Class Feats - Extended Tables in The Stopped World | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Class Feats - Extended Tables

Table: Advanced Psionics, Powers Discovered

Level Pts/Day °0 °1 °2 °3 °4 °5 °6 °7 °8 °9
Lv1 2 2
Lv2 3 3 1
Lv3 4 3 2
Lv4 7 3 3 1
Lv5 10 4 3 2
Lv6 15 4 3 3 1
Lv7 20 4 4 3 2
Lv8 27 5 4 3 3 1
Lv9 34 5 4 4 3 2
Lv10 43 5 5 4 3 3 1
Lv11 52 6 5 4 4 3 2
Lv12 63 6 5 5 4 3 3 1
Lv13 74 6 6 5 4 4 3 2
Lv14 87 6 6 5 5 4 3 3 1
Lv15 100 6 6 5 5 4 4 3 2
Lv16 115 6 6 6 5 5 4 3 3 1
Lv17 130 6 6 6 6 5 4 4 3 2
Lv18 147 6 6 6 6 5 5 4 3 3 1
Lv19 164 6 6 6 6 6 5 4 4 3 2
Lv20 183 6 6 6 6 6 5 5 4 3 3

Table: Advanced Spell Casting, Spells per Day

Level °1 °2 °3 °4 °5 °6 °7 °8 °9
Lv1 2
Lv2 3
Lv3 4 1
Lv4 5 2
Lv5 5 3 1
Lv6 6 4 2
Lv7 6 5 3 1
Lv8 6 5 4 2
Lv9 6 6 5 3 1
Lv10 6 6 5 4 2
Lv11 6 6 6 5 3 1
Lv12 6 6 6 5 4 2
Lv13 6 6 6 6 5 3 1
Lv14 6 6 6 6 5 4 2
Lv15 6 6 6 6 6 5 3 1
Lv16 6 6 6 6 6 5 4 2
Lv17 6 6 6 6 6 6 5 3 1
Lv18 6 6 6 6 6 6 5 4 2
Lv19 6 6 6 6 6 6 6 5 3
Lv20 6 6 6 6 6 6 6 6 6

Table: Advanced Spell Casting, Spells Known

Level °0 °1 °2 °3 °4 °5 °6 °7 °8 °9
Lv1 4 2
Lv2 4 2
Lv3 5 3 1
Lv4 5 3 1
Lv5 6 4 2 1
Lv6 6 4 2 1
Lv7 7 5 3 2 1
Lv8 7 5 3 2 1
Lv9 8 5 4 3 2 1
Lv10 8 6 4 3 2 1
Lv11 9 6 5 4 3 2 1
Lv12 9 6 5 4 3 2 1
Lv13 9 6 5 5 4 3 2 1
Lv14 9 6 6 5 4 3 2 1
Lv15 9 6 6 5 5 4 3 2 1
Lv16 9 6 6 6 5 4 3 2 1
Lv17 9 6 6 6 5 5 4 3 2 1
Lv18 9 6 6 6 6 5 4 3 2 1
Lv19 9 6 6 6 6 5 5 4 3 2
Lv20 9 6 6 6 6 6 5 4 3 3

Table: Animal Companion:

