The Onland Campaign Guide - Chapter 3:Core Classes

ASSASSIN

The assassin is a killer for hire, a ruthless and remorseless agent whose purpose is to rub out the opposition. The assassin’s main strengths come from the element of surprise, because he has no interest in a fair fight. Such nonsense gives him prey the chance to react and poses a risk of the mission failing. The best assassins can set aside their misgivings and eliminate any target, no matter the age, the gender, or the status.

An assassin’s life is no easy thing and many missions they undertake can take them to distant cities, into the bowels of the earth, and just about any place else. Rare is the assassin who pursues adventure for the standard reasons: gold, fame, or notoriety. Instead, they see such expeditions as a means to end, a mission to advance their training so they can get back to the business of killing for gold. Of course, an adventurer’s life is often the perfect cover for the assassin: It gives him access to powerful people, a steady stream of revenue between jobs, and a means to slip out of town if a job goes sour.

CREATING AN ASSASSIN The assassin is a master of surprise and stealth, of cunning and underhanded tactics. He does not have the strength of a barbarian or fighter, the versatility of a bard, or the breadth of skills of a rogue, but he combines a potent array of combat abilities and skills, augmented by special talents to give him the edge he needs to survive.

ABILITIES An assassin does his job by using the element of surprise and as such he needs abilities to augment his stealthy skills. Dexterity is by far him most important ability, as it is vital to him combat capabilities as well as many of his subterfuge skills. Wisdom is also important since it reflects his ability to perceive his surrounding, spot hidden guards, and hear the sounds of approaching foes. Intelligence is another key ability as it aids the assassin in crafting poisons, sabotaging equipment and devices, and helping him learn more about the target he’s after.

RACES Any race with the capability to murder, to harness the inherent evil of the act, can become an assassin. Of the common races, humans, goblinoids, orcs and half-orcs are the most likely. Dwarves, elves and halflings are prohibited from being assassins.

ALIGNMENT The assassin’s objective, even when justified, is firmly rooted in evil. Murder, no matter what the reason, can never be construed otherwise, and so assassins are never good and nearly all are evil. In exceptionally rare cases, an assassin might be neutral, but such characters tend to employ different tactics and may confront their prey head on rather than skulking about and slipping a knife between the ribs. Chaotic assassins are paranoid loners, unable to keep their homicidal urges in check and often ruin their own cover by acting on impulse. Lawful assassins follow a strict code of who may be killed and when. They despise slaughter for its own sake, and kill only outside a contract when they or their immediate masters are threatened.

CLASS FEATURES All of the following are class features of the assassin. Starting Gold: XXXX Starting Age: Young Adult, Mature Adult (-) Hit Die: d6

WEAPON AND ARMOR PROFICIENCY Assassins are proficient with all simple weapons, plus the dagger, rapier, and smallsword. Assassins are proficient with light armor, but not with shields.

CLASS SKILLS Balance, Bluff, Climb, Concentration, Craft, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Rope Use. (6 + Int modifier per level, ×4 at 1st level):

THE ASSASSIN TABLE (Hit Die: d6) Level BAB Fort Save Ref Save Will Save Special Poison Save 1 0 +2 +2 0 Ambush, contract +1 2 +1 +3 +3 0 Backstab +1d6 +1 3 +2 +3 +3 +1 Poison use, tools of the trade +1 4 +3 +4 +4 +1 Shadowspawn +2 5 +3 +4 +4 +1 Backstab +2d6, death attack, reputation +2 6 +4 +5 +5 +2 Uncanny dodge +2 7 +5 +5 +5 +2 Ruthless, tools of the trade +3 8 +6/+1 +6 +6 +2 Backstab +3d6 +3 9 +6/+1 +6 +6 +3 Greater poison use, stalker +3 10 +7/+2 +7 +7 +3 Improved ambush, uncanny sniper +4 11 +8/+3 +7 +7 +3 Backstab +4d6, tools of the trade +4 12 +9/+3 +8 +8 +4 Improved uncanny dodge +4 13 +9/+4 +8 +8 +4 Hide in plain sight +5 14 +10/+5 +9 +9 +4 Backstab +5d6 +5 15 +11/+6/+1 +9 +9 +5 Poison Use Mastery, tools of the trade +5 16 +12/+7/+2 +10 +10 +5 Crippling strike +6 17 +12/+7/+2 +10 +10 +5 Backstab +6d6 +6 18 +13/+8/+3 +11 +11 +6 Blindsense 10 ft. +6 19 +14/+9/+4 +11 +11 +6 Shadow strike, tools of the trade +7 20 +15/+10/+5 +12 +12 +6 Backstab +7d6 +7

AMBUSH (EX) Assassins are particular skilled at striking targets unawares. Whenever you attack a flat-footed opponent, you may add your Intelligence bonus (if any) to your attack and damage rolls. Constructs, elementals, oozes, plants, undead, and creatures immune to critical hits are immune to this extra damage.

CONTRACT (EX) As an assassin, you earn income by accepting commissions to kill a particular creature or creatures. Whenever you successfully complete a mission for which you were contracted, you earn an amount of money equal to your opponent’s Challenge Rating minus your class level × 100 gp (minimum 100 gp or the max gold of the community). However, you must enter into a contract to gain this gold; simply butchering commoners will not earn you extra income. To get a contract, you must name a price and then make a special Gather Information check adding your reputation (see following) to the roll. This check requires 2d10 days plus the community’s size modifier. The DC depends on the size and alignment of the community, as shown on the following table.

