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Liberty's Edge

Your posts are awesome - truly a great way to show what role-playing is all about. Having a group of PCs who are clever enough to pit the evil factions against each other is truly a pleasure to read, and they must be a great party to DM.

I do have a few questions, though. What was Kelno's reason for not bringing a bugbear guard or two with him on the raid against Alrrem? Were they already dead?

Also, didn't one of the temples still have an active recruiter? If so, what has become of that fellow and does he still bring in new recruits?

Does Romag automatically inherit the surviving members of the other decimated temples, or are their foot-soldiers more apt to desert the clearly compromised Temple of Elemental Evil?

Liberty's Edge

The problem with v3.5 synergy was that it began and ended at a second-level character's proficiency (i.e., +2 for five ranks of skill). Because it was so cheaply gained, it was easily abused.

Instead, players should get +2 circumstance bonuses for successful supporting skill checks, such as a good Bluff when making a Diplomacy check. Yes, the player would still get the +2, but it wouldn't be automatic, and the consequences for failure would be a -2 to the roll. Players would have to work for their bonuses and it wouldn't unbalance the game.

Liberty's Edge

Those who prefer to roll dice vice role-play always hate Diplomacy. Still, no amount of diplomacy would make a diametrically opposed enemy one's trusted ally. The best the diplomat could hope to accomplish would be to convince the foe to cooperate this one time and only for something that would gain the foe a benefit at least equal to what it perceives the diplomat will receive, and even this would require concrete deeds, irrefutable evidence, and ironclad assurances up front to prove that the initially-hated diplomat will truly keep his/her end of the bargain. Words alone simply will not suffice; the diametric foe will insist on having all or most of its inducement in its irrevocable possession before agreeing to cooperate this one time.

Liberty's Edge

I always prefer to give the NPC an even break and I favor giving the NPCs the same bonuses as the PCs. I would even go as far as to allow all races to be able to choose an NPC class as an NPC's "favored class". Currently, only humans and half-elves can do this, giving their NPC hordes a huge advantage over other races. This would also provide the adept, the aristocrat, the commoner, the expert, and the warrior with a somewhat plausible reason for not multiclassing with PC classes.

Liberty's Edge

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Here are a few tips to make your four towers a little more formidable:

THE TOWERS ARE BASES OF OPERATIONS, NOT MERELY DEFENSES. The evildoers use these towers to send strike teams, raids, and main force operations throughout the width and breadth of the target kingdom. Commanders and key personnel are likely in the field with their troops, leaving competent but relatively small garrisons within the towers to guard supplies, craft necessary items, repair equipment, rejuvenate troops (healing, resurrecting, etc.), conduct pre-mission rehearsals, and conduct strategic functions not feasible in a field environment.

MUTUALLY SUPPORTING STRONGHOLDS. The powers owning the towers have the means of moving forces quickly and secretly from one strongpoint to another in order to reinforce threatened areas and to counterattack invaders. This would also permit a fast escape from any stronghold in danger of being overrun.

MOBILITY. The towers can fly and teleport, making it more difficult for their opponents to mass forces and move against them.

MISDIRECTION. Fake towers appear and disappear in various locations. The real lead-lined, trapped, defended-to-the-teeth towers are a front, or, at best, one of dozens alternate headquarters for mid-level management. The top leadership holds court at these formidable places - arriving and departing suddenly, unannounced, for their security - but has other, less obtrusive places for hanging out. (Of course, the powers owning the towers conducted years of reconnaissance and spying before making their military move and thus have many safehouses, both in remote locations and unobtrusively under peoples' noses. Plus, the evildoers marshaled their troops and constructed their towers somewhere, so possibly that somewhere is where the real supreme headquarters is.)

ESCAPE PLAN. Essential personnel have at least two good, well-rehearsed plans for leaving with all vital items (valuables, records, etc.). At least one plan will be via magical means; at least one will be via mundane means. (NOTE: I once visited the castle of a petty nobleman in southern France. The place had SEVEN escape tunnels. 'Nuff said.)

EVILDOERS DO EVIL. Any persons or organizations who the pre-invasion spying identified were likely to oppose the evildoers were bought off, assassinated, blackmailed, or coerced into submitting. If a primary opponent could not be neutralized in such a fashion, the evildoers would subvert the opponent's organization by seeking key subordinates who could be bribed, blackmailed, impersonated, or coerced. Such tactics are aimed at throwing the existing hierarchy in the kingdom into disarray, which only makes the PC heroes even more important to the kingdom's survival. Once the PCs make themselves known as a force to be reckoned with, the evildoers will strike back when the PCs are least expecting it. PCs will spied on, threatened, slandered, impersonated, discredited, assassinated, kidnapped, or coerced; their friends and families will be kidnapped or threatened. Many innocents will suffer at the evildoers' hands. That is what makes them evil.

LEAD LINING. Historically, Roman warships had lead-lined hulls to protect them from fire. Lead lining is a simple, effective means to prevent scrying, as well.

IRON REBAR. This reinforces the walls, arches, and ceilings - both historically accurate and good general practice for the game.

WALLS OF FORCE. This can also be used to reinforce walls, arches, ceilings. It protects structurally vital areas from spells that would attack stone (passwall, transmute stone to mud, etc.).

INCORPOREAL UNDEAD GUARDIANS. High-level evil priestesses will summon them and keep them to guard against anything that can pass through their walls. Not only do evil priestesses need to fight off crusading do-gooders, they also need to be on guard against rival evil groups who might send undead of their own!

ANTI-MAGIC ZONES. To protect the towers from hostile spellcasters, an anti-magic zone can be emplaced around it in a ring. Add this to a moat lined with 3' iron spikes and it will ruin the day of anyone using a spell to fly.

GRAVEL/RUBBLE VAULTS. Historically used to defeat tunnelers and sappers, the loose gravel will instantly fill holes in the wall.

WISH. "I wish that the next person or group who attempts to enter this tower by means of magic or supernatural power without first uttering the secret phrase, 'The DM is King,' will be instantly teleported to my boiling-acid-filled, glassteel- and wall of force-lined, clay-golem-inside-it, Evil Death Trap (tm)."

ACTIVE DEFENSE. Snipers shoot at spellcasters. Lesser spellcasters attempt to counterspell with dispel magic. If the evildoers have crystal balls they can cast spells through, so much the better.

Liberty's Edge

The problem with non-divine spellcasters encroaching on divine healers' turf is that divine casters would then petition to become field artillery like the arcanists. PfRPG already allows for sorcerers with a celestial bloodline to use a healing ray at will (once per target per day). The Complete Arcane feat, Arcane Adept, enables an arcanist to acquire the spells of one divine domain (such as Healing). In 3.5, the arcanist gained all the domain spells as arcane spells added to the caster's spellbook. The feat would have to be reworked slightly to be compatible with PfRPG. A wizard may want to add the Complete Divine feat, Spontaneous Healer, in order to cast cure spells spontaneously a number of times equal to his/her Wisdom bonus.

