TEXT: Adventuring Classes: 
  A Fistful of Denarii
  
  Adventuring Classes: 
  A Fistful of Denarii
  Designer: RJ Grady
  Cover Artist: Jon Hodgson
  Interior Artists: Jeff Preston, Michael Syrigos, and Misti Turner. Some artwork by 
  Maciej Zagorski of The Forge Studios.
  Tripod Machine Logo Design: Stephen Henderson-Grady
  Special Thanks: I would like to thank my own third edition gaming group, Alison, 
  Carmen, Chris, Aaron, Dennis, and Jesse, who have sustained my interest and 
  appreciation of the game. I would also like to thank members of the Open Gaming 
  Movement worldwide and all gamers, everywhere.
  This book is dedicated to my family, the best group of adventurers you could ask for.
  Adventuring Classes: A Fistful of Denarii, copyright 2009, Robert J. Grady. Logo design copyright 2009, 
  Robert J. Grady. Artwork copyright by the artists, used with permission. "Tripod Machine" and Tripod 
  Machine logo are trademarks of Robert J. Grady. All rights reserved.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and 
  the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are 
  used under the Pathfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does 
  not guarantee compatibility, and does not endorse this product.
  
  Table of Contents
  New Classes
  3
  Beastmaster
  4
  Bounty Hunter
  8
  Corbie
  11
  Corsair
  14
  Gladiator
  17
  Hunter      
  21
  Knight
  25
  Martial Artist
  28
  Scholar
  31
  Scout
  36
  Spy
  40
  New Feats
  44
  New Equipment
  48
  2
  
  Introduction
  Warriors, scoundrels, and masters, adventurers are 
  a diverse lot. This book is a collection of classes that 
  may serve as alternatives to the standard character 
  classes. Reasons to use alternative classes include 
  choosing a class more appropriate to certain types of 
  adventures, using a variant in line with a certain 
  cultural theme, fulfilling an archetype difficult to 
  represent using a standard class, and a simple desire 
  for variety. Variant classes work great for NPCs, too, 
  for creating stand-out characters with unique abilities. 
  Each class excels at some specific role, while having 
  unique abilities that set it apart from similar classes. 
  For instance, while a knight fights much like a fighter 
  or a barbarian, their special powers set them apart and 
  give them a distinctly different feel. 
  Using These Rules
  Some of these classes have similar or identical 
  abilities to an existing class. If the ability is identical, 
  apart from the name of the class mentioned, it is the 
  same ability, even if not explicitly labeled as such. 
  If two abilities are identical, to calculate the 
  effective class level of the ability, add together the 
  level of the various classes that grant the ability. If an 
  ability gains a progressively higher bonus, add 
  together the bonuses from the classes that grant the 
  ability.
  If an ability is similar, but not identical, it is usually 
  specified how the abilities are interact. If it is not 
  specified, assume they work together, keeping in mind 
  the usual rules for stacking bonuses. For instance, 
  dodge bonuses stack while morale bonuses overlap. 
  As another example, you only have one Wisdom 
  bonus, so taking two classes that allow you to add 
  your Wisdom bonus to your Armor Class does not 
  allow you to add it twice. Conversely, you might be 
  able to add both your Wisdom and your Intelligence 
  bonus to your Armor Class if you have abilities that 
  grant both bonuses.
  When a character is given a specific feat as a bonus 
  feat, normal prerequisites do not apply. On the other 
  hand, when a bonus feat is granted from a list of feats, 
  you must obey the usual prerequisites unless some 
  exception is stated.
  3
  
  New Classes
  Beastmaster
  The beastmaster understands the animal spirit deeply 
  and naturally, for her own nature echoes the animal 
  world and its connection to the primordial. Like the 
  druid, the beastmaster is one with the wild and the 
  natural world, but lack's a druid's mystical bent. The 
  beastmaster possesses a personal kinship with their 
  pack or herd. Some beastmasters seem to have been 
  raised in whole or in part by creatures of the wild, 
  such as fey, intelligent beasts, or even exceptional 
  animals, while others simply develop their uncanny 
  rapport through practice, friendship, and their natural 
  charisma. Most beastmasters are spirits of the wild 
  places, but some are animal friends of creatures found 
  in the country, village, or city.  
  Role: Like a barbarian or ranger, the beastmaster is a 
  front-line combatant,relying on might and quickness 
  to defeat foes. Her powerful animal companion aids 
  her in combat and adds its natural abilities to her own 
  sharp senses. Despite her rugged appearance, the 
  beastmaster is a charismatic and perceptive character 
  whose force of personality may sometimes make up 
  for a lack of social graces. 
  Alignment: Any.
  Hit Die: d12
  Class Skills: The beastmaster's class skills are 
  Acrobatics (Dex), Climb (Str), Craft (Int), Escape 
  Artist (Dex), Handle Animal (Cha), Intimidate (Cha), 
  Knowledge (nature) (Int), Perception (Wis), Ride 
  (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier
  Class Features
  All of the following are class features of the 
  beastmaster class.
  Weapon and Armor Proficiency: Beastmasters are 
  proficient with all simple and martial weapons. They 
  are proficient with light and medium armor, but not 
  with shields.
  Fast movement (Ex): A beastmaster's land speed is 
  faster than the norm for her race by +10 feet. This 
  benefit applies only when she is wearing no armor, 
  light armor, or medium armor, and not carrying a 
  heavy load. Apply this bonus before modifying the 
  beastmaster's speed because of any load carried or 
  armor worn. This bonus stacks with any other bonuses 
  to the beastmaster's land speed. However, it does not 
  stack with the identical barbarian ability.
  Animal companion: At 1st level, the beastmaster 
  gains the services of an animal companion, as the 
  druid ability, nature bond. The beastmaster's effective 
  druid level is her beastmaster level.
  4
  
  Speak with animals (Ex): The beastmaster can 
  speak the language of animals. Communication is 
  limited by the intelligence of the animal.
  Animal agility (Ex): The beastmaster gains a +2 
  bonus to Acrobatics, Climb, Fly, and Swim checks.
  Uncanny dodge (Ex): Starting at 2nd level, a 
  beastmaster can react to danger before her senses 
  would normally allow her to do so. She cannot be 
  caught flat-footed, even if the attacker is invisible. She 
  still loses her Dexterity bonus to AC if immobilized. A 
  beastmaster with this ability can still lose her 
  Dexterity bonus to AC if an opponent successfully 
  uses the feint action against her.
  If a beastmaster already has uncanny dodge from a 
  different class, she automatically gains improved 
  uncanny dodge (see below) instead.
  Calm animals (Ex): A beastmaster of at least 2nd 
  level can calm animals through her wild spirit. The 
  effect is as per the spell calm animals, except the DC 
  is 10 + ½ the beastmaster's level + the beastmaster's 
  Cha modifier. If the animal is under some other effect, 
  the beastmaster's effective caster level for contesting 
  control is her character level. The beastmaster can use 
  this ability a number of times equal to 3 + the 
  beastmaster's Cha modifier (minimum once). 
  Endurance: At 3rd level, the beastmaster gains 
  Endurance as a bonus feat.
  Trap sense (Ex): At 3rd level, a beastmaster gains a 
  +1 bonus on Reflex saves made to avoid traps and a 
  +1 dodge bonus against attacks made by traps. These 
  bonuses increase by +1 every three beastmaster levels. 
  Trap sense bonuses gained from multiple classes 
  stack.
  Animal instincts: At 4th level the beastmaster gains 
  a +2 bonus on Escape Artist, Intimidate, Perception, 
  Stealth and Survival checks.
  Low-light vision: At 4th level, the beastmaster gains 
  low-light vision. If she already has low-light vision, 
  she gains a +2 bonus to Perception checks in adverse 
  lighting conditions.
  Improved uncanny dodge (Ex): At 5th level and 
  higher, a beastmaster can no longer be flanked. This 
  defense denies a rogue the ability to sneak attack the 
  beastmaster by flanking him, unless the attacker has at 
  least four more rogue levels than the target has 
  beastmaster levels. If a character already has uncanny 
  dodge (see above) from another class, the levels from 
  the classes that grant uncanny dodge stack to 
  determine the minimum rogue level required to flank 
  the character.
  Battle roar (Ex): Starting at 5th level, the 
  beastmaster can unleash a powerful cry as a standard 
  action. Any allied animals within 60 feet who can see 
  or hear the beastmaster gains a +1 morale save to 
  attack rolls and saves versus fear, while non-allied 
  animals become frightened. Animals may make a Will 
  Save with a DC of 10 + ½ the beastmaster's level + the 
  beastmaster's Cha modifier to avoid being frightened. 
  If they succeed, they are instead shaken. Battle roar 
  has a duration of one minute. The beastmaster can use 
  battle roar a number of times equal to 1 + the 
  beastmaster's Cha modifier (minimum once per day). 
  This is a mind-affecting ability. Against non-allied 
  animals, it is a fear effect.
  Damage reduction (Ex): At 7th level, a beastmaster 
  gains damage reduction. Subtract 1 from the damage 
  the beastmaster takes each time she is dealt damage 
  from a weapon or natural attack. At 10th level, and 
  every three beastmaster levels thereafter, this damage 
  reduction rises by 1 point. Damage reduction can 
  reduce damage to 0 but not below 0.
  Evasion: At 8th level and higher, a beastmaster can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflexes saving 
  throw against an attack that normally deals half 
  damage on a successful save, she instead takes no 
  damage. Evasion can be used only if the beastmaster 
  is wearing light armor, medium armor, or no armor. A 
  helpless beastmaster does not gain the benefit of 
  evasion.
  Greater battle roar (Ex): At 11th level or higher, 
  battle roar grants a +2 morale bonus to attack rolls, 
  saves, and skill checks to allied animals. 
  Opportunist (Ex): Once per round, a beastmaster of 
  12th level or higher can make an attack of opportunity 
  against an opponent who has just been struck for 
  damage by another character. This attack counts as an 
  attack of opportunity for that round. Even a 
  beastmaster with Combat Reflexes can't use the 
  opportunist ability more than once per round.
  Dominance (Su): A beastmaster of at least 13th level 
  can dominate animals with the force of her 
  personality. This is as per the spell dominate animal. 
  The DC is 13 + ½ the beastmaster's level + the 
  beastmaster's Cha modifier. The beastmaster can use 
  this ability a number of times equal to 3 + the 
  beastmaster's Cha modifier (minimum once). 
  Animal Scrying (Sp): Starting at 14th level, at will, 
  the beastmaster can use scrying, as the spell, on her 
  animal companion. The caster level is her level.
  Bond of blood (Sp): Starting at 17th level, once per 
  day, the beastmaster can use shield other on her 
  5
  
  companion. Alternatively, she can gain the effects of 
  shield other as though the companion were the caster. 
  The caster level is her level.
  Animal majesty (Ex): At 20th level, the beastmaster 
  inspires awe in animals. Animals must succeed on a 
  Will save with a DC of 20 + the beastmaster's Cha 
  modifier to directly attack the beastmaster. If the 
  creature fails, its action is wasted. This ability may 
  also affect magical beasts with an Int of 1 or 2, 
  although they get +4 on their saving throw. Once a 
  creature succeeds it is immune to the effect of that 
  beastmaster for 24 hours. This is a mind-affecting 
  ability.
  In addition, the beastmaster acquires a loyal 
  following of animals. She acquires a second animal 
  companion with an effective beastmaster level of her 
  level -2, plus a group of auxiliary companions. The 
  group of auxiliary companions consists of 3 + her 
  Charisma modifier companions with an effective 
  beastmaster level of 5th. Although vulnerable in 
  combat against high level foes, such companions can 
  perform a number of helpful functions, such as spying, 
  providing transportation, carrying things, and so forth. 
  If an animal companion dies or is dismissed, she can 
  promote an existing companion to a higher level at the 
  same time she replaces a missing companion. For 
  instance, if her highest level companion dies, she can 
  promote the second companion to a higher level, then 
  promote one of her weaker companions to the second 
  companion slot and and acquire a new auxiliary 
  companion.
  6
  
  Table: Beastmaster 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
   Save
  Will 
  Save
  Special
  1st
  +1
  +2
  +2
  +0
  Animal companion, wild empathy, fast 
  movement, animal agility, speak with animals
  2nd
  +2
  +3
  +3
  +0
  uncanny dodge, calm animals
  3rd
  +3
  +3
  +3
  +1
  trap sense +1, endurance
  4th
  +4
  +4
  +4
  +1
  animal instincts, low-light vision
  5th
  +5
  +4
  +4
  +1
  improved uncanny dodge, battle roar
  6th
  +6/+1
  +5
  +5
  +2
  trap sense +2
  7th
  +7/+2
  +5
  +5
  +2
  woodland stride, damage reduction 1/-
  8th
  +8/+3
  +6
  +6
  +2
  evasion
  9th
  +9/+4
  +6
  +6
  +3
  trap sense +3
  10th
  +10/+5
  +7
  +7
  +3
  scent, damage reduction 2/-
  11th
  +11/+6/+1
  +7
  +7
  +3
  greater battle roar
  12th
  +12/+7/+2
  +8
  +8
  +4
  trap sense +4, opportunist
  13th
  +13/+8/+3
  +8
  +8
  +4
  dominance, damage reduction 3/-
  14th
  +14/+9/+4
  +9
  +9
  +4
  animal scrying
  15th
  +15/+10/+5
  +9
  +9
  +5
  trap sense +5
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  damage reduction 4/-
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  bond of blood
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  trap sense +6
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  damage reduction 5/-
  20th
  +20/+15/+10/+5
  +12
  +12
  +6
  animal majesty
  7
  
  Bounty Hunter
  The bounty hunter is a specialized tracker and hunter 
  who hunts down criminals. Many are essentially 
  mercenaries, while others, often called bailiffs or 
  constables, are officers of the local government. 
  Unlike a simple guardsman, the bounty hunter is a 
  relentless pursuer, whether his quarry takes cover in 
  the wilderness or hides among friends and 
  sympathizers. Some bounty hunters are deeply 
  concerned with justice, but most view their work as a 
  practical matter. They leave justice to  be judged by 
  their employers. Bounty hunters sometimes dabble in 
  hunting monsters, while the less scrupulous are little 
  more than assassins operating under the thin pretenses 
  of their noble employers. Few bounty hunters will 
  willingly take on a spell-caster, but if the price is right, 
  the most daring bounty hunters sometimes attempt it.
  Role: The bounty hunter is a master of ambush and 
  maneuvers, much like a rogue, but can attack a 
  cornered foe with the same ferocity as a fighter or 
  ranger. Bounty hunters excel at taking out individual 
  targets. Bounty hunters rely more on grit, a strong 
  arm, and good equipment than on magic, although 
  they commonly work for or alongside clerics and 
  arcane casters against powerful targets. Bounty 
  hunters are capable trackers.
  Alignment: Any.
  Hit Die: d10
  Class Skills: The bounty hunter's class skills are 
  Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), 
  Disable Device (Dex), Disguise (Cha), Handle Animal 
  (Cha), Heal (Wis), Intimidate (Cha), Knowledge 
  (geography) (Int), Knowledge (local) (Int), 
  Linguistics (Int), Perception (Wis), Profession (Wis), 
  Ride (Dex), Sense Motive (Wis), Sleight of Hand 
  (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
  Skill Ranks per Level: 6 + Int modifier.
  Class Features
  The following are class features of the bounty hunter 
  class.
  Weapon and Armor Proficiency: Bounty hunters 
  are proficient with all simple weapons plus the bolas, 
  hand crossbow, long sword, net, rapier, sap, shortbow, 
  and short sword. They are proficient with light armor, 
  but not with shields.
  Track (Ex): A bounty hunter adds half his level 
  (minimum 1) to Survival skill checks made to follow 
  or identify tracks.
  Sneak attack (Ex): If a bounty hunter can catch an 
  opponent when she is unable to defend herself 
  effectively from his attack, he can strike a vital spot 
  for extra damage.
  The bounty hunter's attack deals extra damage 
  anytime his target would be denied a Dexterity bonus 
  to AC (whether the target actually has a Dexterity 
  bonus or not), or when the bounty hunter flanks his 
  target. This extra damage is 1d6 at 1st level, and 
  increases by 1d6 every two bounty hunter levels 
  thereafter. Should the bounty hunter score a critical hit 
  with a sneak attack, this extra damage is not 
  8
  