COMMUNITY Size DC Max Gold / Job Modifier Thorp 50 10 gp +1 Hamlet 45 25 gp 0 Village 40 50 gp -1 Small town 35 200 gp -2 Large town 30 700 gp -3 Small city 25 3,500 gp -4 Large city 20 10,000 gp -5 Metropolis 15 25,000 gp -6

COMMUNITY ALIGNMENT MOD. Alignment DC Modifier Lawful good +15 Neutral good +10 Chaotic good +5 Lawful neutral +10 Chaotic neutral -5 Neutral 0 Lawful evil +5 Neutral evil -5 Chaotic evil -10

Even on a successful check, a target worth the price you set may not be available. The GM is the final arbiter of the possible marks, and it may take several days before you can track down the target. Once you get a contract and eliminate the mark, you must wait 1d20 days plus the community’s size modifier before you may seek out another.

POISON SAVE (EX) Your extensive work with poisons and toxins has lent you some natural resilience to their effects. At 1st level, you gain a +1 competence bonus on Fortitude saves against poison. This bonus increases by one at 4th level and every three levels thereafter as indicated on Table 2–1.

BACKSTAB You can strike a vital spot when you catch an opponent when he is unable to defend himself effectively. Your attacks deal extra damage whenever your opponent is denied his Dexterity bonus to AC (but not when you flank your opponent). This extra damage is 1d6 at 2nd level, and it increases by +1d6 every three levels thereafter. Should you score a critical hit with backstab, this extra damage is not multiplied. Ranged attacks can count as backstabs only if the target is within 30ft.

With a sap (blackjack) or an unarmed strike, you can use backstab to deal nonlethal damage instead of lethal damage.

Constructs, elementals, oozes, plants, undead, and creatures immune to critical hits are immune to this extra damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot use backstab against a creature with concealment or when striking the limbs of a creature whose vitals are beyond reach.

Extra damage from backstab stacks with similar types of extra damage including sneak attack damage.

POISON USE (EX) At 3rd level, you complete your training in a variety of poisons and you are never at risk of accidentally poisoning yourself when applying poison to a weapon.

TOOLS OF THE TRADE (EX) On attaining 3rd level, and at every four levels thereafter, you gain a special ability of your choice from among the following options. You may only gain each one once.

BONUS LANGUAGES: You gain fluency in a number of languages equal to your Intelligence bonus (minimum 1 language). These languages are in addition to the extra languages you gain for having a high Intelligence score.

DEEP COVER: If you spend at least one day preparing a disguise, you gain a +10 competence bonus on Disguise checks.

EMPOWER POISON: When crafting a poison, you may increase the poison’s Craft DC by 10 to increase all variable numeric effects by one-half so that the poison deals half again as much initial and secondary damage as it normally would. This tool of the trade does not affect non-variable effects such as blindness, death, and paralysis.

EXTEND POISON: When crafting a poison, you may increase the poison’s Craft DC by 5 to delay the onset of the poison’s initial effects by up to one hour after the target’s initial exposure. You decide the delay at the time of the poison’s crafting. This tool of the trade has no effect on the poison’s secondary damage, which occurs one minute later as usual.

MAXIMIZE POISON: When crafting a poison, you may increase the poison’s Craft DC by 20 to modify all of the poison’s variable numeric effects so that the poison deals the maximum possible value. This tool of the trade does not affect non-variable effects such as blindness, death, and paralysis.

POISON FOCUS: Choose one type of poison from any of the following—contact, ingested, inhaled, or injury. When using a poison of this type, you increase the save DC to resist its initial effects by +1.

PRETERNATURAL INSTINCTS: You may add your Intelligence bonus (if any) as a competence bonus on all initiative checks.

QUICK CHANGE: You may now make a Disguise check in 1d3 × 10 rounds by taking a –5 penalty to the check or in 1 round by taking a –20 penalty to the check.

QUICKEN POISON: When crafting a poison, you may increase the poison’s Craft DC by 25 to force a target exposed to the poison to suffer both the initial and secondary effects at the same time. The target is still entitled to a separate saving throw to resist both effects.

SKILL SAVANT: Select one of the assassin class skills. You gain a +5 competence bonus on all checks made using that skill.

TALENTED POISONER: When manufacturing drugs or poison, for every +5 you add to the Craft (poison) check DC, you may increase the save DC to resist the poison by 2.

WEAPON FOCUS: You gain Weapon Focus as a bonus feat.

SHADOWSPAWN (EX) You are adept at striking from the shadows, emerging unseen to deliver a deadly blow and then melting back into the darkness. Starting at 4th level, you increase the benefits of concealment derived from low or no illumination by 10%, so that your opponents’ miss chance when attacking you while in an area of shadowy illumination is 30% and when in areas of no illumination, the miss chance is 60%.

DEATH ATTACK (EX) When you reach 5th level, you have learned how and where to strike an opponent to kill or paralyze him with a single attack. To use this ability, you must study your victim for 3 rounds and then make a backstab attempt with a melee weapon. If the attack deals damage, the backstab has the additional effect of possibly either paralyzing or killing the target (your choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target does not detect you or recognize you as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + 1/2 your class level + your Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per two class levels. If the victim’s saving throw succeeds, the attack is just a normal backstab. Once you have completed the 3 rounds of study, you must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes him save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another death attack.

REPUTATION (EX) Your reputation as a ruthless killer lends you a great deal of street credibility and helps you land the lucrative jobs. At 5th level, you gain a +1 bonus on Gather Information checks to find “work.” In addition, you may add this bonus as a competence bonus on all Intimidate checks. Every five levels thereafter, this bonus increases by +2 (+3 at 10th, +5 at 15th, and +7 at 20th level).

UNCANNY DODGE (EX) Starting at 6th level, you can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.

If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge (see below) instead.

RUTHLESS (EX) At 7th level, you no longer provoke attacks of opportunity when making coup de grace attacks. You are quick and business-like when snuffing the life from a foe. In addition, as a 1 round action, you can kill your opponent brutally. This functions exactly like a normal coup de grace attack, but you provoke attacks of opportunity as normal and the DC to resist this attack increases by 5.