Liberty's Edge

By all means, keep writing! I wrote the story for my players in the last campaign I ran and it was fantastic - the players loved being in a story of their own making and the dialog I got from them was better than anything I could have dreamed on my own. My players' gaming experience was greatly enhanced and I was able to reach new levels as an aspiring writer.

On top of all that, YOU ARE GOOD! You are running a great campaign and you are giving priceless suggestions and "how-to" to every other DM who reads your posts. If you find it useful when someone in your audience chips in two cents' worth of free advice, then all the better.

Keep writing and keep DMing!

Liberty's Edge

jreyst wrote:
Chris Mortika wrote:

Are we really expecting to see 5th Level Commoners? 12th Level Commoners? "I am one of the finest unskilled laborers in the barony!" "I keep hitting the peasant with my guisarme and he won't fall down! Perhaps it's because he's a high-level Commoner."

The kind of NPC you could describe as a mid- to high-level Commoner would certainly be described better as an Expert or Warrior. Or perhaps even a low-level Rogue or Ranger. The archetypical peasant would be a character with no class levels at all.

Couldn't agree more. The entire concept of a "commoner" class seems unnecessary to me. If anyone in town is anything special I usually make them a PC class.

Look at any random population chart. Commoners are the highest-level NPC in almost any given town, despite being the least likely to seek combat and the least likely to survive if thrust into combat. Perhaps it's chaos theory - put enough unskilled cannon fodder into battle and a few lucky ones will emerge from the piles of carrion with tremendous experience. :)

Or perhaps random population charts and NPC classes need reform. (I wrote something about that in another forum.)

Liberty's Edge

Peasant (Com 1) (Human) (non-elite)

Str 12
Dex 10
Con 10
Int 8
Wis 12
Cha 10

Skills: Craft (carpentry) +3, Handle Animal (Cha) +4, Knowledge (local) (Int) +0, Perform (any 1) (Cha) +1, Profession (farmer) (Wis) +8, Spot (Wis) +5, Survival (Wis) +5

Feats: Open Minded, Skill Focus (Profession (farmer)), faction feat

Proficient in one simple weapon (spear) and one martial weapon (longbow).

An English longbow would be equivalent to a greatbow, which is indeed an exotic weapon (see Complete Warrior).

Liberty's Edge

Peasant (Com 1) (Human) (non-elite)

Str 12
Dex 8
Con 10
Int 10
Wis 12
Cha 10

Skills: Craft (carpentry), Handle Animal (Cha) +4, Knowledge (local) (Int) +1, Perform (any 1) (Cha) +1, Profession (farmer) (Wis) +8, Ride (Dex) +3, Spot (Wis) +5, Survival (Wis) +5

Feats: Open Minded, Skill Focus (Profession (farmer)), faction feat

Proficient in one simple weapon (spear) and one martial weapon (longbow).

Liberty's Edge

The problem that WotC had with new books about races and classes was that they increased the powers of the new releases in order to get people to buy the product, which then made all the original races and classes sub-optimal. This was the genesis for the Pathfinder rewrite - to address the imbalances brought on by the newer WotC products.

My vote would be to fill the Pathfinder multiverse with sourcebooks. Put details into Golarion - nations, non-state entities, heroes and villains. Since everyone contributes to the Pathfinder Chronicles, have a contest to pick X number of heroes from each faction to feature in a downloadable PDF and let the players show their stuff. (IMHO, X = 6 = 2 from levels 6-10 + 2 from levels 11-15 + 2 from levels 16-20.)

For those who want to Pathfinder to grow in ways not suitable to Golarion, create another universe and fill it as well. WotC had many campaign worlds which allowed them to produce products that were concerned with applying their game system to a new world rather than adding to the complexity of their existing one. Grow laterally, not linearly.

Above all, Pathfinder was created in the minds of the industry's greatest game designers and tested in the hands of the genre's greatest players. Keep the channels open for feedback. Take every opportunity to harness our creativity and enthusiasm. Let the players continue to add to the game.

Liberty's Edge

KaeYoss wrote:
TAMorrison wrote:
Did the new rules update NPC classes?

Probably not. Because they're fine the way they are.

I know they're boring. They're supposed to be boring. No need for shiny new abilities - 20 dead levels is spot on for an NPC. If you want exciting, get a proper class.

True, NPC classes are supposed to be inferior to PC classes, because that is their role - to be all the people we adventurers don't want to be. However, I disagree with the idea that they're fine as they are. As allies and opponents, NPC classes don't hold their CRs' worth at higher levels. Also, other than the expert, they don't fit the roles they're meant to fill. For example, most town guards are warriors, yet Perception and Sense Motive are cross-class skills for them, making them almost useless as watchmen and population control. Evil adepts have no inflict spells. Knowledge (local) is a cross-class skill for the local commoners. The list goes on.

That's why I wrote a piece on NPCs, to show one way Pathfinder can make them relevant without turning them into PC-worthy people. I posted the point paper in one of the other forums; I can post it here if anyone is interested.

Liberty's Edge

Did the new rules update NPC classes? Other than their hit dice, they haven't changed since 3.0 and are now in serious need of revision. If the Pathfinder Powers That Be still want or need the material, I wrote a nine-page piece on NPC classes to bring NPC classes fully into the Pathfinder realm.

Liberty's Edge

nedleeds wrote:
All rooms guarded on all sides by Elder Earth Elementals. They've been paid in seashells to sit in the rock and wait for the game ruining PC to 'swim' by and get choked.

The PC who thinks outside the box is experiencing the game to its fullest, NOT ruining it. Penalizing cleverness is counterproductive to game enjoyment. Just make sure the clever bad guys are played cleverly and let the dumb bad guys get knocked off like they would if this were real.

I think that the two real weaknesses laid bare by this DM's dilemma were thus:

1) The DM failed to take into account the capability of mid-level magic to penetrate the stronghold's defenses.

2) Any obstacle not covered by an active defense is not an obstacle. The evil priestesses' passive posture ceded the initiative to the PCs. The PCs took advantage of their inactivity and took the time to adapt their tactics and focus their powers to enter via an alternate route. The evil priestesses failed to maintain "eyes on" their PC opponents and thus were unable to anticipate and counter the PCs' new tactic.

How should the DM adapt to these realities?

1) Bounce ideas off other DMs via this forum so that no simple oversight leaves the bad guys open to a too-easy solution. Gather all the good ideas possible so the DM can realistically play the smart bad guys who have had years of game time to plan and test their defenses. Keep the challenge in the game as realistic and logical as possible, so smart play still has its rewards. Good ideas for great gaming: that's what this forum is for.