Class
Level
HD BAB Fort Ref Will Skills Feats Natural
Armor Bonus
STR/DEX
Bonus
Bonus
Tricks
Special
Lv1 2 +1 +3 +3 +0 2 1 +0 +0 1 Link,
Share Spells
Lv2 3 +2 +3 +3 +1 3 2 +0 +0 1
Lv3 3 +2 +3 +3 +1 3 2 +2 +1 2 Evasion
Lv4 4 +3 +4 +4 +1 4 2 +2 +1 2 Ability Score
Increase
Lv5 5 +3 +4 +4 +1 5 3 +2 +1 2
Lv6 6 +4 +5 +5 +2 6 3 +4 +2 3 Devotion
Lv7 6 +4 +5 +5 +2 6 3 +4 +2 3
Lv8 7 +5 +5 +5 +2 7 4 +4 +2 3
Lv9 8 +6 +6 +6 +2 8 4 +6 +3 4 Ability Score
Increase,
Multi-attack
Lv10 9 +6 +6 +6 +3 9 5 +6 +3 4
Lv11 9 +6 +6 +6 +3 9 5 +6 +3 4
Lv12 10 +7 +6 +6 +3 10 5 +8 +4 5
Lv13 11 +8 +7 +7 +3 11 6 +8 +4 5
Lv14 12 +9 +7 +7 +4 12 6 +9 +4 5 Ability Score
Increase
Lv15 12 +9 +8 +8 +4 12 6 +10 +5 6 Improved Evasion
Lv16 13 +9 +8 +8 +4 13 7 +10 +5 6
Lv17 14 +10 +9 +9 +4 14 7 +10 +5 6
Lv18 15 +11 +9 +9 +5 15 8 +12 +6 7
Lv19 15 +12 +9 +9 +5 15 8 +12 +6 7
Lv20 16 +12 +10 +10 +5 16 8 +12 +6 7 Ability Score
Increase
Class Level: This is your character level. Your class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion's statistics.
HD: This is the total number of eight-sided (d8) Hit Dice the animal companion possesses, each of which gains a Constitution modifier, as normal.
BAB: This is the animal companion's base attack bonus. An animal companion's base attack bonus is the same as that of your level equal to the animal's HD. Animal companions do not gain additional attacks using their natural weapons for a high base attack bonus.
Fort/Ref/Will: These are the animal companion's base saving throw bonuses. An animal companion has good Fortitude and Reflex saves.
Skills: This lists the animal's total skill ranks. Animal companions can assign skill ranks to any skill listed under Animal Skills. If an animal companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice.
Feats: This is the total number of feats possessed by an animal companion. Animal companions should select their feats from those listed under Animal Feats. Animal companions can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.
Natural Armor Bonus: The number noted here is an improvement to the animal companion's existing natural armor bonus.
Str/Dex Bonus: Add this modifier to the animal companion's Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill for more details on how to teach an animal tricks). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. You selects these bonus tricks, and once selected, they can't be changed.
Special: This includes a number of abilities gained by animal companions as they increase in power. Each of these bonuses is described below.
Link (Ex): You can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): You may cast a spell with a target of “You” on your animal companion (as a spell with a range of touch) instead of on yourself. You may cast spells on your animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multi-attack: An animal companion gains Multi-attack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Animal Skills

Animal companions can have ranks in any of the following skills: Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str). All of the skills marked with an (*) are class skills for animal companions. Animal companions with an Intelligence of 3 or higher can put ranks into any skill.  

Animal Feats

Animal companions can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus. Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.

Animal Choices

Each animal companion has different starting sizes, speed, attacks, ability scores, and special qualities. All animal attacks are made using the creature's full base attack bonus unless otherwise noted. Animal attacks add the animal's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 its Strength modifier. Some have special abilities, such as scent. See Special Abilities for more information on these abilities. As you gain levels, your animal companion improves as well, usually at 4th or 7th level, in addition to the standard bonuses noted on Table: Animal Companion Base Statistics. Instead of taking the listed benefit at 4th or 7th level, you can instead choose to increase the companion's Dexterity and Constitution by 2.

Ape

Starting Statistics: Size Medium; Speed 30 ft., Climb 30 ft.; AC +1 natural armor; Attack bite (1d4), 2 claws (1d4 Ability Scores Str 13, Dex 17, Con 10, Int 2, Wis 12, Cha 7; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d6), 2 claws (1d6 Ability Scores Str +8, Dex –2, Con +4.  

Badger (Wolverine)

Starting Statistics: Size Small; Speed 30 ft., burrow 10 ft., climb 10 ft.; AC +2 natural armor; Attack bite (1d4), 2 claws (1d3 Ability Scores Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10; Special Attacks Rage (as a barbarian for 6 rounds per day Special Qualities low-light vision, scent.
4th-Level Advancement: Size Medium; Attack bite (1d6), 2 claws (1d4 Ability Scores Str +4, Dex –2, Con +2.  

Bear

Starting Statistics: Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4), 2 claws (1d3 Ability Scores Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Medium; Attack bite (1d6), 2 claws (1d4 Ability Scores Str +4, Dex –2, Con +2.  

Bird (Eagle/Hawk/Owl)

Starting Statistics: Size Small; Speed 10 ft., fly 80 ft. (average AC +1 natural armor; Attack bite (1d4), 2 talons (1d4 Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6; Special Qualities low-light vision.
4th-Level Advancement: Ability Scores Str +2, Con +2.  

Boar

Starting Statistics: Size Small; Speed 40 ft.; AC +6 natural armor; Attack gore (1d6 Ability Scores Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Medium; Attack gore (1d8 Ability Scores Str +4, Dex –2, Con +2; Special Attacks ferocity.  