GREATER POISON USE (EX) By 9th level, you have learned to apply poison more quickly to your weapons. You may apply contact or injury poisons to a weapon as a move action. Alternatively, you may apply these poisons as a swift action, but the save DC to resist these toxins decreases by 5.

STALKER (EX) Also at 9th level, when hiding and moving more than half but less than full speed, you take no penalty to your Hide checks. When running (but not when attacking or charging), the penalty to your Hide checks drops to –10.

IMPROVED AMBUSH (EX) Starting at 10th level, you may add your Intelligence bonus (if any) to your attack and damage rolls whenever you flank an opponent as well as when you are attacking a flat-footed opponent.

UNCANNY SNIPER (EX) Whenever you have successfully hidden from an opponent that’s at least 10 feet away, you can make one ranged attack and then immediately make a Hide check to conceal your position. You take a –10 penalty to this check instead of the normal –20.

IMPROVED UNCANNY DODGE (EX) At 12th level, you can no longer be flanked. This defense denies a rogue the ability to use sneak attack (or similar extra damage effects) against you when he flanks you, unless he has at least four more rogue levels than you have assassin levels.

If you already have uncanny dodge (see above) from a second class, you automatically gain improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank you.

HIDE IN PLAIN SIGHT (EX) Beginning at 13th level, you can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of shadow, you may hide yourself from view in the open without having anything to actually hide behind. You cannot, however, hide in your own shadow.

POISON USE MASTERY (EX) At 15th level, you may apply poison to a weapon as a swift action without reducing the poison’s save DC. In addition, if you spend a standard action to apply poison to a weapon, the weapon retains its virulence for two successful hits or two touches.

CRIPPLING STRIKE (EX) Starting at 16th level, you can backstab opponents with such precision that your blows weaken and hamper them. An opponent damaged by one of your backstabs also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

BLINDSENSE (EX) Upon attaining 18th level, your senses have become so acute that you can now notice things you cannot see. You usually do not need to make Spot or Listen checks to pinpoint the location of a creature within range of your blindsense ability, provided you have line of effect to that creature. Any opponent you cannot see still has total concealment against you, and you still have the normal miss chance when attacking foes that have concealment. Visibility still affects your movement. You are still denied your Dexterity bonus to Armor Class against attacks from creatures you cannot see.

SHADOW STRIKE (EX) Finally, at 19th level, whenever you successfully kill, disable, or reduce an opponent’s hit points below 0, you may make a Hide check as a swift action and move up to 10 feet in any direction. To use this ability, you must be within 10 feet of a shadow. As with hide in plain sight, you cannot hide in your own shadow.

ASSASSINS AND ASSASSINS The assassin class presented here does not replace the assassin prestige class in the DMG, even though both classes fill the same niche, achieve the same ends, and pursue the same goals.

In Onland, the core class assassin may be a member of a local assassins guild, or even a freelance assassin, but the assassin prestige class from the DMG is member of the Shadow Society, a covert organization of assassins; elite killers trained in sorcery to aid them in their missions. Therefore, in the Onland Campaign, core class assassins are referred to by the generic term assassin, while prestige class assassins are referred to as Shadow Society Assassins, abbreviated; SSA.

ADJUDICATING ASSASSINATIONS Handling assassinations on the fly can be tricky, requiring you to whip up stat blocks, locations, and all the other minor details with little or no preparation. This may be more than you, as the GM, are willing or able to handle in the middle of a game session. If a player wishes to pick up a “job,” feel free to put off resolving the scenario until the next session when you’re ready to deal with the encounter. As well, you should be aware that the contract ability can give the player more spotlight than you may be comfortable with giving. If this becomes a problem, you can handle such assassination attempts “off-screen” for minor characters with a simple class level check against a DC 10 + the target’s CR, consulting the following chart to see what happens.

CHECK RESULT OUTCOME Success by 10 or more Target eliminated. Assassin gains +1 reputation for 1d6 months. Success by 5 or more Target eliminated. Assassin gains +1 reputation for 1d4 months. Success Target eliminated. Sloppy work. Failure Mission failed. Assassin can attempt again, but at a –2 penalty.

Failure by 5 or more Mission botched. Assassin injured, reduced to 50% hit points. Assassin’s reputation suffers a –2 penalty for 1d4 months. May not try again against same target until reputation improves.

Failure by 10 or more Mission utter failure. Assassin captured and imprisoned. Reputation suffers –4 penalty for 1d6 months. May not try again against same target until reputation improves. Natural 1 Assassin slain.

Schwalb, Robert. D20 Freeport Companion. Seattle: Green Ronin Publishing, 2008.

BARBARIAN The Barbarian core class from the Players Handbook is available but is modified as indicated herein

TOTEMIC BARBARIAN VARIANT

In Onland each humanoid tribe dedicates itself to a different totem creature, such as the boar or the owlbear. The choice of a totem must be taken at 1st level, and cannot be changed later except under extreme circumstances (such as the barbarian being adopted by another tribe).

Based on the totem chosen, the barbarian loses one or more of the following standard class features: rage, fast movement, uncanny dodge, trap sense, and improved uncanny dodge. In place of these abilities, the barbarian gains class features as determined by his totem. All totems do not necessarily grant abilities at the same levels, nor do they all grant the same number of abilities. These class features are extraordinary abilities unless otherwise indicated.

RACE Gnolls, goblins, ½-orcs, lizzardmen, minotaurs, orcs, rakasta, worgs and ½-ogres may be totemic barbarians.