2) Better tactics on the part of the bad guys. I have two young sons who are smart enough to have one be a lookout while the other takes the cookies out of the cookie jar. Evil secret societies that plan to dominate the world and have the resources to build an impenetrable fortress should not be caught unawares when a band of PCs saunters up and batters at their gates. Such groups will use lookouts, spies, magical scrying, and patrols to provide early warning of the approach and nature of any potentially hostile group within striking distance of their lair. The time gained by such early warning will be well-used to prepare defenses, request reinforcements, plant red herrings, conduct pre-emptive strikes, hide, flee, or even negotiate. In short, evildoers will do everything in their power to avoid surprise and to conduct an active defense.

Liberty's Edge

A few others already touched on this, but it bears repeating:

APPEARANCE OF INNOCENCE. The evildoer's primary defense against the sword of righteousness is secrecy, shrouded in the appearance of innocence. In essence, they will always have a legitimate cover to deter do-gooders from fighting them. "Put your swords away, gentlemen! We know nothing about the Temple of Elemental Evil. We are but innocent members of the Save the Unicorn Society - all of us poor, lonely virgins between the ages of eighteen and nineteen and a half." The best part of appearing innocent is that, so long as the ruse works, good, law-abiding people will help defend you.

MISDIRECTION. The lead-lined, trapped, defended-to-the-teeth inner sanctum is a front, or, at best, one of dozens alternate headquarters for mid-level management. The top leadership holds court at these formidable places - arriving and departing suddenly, unannounced, for their security - but has other, less obtrusive places for hanging out. (Perhaps the lair is under the sheriff's nose, or perhaps the sheriff is a member of the local Save the Unicorns Society...)

MUTUALLY SUPPORTING STRONGHOLDS. The secret society has the means of moving forces quickly and secretly from one strongpoint to another in order to reinforce threatened areas and to counterattack invaders. This would also permit a fast escape from any stronghold in danger of being overrun.

ESCAPE PLAN. Essential personnel have at least two good, well-rehearsed plans for leaving with all vital items (valuables, records, etc.). At least one plan will be via magical means; at least one will be via mundane means. (NOTE: I once visited the castle of a petty nobleman in southern France. The place had SEVEN escape tunnels. 'Nuff said.)

REVENGE. The first time, the evildoers are taken surprise by the unexpected tactic. Then they strike back when the PCs are least expecting it. If the fetching bar-maid at the inn has been subtly induced to encourage the PCs to get falling-down drunk before the evildoers make their move, so much the better.

TURN TABLES. Let the PCs howl when villains earthglide into THEIR lair. When the PCs come up with clever defenses, evildoers take note and adopt them as well (assuming that they haven't already).

Liberty's Edge

LEAD LINING. Historically, Roman warships had lead-lined hulls to protect them from fire. Lead lining is a simple, effective means to prevent scrying, as well.

IRON REBAR. This reinforces the walls, arches, and ceilings - both historically accurate and good general practice for the game.

WALLS OF FORCE. This can also be used to reinforce walls, arches, ceilings. It protects structurally vital areas from spells that would attack stone (passwall, transmute stone to mud, etc.).

INCORPOREAL UNDEAD GUARDIANS. High-level evil priestesses will summon them and keep them to guard against anything that can pass through their walls. Not only do evil priestesses need to fight off crusading do-gooders, they also need to be on guard against rival evil groups who might send undead of their own!

AIR SPACES. All or part of the dungeon is enclosed in a cavernous vault (natural or man-made). The change of medium would mean that an umber hulk, ankheg, or earth elemental would only be able to come up through the floor, unless it could fly.

ANTI-MAGIC ZONES. To protect an inner sanctum, an anti-magic zone can be emplaced around it. Add this to the halfway point of an air space with a floor lined with 3' iron spikes and it will ruin the day of anyone using a spell to fly.

GRAVEL/RUBBLE VAULTS. Historically used to defeat tunnelers and sappers, the loose gravel will instantly fill holes in the wall.

WISH. "I wish that the next person or group who attempts to enter this place by means of magic or supernatural power without first uttering the secret phrase, 'Jreyst is King,' will be instantly teleported to my boiling-acid-filled, glassteel- and wall of force-lined, clay-golem-inside-it, Evil Death Trap (tm)."

ACTIVE DEFENSE. Snipers shoot at spellcasters. Lesser clerics attempt to counterspell with dispel magic. If the evil priestesses have a crystal ball they can cast spells through, so much the better.

Liberty's Edge

Careful about interacting with DM_Blake about this subject.
He will try to convince you that your seasoned sailor Expert is feeble and unable to survive the world outside the city.

Sour grapes.

And don't put words in my mouth.

All I will tell him or you or anyone else is that if I'm part of a party of adventurers, and we have an opening to fill, I won't fill it with an Expert. I will keep looking until I find someone who can pull his share of the load when the danger hits the fan deep in a dungeon somewhere.

Experts are not adventurers.

But they make fine seasoned sailors.

That's the whole point of NPC classes, isn't it? To be all the people that we adventurers don't want to be.

Liberty's Edge

DM_Blake wrote:
TAMorrison wrote:
A freakin lot of stuff!

Holy Beejolee!

I thought my posts were long...

You sir, take the cake. And eat it too. And the cake platter.

Very interesting stuff. Is it all yours?

What I wrote is based off the Pathfinder RPG NPC classes - I just revised what was in the Beta release because it needed to be done and it looked like nobody else had done so. However, all the formatting that I tried so hard to make look so good in Word (and later in the typing window of the forum) ended up looking like garbage in the post - different font, spacing removed, etc. Oh, well. :S

Liberty's Edge

...And the formatting looks like garbage. :(

Liberty's Edge

GENERAL
NPC classes should be dynamic enough to give PCs of all levels a respectable (but not overwhelming) challenge and adaptable enough to fit any campaign setting, race, or NPC profession. The trend for NPC classes, both in the 3.5 version and in the Pathfinder Game System, is for the NPC to be nearly the equal of a PC at low levels but to fall further and further behind as characters progress. What is necessary to restore a balance of challenge, playability and survivability is to reduce NPC powers at lower levels and to increase them at mid-levels and higher. As each NPC class represents a broad range of people – far broader than the more specialized PC classes – various options were added to portray them more accurately in a given milieu. These options make for more interesting and playable NPCs who, while still markedly inferior to PCs of all levels, will better fulfill their roles as challenging opponents and valuable allies.

NPC classes should be reserved for NPCs who are either non-elite or low-powered elite - in any case, possessing less talent and training than a character with a PC class. Simply put, an average citizen, hireling, or evildoer who is an NPC class is of a lower caliber than a PC hero or a main character (PC-class) villain or ally. After all, a person who had as much talent and training as a PC-class character would be one.

Under the standard rules, PCs are elite and gain maximum hit points per die at first level, giving them an advantage over their non-elite opponents, who gain only half maximum hit points per die. If the DM grants PCs extra hit points at first level to enhance their survivability, then it is recommended to build upon that progression, as per the chart below. NPCs should also gain an appropriate bonus.

