Classes (Bonds of Blood)

Barbarians
At level 5, barbarians get improved uncanny dodge. This feat can be activated through an item that can be used only once per day. When improved uncanny dodge is activated, the activator becomes immune to sneak attacks for 3 rounds, plus 1 round for every 3 levels in any of the above classes.

At level 15, barbarians get indomitable will. This ability gives the barbarian +4 to his will saves.

Bards
Bard spell failure: Bards get 10% less spell failure on all armor.

Bard song
All the bard abilities with positive effects have been combined into the bard song.


 * Level 1 with 3 perform skills points - +1 AB, +1 damage


 * Level 3 with 6 perform skills points - +1 AB, +1 damage, +2 to all skills


 * Level 8 with 9 perform skills points - +2 AB, +2 damage, +2 to all skills, +2 will, +1 fortitude


 * Level 11 with 12 perform skills points - +4 AB, +2 damage, +2 to all skills, +2 will, +1 fortitude, 2d10 HP


 * Level 14 with 15 perform skills points - +4 AB, +3 damage, +2 to all skills, +2 will, +1 fortitude, 2d10 HP


 * Level 17 with 18 perform skills points - +4 AB, +3 damage, +2 to all skills, +4 will, +5 fortitude, +4 reflex, 2d10 HP, 4 AC


 * Level 20 with 21 perform skills points - +5 AB, +4 damage, +2 to all skills, +5 will, +5 fortitude, +4 reflex, 2d10 HP, 4 AC

Clerics
Cleric domain spell-like abilities do not fulfill the requirement to use a scroll because they are handled differently in the engine then normal spells.

Animal
The cleric's hold person spell can also hold animals.

Death
Instantly kills any creature, within arm's reach of the cleric, with fewer hit points then the cleric's roll of (cleric's level)d6. The cleric must make a successful melee touch attack roll prior to this attempt.

Protection
Gives +1 universal save for turns/cleric level.

Strength
Gives +1 damage for turns/cleric level.

Trickery
Gives +4 skill points to hide, move silently, and search for turns/cleric level.

War
Gives +1 attack bonus for turns/cleric level.

Druids
Summon creature I-IX spells have been changed to nature's ally I-IX.

Druid's elemental shape spell-abilities can only be used 1 time at level 16, 2 times at level 17, and 3 times at level 19.

Animal companions
Rangers and druids can change their animal companions.

Every 2 ranger levels count as 1 druid level for animal companion formulas.

At level 1, if the animal companion's master casts a buff/protection spell on himself and the animal companion is very close to the master, then the animal companion will also get the effects of the spell. Only buff/protection spells that can be used on other people can be shared with the animal companion.

At druid level 3, the animal companion gets evasion.

At druid level 6, the animal companion gets +4 to its will save.

At druid level 9, the animal companion gets an additional attack for free.

At druid level 15, the animal companion gets improved evasion.

At level 3, and for each additional 3 druid levels, the animal companion gets +2 HD, +2 AC, +1 strength, and +1 dexterity.

True domination
Druids, rangers, and shifters have a new true animal domination feature. This feature allows these classes to capture animals and use them at a later time.

True animal domination is achieved by first dominating an animal with an animal empathy check, then redominating the animal a second time with a special true domination item. If successful, the animal will be placed in the dominator's inventory and can be summoned at any time.

The dominator may summon 1 monster per wisdom modifier point (max 9) per day.

The DC for dominating an animal is 20 + the creature's HD + 6. For magical beasts the DC is 24 + the creature's HD + 6.

True domination can only be attempted on an animal once. Once the dominated animal is summoned and its work is complete, it must be released back to nature. It can never be redominated again.

Wildshape
Shapeshifting spell-abilities have been limited. Many of the spell-abilities in the different forms had infinite uses. They are now treated as if they were 9 spell levels with a finite amount of uses.

Shapeshifting forms have been adjusted to D&D 3.5 as best as possible. The player's current armor and weapon stats may merge with the new form.

Wildshape - HD 4 forms

Greater wildshape I - HD 6 forms

Greater wildshape II - HD 8 forms

Greater wildshape III - HD 10 forms

Humanoid shape - HD 12 forms

Greater wildshape IV - HD 15 forms

Undead shape - HD 20 forms

Outsider shape - HD 24 forms

Construct shape - HD 28 forms

Dragon shape - HD 32 forms

Monks
Monks no longer get faster after level 9. Also, the monk feat empty body now does a sanctuary effect once per day (makes monks undetectable). The DC of the sanctuary effect is 10 + the monk's level/2 + wisdom modifier. This effect lasts 1 round per 4 monk levels.

The single level monk AC bonus cheat can no longer be exploited. Players can only get one AC bonus per level of monk (assuming the player is a cleric or druid and has a wisdom bonus). The penalty can be seen on the player's armor. Pure classes are not affected by this penalty.

Paladins
At level 1, a paladin can detect if a creature is evil with an alignment detection item.

The single level paladin/blackguard universal save bonus cheat can no longer be exploited. Players can only get one universal save bonus per level of paladin and blackguard (assuming the player is sorcerer or bard and has a charisma bonus). The penalty can be seen on the player's armor. Pure classes are not affected by this penalty.