CLASS FEATURES Starting Gold: XXXX Starting Age: Young Adult, Mature Adult (-)

APE TOTEM CLASS FEATURES A barbarian dedicated to the ape totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

• At 1st level, an ape-totem barbarian gains a climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval). • At 2nd level, an ape-totem barbarian gains a +2 bonus on Intimidate checks. • A 3rd level ape-totem barbarian gains Power Attack as a bonus feat. • At 5th level, an ape-totem barbarian’s climb speed equals his base land speed.

BOAR TOTEM CLASS FEATURES A barbarian dedicated to the boar totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

• When raging, a 1st-level boar-totem barbarian is treated as having the Diehard feat, even if he doesn’t meet the normal prerequisites. • At 3rd level and higher, a boar-totem barbarian’s rage lasts for 2 rounds longer than normal. • Beginning at 7th level, a boar-totem barbarian’s damage reduction is 1 point higher than the normal value. Thus, at 7th level, a boar-totem barbarian’s damage reduction is 2/-, and it rises by 1 point every three levels thereafter. CONDOR TOTEM CLASS FEATURES A barbarian dedicated to the condor totem does not gain the standard fast movement and trap sense barbarian class features, and instead gains the following abilities.

• At 1st level, an condor-totem barbarian’s keen vision grants him a +2 bonus on Spot checks. • A condor-totem barbarian gains Lightning Reflexes as a bonus feat at 3rd level.

CROCODILE TOTEM CLASS FEATURES A barbarian dedicated to the crocodile totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

• A 1st level crocodile-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn’t meet the normal prerequisites. • At 3rd level, a crocodile-totem barbarian gains a swim speed equal to one-half his base land speed (round down to the nearest 5-foot interval).

DRAGON TOTEM CLASS FEATURES A barbarian dedicated to the dragon totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

• A 1st-level dragon-totem barbarian gains Blind-Fight as a bonus feat. • At 2nd level, a dragon-totem barbarian gains a +2 bonus on saves against paralysis and sleep effects. • At 5th level, a dragon-totem barbarian gains the frightful presence ability. The save DC is equal to 10 + 1/2 barbarian level + barbarian’s Cha modifier.

ELEPHANT TOTEM CLASS FEATURES A barbarian dedicated to the elephant totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

• A 1st-level elephant-totem barbarian gains Toughness as a bonus feat. • A 3rd-level elephant-totem barbarian gains +2 bonus on Handle Animal checks made with regard to elephants and a +2 bonus on Ride checks made to ride an elephant. • Beginning at 5th level, a elephant-totem barbarian gains Trample as a bonus feat.

GIANT BEETLE TOTEM CLASS FEATURES A barbarian dedicated to the giant beetle totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

• A 1st-level giant beetle-totem barbarian gains Iron Will as a bonus feat. • At 2nd level, a giant beetle-totem barbarian gains a +2 bonus on mind-affecting spells or abilities. • At 7th level, a giant beetle-totem barbarian gains gains a Burrow speed equal to one-quarter his base land speed (round down to the nearest 5-foot interval).

GIANT LIZARD TOTEM CLASS FEATURES A barbarian dedicated to the giant-lizard totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

• At 2nd level, a giant-lizard-totem barbarian gains Mounted Combat as a bonus feat. • A 3rd-level giant-lizard-totem barbarian gains a +2 bonus on Handle Animal checks made with regard to lizards and a +2 bonus on Ride checks made to ride a giant-lizard. • At 5th level, a giant-lizard-totem barbarian gains Mounted Archery as a bonus feat.

HORSE TOTEM CLASS FEATURES A barbarian dedicated to the zebra totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

• At 2nd level, a zebra-totem barbarian gains Run as a bonus feat. • A 3rd-level zebra-totem barbarian gains a +2 bonus on Handle Animal checks made with regard to zebras and a +2 bonus on Ride checks made to ride a zebra. • At 5th level, a zebra-totem barbarian gains Endurance as a bonus feat.

HYENNA TOTEM CLASS FEATURES A barbarian dedicated to the hyenna totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

• A 2nd-level hyenna-totem barbarian gains Improved Trip as a bonus feat, even if he doesn’t meet the normal prerequisites. • A 5th-level hyenna-totem barbarian gains Track as a bonus feat.

HYDRA TOTEM CLASS FEATURES A barbarian dedicated to the hydra totem does not gain the standard rage, fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

• A 1st-level hydra-totem barbarian gains gains Improved Two-weapon Fighting as a bonus feat, even if he does not meet the prerequisites. • At 7th level, a hydra-totem barbarian gains Greater Two-weapon Fighting as a bonus feat, even if he does not meet the prerequisites.

LEOPARD TOTEM CLASS FEATURES A barbarian dedicated to the leopard totem represents the “standard” barbarian and gains the standard barbarian class features.

MANTICORE TOTEM CLASS FEATURES A barbarian dedicated to the manticore totem does not gain the standard rage, fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

• A 1st-level manticore-totem barbarian gains Rapid Shot as a bonus feat feat, even if he does not meet the prerequisites. • At 7th level, a manticore-totem barbarian gains Many Shot as a bonus feat feat, even if he does not meet the prerequisites.

MONKEY TOTEM CLASS FEATURES A barbarian dedicated to the monkey totem does not gain the standard rage and trap sense barbarian class features, and instead gains the following abilities.

• At 1st level, a monkey-totem barbarian gains a Climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval). • A 3rd level monkey-totem barbarian gains the Brachination feat even if he does not meet the prerequisites. • At 5th level, an monkey-totem barbarian’s Climb speed equals his base land speed.

OWLBEAR TOTEM CLASS FEATURES A barbarian dedicated to the elephant totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

• A 1st-level owlbear-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn’t meet the normal prerequisites. • Beginning at 5th level, a owlbear-totem barbarian gains a +4 bonus on grapple checks when raging.

