Classes

This campaign uses modified versions of the UA Generic Classes, with some tweaks to the classes themselves and the addition of quite a few Class Feature Feats to help flesh out character concepts more fully. The classes are six levels long; using the E6 system, after level 6 characters stop gaining class levels and instead gain a feat every 5,000 XP.

Saving Throws
Each generic class has one or two good saves and one or two poor saves. At 1st level, you designate which saves are good or poor. If the character later gains a level in a different class, you designate which saves are good or poor for that class.

Class Skills
Each class gets to designate a certain number of skills as class skills, chosen when taking the 1st level of that class. If the character later gains a level in a different class, designate which skills are class skills for that class.

Class Feature Feats
Each class gains Bonus Feat slots at specific levels. These slots can be used for Class Feature Feats, or for any other feat for which the character meets the prerequisites. Class Feature Feats (listed below) are feats that duplicate the class features of standard D&D classes, allowing you to customize the generic classes. They can only be taken in Bonus Feat Feat slots (i.e., not in the 1st/3rd/6th level Character Level-based slots, or in the feat slots gained every 5,000 XP in E6). There are also a number of related General feats which advance these class features but can be taken in any type of feat slot when the prerequisites are met.

At character creation, each character gets one Class Bonus Feat (in addition to the usual 1st level feat slot and the human bonus feat). Thus, a 6th level Expert would have a total of four such feats, as well as the usual feats acquired at 1st, 3rd, and 6th level.

The general idea is that you have six levels in which to establish the foundation of what your character can do. These capabilities can then be advanced by taking feats that build upon those class features, but only if you acquired that prerequisite class feature somewhere in those first six levels. Because characters no longer gain levels after 6th, you can never gain Rage, for example, if you didn’t take it somewhere in your first six levels.

Channeler

Channeler
Level BAB Good Save Poor Saves Special Power Points/Day Powers Known Max Power Level Known
1st +0 +0 +0 2 2 1st
2nd +1 +0 +0 6 4 1st
3rd +1 +0 +0 11 6 1st
4th +2 +0 +0 17 8 2nd
5th +2 +0 +0 Bonus Feat 25 10 2nd
6th +3 +0 +0 35 12 3rd

A channeler is a divine manifesting class, crudely channeling magical forces directly through their bodies from primal sources or low cult gods.

Hit Die
d6.

Base Save Bonuses
One good save and two poor saves

Class Skills
Any six, Plus Craft, Knowledge (Religion), and Profession

Skill Points
2 + Int modifier (or four times this number at 1st level).

Weapon and Armor Proficiency
Simple weapons; no armor.

Bonus Feat
The channeler gets one bonus feat at 5th level.

Manifesting
A channeler learns and manifests powers from the psion/wilder and psionic warrior lists, which are functionally treated as divine magic. A channeler uses Wisdom to determine the highest-level power she can learn or manifest, and the Difficulty Class of her power’s saving throws. To learn or manifest a power, a channeler must have a Wisdom score of at least 13 + the power’s level. You gain additional power points equal to your Wisdom modifier × your manifester level ×½.

Manifested powers are treated as divine magic in every way, i.e., with psionic-magic transparency.

Expert

Expert
Level BAB Good Saves Poor Save Special
1st +0 +2 +0
2nd +1 +3 +0 Bonus feat
3rd +2 +3 +1 Bonus feat
4th +3 +4 +1
5th +3 +4 +1 Bonus feat
6th +4 +5 +2 Applied Knowledge

The expert can be a jack-of-all-trades or a master of a limited area of expertise. Based on his selection of skills and feats, he can focus on diplomatic matters, stealth, combat, wilderness survival, thievery, or any of a number of critical tasks.

At first glance, the expert appears similar to the rogue; it shares that class’s combat ability, wide range of class skills, and tendency toward simple weapons and light armor. Unlike a rogue, however, the expert has no special class features, but instead defines his specialty by his selection of bonus feats.

Hit Die
d8.

Base Save Bonuses
Two good saves and one poor save.

Class Skills
Craft and Profession, plus any twelve others.

Skill Points
8 + Int modifier (or four times this number at 1st level).