=======================================================================
Campaign type Points Hit points
Non-elite 0 Half maximum hit points
Low fantasy 10 Maximum hit points
Standard fantasy 15 1 ½ times maximum hit points
High fantasy 20 Twice maximum hit points
Epic fantasy 25 2 ½ times maximum hit points
=======================================================================

All races may select any NPC class as their favored class, with the following exception: only those characters who are aristocrats at first level can select that class as their favored class. A character is either born into the upper class or not.

Allowing all races to choose an NPC class as a favored class benefits the game in three ways: 1) it eliminates the advantage that human and half-elf NPCs would otherwise have over NPC classes of other races, 2) it grants greater NPC survivability at higher levels, and 3) it gives a plausible rationale for the existence of high-level NPC classes – why else wouldn't every fifth-level NPC seek levels in a favored PC class?
=======================================================================

NPC classes have been structured to have limited powers at first level and to increase in power at second, fifth, tenth, fifteenth, and twentieth levels. This is to ensure PC survivability at lower levels while still maintaining the NPCs' level of challenge and utility at mid-level and higher.

ADEPT
Mystics, hermits, shamans, witch doctors, religious or quasi-religious people with little or no formal training in their art, adepts represent many different divine backgrounds, approaches, and focuses. These divine spellcasters worship revered ancestors, pantheons of lesser spirits, elemental forces, and/or forgotten or as-yet unascended gods. Those who worship mainstream deities either do not aspire to full ordination as clerics or are unable to do so because they are doctrinally unsound in their beliefs and practices.

At mid-level and higher, adepts are woefully underpowered compared to PC spellcasters. Adepts of all levels are extremely limited in their scope. The main hurdle for the existing Pathfinder adept is that her spell list has not grown since the 3.0 version of the game, while PC spellcasters have witnessed tremendous expansions in their class spell lists and abilities. Rather than determine a single new spell list for all adepts, several options were developed so that each individual adept could expand her choice of spells and abilities in accordance with her deity, background, and focus. Below are the proposed modifications to the adept NPC class:

Alignment: Any.
Hit die: d6.

Class skills
The adept’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). Adepts are illiterate but may become literate by spending a skill rank.
Skill Ranks Per Level: 2 + Int modifier.

Class Features
Weapon and Armor Proficiency: Adepts are skilled with all simple weapons and with her deity’s favored weapon. If the adept has no deity, then she is proficient in one light or one-handed martial weapon of her choice. Adepts are not proficient with any type of armor or shield.

Spells: An adept casts divine spells which are drawn from the adept spell list. Like a cleric, an adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells.

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

Adepts, 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 as divine inspiration or through their own strength of faith. Each adept must choose a time each day during which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.

-----------------------------------------------------------------------
TABLE 14-1
-----------------------------------------------------------------------
Spells
Level BAB Fort Ref Will -0- -1- -2- -3- -4- -5- Special
1st +0 +0 +0 +2 2 1 - - - - Orisons
2nd +1 +0 +0 +3 2 1 - - - - Special ability
3rd +1 +1 +1 +3 3 2 - - - -
4th +2 +1 +1 +4 3 2 0 - - -
5th +2 +1 +1 +4 3 2 1 - - - Special ability
6th +3 +2 +2 +5 3 2 1 - - -
7th +3 +2 +2 +5 3 3 2 - - -
8th +4 +2 +2 +6 3 3 2 0 - -
9th +4 +3 +3 +6 3 3 2 1 - -
10th +5 +3 +3 +7 3 3 2 1 - - Special ability
11th +5 +3 +3 +7 3 3 3 2 - -
12th +6/+1 +4 +4 +8 3 3 3 2 0 -
13th +6/+1 +4 +4 +8 3 3 3 2 1 -
14th +7/+2 +4 +4 +9 3 3 3 2 1 -
15th +7/+2 +5 +5 +9 3 3 3 3 2 - Special ability
16th +8/+3 +5 +5 +10 3 3 3 3 2 0
17th +8/+3 +5 +5 +10 3 3 3 3 2 1
18th +9/+4 +6 +6 +11 3 3 3 3 2 1
19th +9/+4 +6 +6 +11 3 3 3 3 3 2
20th +10/+5 +6 +6 +12 3 3 3 3 3 2 Special ability
-----------------------------------------------------------------------

Like other spellcasters, an adept can cast only a certain number of spells of each level per day. Her base daily spell allotment is given on Table 14-1. In addition, she receives bonus spells per day if she has a high Wisdom score.Where Table 14-1 indicates that the adept gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

Each adept has a particular holy symbol (as a divine focus) according to the adept’s magical tradition.

Orisons (Ex): As per the cleric PC class.

Special ability: The adept gains a special ability from the below list. Once chosen, it cannot be changed.

Ancestral knowledge (Ex): Prerequisite: Knowledge (history) 1. The spirits of the adept’s revered ancestors reward her devotion by revealing secret knowledge. All skills for which the adept has a racial bonus become class skills. If the adept has no racial skill bonuses, then she may choose any one skill to become a class skill. In addition, the adept gains three skill points, which may be applied to any adept class skill (including those newly acquired via this ability). The adept may select this ability only once.

Animal companion (Su): Prerequisite: Handle Animal 2, Knowledge (nature) 2, Wild empathy. Nature rewards the adept’s devotion to her environment. The adept can summon an animal companion just as a druid of three levels lower. If the adept gains the ability to summon an animal companion from another class, these levels stack. The adept may select this ability only once.
Special: If the adept also has the Animal domain, she may summon an animal companion as a druid of
equal level; however, she may have only one animal companion at any time.

Arcane revelation (Ex): Prerequisites: Wisdom 13, Knowledge (arcane) 1. The adept’s focus of worship rewards the adept’s fascination with the arcane by revealing secret knowledge. The adept gains a number of levels of spells from either the bard or the sorcerer spell list equal to the number of ranks she has in Knowledge (arcane) or up to the highest-level spell she may cast, whichever is lower. (For example, a fifth-level adept with a 13 Wisdom and five ranks in Knowledge (arcane) could choose two levels of spells: two first-level bard or sorcerer spells or one second-level bard or sorcerer spell.) Zero-level spells are considered to be ½-level for purposes of this ability. All spells gained are considered divine spells. This ability may be selected multiple times.

Bonus spell (Ex): Prerequisite: Wisdom 13. The adept gains one bonus spell. She may choose one spell of a level equal to one less than the highest level she may cast from either the cleric, bard, or the druid class spell list, or she may choose one spell of a level equal to two less than the highest level she may cast from the sorcerer class spell list. The adept may not choose spells that are prohibited due to alignment, such as an evil spell for a good adept. All spells gained are considered divine spells. This ability may be selected multiple times.