SCORPION TOTEM CLASS FEATURES A barbarian dedicated to the scorpion totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

• A 1st-level scorpion-totem barbarian gains a +2 bonus on Fortitude saves against poison. • At 7th level, a scorpion-totem barbarian gains immunity to poison

SHARK TOTEM CLASS FEATURES A barbarian dedicated to the shark totem does not gain the standard fast movement, uncanny dodge, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

• At 1st level, a shark-totem barbarian gains a Swim speed equal to one-half his base land speed (round down to the nearest 5-foot interval). • A 2nd-level shark-totem barbarian gains a +2 bonus on Swim checks. • A 5th-level shark-totem barbarian gains a the Frightful Presence ability. The save DC is equal to 10 + 1/2 barbarian level + barbarian’s Cha modifier. • At 7th level, a shark-totem barbarian’s Swim speed equals his base land speed.

SERPENT TOTEM CLASS FEATURES A barbarian dedicated to the serpent totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

• At 1st level, a serpent-totem barbarian gains a +2 bonus on Fortitude saves against poison. • A 2nd-level serpent-totem barbarian gains a +2 bonus on Move Silently checks. • At 3rd level, a serpent-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn’t meet the normal prerequisites. • A serpent-totem barbarian gains Improved Initiative as a bonus feat at 5th level.

WATER BUFFALO TOTEM CLASS FEATURES A barbarian dedicated to the water buffalo totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

• A 1st-level water buffalo-totem barbarian gains Improved Bull Rush as a bonus feat, even if he doesn’t meet the normal prerequisites. • At 5th level, a water buffalo-totem barbarian gains Improved Overrun as a bonus feat, even if he doesn’t meet the normal prerequisites.

BARD The Bard core class from the Players Handbook is not available. The new bard class as presented below is used instead.

Class Abilities to be determined

CADRE MAGUS The cadre magus is a class that combines a rigorous study of the arcane arts and a gift for magic. A character who becomes a cadre magus belongs to an ancient order of wizards that work together to practice and preserve the magical lore of Onland.

The Sovereign Cadre of Practitioners of the Arcane Arts began as loosely organized groups of mages. These groups eventually produced three distinct schools of magic: “the Sisterhood of the Dove”, “the Fraternal Order of Scholars of the Mystical Illumination” and “the Disciples of the Black Skull.” Throughout the years, these schools waged bloody wars upon one another and in the process, nearly caused their own extinction.

Several hundred years ago, the few remaining leaders came together to put an end to their nihilistic hostilities. They were not completely successful, but at least they created safe havens where mages could gather without the expectation of imminent attack. The three schools were thus united under one banner, with the purpose of preserving and expanding the knowledge of the arcane arts.

From the three schools the three orders within the cadre were formalized. Each order was represented in a legislative Conclave by nine Regents and headed by an (executive) Vice-Chancellor. Eventually the tri-partite vice-chancellor system was deemed to be too unwieldy and a High-Chancellorship was created. The High-Chancellor is backed up by the three Vice-Chancellors and the Conclave of Regents. He also acts as the Cadre’s head-of-state in dealings with other national powers. Though the Cadre claims to be a completely sovereign entity and has a head-of-state, they are not officially recognized as such by most governments. (This doesn’t mean that they don’t have significant political power though.)

The policy of the Cadre is largely determined by the High-Chancellor, however if a decision is made against the will of the Conclave, then a mandate may be called for in which a consensus is taken of the entire Cadre, and a new High-Chancellor is chosen. The appointment to the position of High-Chancellor of the Cadre is also determined by the consensus spell.

There is solidarity among cadre magi, although this is tempered by the ambitions of the members and the ethos of each Order. A Magus of the White Order and a Magus of the Black Order fighting on opposing sides of a war would not hesitate to destroy each other. When these cadre magi meet on neutral grounds (such as a Guild Hall), they are likely to enter into an eager discussion of magic. If attacked by an outside force seen as a threat to their magic (a renegade spell caster, for example), both would join together to fight in defense of the magic.

REQUIREMENTS To qualify to become a Cadre Magus, a character must fulfill all the following criteria.

• The character must have the feat; Innate Magical Ability. This may be an innate racial ability, or may be taken at character creation, but cannot be added at a later time.

• The character must take the Pledge of The Sovereign Cadre of Practitioners of the Arcane Arts. The Pledge is as follows;

-Membership in the Cadre is the passkey to mystical enlightenment. (The knowledge and practice of the arcane arts is the exclusive privilege of Cadre Members. The first duty of a Cadre magus is thus the conscription of or elimination of all non-cadre arcane practitioners)

-All Orders are brothers in magic. (The second duty of a Cadre magus is thus the preservation of the knowledge of the arcane arts.)

-All Cadre magi are bound to the fraternity of their Order. (The third duty of a Cadre magus is therefore the advancement of knowledge and practice in his order’s field of expertise within the arcane arts.)

-The Guild Hall is held in trust among all fraternal practitioners of the arcane arts as a safe haven against those whom would cause harm to a brother of the Cadre. (The Guild Hall is held in common among all Orders. It is both a sanctuary for all Cadre Members from anyone outside of the Cadre that may wish to harm a Cadre magus and a safe refuge where no magic is to be used by one Cadre magus in anger against his fellows.)

-Within the sanctity of the Cadre, respect for thy brother and deference to thy superior shall be the rule but the Will of thy Master shall in all things prevail. (Cadre Members are expected to act civilly towards other mages while within the guild hall. They are expected to follow the directions of all superiors so long as those directions do not directly contradict the instructions of their master.)

-Beyond the sanctity of the Cadre, the Will of the World shall in all things prevail. (The world beyond the walls of the Guild Hall is beyond the protectorship of the Conclave. It may bring brother against brother and Order against Order, but such is the way of the universe.)