Rogues
At level 8, rogues get improved uncanny dodge. This feat can be activated through an item that can be used only once per day. When improved uncanny dodge is activated the activator becomes immune to sneak attacks for 3 rounds, plus 1 round for every 3 levels in any of the above classes.

Rangers
At level 1, rangers may use the tracking ability to track enemies within natural terrain. This can be activated via the ranger's tracking device. For every 2 ranger levels the ranger can track 1 more creature to a maximum of 10. The tracking roll is [ranger's level + his wisdom modifier + 1d20] versus the [target's move silently rank + 1d20].

At level 9, rangers get +4 to their reflex saves.

At level 13, rangers get +5 to their hide skill.

At level 17, rangers can use the improved stealth mode item to emulate hide in plain sight. The difference between the shadowdancer's hide in plain sight and the ranger's hide in plain sight is that the ranger can only hide in natural terrain above ground. (See shadowdancers for more details.)

Rangers have a new feature called true animal domination. (See druids for more details.)

Ranger animal companions have been adjusted. (See druids for more details.)

Summon creature I-IV spells have been changed to nature's ally I-IV.

Wizards and sorcerers
Wizards and sorcerers my now select the type of familiar they summon via the companion tool.

In addition, wizards and sorcerers may craft golems.

Wizards, sorcerers and bards may scry for information.

Familiars
Familiars get approximately half the hit points of their master.

A familiar's attack bonus is equal to the master's base attack bonus plus the familiar's strength or dexterity modifier.

Familiars get the saves and skills of their master if the master's saves and skills are higher.

Familiars get an extra 1 AC for every 2 of their master's levels.

A familiar's minimum intelligence is set to 5 + 1 for every 2 of their master's levels.

At level 1, all familiars get improved evasion.

At level 1, if the familiar's master casts a buff/protection spell on himself and the familiar is very close to the master, then the familiar will also get the effects of the spell. Only buff/protection spells that can be used on other people can be shared with the familiar.

At level 11, all familiars get spell resistance equal to their master's level + 5.

When a familiar dies, its master should lose 200 exp per level per D&D. Instead the master will now be damaged (non-lethal) 1d2 damage per level.

Familiars must be fed food or healed with a spell to recover hit points.

Golems
Wizards and sorcerers now have a new feature called golem crafting.

Golems can become lifetime companions and protectors because they can be summoned and unsummoned/stored by using any golem book. They are like familiars and can only be summoned once per day. If a golem dies it is lost forever.

In order to craft a golem the crafter must have a high enough caster level and high enough skills in spellcraft and craft weapon and craft armor. They must also use a golem crafting apparatus, find a book with a golem recipe, have ingredients to craft the golem, and have enough gold for the supplies. A level 1 golem may require 5 caster levels, 15 spellcraft, 15 craft weapon, 15 craft armor, several ingredients, and a few thousand gold pieces.

Golems can become lifetime companions and protectors because they can be summoned and unsummoned/stored by activating any golem book on the current summoned golem.

Golems are usually immune to magic and do very high amounts of damage in combat. They do have their weaknesses.

Scrying
Scrying is the act of detecting a targets location and information. Only bards, clerics, druids, sorcerers, and wizards can scry. They must be at least level 6.

A scrying optical can be used to gain knowledge on a specific target. The scry roll is 10 + 4 (level 4 spell) + modifier (higher of wisdom, intelligence, or charisma) + 1d20 versus the target's will save + 1d20 + 10 (10 is a modifier due to unfamiliarity of the target). If successful at scrying a monster, the user will gain information on the monster's statistics. The caster must win on each save to view each group of statistics.

Some creatures are immune to scrying.

Prestige classes
Prestige classes are capped at level 20. Though a player may have over 20 levels of prestige classes between 2 different prestige classes.

Arcane archers
The arcane archer class can only be taken up to 10 times per character. Also the arcane archer levels on any character may not exceed half the total levels of the character at any given time. This means in order to have 7 levels of arcane archer, the character must have at least 14 total levels (7 arcane archer, 7 something else).

Imbue arrow does (arcane archer level x 2)d6 fire damage to all creatures within its radius.

Assassins
At level 5, assassins get improved uncanny dodge. This feat can be activated through an item that can be used only once per day. When improved uncanny dodge is activated, the activator becomes immune to sneak attacks for 3 rounds plus 1 round for every 3 levels in any of the above classes.

At level 8, assassins can now use the improved stealth mode item to emulate hide in plain sight. (See shadowdancers for more details.)

Blackguard
At level 1, blackguards can detect if a creature is good with an alignment detection item.

At level 5, blackguards may summon a fiendish servant.

Fiendish servant
Fiendish servants are considered henchman so they have no duration of stay.

At level 1, a blackguard's fiendish servant gets improved evasion.

At level 1, a blackguard's fiendish servant shares buff/protection spells with his master. The servant must be close to the blackguard and the spells must be useable on others.

At level 1, a blackguard's fiendish servant gets the blackguard's saves if it is higher then the servant's.