Weapon and Armor Proficiency
All simple weapons, one martial weapon; light armor

Bonus Feats
The expert gets one bonus feat at 2nd level, one at 3rd level, and another one at 5th level.

Applied Knowledge
Choose an ability score. Add your Intelligence modifier as a bonus to all ability checks with that ability, and to skill checks for skills based off of that ability.

Lorist

Lorist (Arcane Prepared) Spells per Day
Level BAB Good Save Poor Saves Special 0 1 2 3
1st +0 +2 +0 3 1 - -
2nd +1 +3 +0 Scribe Scroll 4 2 - -
3rd +1 +3 +1 4 2 1 -
4th +2 +4 +1 Ritual Affinity 4 3 2 -
5th +2 +4 +1 Bonus feat 4 3 3 -
6th +3 +5 +2 4 3 3 2

A lorist, is a prepared arcane caster who derives their magical ability through intense study of the workings of the universe and pacts with the higher powers of Law and Chaos.

Hit Die
d6.

Base Save Bonuses
One good save and two poor saves.

Class Skills
Any four, plus Craft, Knowledge (all), and Profession.

Skill Points
2 + Int modifier (or four times this number at 1st level).

Weapon and Armor Proficiency
One simple weapon; no armor.

Bonus Feat
Lorists get one bonus feat at 5th level.

Spellcasting
Lorists are arcane prepared casters. They may designate either Intelligence or Wisdom as the ability score that determines the highest-level spell they can learn or cast, and the Difficulty Class of their spells’ saving throws. The lorist can choose their spells known from the sorcerer/wizard, cleric, and druid spell lists. To learn or cast a spell, the lorist’s primary casting stat must be at least 13 + the spell’s level (e.g., 14 for 1st-level spells). Otherwise, their magic works exactly the same as the wizard.

Scribe Scroll
Lorists gain the Scribe Scroll feat at 2nd level.

Ritual Affinity
At 4th level, the lorist’s understanding of the mechanics has deepened enough to give them an edge in the working of powerful rituals. They gain a +4 competence bonus to Knowledge (Arcana) checks made to complete incantations.

Warrior

Warrior
Level BAB Good Save Poor Saves Special
1st +1 +2 +0 Defensive Style
2nd +2 +3 +0 Bonus feat
3rd +3 +3 +1
4th +4 +4 +1
5th +5 +4 +1 Bonus feat
6th +6 / +1 +5 +2

The warrior is the basic combatant of the trio of generic classes. He has the fighter’s hit points, combat prowess, bonus feats, and weapon selection.

Unlike the fighter, the warrior can choose a different array of class skills, can designate any one of his saves as a good save, and can select his bonus feats from the entire list of feats available. Also, if he wants to be proficient in heavy armor, he must take the Armor Proficiency (heavy) feat.

Hit Die
d12.

Base Save Bonuses
One good save and two poor saves.

Class Skills
Any six, plus Craft.

Skill Points
2 + Int modifier (or four times this number at 1st level).

Weapon and Armor Proficiency
All simple and martial weapons; light and medium armor; shields (but not tower shields).

Defensive Style
The warrior class has the option to give up the use of armor to gain the defensive bonuses of the traditional monk class. When the first warrior level is taken you may forgo the light and medium armor proficiencies to gain the unarmored AC bonus as per Monk (add WIS modifier to AC, additional +1 to AC at 5th level).

Bonus Feats
A warrior gets one bonus feat at 2nd level and another one at 5th level.

Class Feature Feats

CLASS FEATURE FEATS FEATURE PROGRESSION FEATS
(Class Bonus Feat Slots only) (any feat slot)
Channel Energy Energy Burst
Mercy
Improved Mercy
Smite Law/Chaos/Evil/Good
Damage Reduction 1/-
 Damage Reduction 2/-