RACES Cambion, dwarves, elves, gnomes, goblins, half-elves, half-ogres, half-orcs, hobbits, humans, minotaurs, rakasta and worgs may become a Cadre Magus.

ALIGNMENT White Order (any non-evil) Grey Order (any neutral) Black Order (any non-good)

CLASS FEATURES All of the following are class features of the magus. Starting Gold: XXXX Starting Age: Mature Adult (+), Middle Aged (-) Hit Dice: d6

WEAPON AND ARMOR PROFICIENCY Cadre magi have proficiency in simple weapons, but do not gain proficiency in any armor or shield. Armor of any type interferes with a magus’s movements, which can cause his spells with somatic components to fail.

CLASS SKILLS The cadre magus’s class skills (and the key ability for each skill) are Craft (Int), Intimidate (Cha), Knowledge (arcana, history, nobility) (Int), Linguistics (Int), Profession (Wis), Speak Languages (Int), and Spellcraft (Int). Skill Points at 1st Level: (3 + Int modifier) x 4. Skill Points at Each Additional Level: 3 + Int modifier.

SPELLS A magus casts arcane spells which are drawn from the sorcerer/ wizard spell list. A magus must choose and prepare his spells ahead of time (see below).

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier. Like other spellcasters, a magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1: The Cadre Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.

Unlike a sorcerer, a magus may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Table 1: The Cadre Magus Table Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +0 +0 +0 +2 Bonus Feat, Modify Spell, Arcane Aura 3 1 — — — — — — — — 2nd +1 +0 +0 +3 Bonus Language 4 2 — — — — — — — — 3rd +1 +1 +1 +3 Neurosis 4 2 1 — — — — — — — 4th +2 +1 +1 +4 4 3 2 — — — — — — — 5th +2 +1 +1 +4 Bonus Feat, Bonus Language 4 3 2 1 — — — — — — 6th +3 +2 +2 +5 Spell Secret, Insanity I 4 3 3 2 — — — — — — 7th +3 +2 +2 +5 4 4 3 2 1 — — — — — 8th +4 +2 +2 +6 Bonus Language 4 4 3 3 2 — — — — — 9th +4 +3 +3 +6 Insanity II 4 4 4 3 2 1 — — — — 10th +5 +3 +3 +7 Bonus Feat 4 4 4 3 3 2 — — — — 11th +5 +3 +3 +7 4 4 4 4 3 2 1 — — — 12th +6/+1 +4 +4 +8 Spell Secret, Neurosis 4 4 4 4 3 3 2 — — — 13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 — — 14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2 — — 15th +7/+2 +5 +5 +9 Bonus Feat, Insanity I 4 4 4 4 4 4 3 2 1 — 16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2 — 17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1 18th +9/+4 +6 +6 +11 Spell Secret, Insanity II 4 4 4 4 4 4 4 3 3 2 19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3 20th +10/+5 +6 +6 +12 Bonus Feat 4 4 4 4 4 4 4 4 4 4

BONUS LANGUAGES Cadre magi spend much of their spare time poring over old tomes and learning new languages to enable them to uncover the lost magical secrets of the past. At 2nd, 5th, and 8th level, a Cadre magus can choose to learn either one bonus language or literacy with one alphabet. Useful languages for a magus include; Abyssal, Ancient Dwarvish, Blagden, Carceric, Celestial, Elvish, Giant, Ignan, Infernal, Lilire, Old Dramborean and Sylvan. In addition, Cadre magi often learn Eversilik, an ancient language in which magical research notes are often written. Its spoken form no longer exists, but literacy in Eversilik is necessary for a character who wishes to advance very far in the Cadre.

BONUS FEATS At 5th, 10th, 15th, and 20th level, a cadre magus gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, School Familiarity or Spell Mastery. The magus must still meet all prerequisites for a bonus feat, including caster level minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The magus is not limited to the categories of item creation feats, metamagic feats, School Familiarity or Spell Mastery when choosing these feats.

ARCANE AURA All arcane casters have a strange aura about them. As Cadre magi are widely feared by others this gives them a flat -2 to diplomacy checks and a +1 per class level bonus to intimidate checks when dealing with normal folk.

NEUROSIS Casting arcane spells forces the mind into strange patterns and thought processes with which the psyche is poorly equipped to deal. Beginning at 3rd level, the cadre magus begins to slip irrevocably into insanity. At 3rd and 12th level, the cadre magus develops a new form of mild insanity (neurosis). If the cadre magus has a pre-existing insanity he may either take another mild insanity or advance to a moderate or severe insanity.

INSANITY I One of the Cadre Magus’ pre-existing forms of insanitiy advances to a moderate or severe insanity.

INSANITY II One of the Cadre Magus’ pre-existing forms of insanitiy advances to severe insanity.

MODIFY SPELL At 1st level, the Cadre magus may attempt to modify certain spell properties of a spell that he is attempting to cast. The Cadre magus may attempt to increase any combination of; Range, Duration, Area of Effect or the type of Damage Die for the base spell. The Cadre magus then rolls a spellcraft check, applying the appropriate modifiers (listed in table #3 below) and consults table #2 below to find how the spell was affected.

If, for example, Blasmar the Destroyer is attempting to increase the Range and Damage Dice of his fireball spell, he must make his spellcraft check at a modifier of -15. [Increase Range (-2), Increase Damage Die (-8), Increase Two Properties Simultaneously (-5) = (-15)] Blasmar has a spellcraft score of +24. He rolls his spellcraft check and gets a 17 on his roll. His spellcraft check results in a 26 (17+24-15=26). Consulting Table #2, we find that Blasmar has successfully increased the Range of his Fireball, but not the Damage dice. He can center his Fireball on any square within 270’ (90’ x3). If Blasmar had only attempted to increase the Damage Dice, he would have been successful in doing so. His spellcraft check would have resulted in a 33 (17+24-8=33). He could target any square within the normal 90’ range, but his Fireball would cause 1d8 damage per spellcaster level rather than the standard 1d6.