  multiplied. Ranged attacks can count as sneak attacks 
  only if the target is within 30 feet.
  With a weapon that deals nonlethal damage (like a 
  sap, whip, or an unarmed strike), a bounty hunter can 
  make a sneak attack that deals nonlethal damage 
  instead of lethal damage. He cannot use a weapon that 
  deals lethal damage to deal nonlethal damage in a 
  sneak attack, not even with the usual –4 penalty.
  The bounty hunter must be able to see the target well 
  enough to pick out a vital spot and must be able to 
  reach such a spot. A bounty hunter cannot sneak attack 
  while striking a creature with concealment. This is the 
  same as the rogue ability.
  Worth More Alive (Ex): At 2nd level, a bounty 
  hunter learns how to bring them in alive. If he so 
  chooses,  his sneak attack damage counts as nonlethal 
  damage, even if delivered with a lethal weapon.
  Uncanny dodge (Ex): Starting at 2nd level, a 
  bounty hunter can react to danger before his senses 
  would normally allow him to do so. He cannot be 
  caught flat-footed, even if the attacker is invisible. He 
  still loses his Dexterity bonus to AC if immobilized. A 
  bounty hunter with this ability can still lose his 
  Dexterity bonus to AC if an opponent successfully 
  uses the feint action against him.
  Endurance: At 3rd level, a bounty hunter gains 
  Endurance as a bonus feat.
  Bonus feat: At 4th level, and every four levels 
  thereafter, the bounty hunter may choose a bonus feat 
  from the following list: Alertness, Animal Affinity, 
  Blind-Fight, Catch Off-Guard, Combat Reflexes, 
  Exotic Weapon Proficiency, Fleet, Improved Disarm, 
  Improved Trip, Disruptive, Spellbreaker, Improved 
  Initiative, Point Blank Shot, Precise Shot, Quick 
  Draw, Rapid Reload, Self-Sufficient, Stand Still. The 
  bounty hunter need not meet the usual prerequisites. 
  People watcher (Ex): At 5th level, the bounty 
  hunters gains a +2 bonus on Knowledge (local) and 
  Sense Motive checks.
  Surprise attack (Ex): A bounty hunter of at least 6th 
  level gains the ability to strike with total surprise. 
  During the surprise round, opponents are always 
  considered flat-footed to a bounty hunter with this 
  ability, even if they have already acted.
  Swift tracker: Beginning at 8th level, a bounty 
  hunter can move at his normal speed while using 
  Survival to follow tracks without taking the normal -5 
  penalty. He takes only a -10 penalty (instead of the 
  normal -20) when moving at up to twice his normal 
  speed while tracking.
  Dangerous Game (Ex): At 10th level, a bounty 
  hunter can, as a standard action, denote one target 
  within his line of sight as his collar. Whenever he is 
  following the tracks of his collar, a bounty hunter can 
  take 10 on his Survival skill checks while moving at 
  normal speed, without penalty. In addition, he receives 
  a +2 insight bonus on attack rolls made against his 
  collar. Additionally, he receives a +2 bonus to AC and 
  saves against attacks from the collar. The bounty 
  hunter can have no more than one collar a time, and 
  the collar's creature type must be humanoid, 
  monstrous humanoid, outsider, or undead. He can 
  dismiss this effect at any time as a free action, but he 
  cannot select a new collar for 24 hours. If the bounty 
  hunter sees proof his collar is dead or unconscious, he 
  can select a new collar after waiting 1 hour.
  Crippling strike (Ex): At 14th level, a bounty hunter 
  can sneak attack opponents with such precision that 
  his blows weaken and hamper them. An opponent 
  damaged by one of his sneak attacks also takes 2 
  points of Strength damage. This is as the rogue 
  advanced talent.
  Slippery mind (Ex): If a bounty hunter of at least 
  18th level is affected by an enchantment spell or effect 
  and fails his saving throw, he can attempt it again 1 
  round later at the same DC. He gets only this one extra 
  chance to succeed on his saving throw.
  Relentless Pursuit (Ex): At 19th level, the bounty 
  hunter's ability to take down his collar improves. He 
  can now select a collar as a free action, and can now 
  take 20 while using Survival to track his quarry, while 
  moving at normal speed without penalty. His insight 
  bonus to attack his collar increases to +4. If his collar 
  is killed, knocked unconscious, or dismissed, he can 
  select a new one after ten minutes have passed.
  Locate creature (Sp): At 20th level, a bounty 
  hunter's ability to find a creature becomes uncanny. 
  Once per day, he can use locate creature as a spell-like 
  ability. 
  No rest (Ex): A 20th level bounty hunter is ceaseless 
  in his pursuit. As long as he has a designated collar, he 
  is immune to fear, fatigue, exhaustion, and 
  unconsciousness up to a number of rounds equal to his 
  his level. He also gains the benefit of the Diehard feat 
  while using this ability. These rounds need not be 
  consecutive. 
  9
  
  Table: Bounty Hunter
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
   Save
  Will 
  Save
  Special
  1st
  +1
  +2
  +2
  +0
  track, sneak attack +1d6
  2nd
  +2
  +3
  +3
  +0
  uncanny dodge, worth more alive
  3rd
  +3
  +3
  +3
  +1
  sneak attack +2d6,  endurance
  4th
  +4
  +4
  +4
  +1
  bonus feat
  5th
  +5
  +4
  +4
  +1
  sneak attack +3d6, people watcher
  6th
  +6/+1
  +5
  +5
  +2
  surprise attack
  7th
  +7/+2
  +5
  +5
  +2
  sneak attack +4d6
  8th
  +8/+3
  +6
  +6
  +2
  bonus feat, swift tracker
  9th
  +9/+4
  +6
  +6
  +3
  sneak attack +5d6
  10th
  +10/+5
  +7
  +7
  +3
  dangerous game
  11th
  +11/+6/+1
  +7
  +7
  +3
  sneak attack +6d6
  12th
  +12/+7/+2
  +8
  +8
  +4
  bonus feat
  13th
  +13/+8/+3
  +8
  +8
  +4
  sneak attack +7d6
  14th
  +14/+9/+4
  +9
  +9
  +4
  crippling strike
  15th
  +15/+10/+5
  +9
  +9
  +5
  sneak attack +8d6
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  bonus feat
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  sneak attack +9d6
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  slippery mind
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  sneak attack +10d6, relentless pursuit
  20th
  +20/+15/+10/+5
  +12
  +12
  +6
  bonus feat, locate creature, no rest
  10
  
  Corbie
  Corbies take their name from the carrion birds that 
  follow battles. Like their avian namesakes, corbies 
  follow the winds of war, and can often be seen after a 
  great battle picking over the dead. A corbie is a 
  warrior and an adventurer, often a mercenary. Many 
  come from the ranks of yeomen militia, while others 
  are younger sons of nobles or burghers seeking their 
  fortunes. While not as artful as the fighter, the corbie 
  makes up for it with wordliness and cunning. In the 
  city, corbies are notorious for  boisterous drinking, 
  foolery, larceny, and violent altercations. In the field, 
  corbies are reputed for their cowardice and lack of 
  discipline, yet few would take up the life of a 
  wandering swordsman without a daring spirit and 
  more than a little confidence. In fairness, it might be 
  offered that corbies have more than a passing 
  knowledge of sound tactics, having seen both defeat 
  and victory. If their military advice goes unheeded by 
  their masters or employers, it is only natural that a 
  corbie would balk at suicidal commands. 
  Role: Corbies, like fighters, are veterans of many 
  battles and brawls. Corbies learned their skills not 
  from academies or training camps but in the school of 
  life. They have a practical bent, and often turn their 
  improvisational spirit to the pursuit of coin by subtle 
  means. Often choosing discretion over valor, a corbie's 
  instinct for survival seems almost supernatural at 
  times.
  Alignment: Any.
  Hit Die: d10
  Class Skills: The corbie's class skills are Appraise 
  (Int), Bluff (Cha), Climb (Str), Craft (Int), Disguise 
  (Cha), Escape Artist (Dex), Handle Animal (Cha), 
  Heal (Wis), Intimidate (Cha), Knowledge 
  (dungeoneering) (Int), Knowledge (geography) (Int), 
  Knowledge (local) (Int), Knowledge (nobility) (Int), 
  Perception (Wis), Perform (Cha), Profession (Wis), 
  Ride (Dex), Sense Motive (Wis), Sleight of Hand 
  (Dex), Stealth (Des), Survival (Wis), and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  The following are class features of the corbie class.
  Weapon and Armor Proficiency: Corbies are 
  proficient with all simple and martial weapons and 
  with light and medium armor and all shields 
  (including tower shields).
  Luck favors the bold (Ex): Once per day, the 
  corbie can apply a luck bonus equal to half his level 
  (minimum 1) to any skill check, ability check, attack 
  roll, or save.
  Honest day's work: A corbie gains a +2 bonus on 
  Profession checks. In addition, once per month, he can 
  treat any one Profession check to earn money as a 
  natural 20.
  Scrounger: A corbie may add half his level 
  (minimum 1) to Appraise checks as well as to Craft 
  checks made to repair items.
  11
  
  Bonus feat: Starting at 2nd level and every four 
  levels thereafter, the corbie gains a bonus combat feat.
  Surprise scrape (Ex): Starting at 3rd level, the 
  corbie gains a +1 luck bonus to all saving throws and 
  AC during surprise rounds and when otherwise 
  unaware of an attack. This bonus increases by +1 
  every four levels to a maximum of +5 at level 19.
  Uncanny dodge (Ex): Starting at 2nd level, a 
  corbie can react to danger before his senses would 
  normally allow him to do so. He cannot be caught flat-
  footed, even if the attacker is invisible. He still loses 
  his Dexterity bonus to AC if immobilized. A corbie 
  with this ability can still lose his Dexterity bonus to 
  AC if an opponent successfully uses the feint action 
  against him.
  If a corbie already has uncanny dodge from a 
  different class, he automatically gains improved 
  uncanny dodge (see below) instead.
  Trick of the trade: At 5th level, and every four 
  levels thereafter, the corbie may choose one of the 
  following abilities:
  Sneak attack: The corbie gains +1d6 sneak 
  attack, as a rogue. This trick may be taken more than 
  once.
  Clever feint: The corbie gains Improved Feint 
  as a bonus feat. 
  Combat trick: The corbie gains a bonus 
  combat feat.
  Resiliency (Ex): Once per day, a corbie with 
  this ability can gain a number of temporary hit points 
  equal to the corbie's level. Activating this ability is an 
  immediate action that can only be performed when he 
  is brought below 0 hit points. This ability can be used 
  to prevent him from dying. These temporary hit points 
  last for 1 minute. If the corbie's hit points drop below 
  0 due to the loss of these temporary hit points, he falls 
  unconscious and is dying as normal.
  Rogue crawl (Ex): While prone, a corbie with 
  this ability can move at half speed. This movement 
  provokes attacks of opportunity as normal. A corbie 
  with this talent can take a 5-foot step while crawling.
  Bleeding attack: As the rogue talent. 
  Prerequisite: sneak attack.
  Slow reactions: As the rogue talent. 
  Prerequiste: sneak attack.
  Crippling strike: As the rogue talent. 
  Prerequisite: sneak attack.
  Evasion: The corbie gains evasion, as a 
  ranger. This trick may be taken a second time, gaining 
  improved evasion. 
  Defensive Roll: As the rogue talent. 
  Prerequisite: evasion.
  Animal friend: The corbie gains an animal 
  companion, as the druid ability nature bond. The 
  corbie's effective druid level for the purposes of this 
  ability is his corbie level -2. Corbies often choose 
  work animals, such as horses, ponies, or dogs. 
  Prerequisite: Handle Animal 1+ ranks, Survival 1+ 
  ranks.
  Opportunist: As the rogue advanced talent. 
  Prerequisite: Corbie level 9+.
  Band of followers: The corbie gains 
  Leadership as a bonus feat. Prerequisite: Corbie level 
  9+.
  Improved Uncanny Dodge (Ex): At 8th level 
  and higher, a corbie can no longer be flanked. This 
  defense denies a rogue the ability to sneak attack the 
  corbie by flanking him, unless the attacker has at least 
  four more rogue levels than the target has corbie 
  levels. If a character already has uncanny dodge (see 
  above) from another class, the levels from the classes 
  that grant uncanny dodge stack to determine the 
  minimum rogue level required to flank the character.
  Jack of all trades (Ex): At 10th level, the corbie 
  can use any skill, even if the skill normall requires him 
  to be trained. At 16th level, the corbie considers all 
  skils to be class skills. At 19th level, the corbie can take 
  10 on any skill check, even if it is not normally 
  allowed.
  Graceful save (Ex): A corbie of at least 12th level 
  can reroll any failed saving throw once per day, taking 
  the second result even if it is worse.  At 16th level this 
  becomes 2/day, and at 20th, 3/day.
  Step ahead of death (Su): At 20th level, the 
  corbie's days may be numbered, but that number is 
  long. Any critical threats made against the corbie can 
  only confirm if the second roll results in a natural 20 
  on the die. The corbie gains SR 30 against 
  necromancy and death effects. The corbie always 
  stabilizes when dying, and can make a Heal check 
  once per round as a free action that does not provoke 
  an attack of opportunity to halt his own bleeding. If 
  bleeding damage would kill him, whenever he would 
  take bleeding damage he gets a DC 10 Con check to 
  take no damage and end that bleeding condition. 
  12
  
  Table: Corbie 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
   Save
  Will 
  Save
  Special
  1st
  +1
  +2
  +0
  +0
  luck favors the bold, scrounger, honest day's 
  work
  2nd
  +2
  +3
  +0
  +0
  bonus feat
  3rd
  +3
  +3
  +1
  +1
  surprise scrape +1
  4th
  +4
  +4
  +1
  +1
  uncanny dodge
  5th
  +5
  +4
  +1
  +1
  trick of the trade
  6th
  +6/+1
  +5
  +2
  +2
  bonus feat
  7th
  +7/+2
  +5
  +2
  +2
  surprise scrape +2
  8th
  +8/+3
  +6
  +2
  +2
  improved uncanny dodge
  9th
  +9/+4
  +6
  +3
  +3
  trick of the trade
  10th
  +10/+5
  +7
  +3
  +3
  bonus feat, jack-of-all-trades
  11th
  +11/+6/+1
  +7
  +3
  +3
  surprise scrape +3
  12th
  +12/+7/+2
  +8
  +4
  +4
  graceful save 1/day
  13th
  +13/+8/+3
  +8
  +4
  +4
  trick of the trade
  14th
  +14/+9/+4
  +9
  +4
  +4
  bonus feat
  15th
  +15/+10/+5
  +9
  +5
  +5
  surprise scrape +4
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  graceful save 2/day
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  trick of the trade
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  bonus feat
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  surprise scrape +5
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  graceful save 3/day, step ahead of death
  13
  