Damage Reduction 3/-

Distraction Fascinate

Evasion Improved Evasion
Familiar
Favored Enemy Extra Favored Enemy

Improved Favored Enemy
Hunter’s Bond

Quarry

Favored Terrain Improved Favored Terrain

Camouflage
Inspire Competence
Inspire Courage Improved Inspire Courage

Inspire Heroics
Greater Inspire Courage
Rage Rage Power
Sneak Attack Improved Sneak Attack
Greater Sneak Attack
Trapwise
Turn Undead
Uncanny Dodge
Weapon Skill Weapon Expert
Weapon Master
Wild Empathy
Wild Surge
Wilderness Stride Trackless Step

Worldly Knowledge

Channel Energy Tree

Channel Energy
Prerequisite: Knowledge Religion 4 ranks
Benefit:
You can release a wave of energy by channeling the power of your patron through a holy symbol of your faith. This energy can be used to damage or heal a single creature by touch, depending on your alignment and the creatures targeted.

A lawful character (or one who worships a lawful deity) channels positive energy and can choose to heal living creatures, or deal damage to undead creatures or creatures with the chaotic subtype. A chaotic character (or one who worships a chaotic deity) channels negative energy and can choose to heal undead creatures, or deal damage to living creatures or creatures with the lawful subtype. A neutral character who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed.

You can heal 1d6 points of damage, increasing to 2d6 at 3rd level and 3d6 at 5th. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 your level + the your Charisma modifier. Channeling energy is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature. Creatures healed by channeled energy cannot exceed their maximum hit point total — all excess healing is lost.

You may channel energy a number of times per day equal to 3 + your Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. You must be able to present your holy symbol to use this ability.

Energy Burst
Prerequisite: Channel Energy, Knowledge (Religion) 6 ranks
Benefit:
Channeling energy causes a burst that heals/damages all affected creatures in a 30-foot radius centered on you.

Mercy
Prerequisite: Channel Energy (Positive), Knowledge Religion 6 ranks
Benefit:
When you use Channel Energy to heal, you may add an additional effect, aiding one targeted creature as well as the usual healing. Select one Mercy from the following list:
Fatigued: The target is no longer fatigued.

Exhausted: The target is no longer exhausted. You must have Mercy (Fatigued) before selecting this Mercy.

Shaken: The target is no longer shaken.

Frightened: The target is no longer frightened. You must have Mercy (Shaken) before selecting this Mercy.

Sickened: The target is no longer sickened.

Nauseated: The target is no longer nauseated. You must have Mercy (Sickened) before selecting this Mercy
Dazed: The target is no longer dazed.

Special:
This feat may be taken multiple times. Each time, select a new Mercy.

Improved Mercy
Prerequisite: Knowledge Religion 6 ranks, any Mercy
Benefit:
As Mercy, but you may select one Improved Mercy from the following list:
Blinded: The target is no longer blinded.

Cursed: Your Channel Energy ability also acts as remove curse, using your level as the caster level.

Deafened: The target is no longer deafened.

Diseased: Your Channel Energy ability also acts as remove disease, using your level as the caster level.

Poisoned: Your Channel Energy ability also acts as neutralize poison, using your level as the caster level.

Paralyzed: The target is no longer paralyzed.

Stunned: The target is no longer stunned.
Special:
This feat may be taken multiple times. Each time, select a new Mercy.

Smite Law/Chaos/Evil/Good (Su)
Prerequisite: Channel Energy; alignment opposed to the type you Smite; Knowledge (Religion) 6 ranks (for Smite Good/Evil) or Knowledge Planes 6 ranks (for Smite Law/Chaos)
Benefit:
As the paladin ability, once per day, plus one additional daily use at character level 5.
Special:
You cannot take this feat for an alignment axis in which you are neutral; for example, if you are neutral evil, you could take Smite Good but not Smite Law or Smite Chaos. If your alignment is compatible you may take this feat twice, allowing you to Smite two alignments; that is, if your alignment is chaotic good you may take both Smite Law and Smite Evil. Taking this feat twice does not grant you additional uses of Smite per day; it merely allows you use your existing Smites on two types of enemies.

Damage Reduction Tree

Damage Reduction 1/-
Prerequisite: Endurance, Diehard
Benefit:
You ignore 1 point of damage from melee and ranged weapons.

Damage Reduction 2/-
Prerequisite: Damage reduction 1/-
Benefit:
You ignore an additional 1 point of damage from melee and ranged weapons (DR 2/- total).