SPELL SECRET The Guild Magus can choose one spell, of his Order, that he is currently capable of casting, to permanently modify as though affected by one of the following metamagic feats: Enlarge Spell, Extend Spell, Still Spell, or Silent Spell. The spell’s level does not change, and once the choice of spell and modification are chosen, they cannot be changed. As the Guild Magus goes up in level, he can choose to modify another spell or to further modify the same spell with different spell secrets.

SPELLBOOKS A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all mages can prepare from memory.

A magus begins play with a spellbook containing all 0-level magus spells (except those from his prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the magus has, the spellbook holds one additional 1st-level spell of your choice. At each new magus level, he gains two new spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found on scrolls or in other magus’s spellbooks to his spellbook.

SCHOOLS & ORDERS Each of the three orders generally only teaches spells from its own order. A magus may learn spells from schools not taught by his order, but all such spells are treated as if they were 3 levels higher than the actual spell level with regards to memorization and ability to learn. When cast, these spells are treated as if they were their actual level for determining save DC, spell effects, etc.

The various schools associated with each of the orders are as follows; • The White Order: Abjuration, Conjuration, Divination, Enchantment, and Evocation. • The Grey Order: Conjuration, Divination, Evocation, Illusion, and Transmutation. • The Black Order: Conjuration, Divination, Enchantment, Evocation, Illusion, and Necromancy.

SCHOOL SPECIALIZATION A school is one of eight groupings of spells, each defined by a common theme. If desired, a magus may specialize in one school of magic associated with his order (see above). Specialization allows a magus to cast extra spells from his chosen school, but he then never learns to cast spells from some other schools.

A specialist magus can prepare one additional spell of his specialty school per spell level each day. He also gains a +2 bonus on Spellcraft checks to learn the spells of his chosen school.

The magus must choose whether to specialize and, if he does so, choose his specialty at 1st level. At this time, he must also give up two other schools of magic (unless he chooses to specialize in divination; see below), which become his prohibited schools. A magus can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the magus, and he can’t even cast such spells from scrolls or fire them from wands. He may not change either his specialization or his prohibited schools later.

The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Spells that do not fall into any of these schools are called universal spells.

• Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer. • Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer. • Divination: Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school. • Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter. • Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker. • Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist. • Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer. • Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.

Universal: Not a school, but a category for spells that all mages can learn. A magus cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.

ARCANE SPELLS AND ARMOR Mages do not know how to wear armor effectively. If desired, they can wear armor anyway (though they’ll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a magus is wearing armor with which he or he is proficient, however, it might still interfere with spellcasting.

Armor restricts the complicated gestures that a mages must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no problem while wearing armor. Such spells can also be cast even if the caster’s hands are bound or if he or he is grappling (although Concentration checks still apply normally). Also, the metamagic feat Still Spell allows a spellcaster to prepare or cast a spell at one spell level higher than normal without the somatic component. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.

Cadre magus Table #2: Spell Modification Results Spell Property Spellcraft DC 15 20 25 30 35 40 45 50 55 60 Range x1.5 x2 x3 x4 x5 x6 x7 x8 x9 x10 Duration – x1.5 x2 x2.5 x3 x3.5 x4 x4.5 x5 x6 Area of Effect – – x1.5 x2 x2.5 x3 x3.5 x4 x4.5 x5 Damage Dice – – – +1 +1 +2 +2 +3 +3 +4

Cadre magus Table #3: Spell Modification Check Modifiers Spellcraft check Modifier When Attempting To; MOD Increase Spell Range -1 Increase Spell Duration -2 Increase Spell Area of Effect -3 Increase Spell Damage Dice -4 Increase (2) Spell Properties at Once -2 Increase (3) Spell Properties at Once -4 Increase (4) Spell Properties at Once -8

CLERIC The Cleric core class from the Players Handbook is not available. The new cleric class as presented below is used instead.

Note: This class is somewhat weak compared to other classes and therefore is recommended for NPCs only.

RACE Any race except Dwarves and Elves may be clerics.

ALIGNMENT Any

CLASS FEATURES All of the following are class features of the Cleric class. Starting Gold: XXXX Starting Age: Young Adult, Mature Adult (-) Hit Dice: d4

WEAPON AND ARMOR PROFICIENCY Clerics are skilled with all simple weapons and with the preferred weapons of their deity. Clerics are not proficient with any type of armor or with shields.

CLASS SKILLS The cleric’s class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis). Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier.

The Cleric Table Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day 0 1st 2nd 3rd 1st +0 +0 +0 +2 Spells — — — 2nd +1 +0 +0 +3 — — — — 3rd +1 +1 +1 +3 1 — — — 4th +2 +1 +1 +4 1 — — — 5th +2 +1 +1 +4 2 — — — 6th +3 +2 +2 +5 2 — — — 7th +3 +2 +2 +5 2 — — — 8th +4 +2 +2 +6 2 — — — 9th +4 +3 +3 +6 3 1 — — 10th +5 +3 +3 +7 3 1 — — 11th +5 +3 +3 +7 3 1 — — 12th +6/+1 +4 +4 +8 3 2 — — 13th +6/+1 +4 +4 +8 3 2 — — 14th +7/+2 +4 +4 +9 3 2 1 — 15th +7/+2 +5 +5 +9 3 2 1 — 16th +8/+3 +5 +5 +10 3 3 2 — 17th +8/+3 +5 +5 +10 3 3 2 — 18th +9/+4 +6 +6 +11 3 3 2 1 19th +9/+4 +6 +6 +11 3 3 2 1 20th +10/+5 +6 +6 +12 3 3 3 2

SPELLS A cleric casts divine spells which are drawn from the domain spells of his god. A cleric, a cleric must choose and prepare his spells in advance. A cleric cannot spontaneously cast cure or inflict spells.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an\ cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Clerics, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith. Each cleric must choose a time each day at which he must spend an hour in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. He does not receive any bonus spells per day for high ability scores. Clerics can only cast their domain spells, and each deity only grants two domains. Thus, a cleric will only have access to two spells of each spell level and no others. Clerics do not have the spontaneous casting ability. In fact, they do not have access to any healing spells unless they have the healing domain as one of their two domains.