  Corsair
  The corsair is a fierce rover of the seas, attacking ships 
  and coastal communities for treasure. Most corsairs 
  prefer ships loaded with coin, jewels, exotic goods, or 
  other portable wealth, but many will make do with 
  trade goods, weapons, or passengers. Some corsairs 
  operate as slavers as a sideline, while others dabble in 
  kidnapping and information brokering. Rowdy, tough, 
  and rather ruthless, corsairs are used to living outside 
  society. Although not all corsairs are evil, they tend 
  toward a very pragmatic viewpoint. At best, those who 
  face them can expect a reasonable chance to surrender. 
  While most corsairs are pirates, through and through, 
  some may be described more precisely as privateers, if 
  they are members of a government's irregular military 
  forces, or marines, if they are concerned with military 
  objectives rather than lucre. 
  Role: Corsairs are much like barbarians, relying on 
  their might and athletic prowess to defeat foes. 
  However, their combat skills are a blend between the 
  fighter and the rogue. Although tough enough for 
  hand-to-hand combat, the relatively unarmored corsair 
  prefers to strike with surprise. He excels at singling 
  out tough opponents and delivering grievous wounds 
  to them. After the battle, a corsair's various talents 
  come in handy when appraising treasure, surviving in 
  remote wilderness camps, or, naturally, sailing ships. 
  Alignment: Any non-lawful. A corsair who becomes 
  lawful retains his abilities but cannot advance as a 
  corsair.
  Hit Die: d10.
  Class Skills: The corsair's class skills are Acrobatics 
  (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft 
  (Int),  Handle Animal (Cha), Intimidate (Cha), 
  Knowledge (engineering) (Int), Knowledge 
  (geography) (Int),  Linguistics (Int), Perception (Wis), 
  Perform (Cha), Profession (Wis), Sense Motive (Wis), 
  Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), 
  and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  The following are class features of the corsair class.
  Weapon and Armor Proficiency: Corsairs are 
  proficient with all simple and martial weapons. They 
  are proficient with light and medium armor, but not 
  with shields.
  Rugged sailor (Ex): A corsair adds half his corsair 
  level (minimum 1) to Climb and Swim checks and to 
  Acrobatics checks to move on narrow surfaces and 
  uneven ground.
  Sneak attack (Ex): If a corsair can catch an 
  14
  
  opponent when she is unable to defend herself 
  effectively from his attack, he can strike a vital spot 
  for extra damage.
  The corsair's attack deals extra damage anytime his 
  target would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus or 
  not), or when the corsair flanks his target. This extra 
  damage is 1d6 at 1st level, and increases by 1d6 every 
  two corsair levels thereafter. Should the corsair 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 weapon that deals nonlethal damage (like a 
  sap, whip, or an unarmed strike), a corsair can make a 
  sneak attack that deals nonlethal damage instead of 
  lethal damage. He cannot use a weapon that deals 
  lethal damage to deal nonlethal damage in a sneak 
  attack, not even with the usual –4 penalty.
  The corsair must be able to see the target well 
  enough to pick out a vital spot and must be able to 
  reach such a spot. A corsair cannot sneak attack while 
  striking a creature with concealment. This is the same 
  as the rogue ability.
  Sea Hunter (Ex): The corsair gains a +2 bonus on 
  Bluff, Knowledge, Perception, Sense Motive and 
  Survival checks against creatures with the aquatic 
  subtype. He also receives a +2 bonus on attack and 
  damage rolls against them. A corsair may make 
  Knowledge skill checks untrained when attempting to 
  identify aquatic creatures.
  Throw the bones (Ex): Once per day, a corsair of 
  at least 2nd level may add his Wisdom bonus 
  (minimum 1) as a luck bonus to one skill check, attack 
  roll, or saving throw.
  Uncanny dodge (Ex): Starting at 2nd level, a 
  corsair can react to danger before his senses would 
  normally allow him to do so. He cannot be caught flat-
  footed, even if the attacker is invisible. He still loses 
  his Dexterity bonus to AC if immobilized. A corsair 
  with this ability can still lose his Dexterity bonus to 
  AC if an opponent successfully uses the feint action 
  against him.
  If a corsair already has uncanny dodge from a 
  different class, he automatically gains improved 
  uncanny dodge (see below) instead.
  Blind-Fight: Adept at taking advantage of foggy 
  conditions or twilight, the corsair receives Blind-Fight 
  as a bonus feat at 3rd level. If he already has this feat, 
  he may select another feat for which he qualifies.
  Surprise attack (Ex): During the surprise round, 
  opponents are always considered flat-footed to a 
  corsair of at least 4th level, even if they have already 
  acted.
  Vital strike: The corsair receives  Vital Strike as a 
  bonus feat at 6th level. If he already has this feat, he 
  may select another feat for which he qualifies.
  Damage reduction (Ex): At 7th level, a corsair 
  gains damage reduction. Subtract 1 from the damage 
  the corsair takes each time he is dealt damage from a 
  weapon or natural attack. At 10th level, and every three 
  corsair levels thereafter, this damage reduction rises 
  by 1 point. Damage reduction can reduce damage to 0 
  but not below 0.
  Improved Uncanny Dodge (Ex): At 8th level and 
  higher, a corsair can no longer be flanked. This 
  defense denies a rogue the ability to sneak attack the 
  corsair by flanking him, unless the attacker has at least 
  four more rogue levels than the target has corsair 
  levels. If a character already has uncanny dodge (see 
  above) from another class, the levels from the classes 
  that grant uncanny dodge stack to determine the 
  minimum rogue level required to flank the character.
  Improved Vital Strike: The corsair receives 
  Improved Vital Strike as a bonus feat at 12th level. If 
  he already has this feat, he may select another feat for 
  which he qualifies.
  Greater Vital Strike: The corsair receives Greater 
  Vital Strike as a bonus feat at 18th level. If he already 
  has this feat, he may select another feat for which he 
  qualifies.
  Unchained spirit (Ex): The corsair receives a +2 
  bonus to save versus any enchantment.
  Crippling strike (Ex): A corsair with this ability 
  can sneak attack opponents with such precision that 
  his blows weaken and hamper them. An opponent 
  damaged by one of his sneak attacks also takes 2 
  points of Strength damage. This is equivalent to the 
  rogue talent and follows the same general rules.
  Dread pirate (Ex): As a free action once per 
  round, a corsair of 20th level can attempt to frighten 
  enemy creatures with 30 feet who can see or hear him. 
  Each creature must make a Will with a DC of 10 + ½ 
  the corsair's level + the corsair's Cha modifier or 
  become shaken for one minute. A character who 
  makes their save is immune to that particular corsair's 
  dread pirate ability for 24 hours. Foes with more HD 
  than the corsair's level are unaffected.
  Additionally, the corsair no longer takes 
  15
  
  penalties to his Leadership score for cruelty, moving 
  around a lot, or causing the death of other cohorts and 
  followers.
  Table: Corsair
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
   Save
  Will 
  Save
  Special
  1st
  +1
  +2
  +0
  +0
  rugged sailor, sneak attack +1d6, sea hunter
  2nd
  +2
  +3
  +0
  +0
  uncanny dodge, throw the bones
  3rd
  +3
  +3
  +1
  +1
  sneak attack +2d6, blind-fight
  4th
  +4
  +4
  +1
  +1
  surprise attack
  5th
  +5
  +4
  +1
  +1
  sneak attack +3d6
  6th
  +6/+1
  +5
  +2
  +2
  vital strike
  7th
  +7/+2
  +5
  +2
  +2
  sneak attack +4d6, Damage reduction 1/-
  8th
  +8/+3
  +6
  +2
  +2
  improved uncanny dodge
  9th
  +9/+4
  +6
  +3
  +3
  sneak attack +5d6
  10th
  +10/+5
  +7
  +3
  +3
  Damage reduction 2/-
  11th
  +11/+6/+1
  +7
  +3
  +3
  sneak attack +6d6
  12th
  +12/+7/+2
  +8
  +4
  +4
  improved vital strike
  13th
  +13/+8/+3
  +8
  +4
  +4
  sneak attack +7d6, Damage reduction 3/-
  14th
  +14/+9/+4
  +9
  +4
  +4
  unchained spirit
  15th
  +15/+10/+5
  +9
  +5
  +5
  sneak attack +8d6
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  Damage reduction 4/-
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  sneak attack +9d6
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  greater vital strike
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  sneak attack +10d6, Damage reduction 5/-
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  crippling strike, dread pirate
  16
  
  Gladiator
  The gladiator is a professional duelist. Many are born 
  slaves and reared in gladiatorial schools, until such 
  time as they earn their freedom in battle, escape, or 
  rebel. Some join dueling academies voluntarily, 
  seeking fame or fortune in prize fights and honor 
  matches. Some gladiators began as warriors from far-
  off lands, captured in battle and forced to fight to the 
  death, while others are condemned criminals, paying 
  their debt to society by participating in ritual combat 
  for the public. Whatever their station or background, 
  the gladiator has been hardened by combat and has 
  learned to anticipate a wily foe. While gladiatorial 
  matches often follow a prescribed, even ritual format, 
  the gladiator must always be ready for the possibility 
  that the event editor will prescribe unusual weapons, 
  conditions, or opponents. Some arena fighters 
  specialize in fighting exotic animals and monsters. 
  Role: Much like the fighter, the gladiator excels at 
  pitched combat. The gladiator, though, does not 
  depend on heavy armor and headstrong assaults but on 
  agility, timing, and expertise in a subset of weaponry. 
  Gladiators fight lightly armored, allowing them a great 
  degree of mobility. Many depend on the classic sword 
  and shield, but others specialize in the use of the net or 
  other unusual weapons. 
  Alignment: Any.
  Hit Die: d12
  Class Skills: The gladiator's class skills are Acrobatics 
  (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), 
  Handle Animal (Cha), Heal (Wis), Intimidate (Cha), 
  Perform (act) (Cha), Ride (Dex), and Swim (Str).
  Skill Ranks per level: 2 + Int modifier (minimum 1).
  Class Features
  The following are class features of the gladiator.
  Weapon and Armor Proficiency: Gladiators are 
  proficient with all simple weapons, plus all martial 
  melee and thrown weapons. They are proficient with 
  light armor and medium armor and shields, including 
  tower shields. 
  Combat Expertise: The gladiator receives Combat 
  Expertise as a bonus feat.
  Exotic Armor Proficiency (partial): The gladiator 
  receives Exotic Armor Proficiency (partial) as a bonus 
  feat.
  Gladiator style: The gladiator selects one of the 
  following styles, representing his formal style. The 
  gladiator may ignore prerequisites when selecting a 
  bonus feat from his style, whether through this ability 
  or chosen as a general bonus feat.
  Net and trident: The gladiator gains Exotic 
  Weapon Proficiency (net). Additionally, he can treat 
  the trident and shortspear as light weapons.
  Blade and shield: The gladiator gains 
  Improved Shield Bash or Two-Weapon Fighting as a 
  bonus feat.
  Dual blade: The gladiator gains Two Weapon 
  Fighting as a bonus feats.
  Executioner: The gladiator gains Weapon 
  Focus as a bonus feat.
  Beast-Fighter: The gladiator gains the Power 
  Attack feat. In addition, he gains a +2 bonus on attack 
  rolls against animals and magical beasts.
  Exotic: The gladiator gains Exotic Weapon 
  17
  
  Proficiency as a bonus feat.
  Armored: The gladiator reduces the armor 
  check penalty of arny armor worn by 1 and increases 
  the max Dex bonus to AC by 1.
  Gladiator training: A gladiator counts as a fighter 
  of his level -2 for the purpose of qualifying for combat 
  feats. Additionally, a gladiator can ignore the usual 
  prerequisites for the following feats: Improved 
  Disarm, Improved Feint, Improved Trip, Improved 
  Grapple, Stunning Fist.
  Improved gladiator style: At 2nd level, the 
  gladiator gains an additional ability, based on his style. 
  The gladiator may ignore prerequisites when selecting 
  a bonus feat from his style, whether through this 
  ability or chosen as a general bonus feat.
  Net and trident: The gladiator gains Lunge, 
  Two-Weapon Fighting, or Weapon Focus (net or any 
  one melee weapon) as a bonus feat.
  Blade and shield: The gladiator gains 
  Improved Shield Bash, Two-Weapon Fighting, Shield 
  Focus, or Weapon Focus (any melee weapon) as a 
  bonus feat.
  Dual blade: The gladiator gains Double Slice, 
  Improved Two-Weapon Fighting, or Weapon Focus 
  (any melee weapon) as a bonus feat.
  Executioner: The gladiator gains Dazzling 
  Display or Power Attack as a bonus feat.
  Beast-Fighter: The gladiator gains Lunge, 
  Stand Still, or Weapon Focus (any melee weapon) as a 
  bonus feat. He also gains the ability of wild empathy, 
  as a ranger. 
  Exotic: The gladiator gains Power Attack or 
  Weapon Focus (any melee weapon) as a bonus feat.
  Armored: The gladiator may move at normal 
  speed in medium armor.
  Uncanny dodge (Ex): Starting at 2nd level, a 
  gladiator can react to danger before his senses would 
  normally allow him to do so. He cannot be caught flat-
  footed, even if the attacker is invisible. He still loses 
  his Dexterity bonus to AC if immobilized. A gladiator 
  with this ability can still lose his Dexterity bonus to 
  AC if an opponent successfully uses the feint action 
  against him.
  If a gladiator already has uncanny dodge from a 
  different class, he automatically gains improved 
  uncanny dodge (see below) instead.
  Physical development: At 2nd level, the gladiator 
  receives one of the following feats as a bonus feat: 
  Acrobatic, Agile Maneuvers, Endurance, Fleet, 
  Intimidating Prowess, Toughness, or Weapon Finesse.
  Bravery (Ex): Starting at 2nd level, a gladiator 
  gains a +1 bonus on Will saves against fear. This 
  bonus increases by +1 every four levels beyond 2nd.
  Gladiator Defense: At 2nd level, the gladiator 
  gains, as a bonus feat, Dodge, Two-Weapon Defense, 
  or Shield Focus.
  Shake it off: A gladiator of at least 2nd level gains a 
  +2 bonus to save versus any condition transmitted by 
  an attack. This ability has no effect on 
  afflictions,spell-like abilities, or supernatural abilities.
  Bonus feat: At 4th level and every four levels, 
  thereafter, the gladiator gains a bonus combat feat. He 
  must meet the usual prerequisites, unless exempted 
  because of gladiator training.
  Improved uncanny dodge (Ex): At 5th level and 
  higher, a gladiator can no longer be flanked. This 
  defense denies a rogue the ability to sneak attack the 
  gladiator by flanking him, unless the attacker has at 
  least four more rogue levels than the target has 
  gladiator levels. If a character already has uncanny 
  dodge (see above) from another class, the levels from 
  the classes that grant uncanny dodge stack to 
  determine the minimum rogue level required to flank 
  the character.
  Careful stance (Ex): A gladiator of  at least 5th 
  level gains a +2 bonus to Combat Maneuver Defense.
  Melee smash (Ex): A gladiator gains +1 to damage 
  with melee attacks at 5th level. This bonus increases by 
  +1 every five levels, to a maximum of +4 at 20th level. 
  Fleet: At 9th and 17th level, the gladiator gains Fleet 
  as a bonus feat.
  Bleeding critical: At 11th level, a gladiator gains 
  Bleeding Critical as a bonus feat. If he already has this 
  feat, he can select another feat for which he qualifies.
  Defensive roll (Ex): A gladiator of at least 15th 
  level can roll with a potentially lethal blow to take less 
  damage from it than he otherwise would. Once per 
  day, when he would be reduced to 0 or fewer hit points 
  by damage in combat (from a weapon or other blow, 
  not a spell or special ability), the gladiator can attempt 
  to roll with the damage. To use this ability, the 
  gladiator must attempt a Reflex saving throw (DC = 
  damage dealt). If the save succeeds, he takes only half 
  damage from the blow; if it fails, he takes full damage. 
  He must be aware of the attack and able to react to it 
  in order to execute his defensive roll—if he is denied 
  his Dexterity bonus to AC, he can't use this ability. 
  Since this effect would not normally allow a character 
  to make a Reflex save for half damage, the evasion 
  ability does not apply to the defensive roll. 
  Arena King/Queen (Ex): At 20th level, the 
  gladiator becomes a champion of death and glory. Any 
  18
  
  time he is affected by a morale bonus of any kind, he 
  gains +4 insight bonus on Will saves. Whenever he 
  threatens an opponent with a melee weapon, he gains 
  a +4 dodge bonus to AC.
  Gladiator Types
  The Roman gladiator tradition emphasized 
  traditional weapon combinations, with the occasional 
  variation to draw interest. Often, matches pitted 
  fighters using different weapons against each other to 
  make a bout more interesting. These gladiator types 
  may provide inspiration for your own campaigns.
  Retiarius: This style used a trident, dagger, and net. 
  They fought without helmet or shield.
  Murmillo: This gladiator fought with a short sword 
  and shield and wore a broad-brimmed metal helmet.
  Thraex: The thraex was similar to the murmillo, 
  but used a curved short sword.
  Gallus: This variation wielded a small spear or 
  lance instead of a sword.
  Secutor: This variation of the mumrillo wore a 
  special helm to protect against the retiarius's trident.
  Hoplomachus: The hoplomachus was armed with a 
  sword, helmet, and a small round shield, in imitation 
  of the Greek infantry.
  Provocator:This sword-wielding, helmeted 
  gladiator benefited from a breastplate and a large, 
  infantry-style shield.
  Gladiatrix: A female gladiator. Less common than 
  other gladiators, they were usually trained separately 
  and fought primarily other female gladiators. 
  Rudiarius: A former gladiator, granted his freedom, 
  symbolized by a wooden sword (the rudis). Many 
  became gladiator trainers, while others re-entered the 
  arena as free gladiators or retired to other pursuits. 
  Despite the popularity of gladiators, participation in 
  gladiatorial combat made it impossible for a Roman or 
  former slave to participate in government.
  Bestiarius: Early bestiarii were given a dagger or 
  spear and placed and faced likely death against deadly 
  animals, but eventually this became a popular 
  spectacle and featured trained beast-fighters.
  Dimachaerus: Dimachaeri were a variant on other 
  sword-wielding gladiator types that wielded two 
  swords.
  Gladiatorial Matches
  In the Roman style, gladiatorial matches typically 
  pitted two gladiators against each other, or two pairs 
  of gladiators. The lightly armored retiarius typically 
  paired off against a swordsman, while different 
  swordsman types were often opposed. For instance, a 
  provocator might fight a hoplomachus. Fights against 
  animals were not considered part of the gladiatorial 
  games. Indeed, sending a prisoner or sacrifice up 
  against a lion or other beast armed with only a dagger 
  or spear was a common format. However, skilled 
  animal handlers, called bestiarii, and skilled animal 
  slayers, or venatores, fought and killed animals in 
  settings which, while favorable to the human, 
  provided some element of danger. While many 
  gladiators died young, those who survived a few 
  matches, anywhere from a half dozen to several 
  dozen, might expect to retire. A slave might achieve 
  freedom in this way, while a free gladiator might use 
  his fame for personal influence or to secure a teaching 
  position at a gladiator school, or even to start his own 
  school. Prize-fighting or fighting between captives has 
  been practiced at various other times and places. For 
  instance, in the medieval era, individuals sometimes 
  fought for prizes on top of small platforms, armed 
  with bucklers and batons.
  Except in the cases of prisoners or sacrifices, arena 
  fights of any sort are rarely fought to the death. 
  Roman gladiator slaves were expensive, while prize-
  fighters obviously would not wish to face a likely 
  death just for a cash prize. In some cases, blood is 
  enough to conclude the duel, while in others cases a 
  disabling blow is required. Usually, an opponent is 
  allowed to yield with honor if he put up a good fight, 
  whereas cowardice is often rewarded with execution. 
  Fights to the death typically involve very large prizes 
  and very powerful patrons to the gladiators. 
  Often, exotic opponents are used to spice up 
  proceedings. For instance, captive warriors might be 
  allowed to use weapons resembling their native arms. 
  In fact, several gladiatorial styles may have originated 
  in this fashion. In a fantasy setting, matches might pit 
  humans against dwarves or orcs, or a pair of gladiators 
  against an ogre warrior.
  19
  
