER Advanced Feature Prerequisites: Capture Specialist, 12 SATK 24 hours to construct your Mech Arm The Engineer has spent a little more time understanding machines than your average Capture Specialist and with a thorough understanding of technology, developed a mechanical obsession. Engineers build solutions to any problem they face and often neglect their health in order to do so. Pick 1 Skill: Engineering, Programming

Base Features Pokédex Modifications Engineer Feature Static Effect: You may alter the Pokédex to have a Radar that works at a great range. You may alter that value from anywhere between a 5m radius to a 15m radius. The Pokédex can also identify how many wilds the radar detects and which direction they are. The radar cannot detect Pokémon who are not actively moving. Mech Arm Engineer Feature Static Effect: You now have a mechanical arm you can wear over either your right or left arm. Add 2 points to your ATK stat. The Mech Arm has extending poles that can support the Arm’s weight when you are getting tired. The arm weighs 40 pounds.

Engineer Features Bullet Punch Engineer Feature Prerequisites: Engineer, Mech Arm Daily - Every 5 levels gained, you may use this Feature another time per day. Target: A trainer or Pokémon. Effect: Use the move Bullet Punch. Drill Run Engineer Feature Prerequisites: Engineer, Mech Arm Daily - Every 10 levels gained, you may use this Feature another time per day. Target: A trainer or Pokémon. Effect: Use the move Drill Run. Hacker Engineer Feature Prerequisites: Engineer Static Effect: You can access any computer or network without rolling a Skill Check. Any further Programming skill checks are made with a +5 to your rolls. Learning Curve Engineer Feature Prerequisites: Engineer Daily Target: Self Effect: You may add X to your SATK or SDEF modifier for the next five minutes. X is the total of different Pokémon owned in your Pokédex divided by Meteor Mash Prerequisites: Engineer, Mech Arm Daily Target: A trainer or Pokémon. Effect: Use the move Meteor Mash.

Engineer Feature

Pokeball Traps Engineer Feature Prerequisites: Engineer Static Effect: At any given time, you may have X of your Pokeballs marked to be usable by Pokeball traps. X is your SPD modifier. Applying or removing a modification to make a Pokeball usable with Pokeball Traps takes 10 minutes. Set or throw your Pokeball down anywhere. At any time you may, as a Trainer Action, trigger a Pokeball set by Pokeball Traps to either capture an adjacent Pokémon if it is empty or to release your Pokémon from a filled Pokeball.

Poke Ball Arm Cannon Engineer Feature Prerequisites: Engineer, Mech Arm, Launcher Attachment Static Effect: Your Mech Arm can now fire Poke Balls, to send out your own or capture wilds. When firing any Poke Ball at a wild, subtract 12 from the Poke Ball’s capture rate. Also the Poke Ball deals 1d8 damage to the wild that cannot be reduced by Defense or Special Defense. Poke Bots Engineer Feature Prerequisites: Engineer Weekly Effect: After ten hours of work, lose 40 HP, then finish making a small remote-controlled Pokémon robot that is .5m tall, of any species or general appearance of your choice. It can move 5m per turn and can hold any small object. It can be remotely controlled up to 25m away. Pokémon with the Wired Skill that you own do not need to make a roll to possess one of your Poke Bots. When using the Poke Bots Feature, you can modify a Poke Bot you’ve already made instead of making a new one up to three times. Basic Poke Bots have 20 HP and take Super-Effective damage from Fire, Electric, Ground and Rock Moves, unless possessed by a Wired Pokémon, in which case the Poke Bot’s Type is the same as the possessing Pokémon. -Additional Features you can add to your Poke Bot upon further uses of the Poke Bots Feature: Camera, Video Camera (requires Camera Additional Feature), 20 additional HP, can use the Move Ember Daily, can use the move Thundershock Daily, increased remote control radius to m, can fly.