Camel

Starting Statistics: Size Large; Speed 50 ft.; AC +1 natural armor; Attack bite (1d4) or spit (ranged touch attack, target is sickened for 1d4 rounds, range 10 feet Ability Scores Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4; Special Qualities low-light vision, scent.
4th-Level Advancement: Ability Scores Str +2, Con +2.  

Cat, Big (Lion, Tiger)

Starting Statistics: Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4 Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4 Special Qualities low-light vision, scent.
7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6 Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6) .  

Cat, Small (Cheetah, Leopard)

Starting Statistics: Size Small; Speed 50 ft.; AC +1 natural armor; Attack bite (1d4 plus trip), 2 claws (1d2 Ability Scores Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Medium; Attack bite (1d6 plus trip), 2 claws (1d3 Ability Scores Str +4, Dex –2, Con +2; Special Qualities sprint.  

Crocodile (Alligator)

Starting Statistics: Size Small; Speed 20 ft., swim 30 ft.; AC +4 natural armor; Attack bite (1d6 Ability Scores Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2; Special Qualities hold breath, low-light vision.
4th-Level Advancement: Size Medium; Attack bite (1d8) or tail slap (1d12 Ability Scores Str +4, Dex –2, Con +2; Special Attacks death roll, grab, sprint.  

Dinosaur (Deinonychus, Velociraptor)

Starting Statistics: Size Small; Speed 60 ft.; AC +1 natural armor; Attack 2 talons (1d6), bite (1d4 Ability Scores Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14; Special Qualities low-light vision, scent.
7th-Level Advancement: Size Medium; AC +2 natural armor; Attack 2 talons (1d8), bite (1d6), 2 claws (1d4) Ability Scores Str +4, Dex –2, Con +2; Special Attacks pounce.  

Dog

Starting Statistics: Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4 Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Medium; Attack bite (1d6 Ability Scores Str +4, Dex –2, Con +2.  

Horse

Starting Statistics: Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6 Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent. *This is a secondary natural attack, see Combat for more information on how secondary attacks work.
4th-Level Advancement: Ability Scores Str +2, Con +2; Special Qualities combat trained (see the Handle Animal skill).  

Pony

Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Attack 2 hooves (1d3 Ability Scores Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4; Special Qualities low-light vision, scent.
4th-Level Advancement: Ability Scores Str +2, Con +2; Special Qualities combat trained (see the Handle Animal skill).  

Shark

Starting Statistics: Size Small; Speed swim 60 ft.; AC +4 natural armor; Attack bite (1d4 Ability Scores Str 13, Dex 15, Con 15, Int 1, Wis 12, Cha 2; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Medium; Attack bite (1d6 Ability Scores Str +4, Dex –2, Con +2; Special Qualities blindsense.  

Snake, Constrictor

Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3 Ability Scores Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Special Attacks grab; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Large; AC +1 natural armor; Attack bite (1d4 Ability Scores Str +8, Dex –2, Con +4; Special Attacks constrict 1d4.  

Snake, Viper

Starting Statistics: Size Small; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3 plus poison Ability Scores Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2; Special Attacks poison (Frequency 1 round (6), Effect 1 Con damage, Cure 1 save, Con-based DC Special Qualities low-light vision, scent.
4th-Level Advancement: Size Medium; Attack bite (1d4 plus poison Ability Scores Str +4, Dex –2, Con +2.  

Wolf

Starting Statistics: Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent. 7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8 plus trip Ability Scores Str +8, Dex –2, Con +4.

Table: Familiar

A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiar stack for the purpose of determining any familiar abilities that depend on the master's level.
If a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that requires a Wealth check DC 10 +1 for each spellcaster level. The ritual takes 8 hours to complete.
Familiar Special Ability
Bat Master gains a +3 bonus on Fly checks
Cat Master gains a +3 bonus on Stealth checks
Hawnk Master gains a +3 bonus on sight-based and opposed Perception checks in bright light
Lizard Master gains a +3 bonus on Climb checks
Monkey Master gains a +3 bonus on Acrobatics checks
Owl Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness
Rat Master gains a +2 bonus on Fortitude saves
Raven* Master gains a +3 bonus on Sense Motive checks
Viper Master gains a +3 bonus on Bluff checks
Toad Master gains +3 hit points
Weasel Master gains a +2 bonus on Reflex saves
* A raven familiar can speak one language of its master's choice as a supernatural ability.