  Table: Gladiator
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will 
  Save
  Special
  1st
  +1
  +2
  +0
  +0
  Combat Expertise, Exotic Armor Proficiency 
  (partial), gladiator style, gladiator training
  2nd
  +2
  +3
  +0
  +0
  uncanny dodge, physical development, bravery 
  +1, improved gladiator style
  3rd
  +3
  +3
  +1
  +1
  gladiator defense, shake it off
  4th
  +4
  +4
  +1
  +1
  bonus feat
  5th
  +5
  +4
  +1
  +1
  improved uncanny dodge, careful stance, 
  melee smash +1
  6th
  +6/+1
  +5
  +2
  +2
  bravery +2
  7th
  +7/+2
  +5
  +2
  +2
  damage reduction 1/-
  8th
  +8/+3
  +6
  +2
  +2
  bonus feat
  9th
  +9/+4
  +6
  +3
  +3
  fleet
  10th
  +10/+5
  +7
  +3
  +3
  bravery +3, damage reduction 2/-, melee 
  smash +2
  11th
  +11/+6/+1
  +7
  +3
  +3
  bleeding critical
  12th
  +12/+7/+2
  +8
  +4
  +4
  bonus feat
  13th
  +13/+8/+3
  +8
  +4
  +4
  damage reduction 3/-
  14th
  +14/+9/+4
  +9
  +4
  +4
  bravery +4
  15th
  +15/+10/+5
  +9
  +5
  +5
  defensive roll, melee smash +3
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  bonus feat,  damage reduction 4/-
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  fleet
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  bravery +5
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  damage reduction 5/-
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  bonus feat, melee smash +4, arena king/queen
  20
  
  Hunter
  A hunter studies his foe and then aims to bring it down 
  with a single, well-placed strike. Hunters are experts 
  of tracking, stealth, and accuracy. They are adept at 
  surviving in the wilds, much like a ranger, but do not 
  possess the same spiritual bond. To the hunter, the 
  wilderness is simply home. In addition to catching 
  game, hunters often use their skills to take down 
  dangerous beasts, to act as guides or scouts, or even as 
  bounty hunters. Some hunters, alas, are essentially 
  bandits who turn their exceptional skills primarily to 
  the hunting of wealthy wayfarers. 
  Role: Less armored than most warriors, the hunter 
  combines might in battle with mobility, surprise, and 
  deadly accuracy. Hunters are deadly attackers, 
  frequently masters of the bow, although many prefer 
  an ax, spear, or sword versus a physically formidable 
  foe. They are well-schooled in wilderness skills, adept 
  at tracking prey as well as covering their own tracks.
  Hit Die: d10
  Class Skills: The hunter's class skills are Climb (Str), 
  Craft (Int), Handle Animal (Cha), Knowledge 
  (dungeoneering) (Int), Knowledge (nature) (Int), 
  Perception (Wis), Profession (Wis), Ride (Dex), 
  Stealth (Dex), Survival (Wis), and Swim (Str).
  Skill Ranks per ;evel: 4+ Int modifier (minimum 1)
  Class Features
  Weapon and Armor Proficiency: Hunters are 
  proficient with all simple weapons and martial 
  weapons plus the bolas and net. They are proficient 
  with light and medium armor, but not with shields.
  Track: A hunter adds half her level (minimum 1) 
  to Survival skill checks made to follow or identify 
  tracks.
  Favored Enemy (Ex): At 1st level, a hunter selects 
  a creature type from the ranger favored enemies table. 
  He gains a +2 bonus on Bluff, Knowledge, Perception, 
  Sense Motive, and Survival checks against creatures 
  of his selected type. Likewise, he gets a +2 bonus on 
  weapon attack and damage rolls against them. A 
  hunter may make Knowledge skill checks untrained 
  when attempting to identify these creatures.
  At 5th level and every five levels thereafter (10th, 
  15th, and 20th level), the hunter may select an 
  additional favored enemy. In addition, at each such 
  interval, the bonus against any one favored enemy 
  (including the one just selected, if so desired) 
  increases by +2. 
  If the hunter chooses humanoids or outsiders as a 
  favored enemy, she must also choose an associated 
  subtype, as indicated on the ranger favored enemy 
  table. If a specific creature falls into more than one 
  category of favored enemy, the hunter's bonuses do 
  not stack; she simply uses whichever bonus is higher.
  Sneak attack: If a hunter can catch an opponent 
  when he is unable to defend himself effectively from 
  her attack, she can strike a vital spot for extra damage.
  The hunter's attack deals extra damage anytime her 
  target would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus or 
  not), or when the hunter flanks her target. This extra 
  damage is 1d6 at 1st level, and increases by 1d6 every 
  three hunter levels thereafter. Should the hunter 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 weapon that deals nonlethal damage (like a 
  21
  
  sap, whip, or an unarmed strike), a hunter can make a 
  sneak attack that deals nonlethal damage instead of 
  lethal damage. She cannot use a weapon that deals 
  lethal damage to deal nonlethal damage in a sneak 
  attack, not even with the usual –4 penalty.
  The hunter must be able to see the target well 
  enough to pick out a vital spot and must be able to 
  reach such a spot. A hunter cannot sneak attack while 
  striking a creature with concealment. This is the same 
  as the rogue ability.
  Trapper: At 2nd level, a hunter gains a +2 bonus to 
  locate traps and to Disable Device skill checks, as well 
  as to Craft checks to create traps.
  Improved Sniping: A hunter of 2nd level gains 
  Improved Sniping as a bonus feat.
  Surprise Attack (Ex): During the surprise round, 
  opponents are always considered flat-footed to a 
  hunter of at least 2nd level, even if they have already 
  acted.
  Endurance: At 3rd level, a hunter gains Endurance 
  as a bonus feat.
  Favored Terrain (Ex): At 3rd level, a hunter may 
  select a type of terrain from the ranger's Favored 
  Terrains table. The hunter gains a +2 bonus on 
  initiative checks and Knowledge (geography), 
  Perception, Stealth, and Survival skill checks when 
  she is in this terrain. A hunter traveling through her 
  favored terrain normally leaves no trail and cannot be 
  tracked (though she may leave a trail if she so 
  chooses).
  At 8th level and every five levels thereafter, the 
  hunter may select an additional favored terrain. In 
  addition, at each such interval, the skill bonus and 
  initiative bonus in any one favored terrain (including 
  the one just selected, if so desired), increases by +2. 
  If a specific terrain falls into more than one 
  category of favored terrain, the hunter's bonuses do 
  not stack; she simply uses whichever bonus is higher.
  This is the same as the ranger ability.
  Fast movement: A hunter of at least 4th level is 
  faster than the norm for her race by +10 feet. This 
  benefit only applies when is wearing no armor, light 
  armor, or medium armor, and not carrying a heavy 
  load. Apply this bonus before modifying the hunter's 
  speed because of any load carried or armor worn. This 
  bonus stacks with any other bonuses to the hunter's 
  land speed. This is the same as the barbarian ability.
  Vital strike: At 6th level, the hunter receives Vital 
  Strike as a bonus feat. If the hunter already has Vital 
  strike, she may select any other feat for which she 
  qualifies.
  Woodland stride (Ex): Starting at 7th level, a 
  hunter may move through any sort of undergrowth 
  (such as natural thorns, briars, overgrown areas, and 
  similar terrain) at her normal speed and without taking 
  damage or suffering any other impairment.
  Thorns, briars, and overgrown areas that are 
  enchanted or magically manipulated to impede 
  motion, however, still affect her.
  Swift tracker (Ex): Beginning at 8th level, a hunter 
  can move at her normal speed while using Survival to 
  follow tracks without taking the normal -5 penalty. 
  She takes only the -10 penalty (instead of the normal 
  -20) when moving at up to twice normal speed while 
  tracking.
  Evasion (Ex): When she reaches 9th level, a hunter 
  can avoid even magical and unusual attacsk with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage with 
  a successful save, she instead takes no damage. 
  Evasion can only be used if the the hunter is wearing 
  light armor, medium armor, or no armor. A helpless 
  hunter does not gain the benefits of evasion.
  Bleeding attack (Ex): A hunter of at least 10th 
  level can cause living opponents to bleed by hitting 
  with an ambush attack. This attack causes the target to 
  take 1 additional point of damage each round for each 
  die of the hunter's ambush attack or sneak attack (so 
  4d6 yields 4 points of bleed). Bleeding creatures take 
  that amount of damage every round at the start of each 
  of their turns. The bleeding can be stopped by a DC 15 
  Heal check or the application of any any effect that 
  heals hit point damage. Bleeding damage from this 
  ability does not stack with itself. Bleeding damage 
  bypasses any damage reduction the creature might 
  possess. This ability is equivalent to the rogue talent 
  and obeys the same general rules.
  Quarry (Ex): At 11th level, a hunter can, as a 
  standard action, denote one target within her line of 
  sight as his quarry. Whenever she is following the 
  tracks of her quarry, a ranger can take 10 on her 
  Survival skill checks while moving at normal speed, 
  without penalty. In addition, she receives a +2 insight 
  bonus on attack rolls made against her quarry, and all 
  critical threats are automatically confirmed. A hunter 
  can have no more than one quarry at a time and the 
  creature's type must correspond to one of her favored 
  enemy types. She can dismiss this effect at any time as 
  a free action, but he cannot select a new quarry for 24 
  hours. If the hunter sees proof that her quarry is dead, 
  she can select a new quarry after waiting 1 hour.
  Improved Vital Strike: At 11th level, a hunter 
  22
  
  gains Improved Vital Strike as a bonus feat. If she 
  already has the feat, she may instead select any feat 
  for which she qualifies.
  Camouflage (Ex): A hunter of at least 12th level or 
  higher can use the Stealth skill to hide in any of her 
  favored terrains, even if the terrain doesn't grant cover 
  or concealment.
  Fast stealth: Beginning at 14th level, a hunter can 
  move at full speed using the Stealth skill without 
  penalty.
  Greater Vital Strike: At 16th level, a hunter gains 
  Greater Vital Strike as a bonus feat. If she already has 
  the feat, she may instead select any feat for which she 
  qualifies.
  Senses of the Hunter (Ex): At 16th level, the 
  hunter gains a +2 bonus on Perception checks.
  Hide in plain sight (Ex): While in any of her 
  favored terrains, a hunter of at least 17th level or higher 
  can use the Stealth skill even while being observed.
  Improved quarry (Ex): At 19th level, the hunter's 
  ability to hunt her quarry improves. She can now 
  select a quarry as a free action, and can now take 20 
  while using Survival to track her quarry, while moving 
  at normal speed without penalty. Her insight bonus to 
  attack his quarry increases to +4. If her quarry is killed 
  or dismissed, she can select a new one after 10 
  minutes have passed.
  Relentless hunter (Ex): A hunter of 20th level 
  becomes a master of stalking all manner of creatures. 
  She can always move at full speed while using 
  Survival to follow tracks without penalty. Any time 
  she deals sneak attack damage to a favored enemy, she 
  may force the target to make a Fortitude save or die. 
  The DC of this save is 10 +1/2 the hunter's level + the 
  hunter's Wisdom modifier. Once a creature has been 
  the target of this attack, regardless of whether or not 
  the save is made, the creature is immune to that 
  hunter's special attack for 24 hours. Creatures that are 
  immune to sneak attack are also immune to this 
  ability.
  23
  
  Table: Hunter
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
  Save
  Will 
  Save
  Special
  1st
  +1
  +2
  +2
  +0
  track, 1st favored enemy, sneak attack +1d6
  2nd
  +2
  +3
  +3
  +0
  improved sniping, surprise attack,  trapper
  3rd
  +3
  +3
  +3
  +1
  endurance, 1st favored terrain
  4th
  +4
  +4
  +4
  +1
  fast movement, sneak attack +2d6
  5th
  +5
  +4
  +4
  +1
  2nd favored enemy
  6th
  +6/+1
  +5
  +5
  +2
  vital strike
  7th
  +7/+2
  +5
  +5
  +2
  woodland stride,  sneak attack +3d6
  8th
  +8/+3
  +6
  +6
  +2
  swift tracker, 2nd favored terrain
  9th
  +9/+4
  +6
  +6
  +3
  evasion
  10th
  +10/+5
  +7
  +7
  +3
  3rd favored enemy, bleeding attack, sneak 
  attack +4d6
  11th
  +11/+6/+1
  +7
  +7
  +3
  quarry, improved vital strike
  12th
  +12/+7/+2
  +8
  +8
  +4
  camouflage
  13th
  +13/+8/+3
  +8
  +8
  +4
  sneak attack +5d6, third favored terrain
  14th
  +14/+9/+4
  +9
  +9
  +4
  fast stealth
  15th
  +15/+10/+5
  +9
  +9
  +5
  4th favored enemy
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  greater vital strike, senses of the hunter, sneak 
  attack +6d6
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  hide in plain sight
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  improved evasion, 4th favored terrain
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  improved quarry, ambush attack +7d6
  20th
  +20/+15/+10/+5
  +12
  +12
  +6
  5th favored enemy, relentless hunter
  24
  