Raft Arm Engineer Feature Prerequisites: Engineer, Mech Arm, twelve hours to modify your Mech Arm Static Effect: Your Mech Arm is now buoyant and has a compartment that reveals a propeller. In water, your Surface Speed is 8 or 6 Underwater. Scanner Engineer Feature Prerequisites: Engineer, Mech Arm Static Effect: You can see a percentage when you look at a Pokémon once per round that represents how much of its total HP it has remaining. Weapon Arm Engineer Feature Prerequisites: Engineer, Mech Arm, 12 hours to modify your Mech Arm Static Effect: You may attach a Melee Weapon Attachment to your Mech Arm. You may attach Artificer-Crafted Weapon Attachments. You always have the “Weapon of Choice” Feature for Arms Attacks made using your Mech Arm, and you may add your SPD modifier to damage rolls instead of ATK, or SATK. You cannot be disarmed of your Weapon Attachment, and it may be crafted as being retractable into your Mech Arm.

JUGGLER Advanced Feature Prerequisites: Capture Specialist, 17 SPD Jugglers have surpassed other Capture Specialists who merely observe and practice proper Poke Ball technique. They invent their own fancy tricks and amaze others with fantastic feats of dexterity. Pick 1 Skill: Jump, Sleight of Hand

Base Features Throwing Master Juggler Feature Static Effect: You gain the feat “Weapon of Choice” for all Short-Ranged weapons of your choice. You may throw Short-Ranged Weapons and Pokeballs an additional X meters, where X is your SPD modifier. Quick Switch Juggler Feature Daily - Every 10 levels gained, you may use this Feature another time per day. Trigger: Your Pokémon Faints; or an opponent sends out a Pokémon Effect: You may return and send out a Pokémon as a Free Action. You may perform this Feature on your turn without a Trigger.

Juggler Features Bounce Juggle Juggler Feature Prerequisites: Juggler, Bounce Shot Static Effect: After successfully hitting a second target with Bounce Shot, you may return the thrown item to your hand. Bounce Shot Juggler Feature Prerequisites: Juggler, 15 SPD Daily - Every 5 levels gained, you may use this Feature another time per day. Trigger: A Thrown item hits its intended target or area. Effect: The thrown item is bounced X meters in any direction. X to your SPD modifier. This can cause your Features to hit targets that are otherwise out of range or to hit a second target. Roll for accuracy when attempting to hit a second target. Emergency Release Juggler Feature Prerequisites: Juggler, 16 SPD Daily - Every 10 levels gained, you may use this Feature another time per day. Effect: You may send out a Pokémon as an Interrupt.

Enter Like Lightning Juggler Feature Prerequisites: Juggler, 17 SPD Daily - Every 10 levels gained, you may perform this Feature another time per day. Trigger: You release a Pokémon from its Pokeball Effect: Use the move Flash, Burst from where you released your Pokémon. For this round, add your SPD modifier to your Pokémon’s Speed Stat for the purposes of determining initiative. Fast Draw Juggler Feature Prerequisites: Juggler At-Will Effect: Once per encounter, you may use an Item on yourself or an allied Trainer or Pokémon as a Free Action. First Blood Juggler Feature Prerequisites: Juggler, Enter Like Lightning Daily Trigger: You release a Pokémon from its pokeball Effect: Your Pokémon may use a Move with the Dash keyword as an interrupt as soon as it is sent out. Moves used in this way have the additional effect of pushing the target 5 meters. This consumes your Command action for the round.

Fling Juggler Feature Prerequisites: Juggler, 18 SPD Daily - Every 5 levels gained, you may use this Feature another time per day. Effect: Use the move Fling. Any item in your possession can count as a Held Item when you use this Move. No Hands! Juggler Feature Prerequisites: Juggler Static Effect: You may hide up to 3 Pokeball-sized or smaller items on your person which are undetectable by search. You may activate pokeballs without the use of your hands. Pokeball Cascade Juggler Feature Prerequisites: Juggler Static Effect: Pokémon you own add half of your SPD mod to their speeds for the purpose of calculating initiative on the turn they are sent out. Quick Switch + Juggler Feature Prerequisites: Juggler Daily - Every 5 levels gained, you may use this Feature another time per day. Trigger: Your Pokémon Faints; or an opponent sends out a Pokémon Effect: You may return and send out a Pokémon as a Free Action. You may perform this Feature on your turn without a Trigger. Round Trip Juggler Feature Prerequisites: Juggler, 4 other Juggler features Daily Trigger: Your Pokémon uses a move. Effect: You may immediately switch your Pokémon that just performed a move for another of your Pokémon. You may not issue commands to this Pokémon. Tag In Juggler Feature Prerequisites: Juggler, 18 SPD Daily Trigger: You recall a Pokémon Effect: The Pokémon you are recalling immediately uses the Move Baton Pass.