Chosen bloodline (Su): Prerequisites: Knowledge (arcane) 2, Skill Focus (Knowledge (arcane)). The adept’s ancestors were from a rare lineage, the power of which manifests itself incrementally as the adept grows in experience. The adept gains one of the following sorcerer powers: aberrant, abyssal, celestial, demonic, or undead. (Exception: Aasimar characters must choose celestial; tiefling characters must choose abyssal or demonic.) The adept advances in abilities as a sorcerer of half her adept level. All spells gained by this ability are divine spells. If the adept gains the same sorcerer power from another source, then the levels do not stack unless otherwise stated. If the adept multi-classes to become a sorcerer, then the character must choose the same sorcerer power she had as an adept. The adept may select this ability only once.

Divine revelation (Ex): Prerequisite: Wisdom 13, Knowledge (nature or religion) 1. The adept’s focus of worship rewards her devotion to her faith by revealing secret knowledge. The adept gains a number of levels of spells from either the cleric or the druid spell list equal to the number of ranks she has in appropriate skill (Knowledge (religion) for cleric spells, Knowledge (nature) for druid spells) or up to the highest-level spell she may cast, whichever is lower. (For example, a tenth-level adept with a 13 Wisdom, five ranks in Knowledge (nature) and one rank in Knowledge (religion) could choose three levels of druid spells or one level of cleric spells: three first-level druid spells, or one first-level and one second-level druid spell, or one third-level druid spell, or a single first-level cleric spell.) Zero-level spells are considered to be ½-level for purposes of this ability. This ability can be selected multiple times.

Domain (Su): Prerequisites: Knowledge (religion) 2, Wisdom 13, no more than one “step” difference in alignment with chosen focus of worship (deity or other). The adept’s focus of worship rewards her devotion by granting her special powers. The adept gains an appropriate cleric domain from those related to her focus of worship, but must abide by all the same rules and restrictions a cleric does. The adept advances in domain abilities as a cleric of half her adept level. If the adept gains or benefits from the same domain from another source, the levels do not stack unless otherwise stated (e.g., Radiant Servant of Pelor). If the adept gains a new domain that is in direct conflict with an old domain (i.e., Good and Evil, Law and Chaos, etc.), the character loses all abilities gained from her old domain(s). The adept may select this ability only once.

Summon Familiar (Su): Prerequisite: none. The adept can summon a familiar just as a sorcerer of equal level. The adept can benefit from feats affecting familiars as a sorcerer of equal level. If the adept gains the ability to summon a familiar from another class, these levels stack to determine familiar abilities. The adept may select this ability only once.

Item creation feat (Ex): Prerequisite: special. The adept gains one item creation feat for which she has the prerequisites. This ability may be selected multiple times, applying to a new item creation feat each time. Note that the adept must have four ranks in Knowledge (literacy) to take the Scribe Scroll feat.

Monster’s ally (Ex): Prerequisites: Charisma 10, Knowledge (arcane) 5, Summon Familiar, Spell Focus (conjuration). The adept’s focus of worship rewards her affinity for summoning creatures. The adept gains the spells monster summoning I-V as additions to her class spell list. This ability can be selected only once.

Mystic revelation (Ex): Prerequisite: none. The adept gains two skill ranks, which may be applied only to adept skills. This ability can be selected multiple times. This ability does not confer the ability to exceed maximum skill ranks per level in any skill.

Nature’s ally (Ex): Prerequisites: Charisma 10, Knowledge (nature) 5, Wild Empathy, Spell Focus (conjuration). The adept’s affinity for nature allows her to call on the aid of nature’s creatures, much like a druid can. The adept gains the spells summon nature’s ally I-V as additions to her class spell list. This does not confer the ability to summon creatures spontaneously. This ability can be selected only once.

School focus (Su): Prerequisites: Wisdom 13, Spellcraft 2, Spell Focus (any). The adept’s focus of worship rewards her specialization in her chosen school of magic by revealing secret knowledge. The adept gains a number of levels of spells equal to the number of ranks she has in Spellcraft or up to the highest-level spell she may cast, whichever is lower. She may choose from any PC class spell list spells from the same school of magic as her Spell Focus feat, or universal spells. (For example, a fifteenth-level adept with a 13 Wisdom, five ranks in Spellcraft, and the Spell Focus (conjuration) feat could choose three first-level conjuration spells, or one first-level and one second-level conjuration spell, or one third-level conjuration spell. If her Wisdom were 14, she would have been able to cast fourth-level spells and thus could have chosen up to four levels of conjuration spells from any PC class spell list.) Zero-level spells are considered to be ½-level for purposes of this ability. The adept may choose spells from any PC class spell list, but may not choose spells that are prohibited due to alignment, such as a chaotic spell for a lawful adept. This ability applies to only one school of magic, even if the adept has more than one Spell Focus feat. All spells gained are considered divine spells. The adept may choose this ability multiple times, applying it to the same or a different school of magic for which she has a Spell Focus feat.

Self-Sufficient (Ex): Prerequisites: Heal 1, Survival 1. The adept gains the Self-Sufficient feat. This ability can be selected only once.

Turn undead (Su): Prerequisites: Wisdom 13, Knowledge (religion) 5, plus one of the following: Death domain, Sun domain, Spell Focus (necromancy), or Chosen Bloodline. The adept’s focus of worship is strongly associated with either banishing or commanding undead; through her piety and devotion, the adept is granted similar power. The adept can turn or rebuke undead as a cleric of three levels lower. An adept with the Sun domain or Chosen Bloodline (celestial) channels positive energy to turn undead; an adept with the Death domain, Chosen Bloodline (abyssal, demonic, or undead), or Spell Focus (necromancy) channels negative energy to rebuke undead. The adept can use this power a number of times equal to one plus her Charisma modifier (minimum one). This ability can be selected only once.

Wild empathy (Su): Prerequisites: Charisma 10, Handle Animal 1, Knowledge (nature) 1. The adept gains the wild empathy ability as a druid of equal level. This ability may be selected only once.

Witch doctor (Ex): Prerequisites: Craft (alchemy) 1, Craft (poison) 1. The adept’s focus of worship reveals secret recipes for harmful materials. The adept gains a +2 bonus to Craft (alchemy) and Craft (poison). This ability may be selected only once.

Wounder (Ex): Prerequisites: Knowledge (religion) 2, non-good alignment. The adept’s focus of worship rewards her dedication to inflicting harm. The adept gains inflict spells corresponding to the cure spells on her class spell list (i.e., L1 – inflict light wounds, L2 – inflict moderate wounds, L3 – inflict serious wounds, etc.)

Adept Spell List
Adepts choose their spells from the following list:
0 Level: create water, detect magic, detect poison, ghost sound, guidance, light, mending, purify food and drink, stabilize, touch of fatigue.
1st Level: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, magic weapon, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep.
2nd Level: aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, invisibility, lesser restoration, mirror image, resist energy, scorching ray, see invisibility, web.
3rd Level: animate dead, beast shape I, bestow curse, contagion, continual flame, cure serious wounds, daylight, deep slumber, deeper darkness, flame arrow, lightning bolt, magic vestment, neutralize poison, remove curse, remove disease, tongues.
4th Level: beast shape II, cure critical wounds, elemental body I, fear, greater magic weapon, giant vermin, haste, minor creation, restoration, slow, stoneskin, wall of fire.
5th Level: atonement, beast shape III, break enchantment, commune, elemental body II, heal, major creation, plant shape I, polymorph, raise dead, scrying, true seeing, wall of stone.