  Knight
  The knight is a warrior aristocrat, skilled in war and 
  steeped in social grace. Most come from powerful 
  noble families, while others are minor nobles or even 
  commoners who evince some skill at arms. The iconic 
  knight's arms are the lance, sword, and hand weapons, 
  but other knights may favor the katana and bow or the 
  lance and spatha. A knight is distinguished from the 
  fighter by his embrace of a code of honor that 
  embodies the traditions of his society, order, or school. 
  Emboldened and exalted by these principles, the 
  knight exists as an inspiration to others, a match of 
  valor and elegance who rises above his frailties to 
  achieve great glory. 
  Role: A knight, much like a fighter or barbarian, 
  excels at melee. They are also capable mounted 
  warriors. A knight's special strength, though, is in 
  using their resplendent powers to protect themselves 
  and their allies against the attacks of their foes. 
  Because of their sense of of personal honor, knights 
  operate under some restrictions relative to fighters or 
  rogues, although a knight does not necessarily apply 
  this code rigidly to the behavior to others, particularly 
  to less chivalric friends and servants.
  Alignment: Any.
  Hit Die: d10
  Class Skills: The knight's class skills are Climb (Str), 
  Craft (Int), Diplomacy (Cha), Handle Animal (Cha), 
  Intimidate (Cha), Knowledge (nobility) (Int), Perform 
  (Cha), Profession (Wis), Ride (Dex), and Swim (Str).
  Skill Ranks per level: 4 + Int modifier
  Class Features
  The following are class features of the knight.
  Weapon and Armor Proficiency: knights are 
  proficient with all simple weapon and martial weapons 
  and with all armor (heavy, light, and medium) and 
  shields (including tower shields).
  Quality: A knight gains a +2 bonus on Knowledge 
  (nobility) and Diplomacy checks.
  Resplendent Power: A knight is able to harness 
  his powerful resolve to strengthen himself, inspire his 
  allies, and dismay his foes. A knight initially has 
  access to one resplendent power and gains an 
  additional power every odd level. A knight can use his 
  resplendent powers for a number of rounds per day 
  equal to 4 + his Cha modifier. At each level after 1st a 
  knight can use his qualities for an additional 2 rounds 
  per day. The knight can have only one resplendent 
  power active at a time.  Once each round the knight 
  can initiate the use of a resplendent power as a free 
  action. Resplendent powers end automatically if the 
  knight is killed or knocked unconscious.
  A knight cannot use a resplendent power in the 
  same round he makes a dishonorable attack. If he 
  makes a dishonorable attack, his resplendent power 
  automatically ends. A dishonorable attacks is defined 
  as an attack against an opponent who is surprised or 
  helpless, who cannot see the attacker due to total 
  concealment, involves poison, is a ranged attack 
  against a foe who has no ranged weapon or special 
  abilities, or uses lethal force against an opponent who 
  cannot respond in kind (lacking a weapon, natural 
  weapon, or other credible ability such as spellcasting 
  or a monk's unarmed abilities). 
  All resplendent powers that grant a morale 
  bonus or cause fear are mind-affecting.
  Honorable might (Ex): The knight gains a +4 
  bonus to Strength.
  Noble splendor (EX): The knight gains a +4 
  25
  
  bonus to Charisma.
  Rallying cry (Ex): The knight and all allies 
  within 30 feet who can see or hear the knight gain a 
  +1 morale bonus on attack rolls and saving throws 
  against fear effects. 
  Valorous smite (Ex): The knight gains ½ his 
  level as a morale bonus on damage rolls. 
  Aura of courage (Su): The knight becomes 
  immune to fear and all allies within 10 feet receive a 
  +4 morale bonus on saving throws against fear effects.
  Aura of Resolve (Su): The knight is immune to 
  charm spells and spell-like abilities. Each ally within 
  10 feet of the knight gains a +4 morale bonus on 
  saving throws against charm effects. 
  Heroic action (Ex): The knight gains a +2 
  morale bonus on attack rolls, saves, and skill checks. 
  Prerequisite: knight level 5th.
  Inspire heroism (Ex): The knight and all allies 
  within 30 feet who can see or hear the knight gain a 
  +2 morale bonus on attacks rolls, saves, and skill 
  checks. Prerequisites: Rallying cry and heroic action.
  Cause fear (Ex): The knight causes all foes 
  within 30 feet to become frightened. They may make a 
  save versus Will with a DC of 10 + ½ the knight's 
  level + the knight's Cha modifier. If they make the 
  save, they are shaken instead of frightened. This 
  ability has no effect on frightened creatures. Foes with 
  more HD than the knight's level are unaffected.
  Deathless Resolve (Su): The knight does not 
  die or fall unconscious while this ability is active, 
  however low his hit point total becomes. While this 
  ability is active, the knight is staggered. This power 
  can be activated immediately if the knight's hit points 
  drop to below 0, consuming one round of use. If this 
  effect ends, the knight has the option of activating the 
  feat Diehard if it would normally apply. Prerequisite: 
  11th level. 
  Scorn cowardice (Ex): The knight gains DR 
  X/honorable equal to half his level, maximum 10. An 
  honorable attack is any attack that is not dishonorable. 
  Thus, the knight takes less damage from sneak attacks, 
  ranged attacks when not similarly armed, and so forth. 
  This ability may be activated as an immediate action 
  in response to an attack, consuming one round of use. 
  Inspiring words (Ex): The knight can grant 
  vigor to one ally within 30 feet who can see or hear 
  him. As a standard action, the knight can grant the ally 
  1d8 + ½ the knight's level (maximum 10) temporary 
  hit points. The effect ends if the recipient makes a 
  dishonorable attack.
  Only blood (Ex): As a standard action, the 
  knight can heal 1 hit point to every ally within 30 feet 
  who can see or hear him. This ability has no effect on 
  anyone who has a bleeding condition or has less than 
  0 hit points.
  Swift victory (Ex): The knight and allies 
  within 30 feet who can see or hear him gain a +10 feet 
  enhancement bonus to the base land speed.
  Stay death (Ex): The knight gains a +10 
  circumstance bonus on Heal checks to perform first 
  aid. Additionally, if an ally has been killed by damage 
  within the last round, the knight may attempt to 
  perform first aid with a DC of 15 + (the number of hit 
  points below 0) in order to revive them to -10 hit 
  points and stable. Prerequisite: 7th level. 
  Holy blow (Su): The knight's attacks count as 
  good-aligned. Prerequisite: Non-evil alignment, 11th 
  level.
  Unholy blow (Su): The knight's attacks count 
  as evil-aligned. Prerequisite: Non-good alignment, 11th 
  level.
  Axiomatic blow (Su): The knight's attacks 
  count as lawful-aligned. Prerequisite: Non-chaotic 
  alignment, 11th level.
  Anarchic blow (Su): The knight's attacks count 
  as chaotic-aligned. Prerequisite: Non-lawful 
  alignment, 11th level.
  Spiritual crusader (Su): The knight chooses 
  one of the following powers, which he must have as a 
  power: holy blow, unholy blow, axiomatic blow, 
  anarchic blow. The effects apply to allies within 30 
  feet who can see or hear the knight and meet the 
  alignment prerequisites. Prerequisite: 13th level.
  Mounted Combat: At 2nd level, the knight gains 
  Mounted Combat as a bonus feat. If the knight already 
  has the feat, he may select another feat for which he 
  qualifies.
  Glory (Ex): A knight of at least 2nd level can, once 
  per day as a free action, grant himself a number of 
  temporary hit points equal to his level. These hit 
  points fade after one minute, if he kills or knocks 
  unconscious an opponent,  or if he makes a 
  dishonorable attack.
  Lionhearted: A knight gains Lionhearted as a 
  bonus feat at 3rd level.
  Weapon Focus: At 4th and again at 6th level, the 
  knight gains Weapon Focus as a bonus feat.
  Expert rider: Starting at 4th level, a knight gains a 
  +1 bonus on Ride checks. This bonus increases by +1 
  every four additional levels to a maximum of +5 at 
  level 20.
  Chivalric Bond: At 5th level, a knight gains either 
  26
  
  Signature Mount or Signature Weapon as a bonus feat.
  Iron Will: At 8th level, the knight gains Iron Will as 
  a bonus feat.
  Diehard: At 10th level, the knight gains Diehard as 
  a bonus feat.
  Greater Weapon Focus: At 14th and 18th level, the 
  knight gains Greater Weapon Focus with a weapon for 
  which he already has Weapon Focus.
  Immunity to fear: A knight of at least 19th level is 
  immune to fear.
  Compleat knight (Ex): At 20th level, the knight is 
  an embodiment of grace and martial valor. He gains a 
  +1 competence bonus to all Cha checks and Cha-
  based skill checks. If he has the Leadership feat, he 
  gains a permanent +1 to his Leadership score. He may 
  use his glory ability twice per day and it grants 2x his 
  level in temporary hit points. 
  Table: Knight
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
   Save
  Will 
  Save
  Special
  1st
  +1
  +2
  +0
  +0
  Quality, 1st resplendent power
  2nd
  +2
  +3
  +0
  +0
  Mounted combat, coat of glory
  3rd
  +3
  +3
  +1
  +1
  2nd resplendent power, lionhearted
  4th
  +4
  +4
  +1
  +1
  Weapon Focus, expert rider +1
  5th
  +5
  +4
  +1
  +1
  3rd resplendent power, chivalric bond
  6th
  +6/+1
  +5
  +2
  +2
  Weapon Focus
  7th
  +7/+2
  +5
  +2
  +2
  4th resplendent power
  8th
  +8/+3
  +6
  +2
  +2
  Iron Will, expert rider +2
  9th
  +9/+4
  +6
  +3
  +3
  5th resplendent power
  10th
  +10/+5
  +7
  +3
  +3
  Diehard
  11th
  +11/+6/+1
  +7
  +3
  +3
  6th  resplendent power
  12th
  +12/+7/+2
  +8
  +4
  +4
  expert rider +3
  13th
  +13/+8/+3
  +8
  +4
  +4
  7th resplendent power
  14th
  +14/+9/+4
  +9
  +4
  +4
  Greater Weapon Focus
  15th
  +15/+10/+5
  +9
  +5
  +5
  8th resplendent power
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  expert rider +4
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  9th resplendent power
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  Greater Weapon Focus
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  10th resplendent power, immunity to fear
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  expert rider +5, compleat knight
  27
  
  Martial Artist
  Martial artists, like monks, are practitioners of 
  demanding meditative arts and advanced fighting 
  techniques. Martial artists typically come from 
  monasteries or fighting academies, although some 
  learn their arts from family mentors or private 
  tutors. Rather than focusing on esoteric powers 
  and spiritual attainment, the martial artist seeks 
  perfection through rigorous training and constant 
  challenge. Although martial artists may be 
  peaceful artists or vicious bandits, depending on 
  their personal inclination, virtually any martial 
  artist will be eager for the opportunity to test their 
  abilities against opponents, especially other 
  martial artists, monks, and weapon masters.
  Role: The martial artist depends on mobility and 
  powerful attacks to quickly take down foes. 
  Although not as well armored as the fighter, they 
  are tough opponents with fairly strong defenses. 
  Depending on their chosen combat style, martial 
  artists may be unarmed strikers, experts of the 
  blade, or masters of the humble staff.
  Alignment: Any.
  Hit Die: d10
  Class Skills: The martial artist's class skills are 
  Acrobatics (Dex), Climb (Str), Craft (Int), Escape 
  Artist (Dex), Heal (Wis), Intimidate (Cha), 
  Knowledge (history) (Int), Knowledge (nobility), 
  Knowledge (religion) (Int), Perception (Wis), 
  Profession (Wis), Ride (Dex), Sense Motive 
  (Wis), Stealth (Dex), and Swim (Str).
  Class Features
  The following are class features of the martial artist 
  class.
  Weapon and Armor Proficiency: Martial artists 
  are proficient with all simple and martial weapons, 
  plus the kama, nunchaku, sai, shuriken, and siangham. 
  Martial artists are not proficient with any armor or 
  shields.
  Improved unarmed strike: Martial artists 
  received Improved Unarmed Strike as a bonus feat.
  Dodge: The martial artist gains Dodge as a bonus 
  feat.
  Agile Defense: The martial artist gains Agile 
  Defense as a bonus feat.
  Chosen Weapon (Ex): The martial artist selects 
  one type of weapon or unarmed strikes as his chosen 
  weapon. When striking with his chosen weapon, he 
  gains a bonus to damage equal to half his level 
  (minimum 1).
  Uncanny dodge (Ex): Starting at 2nd level, a 
  martial artist can react to danger before his senses 
  would normally allow him to do so. He cannot be 
  caught flat-footed, even if the attacker is invisible. He 
  still loses his Dexterity bonus to AC if immobilized. A 
  martial artist with this ability can still lose his 
  Dexterity bonus to AC if an opponent successfully 
  uses the feint action against him.
  Intimidating stare (Ex): At 2th level, the martial 
  artist gains a +2 bonus on Intimidate checks.
  28
  
  Bonus feat: At 2nd level and every even level 
  thereafter, the martial artist gains a bonus combat feat.
  Immunity to fear (Ex): A martial artist of at least 
  3rd level is immune to fear, magical or otherwise.
  Fast movement: At 3rd level, a martial artist's land 
  speed becomes faster than the norm for his race by 
  +10 feet. This benefit applies only when he is wearing 
  no armor, light armor, or medium armor, and not 
  carrying a heavy load. Apply this bonus before 
  modifying the barbarian’s speed because of any load 
  carried or armor worn. This bonus stacks with any 
  other bonuses to the martial artist's land speed. 
  However, it does not stack with the identical barbarian 
  ability.
  Ki pool (Su): At 5th level, a martial artist gains a 
  pool of ki points, supernatural energy he can use to 
  accomplish amazing feats. The number of points in a 
  martial artist's ki pool is equal to ½ his martial artist 
  level + his Wisdom modifier. As long as he has at least 
  1 point in his ki pool, he can make a ki strike. At 5th 
  level, ki strike allows strikes with his chosen weapon 
  to be treated as magic weapons for the purpose of 
  overcoming damage reduction. At 10th level, attacks 
  with his chosen weapon are also treated as cold iron or 
  silver weapons for the purpose of overcoming damage 
  reduction. At 15th level, his strikes are treated as 
  adamantine weapons for the purpose of overcoming 
  damage reduction and bypassing hardness. 
  By spending 1 point from his ki pool, a martial 
  artist can make one additional attack at his highest 
  attack bonus when making a full attack with his 
  chosen weapon. In addition, he can spend 1 point to 
  increase his speed by 20 feet for 1 round. Finally, a 
  martial artist can spend 1 point from his ki pool to 
  give himself a +4 dodge bonus to AC for 1 round. 
  Each of these powers is activated as a swift action. 
  The ki pool is replenished each morning after 8 hours 
  of rest or meditation; these hours need not be 
  consecutive.
  Increased initiative (Ex): At 3rd level, the martial 
  artist receives a +1 to initiative checks. This bonus 
  increases by +1 every four levels.
  Improved Uncanny Dodge (Ex): At 4th level and 
  higher, a martial artist can no longer be flanked. This 
  defense denies a rogue the ability to sneak attack the 
  martial artist by flanking him, unless the attacker has 
  at least four more rogue levels than the target has 
  martial artist levels. If a character already has uncanny 
  dodge (see above) from another class, the levels from 
  the classes that grant uncanny dodge stack to 
  determine the minimum rogue level required to flank 
  the character.
  Excellent weapon strike (Ex): A martial artist of 
  at least 5th level gains a +1 on attack rolls with his 
  chosen weapon. This bonus increases by +1 every four 
  levels to a maximum of +4 at 17th level. 
  Increased initiative (Ex): At 3rd level, the martial 
  artist gains a +1 to initiative checks. This bonus 
  increases by +1 every four levels. 
  Evasion (Ex): At 7th level and higher, a martial 
  artist can avoid damage from many area-effect attacks. 
  If a martial artist makes a Reflex saving throw against 
  an attack that normally does half damage on a 
  successful save, he instead takes no damage. Evasion 
  can only be used if a martial artist is wearing light 
  armor or no armor. A helpless martial artist does not 
  gain the benefit of evasion.
  High jump (Ex): At 11th level, a martial artist adds 
  his level to all Acrobatics checks to make a jump, both 
  for vertical jumps and horizontal jumps. In addition, 
  he always counts as having a running start when 
  making jump checks using Acrobatics. By spending 1 
  point from his ki pool, as a swift action, the martial 
  artist gains a +20 bonus on Acrobatics checks made to 
  jump for 1 round.
  Improved evasion (Ex): At 13th level, a martial 
  artist's evasion ability improves. He still takes no 
  damage on a successful Reflex saving throw against 
  attacks, but henceforth he takes only half damage 
  damage on a failed save. A helpless martial artist does 
  not gain the benefit of improved evasion.
  Devastating ki (Su): At 17th level, when attacking 
  with his chosen weapon, the martial artist can spend 1 
  ki point as a swift action to add his weapon's base 
  damage dice to his next attack. If he misses, the use is 
  wasted. This damage is not multiplied on a critical hit. 
  Skill mastery (Ex): The martial artist's calm and 
  precision extend to non-combat activities. Choose a 
  number of skills equal to 3 + the martial artist's Int 
  modifier. When making a skill check with one of these 
  skills, he may take 10 even if stress and distractions 
  would normally prevent him from doing so. 
  Chosen weapon mastery (Ex): At 20th level, a 
  martial artist achieves mastery of his chosen weapon. 
  Any attacks made with that weapon automatically 
  confirm all critical threats and have their damage 
  multiplier increased by 1 (×2 becomes ×3, for 
  example). In addition, his chosen weapon cannot be 
  disarmed. If his chosen weapon is an unarmed strike, 
  he can ignore the abilities of opponents that affect 
  those who attack them with an unarmed strike or 
  natural weapon (but gains no special protection when 
  29
  
  grappling or against effects that affect armed 
  opponents). 
  Table: Martial Artist
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
   Save
  Will 
  Save
  Special
  1st
  +1
  +2
  +2
  +0
  improved unarmed strike, chosen weapon, 
  dodge, agile defense
  2nd
  +2
  +3
  +3
  +0
  bonus feat, uncanny dodge, intimidating stare
  3rd
  +3
  +3
  +3
  +1
  immunity to fear, increased initiative +1, fast 
  movement
  4th
  +4
  +4
  +4
  +1
  bonus feat, improved uncanny dodge
  5th
  +5
  +4
  +4
  +1
  ki pool (magic), excellent weapon strike +1
  6th
  +6/+1
  +5
  +5
  +2
  bonus feat
  7th
  +7/+2
  +5
  +5
  +2
  increased initiative +2, evasion
  8th
  +8/+3
  +6
  +6
  +2
  bonus feat
  9th
  +9/+4
  +6
  +6
  +3
  excellent weapon strike +2
  10th
  +10/+5
  +7
  +7
  +3
  bonus feat, ki pool (cold iron or silver)
  11th
  +11/+6/+1
  +7
  +7
  +3
  increased initiative +3, high jump
  12th
  +12/+7/+2
  +8
  +8
  +4
  bonus feat
  13th
  +13/+8/+3
  +8
  +8
  +4
  excellent weapon strike +3, improved evasion
  14th
  +14/+9/+4
  +9
  +9
  +4
  bonus feat
  15th
  +15/+10/+5
  +9
  +9
  +5
  ki pool (adamantine), increased initiative +4
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  bonus feat
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  excellent weapon strike +4, devastating ki
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  bonus feat
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  increased initiative +5, skill mastery
  20th
  +20/+15/+10/+5
  +12
  +12
  +6
  bonus feat, chosen weapon mastery
  30
  