POKE BALL DESIGNER Advanced Feature Prerequisites: Capture Specialist, Poke Ball Smith Poke Ball Designers study the master smith, Kurt, and develop their own Poke Balls to improve their odds of capture in the wild. Designers will spend hours developing Poke Balls meant to catch specific species of Pokémon. Once found in the wild, it’s only a matter of time before they are caught. Pick 1 Skill: Engineering, History

Base Features Advanced Design Poke Ball Designer Feature Weekly - Every 5 levels gained, you may use this Feature another time per Week. Effect: After fifteen minutes, lose 10 HP and then create a Dusk, Dive, Heal, Luxury, Net, Nest, Quick, Repeat, or Timer Ball. Conditional Advantage Poke Ball Designer Feature Static Trigger: Your throw a Pokeball Effect: If you would subtract an additional amount due to special circumstances defined by the Pokeball’s type - such as when throwing a Dusk Ball at night - you may subtract your SPD modifier from the capture roll. Mechanics: All Pokeballs have, by default, a single Seal Slot on which seals can be applied. Using their Jail Break feature, Pokeball Designers may add an additional two slots for a total of three.

Poke Ball Designer Features Apricorn Shift Poke Ball Designer Feature Prerequisites: Pokeball Designer, Apricorn Smith Daily Target: Any two Apricorns. Effect: After working for fifteen minutes, combine the targeted Apricorns into a single Apricorn of your choice. Apricorn Smith Poke Ball Designer Feature Prerequisites: Pokeball Designer, Apricorn Ball At-Will Target: An Apricorn Effect: After working for fifteen minutes, lose 10 HP, then roll 1d20 and add your SPD modifier. It the total exceeds 12, you change the target Apricorn into its corresponding Pokeball. If the total is 11 or below, you ruin the targeted Apricorn. Ball Modification: Habitat Poke Ball Designer Feature Prerequisites: Poke Ball Designer Weekly – Every 10 levels gained, you may perform this Feature another time per week. Target: Dive Ball Effect: After working for fifteen minutes, lose 10 HP, then add one of the following keywords to the targeted Dive Ball: Arctic, Mountain, Desert, Grassland, Rainforest, Forest, Tundra, Taiga, Marsh, Beach, Freshwater, Urban or Cave. Instead of when underwater or underground, the modified Poke Ball subtracts 15 from its Capture Rolls when thrown in an area that corresponds with the keyword chosen. Ball Modification: Power Poke Ball Designer Feature Prerequisites: Poke Ball Designer Weekly – Every 10 levels gained, you may perform this Feature another time per week. Target: Nest Ball Effect: After working for fifteen minutes, lose 10 HP, then you change the Nest Ball into a Power Ball. It retains the conditional capture modifier of a Nest Ball, but additionally, when a Power Ball captures a target, roll 1d20 and add your SPD modifier. On a result of 15 or better, the captured Pokémon is raised 1d4 levels upon capture. On a result of 25 or better, the target is raised 2d4 levels upon capture instead. Ball Modification: Type Poke Ball Designer Feature Prerequisites: Poke Ball Designer Weekly – Every 10 levels gained, you may perform this Feature another time per week. Target: Net Ball Effect: After working for fifteen minutes, lose 10 HP, then you change the Net Ball into an Earth Ball, Haunt Ball, Solid Ball, Heat Ball, Mystic Ball, Air Ball, Mold Ball, or Fine Ball. The properties of these unique balls are identical to the Net Ball, but instead of affecting Bug and Water types like the Net Ball, these Balls correspond to the following types. Earth Ball; Grass and Ground; Haunt Ball, Dark and Ghost; Solid Ball, Rock and Steel; Heat Ball, Electric and Fire; Mystic Ball, Dragon and Psychic; Air Ball, Flying and Ice; Mold Ball, Poison and Fighting; Fine Ball, Normal and Fairy.