Damage Reduction 3/-
Prerequisite: Damage reduction 2/-
Benefit:
You ignore an additional 1 point of damage from melee and ranged weapons (DR 3/- total).

Distraction Tree

Distraction
Prerequisite: Bluff 4 ranks, Charisma 13+
Benefit:
As a standard action, you may make a Bluff check to attempt to Feint a number of characters within 30 feet. You may attempt to distract 1 target per 2 character levels.
Normal:
You can only Feint characters that you are in melee combat with.

Fascinate
Prerequisite: Bluff 4 ranks, Charisma 13+, Distraction
Benefit:
You can use your charismatic performance to cause one or more creatures to become fascinated. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels you have attained beyond 1st, you can target one additional creature with this ability.

You make a Perform or Bluff skill check, DC 15. Each creature within range receives a Will save (DC 10 + 1/2 your level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits or stands quietly and observes the performance for as long as you spend a move action each round to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an Enchantment (Compulsion), mind-affecting ability. Fascinate relies on audible or visual components in order to function.
You may use this ability 3 + Charisma modifier times per day.

Evasion

Prerequisite: Dexterity 15+, Base Reflex save +3
Benefit:
If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Improved Evasion
Prerequisite: Base Reflex save +7, Evasion
Benefit:
As the monk ability.

Inspire Courage Tree

Inspire Courage
Prerequisites: Charisma 15+, Performance or Diplomacy 4 ranks
Benefit:
When taking this feat, choose a Perform skill or Diplomacy; this ability is then based on that skill. By making a DC 15 skill check with the designated skill, as a standard action, you inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive you. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
This effect lasts as long as you spend a move action to continue inspiring your allies, plus a number of rounds equal to your Charisma modifier.
Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. You must choose which component to use when starting his performance. You may use this ability 3 + Charisma modifier times per day.

Inspire Courage, Improved
Prerequisites: Performance or Diplomacy 6 ranks, Inspire Courage
Benefit:
As Inspire Courage, except the bonus is increased to +2

Inspire Heroics
Prerequisites: Improved Inspire Courage, Perform or Diplomacy 8 ranks
Benefit:
By making a Performance or Diplomacy check, DC 20, you can inspire tremendous heroism in yourself or a single ally within 30 feet. To inspire heroics, your target must be able to see and hear you. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. You can spend a move action each round to maintain the inspiration. The effect lasts for as long as the target is able to witness the performance, plus a number of rounds equal to your Charisma modifier. Inspire heroics is a mind-affecting ability that relies on audible and visual components. You may use this ability 3 + Charisma modifier times per day.

Inspire Courage, Greater
Prerequisites: Performance or Diplomacy 8 ranks, Improved Inspire Courage
Benefit:
As Inspire Courage, except the bonus is increased to +4

Inspire Competence

Prerequisites: Charisma 15+, Performance or Diplomacy 4 ranks
Benefit:
By making a Perform or Diplomacy check DC 15 as a standard action, you inspire an ally, improving their skill abilities. To be affected, an ally must be able to perceive you. An affected ally receives a +2 morale bonus on the next skill check with a particular skill that they make (within the next minute). You can’t inspire competence in yourself. Inspire competence relies on audible components. You may use this ability 3 + Charisma modifier times per day.

Familiar

Prerequisite: Ability to cast arcane spells.
Benefit:
As the sorcerer ability. Use spellcaster level to determine familiar’s abilities.

Favored Enemy Tree

Favored Enemy
Prerequisites: 4 ranks in the Knowledge skill pertaining to your favored enemy
Benefit:
Select a creature type (and subtype if Humanoid or Outsider) from the ranger favored enemies table. You gain a +2 bonus on Bluff, Knowledge, Spot, Listen, Sense Motive, and Survival checks against creatures of your selected type. Likewise, you get a +2 bonus on weapon attack and damage rolls against them. You may make Knowledge skill checks untrained when attempting to identify these creatures. If a specific creature falls into more than one category of favored enemy, your bonuses do not stack; you simply use whichever bonus is higher.