  Scholar
  The scholar believes that the solution to any problem 
  can be studied. The scholar bristles at the term 
  “dabbler,” as the scholar is nothing if not serious. 
  Nonetheless, the scholar's breadth of knowledge is just 
  as impressive as its depth. Rarely at a loss for a theory, 
  anecdote, or words of counsel, the scholar is a 
  constant inspiration and occasional frustration to her 
  companions. While ordinary sages and experts remain 
  in their libraries and workshops, the adventuring 
  scholar is a questing soul, as daring, resolute, and 
  curious as any knight, wizard, or treasure-hunter. The 
  scholar is a learner of the world as much as a student 
  of words, and never hesitates to borrow a few tricks 
  learned from her companions and foes. While a 
  scholar is an expert at locating and retrieving wealth, 
  magic, and information, the scholar's greatest treasure 
  is experience.
  Role: The scholar is an explorer and sage, identifying 
  dangerous hazards and neutralizing them through 
  knowledge. Her logic, learning, and perceptions aid 
  and protect her party members. While not much of a 
  straight-up combatant, a scholar can bring to bear a 
  number of impressive tactics in a tight spot. 
  Additionally, with the right preparation, the scholar is 
  capable of substituting for a number of different roles, 
  whether sniper, spell-caster, or negotiator.
  Hit Die: d8
  Class Skills: Appraise (Int), Craft (Int), Diplomacy 
  (Cha), Disable Device (Dex), Heal (Wis), Knowledge 
  (all) (Int), Linguistics (Int), Perception (Wis), Perform 
  (all) (Cha), Profession (Wis), Sense Motive (Wis), 
  Spellcraft (Int),  Survival (Wis), and Use Magic 
  Device (Cha). 
  Skill Ranks per Level: 6 + Int modifier.
  Class Features
  The following are class features of the scholar class.
  Weapon and Armor Proficiency: Scholars are 
  proficient with simple weapons, plus the hand 
  crossbow. They are not proficient with any armor or 
  shields.
  Lore: A scholar adds half her class level (minimum 
  1) to all Knowledge checks and may make all 
  Knowledge checks untrained.
  Smart Defense (Ex): A scholar adds her 
  Intelligence bonus to Armor Class. Any time she 
  would lose her Dex bonus to AC, she loses her Int 
  bonus, as well.
  Knowledge Focus (Ex): The scholar gains Skill 
  Focus in any one Knowledge skill of her choice.
  Bonus languages: A scholar may choose any non-
  secret languages as bonus languages.
  Scholar Secrets: Starting at 2nd level, and every 
  even level thereafter, the scholar may select one of the 
  following secrets. Unless otherwise stated, each secret 
  may be selected only once.
  Exploit Weakness (Ex): Once per day, the scholar 
  may designate one opponent, and gain an insight 
  bonus equal to her Int bonus (minimum +1) on attack 
  rolls against that opponent.
  Mental Resolve (Ex): One per day, the scholar may 
  designate one opponent, and gain an insight bonus 
  equal to her Wis bonus (minimum +1) to her saves 
  against all abilities by that opponent.
  Mind Trick (Ex): The scholar may add her 
  Intelligence modifier to Bluff checks.
  31
  
  Coordinate (Ex): When the scholar spends a full 
  round directing her allies, she provides her allies 
  within 30 feet a +1 morale bonus on their attack rolls 
  and skill checks. The bonus lasts for a number of 
  rounds equal to the scholar’s Charisma modifier.
  Inspiration (Ex): The scholar can inspire her allies, 
  bolstering them and improving their chances of 
  success. An ally must listen to and observe the scholar 
  for a full round for the inspiration to take hold. The 
  effect lasts for a number of rounds equal to the 
  scholar's Charisma modifier and affects allies within 
  30 feet. An inspired ally gains a +2 morale bonus on 
  saving throws, attack rolls, and damage rolls. A 
  scholar can’t inspire him or herself. Prerequisite: 
  coordinate.
  Greater Inspiration (Ex): The benefits of 
  inspiration increase by +1, to a total of +3. 
  Prerequisite: inspiration.
  Wise Counsel (Ex): As a full round action, the 
  scholar can aid an ally and grant an insight bonus 
  equal to the scholar's Wis bonus on the check.
  Improvise Tools (Ex): Choose one skill. The 
  scholar can perform a skill check without proper tools 
  with that skill, without penalty, taking a minimum of a 
  full round action.
  Smart Weapon (Ex): The scholar can use her Int 
  bonus instead of her Str or Dex bonus to hit with any 
  light or one-handed weapon or any crossbow.
  Defensive Training (Ex): The scholar selects one 
  category of foe (from the ranger's favored enemy list). 
  The scholar gains a +2 dodge bonus against opponents 
  of that type. If the scholar has 10 or more ranks in the 
  Knowledge skill that pertains to that creature type, the 
  bonus is doubled, to +4. This talent may be selected 
  more than once, each time choosing a different type of 
  foe. If more than one category applies, the scholar 
  gains only the highest bonus
  Medical Knowledge: The scholar gains First Aid or 
  Medical Expert as a bonus feat. 
  Intuition (Ex): Once per day, the scholar can gain 
  an insight bonus equal to his Int bonus (minimum +1) 
  to any Int-, Wis-, or Cha-based ability check or skill 
  check. 
  Sneak Attack: The scholar gains +1d6 sneak attack, 
  as a rogue.
  Combat Trick: The scholar gains a bonus combat 
  feat. She must meet the prerequisites normally.
  Creature Focus (Ex): The scholar selects one type 
  of creature from the ranger's Favored Enemy list. The 
  scholar gains a +3 bonus on Bluff, Knowledge, 
  Perception, Sense Motive, and Survival checks against 
  creatures of her selected type. Likewise, she gets a +3 
  bonus on weapon attack and damage rolls against 
  them. If the scholar has 10 or more ranks in the 
  applicable Knowledge skill for the type of creature, 
  these bonuses increase to +6. The scholar may select 
  this secret more than once, each time selecting a 
  different type of creature. If a creature fits more than 
  one category, only the best bonus applies.
  Trapfinding (Ex): A scholar with this secret adds 
  half her class level (minimum 1) to Perception skill 
  checks made to locate traps and to Disable Device 
  skill checks. A scholar can use Disable Device to 
  disarm magic traps.
  Minor Magic (Sp): A scholar with this talent gains 
  the ability to cast a 0-level spell from the 
  sorcerer/wizard spell list. This spell can be cast three 
  times per day as a spell-like ability. The caster level 
  for this ability is 10 + the scholar's level. The save DC 
  for this spell is 10 + the scholar's Intelligence 
  modifier. The scholar must have an Intelligence of at 
  least 10 to select this talent.
  Major Magic (Sp): A scholar with this talent gains 
  the ability to cast a 1st-level spell from the 
  sorcerer/wizard spell list two times a day as a spell-
  like ability. The caster level of this ability is equal to 
  the scholar's level. The save DC for this spell is 11 + 
  the scholar's Intelligence modifier. The scholar must 
  have an Intelligence of at least 11 to select this secret. 
  A scholar may select this secret more than once, 
  choosing a different spell each time. Prerequisite: 
  minor magic.
  Cantrips (Sp): The scholar may select two 
  additional 0-level spells from the sorcerer/wizard spell 
  list for her minor magic ability. The scholar may use 
  her minor magic an unlimited number of times per 
  day. The scholar may take this secret multiple times, 
  adding two more 0-level spells each time. 
  Prerequisite: minor magic.
  Turn undead: The scholar gains Command Undead 
  or Turn Undead as a bonus feat. She gains channel 
  energy a number of times per day equal to 3 + her 
  Intelligence modifier, but only to use the selected feat. 
  She can take other feats that add to this ability, such as 
  Extra Channeling and Improved Channeling, as well 
  as feats that alter this ability, such as Elemental 
  Channeling and Outsider Channeling. The DC to save 
  against these feats is equal to 10 + ½ her scholar level 
  + her Charisma modifier. At 20th level, undead cannot 
  add their channel resistance to the save against this 
  ability.
  Minor mysticism (Sp): A scholar with this talent 
  32
  
  gains the ability to cast a 0-level spell from the cleric 
  spell list. This spell can be cast three times per day as 
  a spell-like ability. The caster level for this ability is 
  10 + the scholar's level. The save DC for this spell is 
  10 + the scholar's Wisdom modifier. The scholar must 
  have a Wisdom of at least 10 to select this talent.
  Major mysticism (Sp): A scholar with this talent 
  gains the ability to cast a 1st-level spell from the cleric 
  spell list two times a day as a spell-like ability. The 
  caster level of this ability is equal to the scholar's 
  level. The save DC for this spell is 11 + the scholar's 
  Wisdom modifier. The scholar must have a Wisdom of 
  at least 11 to select this secret. A scholar may select 
  this secret more than once, choosing a different spell 
  each time. Prerequisite: minor mysticism.
  Orisons: The scholar may select two additional 0-
  level spells from the cleric spell list for her minor 
  mysticism ability. The scholar may use her minor 
  mysticism an unlimited number of times per day. The 
  scholar may take this secret multiple times, adding 
  two more 0-level spells each time. Prerequisite: minor 
  mysticism.
  Animal companion: The scholar gains an animal 
  companion, as the druid ability, nature bond. The 
  scholar's effective druid level for this purpose is her 
  level -2.
  Disruptive: The scholar gains Disruptive as a 
  bonus feat.
  Detect magic (Sp): The scholar may use detect 
  magic, as the spell, at will. Prerequisite: minor magic 
  or minor mysticism.
  Trap spotter (Ex): Whenever a scholar with this 
  secret comes within 10 feet of a trap, she receives an 
  immediate Perception skill check to notice the trap. 
  This check should be made in secret by the GM. 
  Prerequisite: trapfinding.
  Student of war (Ex): The scholar gains proficiency 
  in all martial weapons.
  Lightly armored: The scholar becomes proficient in 
  light armor.
  Magic circle (Sp): The scholar may cast magic 
  circle versus good, evil, chaos, or law, as the spell, 
  once per day. Prerequisite: major magic or major 
  mysticism.
  Weapon training: The scholar gains Weapon Focus 
  as a bonus feat.
  Quick disable: A scholar who selects this secret can 
  disable a trap in half the normal amount of time using 
  the Disable Device skill (minimum 1 round). 
  Prerequisite: trapfinding.
  Augury (Sp): The scholar may cast augury, as the 
  spell, once per day. Prerequisite: intuition, minor 
  mysicism.
  Skill Focus: The scholar gains Skill Focus as a 
  bonus feat.
  Track (Ex): The scholar may add half her level 
  (minimum 1) to Survival checks to find or follow 
  tracks.
  Extracurricular study (Ex): The scholar selects one 
  skill. That skill is considered a class skill for the 
  scholar and gains a +1 bonus on skill checks. 
  Look out (Ex): All allies within 30 feet gain the 
  benefits of the scholar's evasion. This only applies to 
  allies who are aware of her presence.
  Twice ready (Ex): When the scholar readies an 
  action, she can specify two triggers with a seperate 
  action for each trigger. Whichever action triggers first 
  cancels the other.
  Call it out (Ex): One per day as a standard action, a 
  scholar can identify the weaknesses of one creature 
  she can perceive. She must succeed at a Knowledge 
  check to identify the creature. If successful, she and all 
  allies within 30 feet who can hear her gain a 
  knowledge of any special vulnerabilities and 
  weaknesses a creature may have, including what 
  forms of attack defeat its DR and regeneration, and 
  gain a +1 bonus to attack rolls and the DCs of their 
  spells and abilities against that opponent for one 
  minute. Is she has 10 or more ranks in the relevant 
  Knowledge skill for that creature's type, the bonus is 
  doubled to +2. 
  Creature Mythology (Ex): When she uses her call it 
  out ability, she and her affected allies also gain +2 to 
  overcome SR against that creature for one minute. The 
  bonus is doubled if she has at least 10 ranks of the 
  relevant Knowledge skill for that creature's type. 
  Prerequisite: call it out.
  Coax Magical Item (Ex): The scholar gains a bonus 
  equal to half her level (minimum 1) on Use Magic 
  Device checks.
  Fast Movement (Ex): The scholar gains fast 
  movement, as the barbarian ability.
  Spell-casting Diletantte (Ex): The scholar casts all 
  spells and spell-like abilities at +1 caster level, to a 
  maximum of her Hit Dice.
  Deliberate Accuracy (Ex): When the scholar takes 
  the attack action, she gains +1 on attack rolls.
  Careful Search (Ex): The scholar may take 10 on 
  Perception checks, even if it would not normally be 
  allowed. She also gains a +1 on Perception checks to 
  search an area.
  Evasion (Ex): At 2nd level and higher, a scholar can 
  33
  
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the scholar is wearing light armor 
  or no armor. A helpless scholar does not gain the 
  benefits of evasion.
  Tough-minded (Ex): At 2nd level and above, the 
  scholar heals one point of Intelligence, Wisdom, and 
  Charisma damage every 24 hours.
  Identify magic items (Ex): At 3rd level, the scholar 
  may use her knowledge to identify magical items. She 
  may examine the item as with the spell detect magic, 
  and may add her level to the Spellcraft check to 
  determine its properties.
  In the Bag (Ex): A scholar of 4th level and higher 
  can retrieve needed items very quickly. Once per 
  round, she may ready an item as a standard action if it 
  would normally be a full round action, a move action 
  if it would normally be a standard action, and a swift 
  action if it would normally be a move action.
  Decipher script (Ex): At 5th level , the scholar 
  gains +2 on Linguistics checks to decipher writing.
  Lore Master (Ex): At 5th level, the scholar 
  becomes a master of lore and can take 10 on any 
  Knowledge check that she has ranks in. A scholar can 
  choose not to take 10 and can instead roll normally. In 
  addition, once per day, the scholar can take 20 on any 
  Knowledge check as a standard action. She can use 
  this ability one additional time per day for every six 
  levels she possesses beyond 5th.
  Erudition (Ex): At 7th level, the scholar's logical 
  mind becomes a powerful tool of persuasion. Add her 
  modifier to Intelligence to Bluff, Diplomacy, and 
  Intimidate checks, in addition to her Charisma bonus.
  Advanced Scholar Secrets: A scholar of 10th level 
  and higher can select from the following additional 
  secrets whenever she gains a scholar secret.
  Vital Strike: The scholar receives Vital Strike as a 
  bonus feat. 
  Slippery Mind (Ex): If a scholar with slippery mind 
  is affected by an enchantment spell or effect and fails 
  her saving throw, she can attempt it again 1 round later 
  at the same DC. She gets only this one extra chance to 
  succeed on this saving throw.
  Spellbreaker: The scholar gains Spellbreaker as a 
  bonus feat.
  Feat: The scholar can select any one feat for which 
  she qualifies. 
  Jack of all trades (use untrained) (Ex): A scholar 
  who selects this secret can use any skill, even if the 
  skill normally requires her to be trained.
  Jack of all trades (class skills) (Ex): A scholar with 
  this secret treats all skills as class skills. Prerequisite: 
  jack of all trades (use untrained).
  Jack of all trades (mastery)(Ex): A scholar with 
  this secret can take 10 on any skill check, even if it is 
  not normally allowed. Prerequisite: jack of all trades 
  (class skills).
  Improved Evasion: This works like evasion, except 
  that while the scholar still takes no damage on a 
  successful Reflex saving throw against attacks, she 
  henceforth takes only half damage on a failed save. A 
  helpless scholar does not gain the benefits of 
  improved evasion.
  Improved Spell Resistance: The scholar's SR 
  improves to 10 + her level. Perequisite: spell 
  resistance.
  Dispelling Touch (Sp): Once per day, the scholar 
  can use a targeted dispel magic effect as a touch 
  attack. Her caster level equals her level. Prerequisite: 
  detect magic.
  Share Spell Resistance (Su): With a touch, the 
  scholar can grant SR equal to her own granted by the 
  scholar class to an ally for 1 round. Prerequisite: spell 
  resistance.
  Miracle-Worker (Ex): The scholar gains Minor 
  Medical Miracle or Major Medical Miracle as a bonus 
  feat. She must meet the usual prerequisites.
  Only Mostly Dead (Sp): The scholar may cast 
  resurrection, as the spell, once per day. She must 
  supply the usual material components and focus. Her 
  caster level, for the purposes of this ability, is equal to 
  her ranks in Heal. Prerequisites: Major Medical 
  Miracle, Medical Expert, major mysticism. 
  Rummage (Ex): As a full round action, the scholar 
  can treat the result of a Perception check to search an 
  area as though she rolled a twenty. The scholar may 
  use this ability a number of times per day equal to her 
  Int bonus (minimum 1). Prerequisite: careful search.
  Just the Thing (Ex): The scholar may use in the 
  bag twice per round. Prerequisite: in the bag.
  Spell resistance (Su): At 13th level, the scholar 
  gains SR equal to her scholar level +5. She may 
  activate or deactivate this ability as a standard action.
  True Lore (Ex): At 19th level, a scholar's 
  knowledge becomes vast indeed. Once per day a 
  scholar can use her knowledge to gain the effects of a 
  legend lore spell or an analyze dweomer spell. If used 
  to create a legend lore effect, this ability has a casting 
  time of 1 minute, regardless of how much information 
  is already known about the subject in question. 
  34
  