Booster Seal Poke Ball Designer Feature Prerequisites: Poke Ball Designer Weekly – Every 10 levels gained, you may perform this Feature another time per week. Target: Any Ball Effect: After working for fifteen minutes, lose 10 HP, then choose any numbered Skill. You create a Booster Seal that corresponds to the chosen Skill. Pokémon kept within a pokeball with a Booster Seal gain a +2 bonus to the chosen Skill if you chose a Movement Skill, or +1 if you chose Intelligence, Jump, or Power. Up to three Booster Seals may be applied to a pokeball, but each must raise a different Skill. Combat Seal Poke Ball Designer Feature Prerequisites: Poke Ball Designer Weekly – Every 10 levels gained, you may perform this Feature another time per week. Target: Any Ball Effect: After working for fifteen minutes, lose 10 HP, then choose a Pokémon stat other than HP. You create a Stat Seal of the chosen stat. Whenever a Pokémon with full HP is released from a pokeball with a Stat Seal, the corresponding stat is raised by 1 Combat Stage. Only one Stat Seal may be applied to a pokeball. Contest Seal Poke Ball Designer Feature Prerequisites: Poke Ball Designer At-Will Target: Any Ball Effect: After working for fifteen minutes, lose 10 HP, then you create a Contest Seal. Pokémon captured in a ball with a Contest Seal get a +1d2 bonus during the Introduction Stage of a contest. It costs to use Contest Seal. Up to three Contest Seals may be applied to a pokeball. Jail Break Poke Ball Designer Feature Prerequisites: Poke Ball Designer Daily Target: Any Pokeball Effect: After working for fifteen minutes, lose 10 HP, then create an additional Seal slot on the target pokeball, or you may remove a Seal thereby opening a Seal slot. Seals removed in this way are broken and cannot be repaired. You may use this feature to create up to 2 additional Seal slots, up to a maximum of 3 slots. Save Ball Poke Ball Designer Feature Prerequisites: Pokeball Designer, Apricorn Smith Weekly Effect: After working for three hours, lose 25 HP, then combine a White Apricorn, Red Apricorn, Blue Apricorn, Black Apricorn, Pink Apricorn, Green Apricron and a Yellow Apricorn to make a Save Ball. A Save Ball can capture a Pokémon who was felled on the previous turn of an encounter. It has no Capture Rate bonuses or penalties.

SNAGGER Advanced Feature Prerequisites: Capture Specialist, Snag Machine (An illegal tool) Snaggers are… criminals. Snaggers steal other Trainers’ Pokémon. While some consider themselves saviors, rescuing abused Pokémon from Trainers undeserving of their loyalty, it only takes one Snagger to steal a Pokémon from its beloved Trainer to remind people what a Snagger is at its core. Pick 1 Skill: Bluff/Diplomacy, Streetwise

Base Features Loyalty Meter Snagger Feature At-Will Target: An Owned Pokémon. Effect: By pointing your Snag Machine at an owned Pokémon, you may determine the Loyalty of that Pokémon. Loyalty is measured from 0 to 4. Pokémon with Loyalty 0 dislike their trainer, and/or is commonly used for attacking defenseless Pokémon or people. Pokémon with Loyalty 1 are newly caught, previously wild, Pokémon who don’t trust their trainer and/or are used to commit crimes. Pokémon with Loyalty 2 like their trainer or were traded to their trainer but are used to commit crimes. Pokémon with Loyalty 3 love their trainers and/or were hatched by their trainers. Pokémon with Loyalty 4 have unbreakable bonds with their trainer. Snag! Snagger Feature Daily Target: An Owned Pokémon with loyalty 0 or 1. Effect: Throw a Poke Ball using your Snag Machine as if the target is a wild Pokémon and roll your 1d capture roll, subtracting an additional 5 from your check. If you beat the target’s Capture Rate you have captured the target. The Pokémon is distrustful towards you and starts with loyalty 0 unless you saved it from immediate danger, where it might start with up to loyalty 2.

