Character Class Changes

Barbarian: DR now starts at 4th level with DR 1/—. The DR provided at 7th level and beyond is doubled, capping out at 19th level with DR 10/—.

Bard: Gain Arcane Forte class ability. Arcane Forte is a bonus added to the bard’s caster level when casting spells from the schools of Conjuration, Divination, Enchantment, and Illusion. At first level this bonus is +1. At 5th level, and every three levels after that, the bard’s Arcane Forte increases by +1, so that at 20th level, the Arcane Forte is +7. Yes, the first increase is four levels after 1st level.

Cleric: Increase skill ranks per level to 4.

Druid: Change the Nature Bond option to have an Animal Companion to the ability to Speak With Animals at will. This stops the player’s search for the ‘perfect’ animal companion.

Fighter: Increase skill ranks per level to 4.

Magus: Increase skill ranks per level to 4. Gain Arcane Forte class ability. Arcane Forte is a bonus added to the magus’s caster level when casting spells from the schools of Conjuration, Evocation, Illusion, and Transmutation. At first level this bonus is +1. At 5th level, and every three levels after that, the magus’s Arcane Forte increases by +1, so that at 20th level, the Arcane Forte is +7. Yes, the first increase is four levels after 1st level. Instead of the 7th level ability of Knowledge Pool, the magus gains another magus arcana.

Monk: Increase skill ranks per level to 6. Gain new class ability of Unbreakable. Unbreakable adds a +2 bonus to the monk’s Poor saving throw at 1st level. This bonus rises to +3 at 4th level, +4 at 10th level, and +5 at 16th level. Thus, the monk’s Poor saving throw is no worse than one less than the Good saving throws. Finally, the monk’s AC bonus (not including Wisdom bonus) is added to initiative in combat.

Paladin: Increase skill ranks per level to 4.

Ranger: Change the Hunter’s Bond option to have an Animal Companion to the ability to Speak With Animals at will. Again, this stops the player’s search for the ‘perfect’ animal companion.

Rogue: Gain Combat Tactics class ability. Combat Tactics is added to the rogue’s attack rolls any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This bonus starts at +1 at 1st level. At 5th level, and every four levels after that, the bonus increases by +1, to a maximum of +5 at 17th level.

Sorcerer: Increase skill ranks per level to 4. Familiars are now manifestations of the sorcerer’s will—see below. Gain Bonus Spell Slots as follows:

1st Level: Bonus sorcerer spell slot (0th, 1st)
2nd Level: Bonus sorcerer spell slot (1st)
3rd Level: Bonus sorcerer spell slot (0th)
4th Level: Bonus sorcerer spell slot (2nd)
5th Level: Bonus sorcerer spell slot (2nd)
6th Level: Bonus sorcerer spell slot (3rd)
7th Level: Bonus sorcerer spell slot (3rd)
8th Level: Bonus sorcerer spell slot (4th)
9th Level: Bonus sorcerer spell slot (4th)
10th Level: Bonus sorcerer spell slot (5th)
11th Level: Bonus sorcerer spell slot (5th)
12th Level: Bonus sorcerer spell slot (6th)
13th Level: Bonus sorcerer spell slot (6th)
14th Level: Bonus sorcerer spell slot (7th)
15th Level: Bonus sorcerer spell slot (7th)
16th Level: Bonus sorcerer spell slot (8th)
17th Level: Bonus sorcerer spell slot (8th)
18th Level: Bonus sorcerer spell slot (9th)
19th Level: Bonus sorcerer spell slot (9th)
20th Level: Bonus sorcerer spell slot (any)

Familiars

A familiar is a piece of your physical and spiritual essence that takes the form of a Tiny creature of your choosing. Typically the familiar takes some form with a thematic relevance to its master. You choose the form your familiar takes at the time it is manifested.

Although a familiar looks and sounds like a normal animal of its chosen form, it is a spiritual creation. A familiar radiates a magic aura commensurate with the power of its creator. A familiar is not alive and does not need to eat, sleep, or breathe. A familiar has no real physical substance, but it cannot pass through physical objects and is otherwise subject to “the laws of physics” as if it were a real creature.

A sorcerer communicates telepathically with his familiar and can direct it as a free action. A familiar cannot attack, nor can it pick up or interact with physical objects.

Manifesting a familiar is a standard action that provokes an attack of opportunity. When the familiar appears, it occupies the same space as its master. A sorcerer can manifest his familiar any number of times, but only up to 1 minute per caster level per rest. A sorcerer can dismiss his familiar (without penalty) as a free action.

While manifested, the familiar grants its master a +2 circumstance bonus on Perception checks, and either a +2 bonus to one saving throw (Fort, Reflex, or Will) or a +3 bonus to one skill. The sorcerer must choose the bonus granted by his familiar at 1st level. Once chosen, this ability cannot be changed.

A sorcerer sees and hears what his familiar sees and hears, as if he were standing at the familiar’s location, but he must concentrate to do so. The familiar uses the sorcerer’s Perception score, but sees as if it had low-light vision. The sorcerer can send the familiar to scout, up to a maximum range of 25 feet + 5 feet per caster level. If the familiar travels beyond this range for any reason, it is instantly dismissed (without penalty). The sorcerer may manifest the familiar again.

A familiar can climb, swim, and fly as its master desires. (The familiar, as a spirit creation, can fly, even if the creature that it resembles—such as a cat or a toad—does not normally fly.) It has a movement rate of 40, and flies with good maneuverability. A familiar has a Stealth modifier of +10, which includes bonuses for its size.

Manifesting a familiar is not entirely without risk. A familiar has an armor class of 15 + ½ its master’s caster level. It cannot be flanked or caught flat-footed. The familiar is immune to any spell or spell-like ability that allows spell resistance. A familiar can be dispelled with a dispel magic spell; the DC is 10 + the master’s caster level.

If a familiar takes any damage from an attack, or if it is dispelled, it is immediately dismissed, and its master suffers –1 negative level for 24 hours. The familiar cannot be manifested again during this time.

Wizard: Increase skill ranks per level to 4. Familiars are now manifestations of the wizard’s will—see above. Gain Bonus Readied Spells as follows:

1st Level: Bonus readied wizard spell (1st)
2nd Level: Bonus readied wizard spell (1st)
3rd Level: Bonus readied wizard spell (2nd)
4th Level: Bonus readied wizard spell (2nd)
5th Level: Bonus readied wizard spell (3rd)
6th Level: Bonus readied wizard spell (3rd)
7th Level: Bonus readied wizard spell (4th)
8th Level: Bonus readied wizard spell (4th)
9th Level: Bonus readied wizard spell (5th)
10th Level: Bonus readied wizard spell (5th)
11th Level: Bonus readied wizard spell (1st, 6th)
12th Level: Bonus readied wizard spell (1st, 6th)
13th Level: Bonus readied wizard spell (2nd, 7th)
14th Level: Bonus readied wizard spell (2nd, 7th)
15th Level: Bonus readied wizard spell (3rd, 8th)
16th Level: Bonus readied wizard spell (3rd, 8th)
17th Level: Bonus readied wizard spell (4th, 9th)
18th Level: Bonus readied wizard spell (4th, 9th)
19th Level: Bonus readied wizard spell (5th)
20th Level: Bonus readied wizard spell (5th)

Character Class Changes

Southern Kingdoms Griffon8