  Sagacity: At 20th level, the scholar's powerful mind 
  leads her to enlightenment. Her Intelligence, Wisdom, 
  and Charisma all increase by 2 points. She becomes 
  immune to fear and confusion. 
  Table: Scholar
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
   Save
  Will 
  Save
  Special
  1st
  +0
  +0
  +2
  +2
  Lore, smart defense, knowledge focus, bonus 
  languages
  2nd
  +1
  +0
  +3
  +3
  scholar secret, evasion, tough-minded
  3rd
  +2
  +1
  +3
  +3
  identify magic items, trap sense +1
  4th
  +3
  +1
  +4
  +4
  scholar secret, in the bag
  5th
  +3
  +1
  +4
  +4
  decipher script, lore master
  6th
  +4
  +2
  +5
  +5
  scholar secret, trap sense +2
  7th
  +5
  +2
  +5
  +5
  erudition
  8th
  +6/+1
  +2
  +6
  +6
  scholar secret
  9th
  +6/+1
  +3
  +6
  +6
  trap sense +3
  10th
  +7/+2
  +3
  +7
  +7
  advanced secrets, scholar secret
  11th
  +8/+3
  +3
  +7
  +7
  lore master 2/day
  12th
  +9/+4
  +4
  +8
  +8
  scholar secret, trap sense +4
  13th
  +9/+4
  +4
  +8
  +8
  spell resistance
  14th
  +10/+5
  +4
  +9
  +9
  scholar secret
  15th
  +11/+6/+1
  +5
  +9
  +9
  trap sense +5
  16th
  +12/+7/+2
  +5
  +10
  +10
  scholar secret
  17th
  +12/+7/+2
  +5
  +10
  +10
  lore master 3/day
  18th
  +13/+8/+3
  +6
  +11
  +11
  scholar secret, trap sense +6
  19th
  +14/+9/+4
  +6
  +11
  +11
  true lore
  20th
  +15/+10/+5
  +6
  +12
  +12
  scholar secret, sagacity
  35
  
  Scout
  The scout is a master of stealth and detection. Much 
  like the rogue, the scout depends on wits, agility, and a 
  little bravado to go places other people do not go and 
  do things other people do not do. While the rogue is a 
  denizen of the city, the scout excels at moving through 
  wilderness, sparsely populated zones, and enemy 
  pickets. Some are nimble hunters, while others are 
  attached to a military force. Scouts might describe 
  themselves as explorers, messengers, trackers, delvers, 
  spelunkers, or agents.  Few scouts would permit 
  themselves to be tarnished with the label of spy, but 
  many a scout wearing a stolen uniform has gained 
  valuable insights into the enemy's schemes. 
  Role: The scout is a skirmisher. While competent as a 
  fighter, the scout prefers to avoid the front lines of 
  battle and instead make use of his superior precision 
  and mobility to harass and destroy. The scout is a 
  skillful character, adept at springing traps, scaling 
  rough terrain, or traveling incognito deep into enemy 
  territory. 
  Hit Die: d8
  Class Skills: The scout's class skills are Acrobatics 
  (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable 
  Device (Dex), Disguise (Cha), Escape Artist (Dex), 
  Handle Animal (Cha), Intimidate (Cha), Knowledge 
  (dungeoneering) (Int), Knowledge (geography) (Int), 
  Knowledge (nature) (Int), Linguistics (Int), Perception 
  (Wis), Profession (Wis), Ride (Dex), Sense Motive 
  (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival 
  (Wis), and Swim (Str).
  Class Features
  The following are class features of the scout class.
  Weapon and Armor Proficiency: Scouts are 
  proficient with all simple weapons, plus the shortbow, 
  short sword, throwing axe, and handaxe. They are 
  proficient with light armor, but not with shields.
  Trapfinding (Ex): A scout adds ½ his level to 
  Perception skill checks made to locate traps an to 
  Disable Device skill checks (minimum +1). A scout 
  can use Disable Device to disarm magical traps.
  Targeted Strike (Ex): By aiming his attacks 
  precisely, a scout can deal extra damage to his target.
  When the scout uses the attack action, he deals an 
  extra 1d6 damage. This extra damage increases by 1d6 
  every two scout levels thereafter. Should the scout 
  score a critical hit with a targeted strike, this extra 
  damage is not multiplied. Ranged attacks can count as 
  targeted strikes only if the target is within 30 feet. 
  With a weapon that deals nonlethal damage (like a 
  sap, whip, or an unarmed attack), a scout can make a 
  targeted strike that deals nonlethal damage instead of 
  lethal damage. He cannot use a weapon that deals 
  lethal damage to deal nonlethal damage in a hunter 
  strike, not even with the usual -4 penalty.
  The scout must be able to see the target well 
  enough to pick out a vital spot and must be able to 
  reach such a spot. A scout cannot use targeted strike 
  against a creature with concealment. 
  Uncanny dodge (Ex): Starting at 2nd level, a scout 
  can react to danger before his senses would normally 
  allow him to do so. He cannot be caught flat-footed, 
  even if the attacker is invisible. He still loses his 
  Dexterity bonus to AC if immobilized. A scout with 
  36
  
  this ability can still lose his Dexterity bonus to AC if 
  an opponent successfully uses the feint action against 
  him.
  Scout Talents: As a scout gains experience, he 
  learns additional abilities that make him a 
  consummate stalker. Starting at 2nd level, a scout gains 
  one scout talent, and he gains one additional scout 
  talent for every 2 levels of scout attained thereafter. A 
  scout can select each talent only once. 
  Talents identified as targeted strike talents add 
  to a scout's targeted attack. Only one of these talents 
  can be used with each attack and the decision must be 
  made before the attack roll is made. Targeting strike 
  talents are marked with an asterisk (*).
  Combat Scout: The scout receives as a bonus 
  feat any one combat feat for which he qualifies.
  Finesse Scout: The scout receives Weapon 
  Finesse as a bonus feat.
  Resiliency (Ex): Once per day, a scout with 
  this ability can gain a number of temporary hit points 
  equal to the scout's level. Activating this ability is an 
  immediate action that can only be performed when he 
  is brought below 0 hit points. This ability can be used 
  to prevent him from dying. These temporary hit points 
  last for 1 minute. If the scout's hit points drop below 0 
  due to the loss of these temporary hit points, he falls 
  unconscious and is dying as normal.
  Prone Crawl (Ex): While prone, a scout with 
  this ability can move at half speed. This movement 
  provokes attacks of opportunity as normal. A scout 
  with this talent can take a 5-foot step while crawling.
  Trap Spotter (Ex):  Whenever a scout with this 
  talent comes within 10 feet of a trap, he receives an 
  immediate Perception skill check to notice the trap. 
  This check should be made in secret by the GM.
  Weapon Training: A scout that selects this 
  talent gains Weapon Focus as a bonus feat.
  Endurance: The scout receives Endurance as a 
  bonus feat.
  Nimble moves: The scout gains Nimble Moves 
  as a bonus feat. 
  Acrobatic steps: The scout gains Acrobatic 
  Steps as a bonus feat. Prerequisite: Nimble Moves.
  Favored Terrain (Ex):  A scout may select a 
  type of terrain from the ranger's Favored Terrains 
  table. The scout gains a +2 bonus on initiative checks 
  and Knowledge (geography), Perception, Stealth, and 
  Survival skill checks when he is in this terrain. A scout 
  traveling through his favored terrain normally leaves 
  no trail and cannot be tracked (though he may leave a 
  trail if he so chooses). The scout may take this ability 
  multiple times, each time selecting either a new terrain 
  or increasing the skill and initiative bonus for a 
  previously chosen terrain by +2. 
  Swift Tracker (Ex): A scout who chooses this 
  ability can move at his normal speed while using 
  Survival to follow tracks without taking the normal -5 
  penalty. He takes only a -10 penalty (instead of the 
  normal -20) when moving at up to twice normal speed 
  while tracking.
  Camouflage (Ex): A scout who selects his 
  ability can use the stealth skill to hide in any of his 
  favored terrains, even if the terrain doesn't grant cover 
  or concealment. Prerequisite: favored terrain.
  Fast Stealth (Ex): This ability allows a scout 
  to move at full speed using the Stealth skill without 
  penalty.
  Dazzling strike* (Ex): Opponents damaged by 
  a targeted strike are dazzled for one round.
  Silencing strike* (Ex): Opponents damaged by 
  a targeted strike cannot speak or vocalize for one 
  round.
  Hit and Run (Ex): The scout gains the benefits 
  of targeted strike when using the feats Shot on the Run 
  or Spring Attack.
  Predatory Lunge (Ex): The scout gains the 
  benefits of targeted strike when making a single attack 
  at the end of a charge.
  Precise Shot: The scout receives Precise Shot 
  as a bonus feat.
  Improved Sniping: The scout receives 
  Improved Sniping as a bonus feat.
  Fast climbing (Ex): The scout may climb at 
  half his speed without penalty, instead of taking a -5 
  penalty to move at half speed and no penalty to move 
  at one-quarter speed.
  Trap Sense (Ex): At 3rd level, a scout gains a +1 
  bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus against attacks made by traps. These 
  bonuses increase by +1 every three scout levels. Trap 
  sense bonuses gained from multiple classes stack.
  Evasion (Ex): At 4nd level and higher, a scout can 
  avoid even magical and unusual attacks with great 
  agility. If he makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, he instead takes no damage. Evasion 
  can be used only if the scout is wearing light armor or 
  no armor. A helpless scout does not gain the benefits 
  of evasion.
  Fleet: At 3rd level and every five levels thereafter, 
  the scout receives Fleet as a bonus feat.
  Advanced Talents: Beginning at 10th level, a scout 
  37
  
  can select an advanced talent instead of a scout talent.
  Improved Evasion (Ex): This works like 
  evasion, except that while the scout still takes no 
  damage on a successful Reflex saving throw against 
  attacks, he henceforth takes only half damage on a 
  failed save. A helpless scout does not gain the benefits 
  of improved evasion.
  Improved Uncanny Dodge (Ex): A scout that 
  selects this talent can no longer be flanked. This 
  defense denies a rogue the ability to sneak attack the 
  scout by flanking him, unless the attacker has at least 
  four more rogue levels than the target has scout levels. 
  If a character already has uncanny dodge (see above) 
  from another class, the levels from the classes that 
  grant uncanny dodge stack to determine the minimum 
  rogue level required to flank the character.
  Improved Precise Shot: The scout receives 
  Improved Precise Shot as a bonus feat.
  Pinpoint Targeting: The scout gains Pinpoint 
  Targeting as a bonus feat. 
  Hindering Strike* (Ex): Opponents damaged 
  by a targeted strike have their movement reduced to 
  half. The movement penalty remains until the target 
  receives magical healing or completely heals naturally.
  Long shot: The scout gains the benefits of 
  targeted strike at a range of up to 60 feet, rather than 
  30 feet. 
  Feat: A scout may gain any feat that he 
  qualifies for in place of a scout talent.
  Crippling Strike*: A scout with this ability can 
  strike opponents with such precision that his blows 
  weaken and hamper them. An opponent damaged by a 
  targeted strike also takes 2 points of Strength damage.
  Blindsense (Ex): The scout gains blindsense 
  with a range of 30 feet.
  Blindsight (Ex): The scout gains blindsight 
  with a range of 30 feet. To select this ability, the scout 
  must already have blindsense and the feat Blind-Fight.
  Rapid Hunter Strike: The scout gains the 
  benefits of targeted strike when making multiple 
  attacks, but the bonus to damage only applies to the 
  first attack, whether hit or miss.
  Slippery Mind (Ex): If a scout with slippery 
  mind is affected by an enchantment spell or effect and 
  fails his saving throw, he can attempt it again 1 round 
  later at the same DC. He gets only this one extra 
  chance to succeed on is saving throw.
  Freedom of Movement (Ex): The scout may act 
  as though under the effects of the freedom of 
  movement spell. The scout may use this ability each 
  day for a number of rounds equal to his scout level. 
  The rounds need not be consecutive.
  38
  
  Table: Scout
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
   Save
  Will 
  Save
  Special
  1st
  +0
  +0
  +2
  +0
  trapfinding, targeted strike +1d6
  2nd
  +1
  +0
  +3
  +0
  uncanny dodge, scout talent
  3rd
  +2
  +1
  +3
  +1
  targeted strike +2d6, trap sense +1, fleet
  4th
  +3
  +1
  +4
  +1
  evasion, scout talent
  5th
  +3
  +1
  +4
  +1
  targeted strike +3d6
  6th
  +4
  +2
  +5
  +2
  scout talent, trap sense +2
  7th
  +5
  +2
  +5
  +2
  targeted strike +4d6
  8th
  +6/+1
  +2
  +6
  +2
  scout talent, fleet
  9th
  +6/+1
  +3
  +6
  +3
  targeted strike +5d6, trap sense +3
  10th
  +7/+2
  +3
  +7
  +3
  advanced talents, scout talent
  11th
  +8/+3
  +3
  +7
  +3
  targeted strike +6d6
  12th
  +9/+4
  +4
  +8
  +4
  scout talent, trap sense +4
  13th
  +9/+4
  +4
  +8
  +4
  targeted strike +7d6, fleet
  14th
  +10/+5
  +4
  +9
  +4
  scout talent
  15th
  +11/+6/+1
  +5
  +9
  +5
  targeted strike +8d6, trap sense +5
  16th
  +12/+7/+2
  +5
  +10
  +5
  scout talent
  17th
  +12/+7/+2
  +5
  +10
  +5
  targeted strike +9d6
  18th
  +13/+8/+3
  +6
  +11
  +6
  scout talent, trap sense +6, fleet
  19th
  +14/+9/+4
  +6
  +11
  +6
  targeted strike +10d6
  20th
  +15/+10/+5
  +6
  +12
  +6
  scout talent, freedom of movement
  39
  