At level 16 (blood bond), the blackguard's fiendish servant gets +2 on saves and +2 on attack rolls.

At level 19, the blackguards fiendish servant gets spell resistance equal to its master's level + 5.

The blackguard's fiendish servant also gets bonuses based on the masters overall level.

At level 1 the servant gets +2 HD, +1 AC, +1 strength, and at least 6 intelligence.

At level 13 the servant gets +2 HD, +3 AC, +1 strength, and at least 7 intelligence.

At level 15 the servant gets +2 HD, +2 more AC, +1 strength, and at least +1 intelligence.

At level 16 the servant gets +2 HD, +5 AC, +1 strength, and at least 8 intelligence.

At level 19 the servant gets +2 HD, +7 AC, +1 strength, and at least 9 intelligence.

At level 20 the servant gets +2 HD, +2 more AC, +1 strength, and at least +1 intelligence.

Champion of Torm
Divine wrath now gives a +2 attack and damage bonus at level 5, and an extra +1 for every 5 levels.

Dwarven defenders
At level 6, dwarven defenders get improved uncanny dodge. This feat can be activated through an item that can be used only once per day. When improved uncanny dodge is activated the activator becomes immune to sneak attacks for 3 rounds plus 1 round for every 3 levels in any of the above classes.

Harper scouts
Harper Scouts can no longer create potions.

Pale masters
Pale masters are treated as partial undead creatures. Any spell that hurts undead may also hurt pale masters.

Pale masters cannot have red dragon disciple levels and vice versa.

Undead graft
The DC for all effects from the undead graft spell is 14 (fortitude save).

Undead graft has a few new effects that are applied randomly.

The effect is either 1d6 strength damage, 1d6 constitution damage, paralyzation for 1d6+2 rounds (elves are immune), 1 negative level or if undead graft is used on an undead creature with lower HD then the caster's level, then it will be dominated for rounds/caster level.

Deathless master touch's DC is 17, and it cannot be used on creatures larger than large-sized (dragons, etc).

Summon undead
Summons a 7 HD undead creature.

This summon also gets a +4 turn resistance bonus.

Summon greater undead
Summons a 15 HD undead creature.

This summon also gets a +4 turn resistance bonus.

Red dragon disciples
Red dragons disciples cannot have pale master levels and vice versa.

Shadowdancers
At level 5, Shadowdancers get improved uncanny dodge. This feat can be activated through an item that can be used only once per day. When improved uncanny dodge is activated, the activator becomes immune to sneak attacks for 3 rounds plus 1 round for every 3 levels in any of the above classes.

Hide in plain sight
Shadowdancers now use the improved stealth mode item to emulate hide in plain sight. Hide in plain sight works as long as the shadowdancer is within 10 feet of a shadow. A shadowdancer's chance of hiding is highly dependent upon the environment. For example, night is an excellent time for hiding. Hiding during the day in broad daylight may not be as successful. This also assumes that the shadowdancer is able to hide and move silently better then the pursuer can spot and listen.

Shadow illusion
The shadow now has a turn resistance bonus of +12.

The shadow also gets +2 HD for every 3 levels.

The shadow is now a henchman so it has no duration for staying.

Shadow evade
Shadow evade has been changed to shadow jump per D&D 3.5 rules.

Shadow jump allows the shadowdancer to jump between shadows. This is similar to hide in plain sight except that it does not require a hide or move silently check. It is undetectable by creatures. The only way this ability will fail is based on the availability of a shadow. Like HiPS, this spell is more successful at night than it would be in the daytime in areas above the ground.

The shadow jump duration is 1 round per 2 levels starting at the fourth shadowdancer level.

Wildshape form abilities
Shifter spells are now treated as spell levels.

Spell level 0 (cantrip) - wildshape

Spell level 1 - greater wildshape I

Spell level 2 - greater wildshape II

Spell level 3 - greater wildshape III

Spell level 4 - humanoid shape

Spell level 5 - greater wildshape IV

Spell level 6 - undead shape

Spell level 7 - outsider shape

Spell level 8 - construct shape

Spell level 9 - dragon shape

Spell DCs have been adjusted according to these spell levels.

The maximum uses per spell level is (shifter levels + druid levels)/2 - spell level + 1. For example, if a player has 4 levels of shifter and 4 levels of druid and is using a spell from greater wildshape II, then the formula would be 8/2 - 2 + 1 = 3 uses for his level.

The maximum spell uses a player can have in any spell level is 9 for a total of 81 (cantrips don’t count).

Spell uses can be recharged by resting.

Remaining spell uses can be viewed by using the nature’s rod.

Slaad chaos spittle
Used to do magic damage; now does acid damage.

Manticore spikes
Used to do magic damage; now does piercing damage.

Pulse drown
The DC is equal to the creature's strength, the damage is 1d4 per 4 HD, and the targets are knocked down for 1 round per 4 HD.

Pulse air
The DC is equal to the creature's strength, the damage is 1d4 per 4 HD, and the targets are knocked down for 1 round per 4 HD.

Vampire invisibility
Used to be undetectable. Now its equivalent to invisibility.

Petrification (all)
Now has the same effect as flesh to stone.