Snagger Features Hate Seeker Snagger Feature Prerequisites: Snagger Static Effect: When using Snag!, subtract an additional 3 from your roll if your target has Loyalty 1 or subtract an additional 10 from your roll if your target has Loyalty 0. Rescued Resolve Snagger Feature Prerequisites: Snagger, an owned Pokémon with Loyalty 4 who you’ve Snagged Static Target: Your Pokémon with Loyalty 4 who you’ve Snagged. Effect: Whenever a Target deals damage, they deal an additional X damage, where X is your SPD modifier. Rescuer Snagger Feature Prerequisites: Snagger, an owned Pokémon with Loyalty 3 who you’ve Snagged Static Effect: When you are using Snag! on a Pokémon with Loyalty 0 or 1, it will have at least loyalty 1 when captured. Shadow Berserk Snagger Feature Prerequisites: Snagger, a Pokémon who was once another Trainer’s Pokémon Daily Target: Your Owned Pokémon with Loyalty 0, 1 or 2. Effect: The target immediately uses the Move Submission, but when applying Weakness/ Resistances, treat Submission as having no Elemental Type, hitting for neutral damage. The target may not perform another Move during this round of combat. Using Shadow Berserk makes a Pokémon more prone to disliking its trainer. Shadow Blaze Snagger Feature Prerequisites: Snagger, a Fire-Type Pokémon who was once another Trainer’s Pokémon Daily Target: Your Owned Pokémon with Loyalty 0, 1 or 2. Effect: The target immediately uses the Move Flamethrower, but when applying Weakness/ Resistances, treat Flamethrower as having no Elemental Type, hitting for neutral damage. The target may not perform another Move during this round of combat. Using a Shadow Blaze makes a Pokémon more prone to disliking its trainer.

Shadow Bolt Snagger Feature Prerequisites: Snagger, an Electric-Type Pokémon who was once another Trainer’s Pokémon Daily Target: Your Owned Pokémon with Loyalty 0, 1 or 2. Effect: The target immediately uses the Move Thunderbolt, but when applying Weakness/ Resistances, treat Thunderbolt as having no Elemental Type, hitting for neutral damage. The target may not perform another Move during this round of combat. Using Shadow Bolt makes a Pokémon more prone to disliking its trainer. Shadow Chill Snagger Feature Prerequisites: Snagger, an Ice-Type Pokémon who was once another Trainer’s Pokémon Daily Target: Your Owned Pokémon with Loyalty 0, 1 or 2. Effect: The target immediately uses the Move Ice Beam, but when applying Weakness/Resistances, treat Ice Beam as having no Elemental Type, hitting for neutral damage. The target may not perform another Move during this round of combat. Using Shadow Chill makes a Pokémon more prone to disliking its trainer. Shadow Smash Snagger Feature Prerequisites: Snagger, a Fighting-Type Pokémon who was once another Trainer’s Pokémon Daily Target: Your Owned Pokémon with Loyalty 0, 1 or 2. Effect: The target immediately uses the Move Brick Break, but when applying Weakness/Resistances, treat Brick Break as having no Elemental Type, hitting for neutral damage. The target may not perform another Move during this round of combat. Using a Shadow Smash makes a Pokémon more prone to disliking its trainer. Snag Machine Upgrade Snagger Feature Prerequisites: Snagger Static Effect: The Feature Snag! now has “Daily - Every 5 levels gained, you may perform this Feature another time per day.” Instead of “Daily.” Subtle Break Snagger Feature Prerequisites: Snagger, a Pokémon who was once another Trainer’s Pokémon Daily Target: A Pokémon with Loyalty 2. Effect: Roll 1d20 and add your SPD modifier. If you roll 20 or higher, you may target the Pokémon with Loyalty 2 for the next 2 rounds with Snag!

