Here are two charts about the skills and main abilities of each player-character class.
Below the charts, you will find a description of the skills. In the first chart, you
can also see the name given to each class once they have reached level 20.
Player characters can advance beyond level 20. Each level gained above 20 provides the character
five extra Hit Points and one permanent ability-score bonus point selected by the player.
In addition, an extra feat is awarded at level 21 and every three levels afterwards (such as
24, 27 and 30).
Levels above 20 do not provide any new spell picks, new spell slots (beyond the ones granted by the
Intelligence, Wisdom or Charisma bonus), increases in power points, increases in the base attack
bonus, increases in the number of attacks, increases in sneak-attack damage, or any other improvement
in the special abilities gained from level 1 to level 20.
However, effects that benefit directly from a higher level (like the number of bard-ability uses, or
the wizard's spell resistance) do receive the benefit from the level increase.
The gold cost of levelling up is equal to 1,150 times the current level of the character. A character
cannot advance in levels if the party does not have enough gold for that character's training. For example,
reaching level 2 costs 1,150 gold per character, while reaching level 3 costs 2,300 gold, reaching level 5
costs 5,750 gold, reaching level 10 costs 11,500 gold and reaching level 20 costs 23,000 gold.
Classes with a prefix keep their prefix after reaching level 20. For example, a Red Wizard becomes
a Red Archmage. An Earth Druid becomes an Earth Archdruid.
In the second chart, you will find the main abilities of each player-character class and the list of recommended subraces for each class.
Generic class skills
[Nature] Ranger, Druid and Storm Warrior only. Includes herbalism, tracking, animal handling,
wilderness survival, geography, geology, monster identification.
[Healing] Cleric, Druid and Psychic Healer only. Includes medicine, curing, potions, diseases, poisons, antidotes.
[Arcana] Wizard, Sorcerer and Mage Knight only. Includes detect magic, spells, runes, symbols, rituals, secret codes, ancient books, ancient languages.
[Religion] Cleric, Bishop and Monk only. Includes detect evil, detect undead, gods, demons, churches, sects, temples, monasteries, history, the planes.
[Warrior] Fighter, Barbarian and Gladiator only. Includes athletics, climbing, swimming, jumping, riding, jousting, break open doors and chests, appraise weapon and armour, legendary weapons and armour, metals, intimidation, leadership, marshalling.
[Assassin] Death Knight, Rogue and Monk only. Includes critical strikes, anatomy, vital spots, autopsy, inflict pain.
[Psionics] Psionicist, Psychic Warrior and Warlock only. Includes telekinetics, telepathy, lie detection, mental suggestion, mind manipulation.
[Streetwise] Rogue, Bard and Fighter only. Includes bluff, sense motive, gather information, appraise, bargaining, underground factions, criminal organisations.
[Word of Honour] Paladin, Champion and Samurai only. Includes honour, oaths, rules, nobility, royal families, elicit trust, diplomacy, etiquette.
[Monk Diamond Body] includes poison detection and poison neutralisation.
[Druid Clairvoyance] includes conversing with animals, conversing with stones.
[Bard Charm] includes charming an NPC of the opposite gender, elicit courage.
[Bard Perform] includes singing, playing instruments and telling stories. A Bard may do this for money, or as a service to someone, or just to make friends. In order to use this skill, the Bard must have a musical instrument in his inventory.
[Bard Knowledge] includes knowledge of legends, heroes, famous warriors, artifacts.
[Rogue Search] includes searching for secret doors, secret buttons, hidden traps.
[Rogue Open Lock] includes lock picking and disarming. In order to use this skill, the Rogue must have a set of Thieves' Tools in his inventory.
[Rogue Stealth] includes stealthy movement and hiding.
[Rogue Pick Pocket] includes stealing, sleight of hand, spot sleight of hand.
[Rogue Deception] includes forgery and disguise.
[Half Giant] includes picking up, pushing and moving extremely heavy items.
[Drake Glide] A Drake can use its vestigial wings to jump across a long distance or descend to a lower level smoothly. This ability does not work when the Drake is surprised.
[Small Size] includes gaining access to tunnels that are too narrow for bigger races.
[Dwarf Sense] includes detect secret stone doors, detect sliding stone walls, detect gold, detect gems and appraise gems.
[Ranger Stealth] includes stealthy movement through forested terrain.
[Ranger Hunting] includes knowledge about wilderness traps and wilderness hunting.
[Paladin Purity] includes the ability to detect evil creatures and detect evil magic.
[Human Diplomacy] Humans are particularly good at diplomacy, negotiation and influencing others.
[Elf Search] Includes Detect Secret Doors and Detect Secret Compartments.
[Centaur Endurance] A centaur can perform prolonged physical tasks without getting tired.
[Mantis Light Sleep] It is particularly difficult to surprise a sleeping mantis.
[Half Salamander Sense] Half Salamanders are particularly sensitive to changes in temperature and they can detect sources of heating and cooling from far away.
Sometimes, characters may take advantage of a skill associated with a particular
attribute or quality. For example, Clerics and Bishops with the Strength Domain Power may receive
an advantage in an arm-wrestling contest. Clerics and Bishops with the Luck Domain Power or
the Trickery Domain Power may receive an advantage when taking part in a game of chance.