Extra Favored Enemy
Prerequisite: Favored Enemy, BAB +3, 4 ranks in the Knowledge skill pertaining to the extra favored enemy
Benefit:
You gain an additional favored enemy.
Special:
You may take this feat more than once. Each time, you must select an different favored enemy.

Improved Favored Enemy
Prerequisite: Favored Enemy, character level 3
Benefit:
Pick one of your favored enemies. Add +2 to your bonuses against that favored enemy.
Special:
You can take this feat more than once. Each time, you must select a new Favored Enemy to improve.

Hunter’s Bond
Prerequisites: Survival 4 ranks, Favored Enemy
Benefit:
You forge a hunting bond to your companions. This bond allows you to spend a move action to grant half your favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear you. This bonus lasts for a number of rounds equal to your Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher.

Quarry
Prerequisites: Survival 8 ranks, Favored Enemy
Benefit:
As a standard action, specify one target in your line of sight whose type is one of your favored enemies. This target becomes your “quarry.” Whenever you are following the tracks of this quarry, you can take 10 on your Survival skill checks while moving at normal speed, without penalty. In addition, you receive a +2 insight bonus on attack rolls made against your quarry, and all critical threats are automatically confirmed. You can have no more than one quarry at a time. You can dismiss this effect at any time as a free action, but you cannot select a new quarry for 24 hours. If you see proof that his quarry is dead, you can select a new quarry after waiting 1 hour.

Favored Terrain Tree

Favored Terrain
Prerequisites: Survival 4 ranks
Benefit:
Select one of the terrain types from the list below. You gain a +2 bonus on initiative checks, endurance checks and Athletics, Climb, Knowledge (geography), Perception, Stealth, and Survival skill checks when you are in this terrain.

Cold (ice, glaciers, snow, and tundra)

Desert (sand and wastelands)

Forest (coniferous and deciduous)

Jungle

Mountain (including hills)

Plains

Planes (pick one, other than Material Plane)
Shipboard

Swamp

Underground (caves and dungeons)

Underwater
Urban (buildings, streets, and sewers)


Special:
You may take this feat more than once. Each time, you must select an additional favored terrain.

Improved Favored Terrain
Prerequisite: Favored Terrain, character level 3
Benefit:
Add +2 to any one of your Favored Terrain bonuses.
Special:
You can take this feat more than once. Each time, you must select a new Favored Terrain to improve.

Camouflage
Prerequisites: Favored Terrain, Hide 8 ranks, Survival 4 ranks
Benefit:
You can use the Stealth skill to hide in any of your favored terrains, even if the terrain doesn’t grant cover or concealment.

Rage Tree

Rage
Prerequisites: Base Attack Bonus 1+
Benefit:
You can call upon inner reserves of strength and ferocity, granting additional combat prowess. You can rage for a number of rounds per day equal to 4 + your Constitution modifier. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that you can rage per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, you gain a +4 morale bonus to Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, you a –2 penalty to Defense. The increase to Constitution grants you 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

You may end your rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, possibly placing you in peril of death.

Rage Power (Ex)
Prerequisites: Base Attack Bonus 2+, Rage
Benefits:
You gain additional physical or mental benefits when you rage. Select one of the following powers that you qualify for.

Animal Fury: While raging, you gain a bite attack. If used as part of a full attack action, the bite attack is made at your full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming you are Medium; 1d3 points of damage if Small) plus half your Strength modifier. You can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by you against the target this round are at a +2 bonus.
Clear Mind: You may re-roll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. you must take the second result, even if it is worse. You must be at least 6th level before selecting this power. This power can only be used once per rage.
Guarded Stance: You gain a +1 dodge bonus to your AC against melee attacks for a number of rounds equal to your current Constitution modifier (minimum 1). Activating this ability is a move action that does not provoke an attack of opportunity.
Knockback: Once per round, you can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to your Strength modifier and is moved back as normal. You do not need to move with the target if successful. This does not provoke an attack of opportunity.
Low-Light Vision: Your senses sharpen and you gain low-light vision while raging.
No Escape: You can move up to double your normal speed as an immediate action, but only when an adjacent foe uses a withdraw action to move away from you. You must end your movement adjacent to the enemy that used the withdraw action. You provokes attacks of opportunity as normal during this movement. This power can only be used once per rage.
Quick Reflexes: While raging, you can make one additional attack of opportunity per round.
Strength Surge: You add your base Fortitude save bonus on one Strength-based check. This power is used as an immediate action. This power can only be used once per rage.