TRAPPER Advanced Feature Prerequisites: Capture Specialist, 16 SPD In order to increase the likelihood of capture, Trappers get involved with the quarry they are after. By making talented acrobatic stunts and physically bringing down their prey, a Trapper can ensure that a Poke Ball will never go to waste once used.

Pick 1 Skill: Acrobatics, Strength

Base Features Big Game Hunting Trapper Feature At-Will Target: A Wild Pokémon Effect: Name the Target as your Quarry. When calculating the Catch Rate of your Quarry, their level is considered to be reduced by X. X is equal to half your SPD modifier. You may only have one Quarry at a time, and may only declare or change your Quarry at the start of a round. Lasso Trapper Feature Daily - Every 5 levels gained, you may perform this Feature another time per day Target: A Pokémon or Trainer Effect: Roll 1d20 and add your SPD modifier. On a roll of 12 or higher, the target is Lassoed. A Lassoed target cannot move than 6 meters away from you. A Lassoed Pokémon may attempt to end the effect by forfeiting its turn, if it is not Confused, Asleep, or Knocked Out. It then rolls 1d20 plus their Power Skill. On a roll of 14 or higher, the Pokémon breaks free. If targeting a trainer, use half their ATK modifier as their Power Skill.

Trapper Features Big Game Hunting + Trapper Feature Prerequisites: Trapper, 18 SPD, Big Game Hunting At-Will Target: A Wild Pokémon Effect: Name the Target as your Quarry. When calculating the Catch Rate of your Quarry, their level is considered to be reduced by X. X is equal to your SPD modifier. You may only have one Quarry at a time, and may only declare or change your Quarry at the start of a round. This feature replaces Big Game Hunting. Bring’em Down Trapper Feature Prerequisites: Trapper, Lasso Daily - Every 10 levels gained, you may perform this Feature another time per day Target: A Lassoed Pokémon or Trainer. Effect: Roll 1d20 and add your SPD modifier. On a roll of X or higher, the target Pokémon becomes Trapped for Y rounds, where Y is equal to half your SPD modifier. X is equal to 10 plus the Pokémon’s Power Skill, or 10 plus half the Trainer’s ATK modifier. False Strike Trapper Feature Prerequisites: Trapper Daily - Every 10 levels gained, you may perform this Feature another time per day Trigger: You deal damage to your Quarry. Effect: When you make attacks with an Arms Feature that would reduce a target to 0 HP or less, you may choose to have the target instead remain at 1 HP. Pheromone Spray Trapper Feature Prerequisites: Trapper Daily - Every 15 levels gained, you may perform this Feature another time per day Target: A Pokémon Effect: The target Pokémon becomes Infatuated with the nearest Pokémon of the opposite gender. Pitch Bomb Trapper Feature Prerequisites: Trapper, a Pokémon with Supersonic Daily Target: A Pokémon Effect: Use the Move Supersonic

Right There! Trapper Feature Prerequisites: Trapper, a Pokémon with a Trap Move Static Target: A Pokémon trapped by one of your Pokémon Effect: When targeting a Pokémon for capture, subtract 10 from your roll if your Pokémon is currently Trapping the target. Stun Trap Trapper Feature Prerequisites: Trapper Daily Target: Pokémon or Trainers. Effect: Place a marker on the field adjacent to you. If a Pokémon or trainer crosses over that spot on the ground they trigger the Stun Trap. The Pokémon or person who triggered the Trap is Paralyzed. Set for Capture Trapper Feature Prerequisites: Trapper Daily Trigger: You successfully use Bringem Down on a Lassoed Pokémon. Effect: The target Pokémon’s catch rate is increased by 15 for the remainder of the time they are Trapped. Sweet Trap Trapper Feature Prerequisites: Trapper, a Pokémon with Sweet Scent or the Alluring Skill Daily Target: A Pokémon Effect: Use the Move Sweet Scent Tranquilizer Trapper Feature Prerequisite: Trapper, a Pokémon with Sleep Powder or Spore Daily Target: Pokémon or Trainers. Effect: Use the move Yawn on a single target within 30 meters. After successfully falling asleep due to the effects of Tranquilizer, the target becomes immune to Tranquilizer for 6 hours. Yank! Trapper Feature Prerequisites: Trapper, Lasso Daily - Every 10 levels gained, you may perform this Feature another time per day Trigger: A Lassoed Pokémon attempts to use a Move. Effect: Roll 1d20 and add your SPD modifier. On a result of 16 or higher, the Pokémon takes damage equal to its STAB value, ignoring stats, and may not use any moves this turn. Otherwise, the Pokémon acts normally.