ARISTOCRAT
Although capable of defending herself should the need arise, the primary focus of the aristocrat is to live well. Fighting is secondary to, and often contrary to, the aristocrat's goal of administering and expanding her source of wealth. However, being a member of the recognized and accepted elite of her society means that others generally look to the aristocrat for leadership. Thus, when an aristocrat does choose to fight, her wealth and position ensure that she is rarely alone.

=======================================================================
Like all 3.0/3.5 NPC classes, the aristocrat can challenge a low-level PC, but at mid-level and higher she is outclassed far beyond what her CR would indicate. Add to this the absurdity that an aristocrat can progress to 20th level without gaining a single rank in Knowledge (nobility) and the need for reform is clear. The below builds upon the primary strength of the aristocrat: her privileged socioeconomic status, which confers a position of legitimate authority, access to the best her society has to offer, and inside knowledge of the blue-blooded elite.
=======================================================================

Alignment: Any.
Hit die: d8.

Class skills
The aristocrat’s class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Knowledge (nobility and royalty) (Int), Perception (Wis), Perform (Cha), Profession (administrator) (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis).
Skill Ranks Per Level: 4 + Int modifier.

Class Features
Weapon and Armor Proficiency: The aristocrat is proficient in all simple and martial weapons, with light and medium armor, and with shields (but not tower shields).

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TABLE 14-2
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Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Bonus feat, It takes one to know one
2nd +1 +0 +0 +3 Bonus feat
3rd +2 +1 +1 +3
4th +3 +1 +1 +4
5th +3 +1 +1 +4 Divine right to rule
6th +4 +2 +2 +5
7th +5 +2 +2 +5
8th +6/+1 +2 +2 +6
9th +6/+1 +3 +3 +6
10th +7/+2 +3 +3 +7 Great renown
11th +8/+3 +3 +3 +7
12th +9/+4 +4 +4 +8
13th +9/+4 +4 +4 +8
14th +10/+5 +4 +4 +9
15th +11/+6/+1 +5 +5 +9 Improved cohort
16th +12/+7/+2 +5 +5 +10
17th +12/+7/+2 +5 +5 +10
18th +13/+8/+3 +6 +6 +11
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12 Greater cohort
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Bonus feat: Choose one of the following: Heavy Armor Proficiency, Mounted Combat, Tower Shield Proficiency, Skill Focus (Profession (administrator)), Skill Focus (Diplomacy), Persuasive, Open Mind, or Weapon Finesse. The character must have the appropriate prerequisites for the chosen feat.

It takes one to know one (Ex): At first level, the aristocrat character automatically gains one rank in Knowledge (nobility) and the feat Skill Focus (Knowledge (nobility)). At fifth level and every five levels thereafter, the aristocrat gains another rank in Knowledge (nobility). This does not confer the ability to exceed the maximum ranks allowed per level in this skill.

Divine right to rule (Ex): The aristocrat gains the Leadership feat, even though she is not yet sixth level.

Great renown (Ex): The aristocrat's reputation has spread such that she gains a +2 modifier on her Leadership feat. For every five levels above 10th, the bonus increases by +2, or +4 at 15th level and +6 at 20th level. This bonus stacks with all other bonuses from magic, high Charisma, etc.

Improved Cohort (Ex): The aristocrat may have a cohort of a level up to two levels higher than would normally be allowed for the Leadership feat (i.e., up to her own level), or two cohorts of normal level.

Greater Cohort (Ex): The aristocrat may have a cohort of a level up to four levels higher than would normally be allowed for the Leadership feat (i.e., up to two levels higher than her own), or two cohorts of a level up to two levels higher than would normally be allowed for the Leadership feat, or four cohorts of normal level.

COMMONER
These are the simple folk of the land, people who seek to live their lives as best they can in peace and comfort. Although some may be subject to participation in their local militia or watch, commoners as a whole lack the skills and training necessary to participate in adventures or military campaigns as anything other than a noncombatant (porter, carpenter, camp follower, and the like). The commoners’ only strength is the fact that they are everywhere providing the food, goods, and services upon which the economy depends. They are therefore the anonymous masses who provide the tax base for their government as well as a good source of local gossip.

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Oddly enough, although the commoner is the least inclined to fight and the least likely to survive should he do so, most random population tables are skewed to have a commoner as the highest-level NPC in any given populated area. This amazing feat of survival can only be attributed to uncommon luck.
=======================================================================

Alignment: Any.
Hit die: d6.

Class skills
The commoner’s class skills (and the key ability for each skill) are Craft (any) (Int), Handle Animal (Cha), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (any) (Wis), Ride (Dex), Survival (Wis).
Skill Ranks Per Level: 2 + Int modifier.

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TABLE 14-3
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Level BAB Fort Ref Will Special
1st +0 +0 +0 +0 Face in the crowd, I live here
2nd +1 +0 +0 +0 Seen the elephant
3rd +1 +1 +1 +1
4th +2 +1 +1 +1
5th +2 +1 +1 +1 Friends in high places
6th +3 +2 +2 +2
7th +3 +2 +2 +2
8th +4 +2 +2 +2
9th +4 +3 +3 +3
10th +5 +3 +3 +3 Lucky to be alive
11th +5 +3 +3 +3
12th +6/+1 +4 +4 +4
13th +6/+1 +4 +4 +4
14th +7/+2 +4 +4 +4
15th +7/+2 +5 +5 +5 Astounding luck
16th +8/+3 +5 +5 +5
17th +8/+3 +5 +5 +5
18th +9/+4 +6 +6 +6
19th +9/+4 +6 +6 +6
20th +10/+5 +6 +6 +6 Outrageous luck
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Class Features
Weapon and Armor Proficiency: The commoner is proficient in one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shield.

Face in the crowd (Ex): The commoner blends in with the local population because he is the local population. When among five or more other commoners from his native milieu, the commoner gains a +2 on Stealth checks to avoid being singled out and/or recognized. Anyone who regularly socializes with the commoner at least six months a year is immune to this effect.

I live here (Ex): The commoner gains one free rank in Knowledge (local), applicable to his native milieu only. The commoner gains another free rank in Knowledge (local) at fifth level and every five levels thereafter, provided that he spends at least six months a year in his native milieu.

Seen the elephant (Ex): The commoner has survived enough risky situations to give him a story or two that would impress his neighbors, friends and family. The commoner gains a +1 bonus on Charisma-based skills when dealing with other commoners from his native milieu. This bonus increases to +2 at fifth level and increases by one every five levels thereafter.