Special:
You may take this feat more than once. Each time, select a new power that you qualify for. All the rage powers apply when you are raging.

Sneak Attack Tree

Sneak Attack
Prerequisites: Hide 4 ranks, Move Silently 4 ranks
Benefit:
Deal 1d6 extra damage in certain circumstances.

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 her 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 a +1d6 precision bonus to damage. If you score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

Normally, you can sneak attack 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 sneak attacks. 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 sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. [Feats or class features that allow Sneak Attacking creatures not normally vulnerable to Sneak Attacks are banned.]

Improved Sneak Attack
Prerequisites: Hide 6 ranks, Move Silently 6 ranks, Sneak Attack
Benefit:
Your Sneak Attack bonus damage increases to +2d6.

Greater Sneak Attack
Prerequisites: Hide 8 ranks, Move Silently 8 ranks, Improved Sneak Attack
Benefit:
Your Sneak Attack bonus damage increases to +3d6.

Trapwise

Prerequisite: Search 4 ranks
Benefit:
Combines the rogue class features of Trap Sense and Trapfinding.

Trap Sense: +1 to Reflex saves made to avoid traps and +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 at character level 6.

Trapfinding: You can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well-hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. You can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap’s DC by 10 or more with a Disable Device check you can study it, figure out how it works, and bypass it (with your party) without disarming it.

Turn Undead

Prerequisite: Energy Burst
Benefit:
Turn Undead as a cleric of your character level.

Uncanny Dodge

Combines the barbarian class features uncanny dodge and improved uncanny dodge. All class levels stack to determine the minimum character level required to sneak attack the character.

Weapon Skill Tree

Weapon Skill (Ex)
Prerequisites: Weapon Focus, base attack bonus +2
Benefit:
Select one weapon that you have applied Weapon Focus to. You gain a +1d3 enhancement bonus on damage rolls with that weapon.
Special:
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Weapon Expert (Ex)
Prerequisites: Weapon Skill, base attack bonus +3
Benefit:
Select one weapon for which you have the Weapon Skill feat. Your enhancement bonus on damage rolls with that weapon increases to 1d4.
Special:
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Weapon Master (Ex)
Prerequisites: Weapon Expert, base attack bonus +4
Benefit:
Select one weapon for which you have the Weapon Expert feat. Your enhancement bonus on damage rolls with that weapon increases to 1d6.
Special:
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Wild Empathy (Ex)

Prerequisite: Handle Animal 4 ranks
Benefit:
You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. Rolls 1d20 and add your character level and your CHA modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the character and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A Spellcaster (arcane or divine) can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Wild Surge (Su)

Prerequisite: Channeler level 1, Knowledge (Religion) 4 ranks
Benefit:
A channeler can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a channeler gains phenomenal strength, but may harm herself by the reckless use of her power. A channeler can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge. Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge. This improvement in manifester level does not grant her any other benefits. She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.

At 3rd level, a wilder can choose to boost her manifester level by two instead of one. The wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder’s power point reserve.

Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge the wilder rolls to see if they became dazed, with the chance being 5% per manifester level added by the wild surge. A wilder who is overcome by the wild surge is dazed until the end of her next turn and loses a number of power points equal to her channeler level.

Wilderness Stride Tree

Wilderness Stride (Ex)
Prerequisites: Survival 4 ranks
Benefit:
You move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Trackless Step (Ex)
Prerequisites: Survival 8 ranks, Wilderness Stride
Benefit:
You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail at will.

Worldly Knowledge (Ex)

Prerequisite: Expert level 1
Benefit:
You have heard many tales and listened well to the talk around you, and gained a great store of lore. You may use Bardic Knowledge as per Bard, but based on Expert class level.

Classes

The Grey Veil unusualmuse