COORDINATOR Class Feature Prerequisites: 13 SDEF, 13 SPD

Coordinators command the field with their charisma and stage presence. While they dominate Contests with powerful appeals and displays, they still have amazing influence in battle. A Coordinator can grant a special flair or behavior to their Pokémon so they can boast the same presence as their Trainer.

Pick 3 Skills: Acrobatics, Bluff/Diplomacy, Browbeat, Perception, Perform, Sleight of Hand, Sooth, Streetwise

Base Features Natural Grace Coordinator Feature Static Effect: Your Pokémon Learn +20% the amount of experience they would gain normally from contests. If you win a Contest, you gain an additional +15% the amount of prize money you normally would. Style and Poise Coordinator Feature Static Effect: Your Pokémon may have a total number of combined Contest Stats equal to Furthermore, they may gain the effects of any number of Poffins until they reach this maximum. If a Pokémon is traded away to a non-Coordinator, and the Pokémon has more then 20 points of Contest Stats, they do not lose those stats, but their new trainers may not have access to more than 20 Contest Points per Contest. Mechanic: Some Coordinator Features have multiple uses, one for Contests and one for nonContests. They maintain the same prerequisites and frequencies but activate differently based on when they are activated; whether or not it is used during a Contest. Some of these non-Contest Effects allow the Coordinator to perform Pokémon Moves, while others allow their Pokémon to perform them even if they do not know them.

Coordinator Features Catch Up! Coordinator Feature Prerequisites: Coordinator At-Will Contest Effect: Replace a keyword on a Contest Move performed by your Pokémon with Catching Up. You may use Catch Up only once per contest. Battle Effect: Use the move Helping Hand. Crowd’s Cheers Coordinator Feature Prerequisites: Coordinator, 16 SDEF Daily Contest Effect: Replace a Contest Keyword on a Contest Move performed by your Pokémon with Crowd Pleaser for one round of the Contest. Battle Effect: Use the move Encore. Electrifying Performance Coordinator Feature Prerequisites: Coordinator, 3 Ribbons Weekly - Every 10 levels gained, you may perform this Feature another time per Week. Target: One of your Pokémon. Contest Effect: Add the Contest Keyword Incredible to a Contest Move performed by the Pokémon this Round. Battle Effect: The target immediately uses the Move Lock-On as a Free Action. During the target’s turn it may not use any of the following Moves: Fissure, Guillotine, Horn Drill or Sheer Cold. You may still roll to determine additional effects or Critical Hit. This must be declared before the Accuracy Check is made. Judge Blinders Coordinator Feature Prerequisites: Coordinator, 2 Ribbons Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: One of your Pokémon. Contest Effect: Replace a Contest Keyword on a Contest Move performed by your Pokémon with Special Attention. You may use Judge Blinders only once per contest. Battle Effect: The target immediately uses the Move Follow Me as its Move Action, it may still shift during its turn during this round of combat. Lead Act Coordinator Feature Prerequisites: Coordinator, 16 SPD Daily – Every 5 levels gained, you may perform this Feature another time per day. Target: One of your Pokémon. Contest Effect: Replace a Contest Keyword on a Contest Move performed by your Pokémon with Quick Set. You may use Lead Act only once per contest. Battle Effect: The target immediately uses the Move Me First as its Move Action, it may still shift during its turn during this round of combat.

