Character Builds
Character Build History, Stats & Abilities
Myth-Weavers
Reference Character Builds
Spell Point Level Cost 1-2 1 3-4 2 5-6 3
Spell Point Level Cost 1-2 1 3-4 2 5-6 3
Medium Caster Spells Known 0 1 2 3 4 5 6 01 4 2 - - - - - 02 5 3 - - - - - 03 6 4 - - - - - 04 6 4 2 - - - - 05 6 4 3 - - - - 06 6 5 4 - - - - 07 6 5 4 2 - - - 08 6 6 4 3 - - - 09 6 6 5 4 - - - 10 6 6 5 4 2 - - 11 6 7 5 4 3 - - 12 6 7 6 5 4 - - 13 6 7 6 5 4 2 - 14 6 7 7 5 4 3 - 15 6 7 7 6 5 4 - 16 6 7 7 6 5 4 2 17 6 7 7 7 5 4 3 18 6 7 7 7 6 5 3 19 6 7 7 7 6 5 4 20 6 7 7 7 6 6 5
| House Ruled: Apply your DEX modifier in place of STR modifier to attack rolls AND half your DEX modifier to damage rolls with any weapons that qualify for Weapon Finesse. If you have a STR of at least 10, you can apply the benefits of weapon finesse to any one-handed weapon. Weapon Finnesse also allows you to add half your DEX modifier to damage with ranged or thrown weapons. Special: Once you take Weapon Finesse, you can now make special attacks called Surgical Strikes with any weapons that qualify. Surgical Strikes work in a similar way to how Power Attacks work for STR-based attacks, as shown here: Surgical Strike: You can do increased damage by making exceptionally accurate attacks. You can choose to take a –1 penalty on all attack rolls that are using the benefits of weapon finesse to gain a +2 bonus on all melee damage rolls. This bonus to damage remains the same regardless of the type of weapon you are using to make the attack. When your base attack bonus reaches +4,and every 4 points thereafter,the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll,and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. These bonuses cannot be combined with Power Attack. |
| House Ruled: You immediately gain a +3 bonus to the chosen skill. This bonus improves according to character level. At level 10, this bonus improves to +5, and you can reroll a check using this skill once/day. At level 20, this bonus improves to +7. Special: You can gain this feat multiple times. It's effects do not stack. Each time you take the feat, it applies to a new skill. |
Paladin/Ranger Spells per Day 1 2 3 4 01 - - - - 02 - - - - 03 2 - - - 04 2 - - - 05 2 - - - 06 3 - - - 07 3 2 - - 08 3 2 - - 09 4 2 - - 10 4 2 2 - 11 4 3 2 - 12 4 3 2 - 13 4 3 2 2 14 4 4 2 2 15 4 4 3 2 16 4 4 3 3 17 4 4 3 3 18 4 4 4 3 19 4 4 4 3 20 4 4 4 4
Paladin/Ranger Spells Known 1 2 3 4 01 - - - - 02 - - - - 03 2 - - - 04 2 - - - 05 3 - - - 06 3 - - - 07 3 2 - - 08 4 2 - - 09 4 3 - - 10 4 3 2 - 11 5 4 2 - 12 5 4 3 - 13 5 4 3 2 14 6 5 4 2 15 6 5 4 3 16 6 5 5 3 17 6 6 5 4 18 6 6 6 4 19 6 6 6 5 20 6 6 6 6
| House Ruled: Prerequisite: Proficiency with weapon. Note: Instead of affecting only a single type of weapon, this feat applies to an entire group of weapons, chosen from the weapon groups listed under the Fighter's Weapon Training class feature. Benefit: You gain a +1 bonus to attack rolls and a +2 bonus to all damage rolls with the chosen weapons group. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. Note: This feat subsumes the feat Weapon Specialization, which is no longer available as a stand-alone feat. It also qualifies you for anything that has Weapon Specialization as a prerequisite. |
| House Ruled: Benefit: The penalty for fighting with two wepons is reduced, and is now -2 with both your main hand and your off hand, even if both weapons are one-handed weapons. In addtion, once per round, when making an attack of opportunity, you can make one extra attack with your off hand weapon at your highest base attack bonus, but both attacks take the -2 penalty. |
| House Ruled: Apply your DEX modifier in place of STR modifier to attack rolls AND half your DEX modifier to damage rolls with any weapons that qualify for Weapon Finesse. If you have a STR of at least 10, you can apply the benefits of weapon finesse to any one-handed weapon. Weapon Finnesse also allows you to add half your DEX modifier to damage with ranged or thrown weapons. Special: Once you take Weapon Finesse, you can now make special attacks called Surgical Strikes with any weapons that qualify. Surgical Strikes work in a similar way to how Power Attacks work for STR-based attacks, as shown here: Surgical Strike: You can do increased damage by making exceptionally accurate attacks. You can choose to take a –1 penalty on all attack rolls that are using the benefits of weapon finesse to gain a +2 bonus on all melee damage rolls. This bonus to damage remains the same regardless of the type of weapon you are using to make the attack. When your base attack bonus reaches +4,and every 4 points thereafter,the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll,and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. These bonuses cannot be combined with Power Attack. |
| House Ruled: Prerequisite: Proficiency with weapon. Note: Instead of affecting only a single type of weapon, this feat applies to an entire group of weapons, chosen from the weapon groups listed under the Fighter's Weapon Training class feature. Benefit: You gain a +1 bonus to attack rolls and a +2 bonus to all damage rolls with the chosen weapons group. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. Note: This feat subsumes the feat Weapon Specialization, which is no longer available as a stand-alone feat. It also qualifies you for anything that has Weapon Specialization as a prerequisite. |
| House Ruled: You immediately gain a +3 bonus to the chosen skill. This bonus improves according to character level. At level 10, this bonus improves to +5, and you can reroll a check using this skill once/day. At level 20, this bonus improves to +7. Special: You can gain this feat multiple times. It's effects do not stack. Each time you take the feat, it applies to a new skill. |
| House Ruled: Prerequisite: Proficiency with weapon. Note: Instead of affecting only a single type of weapon, this feat applies to an entire group of weapons, chosen from the weapon groups listed under the Fighter's Weapon Training class feature. Benefit: You gain a +1 bonus to attack rolls and a +2 bonus to all damage rolls with the chosen weapons group. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. Note: This feat subsumes the feat Weapon Specialization, which is no longer available as a stand-alone feat. It also qualifies you for anything that has Weapon Specialization as a prerequisite. |
| House Rule: static +2 bonus to Bluff and Disguise |
| House Ruled to give access to an entire group of weapons rather than a single weapon |
| House Ruled: Benefit: You get a +2 bonus on all Will saving throws. At level 10, this bonus improves to +3, and you can reroll a will save once/day. At level 20, this bonus improves to +4. Note: This feat subsumes and replaces Improved Iron Will, whch is no longer available as a stand-alone feat. |
| House Ruled: Prerequisite: Proficiency with weapon. Note: Instead of affecting only a single type of weapon, this feat applies to an entire group of weapons, chosen from the weapon groups listed under the Fighter's Weapon Training class feature. Benefit: You gain a +1 bonus to attack rolls and a +2 bonus to all damage rolls with the chosen weapons group. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. Note: This feat subsumes the feat Weapon Specialization, which is no longer available as a stand-alone feat. It also qualifies you for anything that has Weapon Specialization as a prerequisite. |