Friends in high places (Ex): Considering the number of adventures required to reach this level, the commoner could not have survived this long without a more-powerful character looking out for him. The commoner has earned the friendship (or at least the patronage) of a non-commoner NPC through his service to this person. The NPC’s level is equal to the commoner’s level +2 plus the commoner’s Charisma modifier. (Essentially, treat the commoner as if he were a follower of an NPC with the Leadership feat.)

Lucky to be alive (Ex): Considering the number of adventures required to reach this level, the commoner could not have survived this long without some divine providence looking out for him. Once per day, the commoner can apply a +1 luck bonus to any save. This bonus increases by +1 every ten levels.

Astounding luck (Ex): Considering the number of adventures required to reach this level, the commoner could not have survived this long without a the watchful eye of a guardian angel. Once per week, any die roll that would kill the commoner (attack, damage, skill check, or save) must be re-rolled. The commoner gets the benefit of the more favorable roll. If the commoner is struck with an attack, either the attack roll or the damage roll may be re-rolled.

Outrageous luck (Su): Considering the number of adventures required to reach this level, the commoner could not have survived this long without outrageous and blatant DM cheating. Once per week, any die roll that would harm the commoner (attack, damage, skill check, or save) may be considered either the minimum or the maximum die roll possible, whichever is most favorable to the commoner. (If the commoner is struck with an attack, it is typically most favorable for the attack roll to become a 1 vice minimizing damage.)

EXPERT
The university-educated sage, the brilliant inventor, the master architect, the professional artisan, the seasoned sailor – the expert is the unquestioned best at what she does because she has undergone extensive training in her chosen field of study, far above that which others may pursue. Although the expert is capable of defending herself in combat if need be, her primary defenses are her unparalleled talents and her value to her employer and/or clientele.

=======================================================================
The most versatile of the NPC classes, the expert is quite capable of accurately portraying a wide variety of skilled people. The only shortfall of the expert class is that she is no better at a given skill than any other character. Indeed, with her bare minimum of martial skills, it would be difficult for the Pathfinder game system expert to advance in levels to improve her skills. Therefore, the below modifications are suggested so that a PC (or NPC) can benefit from hiring an expert, even one of lower level.
=======================================================================

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TABLE 14-4
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Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Skill focus, specialist training
2nd +1 +0 +0 +3 Skill mastery
3rd +2 +1 +1 +3
4th +3 +1 +1 +4
5th +3 +1 +1 +4 Taking the time to do it right,
reputation for quality
6th +4 +2 +2 +5
7th +5 +2 +2 +5
8th +6/+1 +2 +2 +6
9th +6/+1 +3 +3 +6
10th +7/+2 +3 +3 +7 Improved skill mastery,
reputation for excellence
11th +8/+3 +3 +3 +7
12th +9/+4 +4 +4 +8
13th +9/+4 +4 +4 +8
14th +10/+5 +4 +4 +9
15th +11/+6/+1 +5 +5 +9 Greater skill mastery,
reputation for brilliance
16th +12/+7/+2 +5 +5 +10
17th +12/+7/+2 +5 +5 +10
18th +13/+8/+3 +6 +6 +11
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12 Art of the master, world renown
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Alignment: Any.
Hit die: d8.

Class skills
Choose any ten skills as class skills.
Skill Ranks Per Level: 6 + Int modifier.

Class Features
Weapon and Armor Proficiency: The expert is proficient in all simple weapons and with light armor.

Skill Focus: The expert gains the Skill Focus feat for any one class skill for which the expert has at least one rank.

Specialist training (Ex): The expert gains a +2 competence bonus on any one class skill for which the expert has a Skill Focus feat and maximum ranks. At fifth level, and at every five levels thereafter, the expert gains an additional +2 bonus, which can be used on any class skill for which the expert has both maximum ranks and a Skill Focus feat. This bonus stacks with all others. Thus, at fifth level, an expert could have one skill with a +4 bonus or two skills with a +2 bonus; at tenth level, an expert could have one skill with a +6 bonus, or one skill with a +4 bonus and one skill with a +2 bonus, or three skills with a +2 bonus, etc. If the expert fails to maintain maximum ranks and a Skill Focus feat for a particular skill, she loses all benefits from this ability for that skill. The expert needs constant practice to keep her skills sharp.

Skill mastery (Ex): The expert can take 10 on any skill for which she has a Skill Focus feat.

Taking the time to do it right (Ex): Once per day, the expert may expend five times the normal amount of time to take 20 on a class skill for which she has specialist training.

Reputation for quality (Ex): Customers are willing to pay more for goods made by master craftsmen and artisans. When seeking profit from a skill for which the expert has specialist training, the expert may charge 5% × her specialist bonus over the normal price (+10% at +2, +20% at +4, etc.).

Improved skill mastery (Ex): Twice per day, the expert can take 20 on a class skill for which she has specialist training by expending only four times the normal time.

Reputation for excellence (Ex): Customers are willing to pay more for goods made by master craftsmen and artisans. When seeking profit from a skill for which the expert has specialist training, the expert may charge 10% × her specialist bonus over the normal price (+20% at +2, +40% at +4, etc.).

Greater skill mastery (Ex): Three times per day, the expert can take 20 on a class skill for which she has specialist training by expending only three times the normal time.

Reputation for brilliance (Ex): Customers are willing to pay more for goods made by master craftsmen and artisans. When seeking profit from a skill for which the expert has specialist training, the expert may charge 15% × her specialist bonus over the normal price (+30% at +2, +60% at +4, etc.).

Art of the master (Ex): Four times a day, the expert can take 20 on a class skill for which she has specialist training by expending only twice the normal time. Note, however, no matter how high a level the expert is, the time required to take 20 via this ability will never be less than twice the normal time required.

World renown (Ex): Customers are willing to pay more for goods made by master craftsmen and artisans. When seeking profit from a skill for which the expert has specialist training, the expert may charge 20% × her specialist bonus over the normal price (+40% at +2, +80% at +4, etc.).

WARRIOR
The city guard, the jungle savage, the steppe nomad, the private soldier, the local thug or bandit – the warrior NPC class encompasses all of these. Although she lacks the superlative training of the PC martial classes, the warrior nevertheless is a more-skilled combatant than any other NPC class. She is capable of being either a worthy adversary or a valuable ally for any PC.

=======================================================================
The problem with the 1st-level Pathfinder warrior is that she is only one feat shy of being a 1st-level fighter. At CR 1/2, that means that two of them are equal to one PC fighter, which presents survivability problems for low-level PCs. At 20th level, the problem is the opposite: the warrior is CR 19, but nowhere close to being equal to a 19th-level fighter. Also, there are many NPC races who, through inclination or physical limitations, will never use the Heavy Armor Proficiency and Tower Shield Proficiency feats given to them at 1st level. (For example, kobolds are too weak to manage such heavy armor and goblinoids much prefer stealth.) The recommendations below seek to broaden the scope of the warrior while realigning her capabilities with her CR.
=======================================================================

Alignment: Any.
Hit die: d10.