Patience Coordinator Feature Prerequisites: Coordinator, 16 SDEF Daily – Every 5 levels gained, you may perform this Feature another time per day. Target: One of your Pokémon. Contest Effect: Replace a Contest Keyword on a Contest Move performed by your Pokémon with Slow Set. You may use Patience only once per contest. Battle Effect: Use the move Quash. Perfect Performance Coordinator Feature Prerequisites: Coordinator Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: Your Pokémon who just received First or Second place in a contest. Effect: The target gains +30% experience from the Contest if they came in Second place. They gain +80% experience instead if they came in First place. Voltage Freeze Coordinator Feature Prerequisites: Coordinator, 15 SDEF, 2 Ribbons Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: One of your Pokémon. Contest Effect: Replace a Contest Keyword on a Contest Move performed by your Pokémon with either Excitement or Hold That Thought this round. You may use Voltage Freeze only once per contest. Battle Effect: Your Pokémon gains the keyword “Reliable” on the next Battle Frequency Move it performs during this encounter. Voltage Freeze + Coordinator Feature Prerequisites: Coordinator, Voltage Freeze Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: One of your Pokémon. Contest Effect: Replace a Contest Keyword on a Contest Move performed by your Pokémon with either Excitement, Hold That Thought, or both. You may use Voltage Freeze+ only once per contest. Battle Effect: Your Pokémon gains the keyword “Reliable” on the next Battle or Center Frequency moves it performs. This feature replaces Voltage Freeze+ You Call That Impressive? Coordinator Feature Prerequisites: Coordinator, 17 SDEF Daily – Every 10 levels gained, you may perform this Feature another time per day. Target: One of your Pokémon. Contest Effect: Roll 1d20 and add your SDEF modifier. On a result of 13 or higher, add the Contest Keyword Seen Nothing Yet to your Pokémon’s Contest Move for this round. Battle Effect: The target gains one of these effects based on which Move it will be using during this round of combat: If the Move has the keyword Blast or Burst, increase the size of the Blast/Burst by 2. If the Move does not have either of those keywords and is Ranged, increase its range by 4. If the Move is Melee, increase the target’s Speed Skills by 4.

Sours: https://pdfcoffee.com/players-handbookfinalpdf-pdf-free.html

Pdf 2 players handbook

Player's Handbook II

Book by David Noonan

Player's Handbook II is the title of a third edition Dungeons & Dragons supplement. It is a handbook of rules and guidelines for the Dungeons & Dragonsrole-playing game. As the name implies, the book is a supplement to the edition's Player's Handbook. It introduces supplemental rules, new spells and new classes.

Contents[edit]

Player's Handbook II contains four new classes, along with new spells, feats, and new role-playing options.[1]

Chapter two introduces four new base classes:

In addition to these new classes, many rules are included for existing character classes. These include expanded rules and options for many classes, new feats, more spells, and different roleplaying options for characters. Other sections contain information about the adventuring group, teamwork benefits, and affiliations. Finally, the last chapter contains information about modifying an existing character.

Publication history[edit]

May saw the release of the Player's Handbook II, designed to follow up the standard Player's Handbook.[2] This book was designed by David Noonan. Cover art is by Dan Scott, with interior art by Steve Belledin, Steve Ellis, Emily Fiegenschuh, Carl Frank, Ralph Horsley, David Hudnut, Michael Komarck, Howard Lyon, Mike May, Jim Nelson, Lucio Parillo, Eric Polak, Steve Prescott, Mike Schley, Ron Spencer, Franz Vohwinkel, and Eva Widermann. Its cover pays homage to the 1st edition Player's Handbook.[3]

Reception[edit]

The reviewer from Pyramid felt that the publication of this book suggests that players "can use quite a bit" of information for playing D&D.[4]

References[edit]

External links[edit]

Sours: https://en.wikipedia.org/wiki/Player%27s_Handbook_II
50 Facts About Dungeons and Dragons Player's Handbook YOU Should Know

Jimenez was delighted. - No, - Serge shook his head, - I am French, my wife is English. But I know your language well. My name is Serge Duval and my wife is Anna Duval.

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