Each cleric has a particular holy symbol (as a divine focus).

CORSAIR Pirate, buccaneer, adventurer—the corsair is all these things and more. The consummate adventurer, the corsair laughs in the face of danger, throws caution to the wind, and somehow escapes harm even in the most desperate of situations. Whether riding the waves on the deck of a galley or swinging from a chandelier in a great hall, the corsair lives for the thrill of danger.

The corsair is, at heart, a combatant. Unlike other martial characters, he eschews heavier armors in favor of speed and mobility. To compensate for him lighter armor, he uses every trick he can to overcome him opponents. At first, he comes to rely on unfair fighting techniques to slip past defenses and land crippling wounds. As he grows in power, he becomes more comfortable in unstable environments, fighting with finesse anywhere, from the rigging of a ship to the rolling deck of a galleon in a storm-tossed sea.

CREATING A CORSAIR The corsair is a fast, agile combatant, capable of delivering devastating damage under the right circumstances. Maneuverability is the corsair’s strength, slipping past the enemies’ front lines to wreak havoc from behind, similar to how a rogue functions in combat. In addition, most corsairs are charismatic, having strong personalities that aid them in positions of leadership.

ABILITIES A high Dexterity is the corsair’s most important ability, as he is restricted to light armor, and many of him class skills rely on this ability. Charisma is also important, for both skills and him reckless abandon class feature. As a combatant, though, no corsair should overlook him Strength and Constitution to see him through to the end of a fight.

RACES Humans are the most common corsairs as they find it easy to sever their ties to family and homeland. Halflings also make for great corsairs, being naturally athletic and prone to a nomadic existence. Dwarves, gnolls, ½-ogres orcs and worgs may not be corsairs.

ALIGNMENT Though corsairs may be of any alignment, chaotic corsairs are by far the most common. It takes a free spirit to leave everything behind and embrace a life of adventure. In ethical terms, corsairs are drawn neither toward good or evil, as this class attracts the best and worst of people.

CLASS FEATURES All of the following are class features of the corsair class. Starting Gold: XXXX Starting Age: Young Adult, Mature Adult (-) Hit Dice: d10

WEAPON AND ARMOR PROFICIENCY You are proficient with all simple and martial weapons, artillery weapons, light armor and the buckler.

CLASS SKILLS Acrobatics, Appraise, Bluff, Climb, Diplomacy, Escape Artist, Intimidate, Knowledge (geography, local, nature), Perception, Profession (navigator, sailor), Sense Motive, Stealth and Swim. (5 + Int modifier per level, ×4 at 1st level):

BONUS FEAT At 1st level, you select a bonus feat from the following list. You must meet all the prerequisites for that feat. At 5th level, and every five levels thereafter, you select another bonus feat from the list for that level or any earlier levels at which you gain a bonus feat.

1st-Level Bonus Feat: Acrobatic, Athletic, or Agile. 5th-Level Bonus Feat: Combat Expertise, Improved Unarmed Strike, or Weapon Finesse. 10th-Level Bonus Feat: Improved Feint, Spring Attack, or Two-Weapon Fighting. 15th-Level Bonus Feat: Greater Two-Weapon Fighting, Improved Disarm, or Whirlwind Attack. 20th-Level Bonus Feat: Any fighter bonus feat.

DIRTY FIGHTING If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals extra damage any time your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) or when you flank your target. This extra damage is 1d4 at 1st level, and it increases by +1d4 at 5th level and again every five levels thereafter. Should you score a critical hit with dirty fighting, this extra damage is not multiplied. Ranged attacks can count as dirty fighting only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, you can use dirty fighting to deal nonlethal damage instead of lethal damage. Unlike the rogue’s sneak attack, you can use any weapon to deal nonlethal damage with dirty fighting by taking a –4 penalty to the attack roll.

You can use dirty fighting against only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to dirty fighting. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot use dirty fighting while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Extra damage from dirty fighting stacks with similar types of extra damage including sneak attack damage.

CORSAIR’S LUCK (EX) You have an uncanny ability to escape danger unscathed. Starting at 2nd level, you can use corsair’s luck to add one-half your class level (maximum +10) as an insight bonus to any attack roll, ability or skill check, or saving throw. You need not declare the use of this ability prior to the roll, however, you must declare use before the GM announces the success or failure of the roll.

SEA LEGS (EX) At 3rd level, you gain Sea Legs as a bonus feat. You need not meet the prerequisites to gain this feat. Canny Defense (Ex) Starting at 4th level, you can add your Charisma bonus (if any) as a dodge bonus to your Armor Class. You retain this bonus even if caught flat-footed. You lose this bonus, however, if you wear medium or heavy armor or carry a heavy load.

ROPE MONKEY (EX) At 6th level, you gain Rope Monkey as a bonus feat. You need not meet the prerequisites to gain this feat.

UNCANNY DODGE (EX) Also at 6th level, you can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonu

The Onland Campaign Guide - Chapter 3:Core Classes

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