Familiar Basics: Use the basic statistics for a creature of the familiar's kind, but with the following changes.
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind. Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Perception, Stealth, and Swim as class skills.
Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.

Master Class
Level
Natural
Armor Adjust
Int Special
Lv1 - Lv2 +1 6
Lv3 - Lv4 +2 7
Lv5 - Lv6 +3 8
Lv7 - Lv8 +4 9
Lv9 - Lv10 +5 10
Lv11 - Lv12 +6 11
Lv13 - Lv14 +7 12
Lv15 - Lv16 +8 13
Lv17 - Lv18 +9 14
Lv19 - Lv20 +10 15

Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.
Int: The familiar's Intelligence score.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1-mile distance. The master can communicate empathically with the familiar but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Table: Favored Enemy

Each time you choose the Favored Terrain Feat, you choose a terrain type from the following list
Type (Subtype)
(Half-Construct)
(Half-Undead)
Aberration
Animal
Construct
Dragon
Elemental
Fey
Humanoid (Aquatic)
Humanoid (Giant)
Humanoid (Human)
Humanoid (Reptilian)
Humanoid (Other Subtype)
Magical Beats
Monstrous Humanoid
Ooze
Outsider (Air)
Outsider (Chaotic)
Outsider (Earth)
Outsider (Evil)
Outsider (Good)
Outsider (Fire)
Outsider (Lawful)
Outsider (Native)
Outsider (Water)
Plant
Undead
Vermin

Table: Favored Terrain

Each time you choose the Favored Terrain Feat, you choose a terrain type from the following list
Favored Terrains
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)
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

Table: Manifest Minor Psionics, Powers Discovered:

Level Pts/Day °0 °1 °2 °3 °4 °5 °6
Lv1 2 2
Lv2 3 3 1
Lv3 4 3 2
Lv4 5 3 2 1
Lv5 8 3 2 2
Lv6 11 3 2 2
Lv7 16 4 3 2 1
Lv8 21 4 3 2 2
Lv9 26 4 3 3 2
Lv10 33 4 3 3 2 1
Lv11 40 4 4 3 2 2
Lv12 47 4 4 3 3 2 1
Lv13 56 4 4 4 3 2 2
Lv14 65 4 4 4 3 2 2 1
Lv15 74 4 4 4 3 3 2 2
Lv16 85 4 4 4 4 3 2 2
Lv17 96 4 4 4 4 3 3 2
Lv18 107 4 4 4 4 3 3 3
Lv19 118 4 4 4 4 4 3 3
Lv20 129 4 4 4 4 4 4 4

Table: Minor Arcane/Divine Casting, Spells per Day:

Level °1 °2 °3 °4 °5 °6
Lv1 1
Lv2 2
Lv3 2 1
Lv4 3 1
Lv5 3 2
Lv6 3 2 1
Lv7 4 3 1
Lv8 4 3 2
Lv9 4 3 2 1
Lv10 5 4 3 1
Lv11 5 4 3 2
Lv12 5 4 3 2 1
Lv13 6 5 4 3 1
Lv14 6 5 4 3 2 1
Lv15 6 5 4 4 2 2
Lv16 6 6 5 4 3 2
Lv17 6 6 5 5 3 3
Lv18 6 6 5 5 4 3
Lv19 6 6 6 5 4 4
Lv20 6 6 6 6 5 5

Table: Minor Arcane/Divine Casting, Spells Known:

You memorize spells per level as listed here plus your Intelligence modifier (if positive)
Level °0 °1 °2 °3 °4 °5 °6
Lv 1 2 1
Lv 2 3 2
Lv 3 4 2 1
Lv 4 4 2 1
Lv 5 4 2 2
Lv 6 4 3 2 1
Lv 7 4 3 2 1
Lv 8 4 3 2 2
Lv 9 4 3 3 2 1
Lv 10 4 4 3 2 1
Lv 11 4 4 3 2 2
Lv 12 4 4 3 3 2 1
Lv 13 4 4 4 3 2 1
Lv 14 4 4 4 3 2 2 1
Lv 15 4 4 4 3 3 2 1
Lv 16 4 4 4 4 3 2 2
Lv 17 4 4 4 4 3 3 2
Lv 18 4 4 4 4 3 3 3
Lv 19 4 4 4 4 4 3 3
Lv 20 4 4 4 4 4 4 4

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!