Likewise, the Elemental Sphere of a Druid, the Celestial Body Attunement of a Wizard or Sorcerer, the Familiar of a Wizard, the alignment of a character, the eye colour of a character, the type and subtypes of a creature, and other creature attributes may allow the character or creature to receive a benefit in certain circumstances.
The non-exhaustive list of attribute-related skills includes the following:
[Acrobatics] You may be given the option to perform a feat of acrobatics if the party includes a Rogue, Monk, Lightfoot Halfling, a character with a base Dexterity of 20 or above, or a Cleric or Bishop with the Celerity Domain Power.
[Alignment] When conducting talks with angelic beings, a character may receive an advantage if his alignment is Good. When conducting talks with demons and devils, a character may receive an advantage if his alignment is Evil.
[Archery] When taking part in an archery contest, a character may receive an advantage if his base Dexterity is 20 or above and he has the Bows Weapon Group Proficiency, or if he is a Ranger with the Bows proficiency, or if he is a Cleric or Bishop with the Hunting Domain Power.
[Diplomacy] When conducting simple negotiations, the party may receive an advantage if it includes a Human, a Paladin, a Champion, a Samurai or a character with a base Charisma of 20 or above.
[Divine Champion] If your party includes a Paladin or a Good-aligned Champion, Cleric or Bishop, you may be given the option to call upon the power of a Good divinity when facing a difficult situation. Likewise, an Evil-aligned Champion, Cleric or Bishop may allow the party to seek assistance from an Evil deity when facing a difficult situation.
[Fire] If your party includes a Fire Drake, a Flamebrother Half-Salamander, a Druid with the Elemental Sphere of Fire, a Cleric with the Fire Domain Power, or a Wizard with the feat Fire Magic, you may be given the option to set an object or building on fire. For example, you may be able to melt a lock or destroy a dangerous Tome of Evil quickly.
[Flying] If your party includes a winged creature with the [Flying] subtype, you may be able to fly over a particularly wide chasm or gain access to other hard-to-reach places. Your party may also be able to fly over a chasm if you have found a Magic Carpet and you may also gain access to certain places beyond reach using a Grappling Hook.
[Gambling] When taking part in a game of chance, a character may receive an advantage if he is a Rogue, or if he is a Cleric or Bishop with the Luck Domain Power or Trickery Domain Power.
[Ice] If your party includes an Ice Drake, a Frostbrother Half-Salamander, a Druid with the Elemental Sphere of Water, or a Wizard with the feat Cold Magic, you may be given the option to extinguish a fire. For example, you may be able to preserve secret documents hurriedly set on fire by the enemy commander.
[Low-Light Vision] When exploring caves and other dark places, a character may receive an advantage if he is a Dwarf, Elf, Kobold, Half-Elf Human or a Wizard with an Owl or Cat familiar. A character or creature with Darkvision, Blindsight or the True Seeing ability may receive the same benefit.
[Search] When conducting a simple search for a concealed object, the party may receive an advantage if it includes a character with a base Intelligence of 20 or above, or an Elf, Half-Elf, Dwarf, Rogue or Wizard with a Cat or Owl familiar.
[Strength] When taking part in a strength-based contest, a character may receive an advantage if his base Strength is 20 or above, or if he is a Half-Giant, or if his base size category is Large and above, or if he is a Cleric or Bishop with the Strength Domain Power.
[Weapons] When looking for information on legendary weapons, a character may receive an advantage if his Class is Bard, Fighter, Barbarian, Warrior or Gladiator, or if he is a Cleric or Bishop with the Metal Domain Power.
[Crawling Familiar] A Wizard's Lizard or Spider Familiar can climb walls and crawl under doors. This ability may be used to spy on enemies or collect tiny objects from hard-to-reach places. Sometimes, the party can also use a Pike Pole to retrieve items beyond reach.
[Darkvision Familiar] A Wizard's Cat or Owl Familiar enjoys superior vision in darkness. This ability may allow the party to spot something that it may otherwise have missed. A Wizard with an Owl or Cat familiar receives a +2 bonus when performing Intelligence-based Search checks.
[Flying Familiar] A Wizard's Raven or Firefly Familiar has the ability to soar above the walls of a castle or gain access to other high places. This ability may be used to spy on enemies or collect tiny objects from hard-to-reach places. Sometimes, the party can also use a Grappling Hook to retrieve items beyond reach.
[Aquatic Familiar] A Wizard's Snake or Toad Familiar has the ability to dive into a body of water. This ability may be used to explore underwater areas or collect tiny objects from hard-to-reach places. Sometimes, the party can also use a Pike Pole to retrieve items beyond reach.
[Heroic Strength] A character may receive an advantage in certain situations if his modified Strength Ability Score is equal to 24 or above.
[Heroic Dexterity] A character may receive an advantage in certain situations if his modified Dexterity Ability Score is equal to 24 or above.
[Heroic Constitution] A character may receive an advantage in certain situations if his modified Constitution Ability Score is equal to 24 or above.
[Heroic Wisdom] A character may receive an advantage in certain situations if his modified Wisdom Ability Score is equal to 24 or above.
[Heroic Intelligence] A character may receive an advantage in certain situations if his modified Intelligence Ability Score is equal to 24 or above.
[Heroic Charisma] A character may receive an advantage in certain situations if his modified Charisma Ability Score is equal to 24 or above.
March 2011-2018. Last Update 11 October 2018. All rights reserved.