Class skills
The warrior’s class skills (and the key ability for each skill) are Athletics (Str), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Ride (Dex), Swim (Str).

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TABLE 14-5
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Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Template abilities I
2nd +2 +3 +0 +0 Template abilities II
3rd +3 +3 +1 +1
4th +4 +4 +1 +1
5th +5 +4 +1 +1 Template abilities III
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Bonus feat
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5 Bonus feat
16th +16/+11/+6/+1 +10 +5 +5
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat
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Class Features
Weapon and Armor Proficiency: The warrior is proficient in all simple and martial weapons, with light armor, and with shields (but not tower shields).

Template abilities I (Ex): Choose one of the following templates. Once chosen, it cannot be changed:
- Guard: Typical of law enforcement and security personnel in civilized lands and bodyguards in both civilized and uncivilized areas. The character gains 1 rank in Perception and 1 rank in Sense Motive, both of which are class skills.
- Irregular: Typical of savage races, frontiersmen, and other unschooled people who learned the martial trade outside of, or on the fringes of, civilized lands. The character is illiterate, but gains 0 ranks in Perception, 1 rank in Stealth, and 1 rank in Survival, all of which are class skills.
- Nomad: Typical of savage races that are practically born riding some kind of animal. The character is illiterate, but gains 1 rank in Handle Animal, 0 ranks in Perception, 1 rank in Ride, and 1 rank in Survival, all of which are class skills.
- Soldier: Typical of civilized, trained personnel whose primary vocation is war vice law enforcement or security. The character gains one of the following feats: Medium Armor Proficiency, Mounted Combat, Tower Shield Proficiency, or Weapon Focus.
- Thug: Typical of bandits and other violent criminals who live in civilized lands but who turn to crime for whatever reason. The character is illiterate, but gains 1 rank in Intimidate and Stealth, plus 0 ranks in Knowledge (local) and Perception, all of which are class skills.

Template abilities II (Ex): The warrior gains additional abilities per the template chosen at first level.
- Guard: Awareness
- Irregular: Choose one of the following special abilities:
Fast move 5' (Ex): This ability stacks with the Dash feat but does not stack with any other non-magical fast move ability.
One with the wild (Ex): Gain 1 rank each in Climb, Perception, Stealth, Survival, and Swim.
- Nomad: Bonus feat: Animal Affinity. If she already has the Animal Affinity feat, she gains any one mounted feat instead.
- Soldier: Bonus feat: Heavy Armor Proficiency, Medium Armor Proficiency, Tower Shield Proficiency, or a fighter bonus feat for which the character has the necessary prerequisites.
- Thug: Gain 1 rank in Climb, Intimidate, Knowledge (local), Perception, and Stealth.

Template abilities III (Ex): The warrior gains additional abilities per the template chosen at first level.
- Guard: Familiarity with authority (Ex): The guard can detect forgery with a successful Sense Motive check. This does not confer the ability to forge documents. The guard also gains one rank each in Perception and Sense Motive.
- Irregular: One with the wild (Ex): Gain 1 rank each in Climb, Perception, Stealth, Survival, and Swim.
- Nomad: Bonus feat: any one mounted feat, or any one archery feat.
- Soldier: Bonus feat: The soldier may choose one of the following feats: Heavy Armor Proficiency, Medium Armor Proficiency, Tower Shield Proficiency, or a fighter bonus feat for which the character has the necessary prerequisites.
- Thug: Gain 1 rank each in Climb, Intimidate, Knowledge (local), Perception, and Stealth.

Bonus feat (Ex): Warriors with any template gain one of the following feats: Heavy Armor Proficiency, Medium Armor Proficiency, Tower Shield Proficiency, or a fighter bonus feat for which the character has the necessary prerequisites.

=======================================================================
SKILLS
The following additional skills are intended to reflect abilities peculiar to NPC classes:

Knowledge (literacy) (Int) (trained only)
The character learns how to read and write.
Benefits: A character with this skill can read and write according to the level of skill the character has:
Ranks Ability
1 Can write own name and sound out one-syllable words in his
native language (“Ale”, “Inn”, “Stop”, etc.)
2 Can read and write simple text (two-syllable words) in
his native language. (“Bob ran from the dragon.”)
3 Can read and write all texts in his native language. Can
read and write simple texts (see above) in any foreign
language he knows.
4 Can read and write all texts in all languages he knows.
(This is the minimum skill level to read and/or write
magic texts, scrolls, and the like.)
Normal: A character without this skill cannot read or write at all.
Retries: No.
Special: All Pathfinder PC classes get this skill for free as a class skill (and thus are all treated as having four ranks in this skill at Level 1). However, DMs may decide that barbarians or other similar uncivilized classes or races are illiterate.

Profession (administrator) (Wis) (trained only)
The character knows how to handle the affairs of a plot of land upon which others toil (an estate, fiefdom, or country). This differs from a business in that the character does not necessarily have any skill in what the workers do, yet she has a greater degree of control over, and responsibility for, the people being administered.
Benefits: The character can make her holding operate more efficiently. For every 2 points above which the character's skill check exceeds the DC, her holding prospers by 5% greater than normal. For every point the check fails, her holding performs at 5% less than normal.
DC Situation
5 Booming economy: all trading partners are propering, perfect
weather for crops, character deals in a commodity or service
that is greatly in demand.
10 Normal
15 Recession: majority of trade is reduced, bad year for crops
(late frost, mid-year hail, scant rain, etc.), character
deals in a commodity or service that is not in great demand
or that has much competition
20 Depression: trade has almost dried up, massive crop failure
(locusts, drought, etc.)
40 Besieged: zero trade, zero food production
Normal: The character has no idea how to run an estate or govern a nation.
Retries: No.
Special: For every year a depression lasts, the DC increases by 5 (maximum 40) (i.e., DC 25 for the second year, DC 30 for the third year, DC 35 for the fourth year, and DC 40 for the fifth year and all subsequent years).

Liberty's Edge

KaeYoss wrote:
"You can still show us what you've come up with. It won't make it into the book, obviously, but lots of people are always on the lookout for interesting new stuff."

Whew! That's a relief. So, please pardon my technical ignorance here. I have a nine-page Word document. Where do I e-mail it? Or is there a fancy way I can just post it to this discussion forum?

Liberty's Edge

I read about Pathfinder Beta playtesting last summer and it was originally advertised to run through August this year. I wrote a draft point paper about NPC classes and I figured I'd have time to make it professional-quality and submit it after I got back from Iraq; however, I find that the Good Idea Cut-Off Date (tm) has passed and the core rulebook has gone to press. Now that the clay tablets have dried, the cuneiform cannot be overwritten. Curses!

Is there still a forum for such submissions?

Liberty's Edge

I wish I could, but I'm still in Iraq. Curses!

I'm coming home this summer, so I hope to see all you good freecreatures and gentlebeings then. :)