  Spy
  Spying is not a glorious profession, although the most 
  successful spies attract a measure of glamor and 
  respect in certain quarters. Most of the time, skilled 
  spies go unnoticed and unsuspected until their mission 
  is already completed. They may travel as simple 
  tradesman or vagabonds, while other times, they may 
  develop elaborate cover identities as soldiers, 
  members of the court, or even intimates of those in 
  power. Spies may find employ with powerful nobles, 
  military leaders, guild masters, or even spell-casters or 
  intelligent monsters. Some spies are basically 
  mercenary, while others are more like house retainers 
  or military officers. Spying is a dangerous job, for 
  those that are caught are frequently executed or worse, 
  and their patrons are frequently unable to take steps to 
  protect their agents when doing so would expose their 
  involvement. A spy might join an adventuring group 
  under cover, pretending to be a common vagabond, 
  rogue, or warrior. In other cases, they may be part of 
  an entourage that serves a common cause, with the spy 
  playing the part of negotiator, infiltrator, and if need 
  be, assassin.
  Role: Spies are expert face characters. Like the bard, 
  their silver tongue can win friends and bewilder foes. 
  The spy lacks major spell-casting ability, although 
  some spies develop arcane talents that complement 
  their natural abilities. Spies are able to sneak attack, 
  like a rogue, and in pitched battles may fulfill a similar 
  role as a skirmisher. They possess a versatile array of 
  skills and talents that befit their role as the ultimate 
  deceiver.
  Alignment: Any.
  Hit Die: d8
  Class Skills: The spy's class skills are Acrobatics 
  (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable 
  Device (Dex), Diplomacy (Cha), Disguise (Cha), 
  Escape Artist (Dex), Handle Animal (Cha), Intimidate 
  (Cha), Knowledge (geography) (Int), Knowledge 
  (local) (Int), Knowledge (nobility) (Int), Linguistics 
  (Int), Perception (Wis), Perform (Cha), Profession 
  (Wis), Ride (Dex), Sense Motive (Wis), Sleight of 
  Hand (Dex), Stealth (Dex), Swim (Str), and Use 
  Magic Device (Cha).
  Skill Ranks per Level: 8 + Int modifier
  Class Features
  The following are class features of the spy class.
  Weapon and Armor Proficiency: Spies  are 
  proficient with all simple weapons, plus the hand 
  40
  
  crossbow, rapier, sap, shortbow and short sword. They 
  are proficient with light armor, but not with shields.
  Duplicity (Ex): The spy may add one half her level 
  (minimum 1) to Disguise and Sense Motive checks 
  and to Bluff checks to fool someone or to deliver a 
  secret message.
  Cover Identity (Ex): Spies rarely advertise the 
  nature of their work. A spy may select one Craft, 
  Perform, or Profession skill and gain a +1 competence 
  bonus on checks. Additionally, the spy may make 
  checks as though trained in that skill, even if she has 
  no ranks in it. Alternatively, instead of a skill, the spy 
  can choose one weapon or one type of armor and 
  suffer only half the usual penalties for non-
  proficiency. The spy can decide to adopt a new cover 
  identity at any time. When she changes cover 
  identities, the benefits switch over to the new skill or 
  proficiency after 24 hours. 
  Sneak attack (Ex): If a spy can catch an opponent 
  when she is unable to defend himself effectively from 
  her attack, she can strike a vital spot for extra damage.
  The spy's attack deals extra damage anytime her 
  target would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus or 
  not), or when the spy flanks her target. This extra 
  damage is 1d6 at 1st level, and increases by 1d6 every 
  two spy levels thereafter. Should the spy 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 weapon that deals nonlethal damage (like a 
  sap, whip, or an unarmed strike), a spy can make a 
  sneak attack that deals nonlethal damage instead of 
  lethal damage. She cannot use a weapon that deals 
  lethal damage to deal nonlethal damage in a sneak 
  attack, not even with the usual –4 penalty.
  The spy must be able to see the target well enough 
  to pick out a vital spot and must be able to reach such 
  a spot. A spy cannot sneak attack while striking a 
  creature with concealment. This is the same as the 
  rogue ability.
  Uncanny dodge (Ex): Starting at 2nd level, a spy 
  can react to danger before her senses would normally 
  allow her to do so. She cannot be caught flat-footed, 
  even if the attacker is invisible. She still loses her 
  Dexterity bonus to AC if immobilized. A spy with this 
  ability can still lose her Dexterity bonus to AC if an 
  opponent successfully uses the feint action against her. 
  If a spy has uncanny dodge from a different class, she 
  automatically gains improved uncanny dodge (see 
  below) instead.
  Spy Talents: Starting at 2nd level and every even 
  level thereafter, the spy may select one of the 
  following special abilities.
  Infiltrator (Ex): The spy chooses one group to 
  oppose. The spy gains a +2 bonus on Bluff, 
  Diplomacy, Knowledge, Perception, and Sense Motive 
  checks against members of the enemy group. 
  Additionally, she gains a +2 bonus on weapon attack 
  and damage rolls against them. A group is one 
  medium-sized faction, such as an army, the members 
  of a particular noble house and their retainers, a city 
  guild, or the local chapter of a religion.
  Loyal Spy (Ex): The spy gains a +4 morale 
  bonus to resist any charm or compulsion effect that 
  would cause him to act against members of one group. 
  A group has the same meaning as group for the 
  infiltrator talent. 
  Combat Trick: A spy that selects this talent 
  gains a bonus combat feat.
  Fast Stealth (Ex): This ability allows a spy to 
  move at full speed using the Stealth skill without 
  penalty.
  Minor Magic (Sp): A spy with this talent gains 
  the ability to cast a 0-level spell from the 
  sorcerer/wizard spell list. This spell can be cast three 
  times a day as a spell-like ability. The caster level for 
  this ability is equal to the spy's level. The save DC for 
  this spell is 10 + the spy's Charisma modifier. The 
  scout must have an Charisma of at least 10 to select 
  this talent.
  Magical Sleep (Sp): A spy with this talent may 
  cast sleep as a sleep as a spell-like ability with a caster 
  level equal to her level. The DC to save is 11 + the 
  spy's Charisma modifier. The spy may choose to 
  center the spell on a single target, in which case it will 
  affect one target of any number of HD. To select this 
  talent, the spy must already have minor magic.
  Magical Disguise (Sp): Once per day, the spy 
  may cast disguise self as a spell-like ability with a 
  caster level equal to her level. To select this talent, the 
  spy must already have minor magic.
  Trapfinding (Ex): A spy with this talent adds 
  ½ her level to Perception skill checks made to locate 
  traps and to Disable Device skill checks (minimum 
  +1). Additionally, she can use Disable Device to 
  disarm magic traps.
  Trap Spotter (Ex): Whenever a spy with this 
  talent comes within 10 feet of a trap, she receives an 
  immediate Perception skill check to notice the trap. 
  This check should be made in secret by the GM. 
  Prerequisite: trapfinding.
  41
  
  Expert Forger (Ex): A spy with this talent can 
  add half her level (minimum 1) to checks to create a 
  forgery or fake document.
  Weapon Proficiency: The spy can select one 
  Exotic or Martial Weapon Proficiency.
  Evasion (Ex): A spy who selects this talent can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the spy is wearing light armor or 
  no armor. A helpless spy does not gain the benefits of 
  evasion.
  Careful search (Ex): The spy may take 10 on 
  Perception checks, even when she would not normally 
  be allowed to. In addition, she gains a +1 bonus on 
  Perception checks to search an area.
  Secret keeper (Ex): At 3rd level, a spy receives a 
  +1 bonus to saves against any effect that would force 
  her to speak the truth or that would detect her 
  thoughts. In addition, if asked or commanded to speak 
  the truth or reveal a piece of information while under a 
  charm or compulsion, she gets a new save 
  immediately with this bonus. This bonus increases by 
  +1 every four levels to a maximum of +5 at level 19.
  Improved Uncanny Dodge (Ex): At 5th level, a 
  spy can no longer be flanked. This defense denies a 
  rogue the ability to sneak attack the spy by flanking 
  her, unless the attacker has at least four more rogue 
  levels than the target has spy levels. If a character 
  already has uncanny dodge (see above) from another 
  class, the levels from the classes that grant uncanny 
  dodge stack to determine the minimum rogue level 
  required to flank the character.
  Nondetection (Ex): A spy of 8th level of above 
  gains the benefits of nondetection, as the spell. This is 
  a non-magical effect which is constantly active with a 
  caster level of the spy's level. Lowering or raising the 
  effect is a standard action.
  Advanced Talents: Starting at 10th level, the spy 
  may select one of the following talents instead of a 
  spy talent.
  Improved Evasion (Ex): This works like 
  evasion, except that while the spy still takes no 
  damage on a successful Reflex saving throw against 
  attacks, she henceforth takes only half damage on a 
  failed save. A helpless spy does not gain the benefits 
  of improved evasion. Prerequisite: evasion.
  Slippery mind (Ex): If a spy with slippery 
  mind is affected by an enchantment spell or effect and 
  fails her saving throw, she can attempt it again 1 round 
  later at the same DC. She gets only this one extra 
  chance to succeed on is saving throw.
  Jack of All Trades (use untrained) (Ex): A spy 
  who selects this talent can use any skill, even if the 
  skill normally requires her to be trained.
  Jack of All Trades (class skills) (Ex): A spy 
  with this talent treats all skills as class skills. 
  Prerequisite: jack of all trades (use untrained).
  Jack of All Trades (mastery) (Ex): A spy with 
  this talent can take 10 on any skill check, even if it is 
  not normally allowed. Prerequisite: jack of all trades 
  (class skills).
  Skill mastery (Ex): The spy becomes so 
  confident in the use of certain skills that she can use 
  them reliably even under adverse conditions. Choose a 
  number of skills equal to 3 + the spy's Intelligence 
  modifier. When making a skill check with one of these 
  skills, she may take 10 even if stress and distractions 
  would normally prevent her from doing so. A spy can 
  gain this special ability multiple times, selecting 
  additional skills for skill mastery each time.
  Perfect cover (Ex): When making use of the 
  cover identity ability, the spy may select two of the 
  listed skills or proficiencies in any combination. 
  Additionally, the penalty for non-proficiency with a 
  weapon or armor chosen by this ability is reduced to 0. 
  Misdirection (Sp): Once per day, the spy may 
  use misdirection, as the spell, with a caster level of her 
  level. The spell must be placed on herself. 
  Prerequisite: minor magic.
  Improved Magical Disguise: A spy who 
  selects this talent can use her magical disguise ability 
  a number of times per day equal to 3 + the spy's 
  Charisma modifier. Prerequisite: magical disguise.
  Rummage (Ex): Once per day, the spy can 
  treat a Perception check to search an area as though 
  she rolled a natural 20. Prerequisite: careful search.
  Feat: Instead of a talent, the spy can select any 
  feat for which she qualifies.
  Master spy (Ex): At 20th level, the master spy is a 
  master at foiling detection, both magical and 
  mundane. Any time the spy successfully saves versus 
  a mind-affecting ability, she continues to be aware of 
  the creature's commands and messages for the 
  duration of the effect, although she need not obey. 
  Whenever a creatures takes 10 on a Perception take to 
  penetrate the spy's disguise, the spy gains a +5 
  circumstance bonus to her Disguise check. The spy 
  can treat a Bluff, Diplomacy, Intimidate, or Sense 
  Motive check as though she rolled a natural 20 a 
  number of times a day equal to 3 + the spy's Charisma 
  42
  
  modifier.
  Table: Spy
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref
   Save
  Will 
  Save
  Special
  1st
  +0
  +0
  +2
  +2
  duplicity, sneak attack +1d6, cover identity
  2nd
  +1
  +0
  +3
  +3
  spy talent, uncanny dodge
  3rd
  +2
  +1
  +3
  +3
  sneak attack +2d6, secret keeper +1
  4th
  +3
  +1
  +4
  +4
  spy talent
  5th
  +3
  +1
  +4
  +4
  sneak attack +3d6, improved uncanny dodge
  6th
  +4
  +2
  +5
  +5
  spy talent
  7th
  +5
  +2
  +5
  +5
  sneak attack +4d6, secret keeper +2
  8th
  +6/+1
  +2
  +6
  +6
  spy talent, nondetection
  9th
  +6/+1
  +3
  +6
  +6
  sneak attack +5d6
  10th
  +7/+2
  +3
  +7
  +7
  spy talent, advanced talents
  11th
  +8/+3
  +3
  +7
  +7
  sneak attack +6d6, secret keeper +3
  12th
  +9/+4
  +4
  +8
  +8
  spy talent
  13th
  +9/+4
  +4
  +8
  +8
  sneak attack +7d6
  14th
  +10/+5
  +4
  +9
  +9
  spy talent
  15th
  +11/+6/+1
  +5
  +9
  +9
  sneak attack +8d6, secret keeper +4
  16th
  +12/+7/+2
  +5
  +10
  +10
  spy talent
  17th
  +12/+7/+2
  +5
  +10
  +10
  sneak attack +9d6
  18th
  +13/+8/+3
  +6
  +11
  +11
  spy talent
  19th
  +14/+9/+4
  +6
  +11
  +11
  sneak attack +10d6, secret keeper +5
  20th
  +15/+10/+5
  +6
  +12
  +12
  spy talent, master spy
  43
  
  New Feats
  Additional Animal Companion 
  [General]
  Prerequisites: Cha 13+, ability to have an animal 
  companion, effective druid level 4+ for purposes of 
  having an animal companion
  Benefit: You gain an additional  animal 
  companion. Your effective druid level for the purposes 
  of the second animal companion is your normal level 
  -3. 
  Special: You can take this feat multiple times, each 
  time gaining an additional animal companion.
  Agile Defense [Combat, General]
  Prerequisites: Dodge
  Benefits: You gain a dodge bonus to AC, based on 
  your Base Attack Bonus. 
  Base Attack Bonus
  AC Bonus
  +0 to +3
  +1
  +4 to +7
  +2
  +8 to +11
  +3
  +12 to +15
  +4
  +16 to +19
  +5
  +20 or higher
  +6
  Special: This ability is reduced by worn armor. 
  Subtract 1 point of dodge bonus for light armor, 2 for 
  medium armor, and 3 for heavy armor (to a minimum 
  of +0 bonus). 
  Catch Me If You Can [General]
  Prerequisites: Int 13+, any one skill 3+ ranks
  Benefit: Once per day, you receive a +10 
  competence bonus to any Acrobatics, Bluff, Climb, 
  Escape Artist, or Stealth check that directly relates to 
  escaping or eluding capture.
  Combat Archery [General, Combat]
  Prerequisite: Impassive Aim
  Benefit: You do not draw any attacks of 
  opportunity for firing a bow when threatened.
  Normal: Firing a bow incurs an attack of 
  opportunity when threatened. 
  Courageous Shout [General, Combat]
  Prerequisites: Cha 13+, Diplomacy 1+ ranks
  Benefit: As a standard action, you can grant 
  yourself and all your allies within 50 feet of you who 
  can hear or see you gain a +1 morale bonus to attack 
  rolls and saving throws against fear for one minute. 
  You can perform this ability a number of times per day 
  equal to your Cha bonus (minimum 1). 
  Critical Precision [General]
  Prerequisites: ability that deals dice of precision 
  damage (such as sneak attack or targeted strike)
  Benefit: You gain your precision dice of damage 
  when you confirm a critical hit. If you would already 
  gain the benfit of the extra damage, this feat has no 
  additional benefit. The normal rules for your extra 
  damage apply, such as range, creatures that are 
  immune, and so forth.
  Deadly Teamwork [General, Combat]
  Benefit: When you threaten an opponent 
  threatened by one of your allies, or when you attack an 
  opponent who has been attacked by an ally in the last 
  round, you gain +1 to hit. For each of your allies 
  granting this bonus who has this feat, the bonus 
  increases by +1, to a maximum bonus of +3.
  Exotic Armor Proficiency (Partial) 
  [General, Combat]
  Prerequisites: Armor Proficiency (light)
  Benefits: You are proficient in wearing armor that 
  does not cover all vulnerable portions of the body. 
  When you wear partial armor, the armor bonus to AC 
  is increased by 1. You lose this bonus if you are 
  helpless or paralyzed.
  Extra Chosen Weapon [General]
  Prerequisites: Martial artist level 1+, Weapon 
  44
  
  Focus with the desired chosen weapon.
  Benefit: You may choose a second chosen weapon. 
  You may take this feat multiple times, each time 
  choosing a different weapon.
  Feral Strike [General]
  Prerequisites: Improved Unarmed Strike, Dex 
  13+, Con 13+, Survival 1 rank, and special
  Benefits: You have developed a savage fighting 
  style that turns fingernails and fingers into claws, your 
  teeth into a savage bite, or your fists into mauling 
  paws. Choose either a bite, claw, or slam attack. You 
  may take this feat more than once, each time for a 
  different natural weapon, and you may choose claw or 
  slam twice for two claw or slam attacks. However, 
  slams and claws are mutually exclusive in the same 
  attack, and any of these natural weapons precludes a 
  normal unarmed strike. Damage is standard for a 
  creature of your size.
  Special: To qualify for this feat, you must already 
  have an innate level of animal savagery. Traits that 
  qualify include rage, wild empathy, the Animal 
  domain, having an inherent ability to shift into an 
  animal or beast form, or already having a natural 
  attack.
  First Aid [General]
  Prerequisite: Wis 13+, Heal 1+ ranks
  Benefit: When you perform First Aid on a patient 
  with less than 0 hit points, they gain enough 
  temporary hit points to raise their total to 0. These 
  temporary hit points last for one minute. If the loss of 
  these temporary hit points brings the patient below 0 
  hit points, they are automatically stable. In addition, 
  you gain a +2 competence bonus on Heal checks.
  Halt the Charge [General, Combat]
  Benefit: When you make an attack of opportunity 
  with a weapon that can be set against a charge, you do 
  extra damage as though it were a readied attack. Any 
  time you make an attack against a charging opponent, 
  you gain +1 to hit and AC.
  Impassive Aim [General, Combat]
  Prerequisites: Point Blank Shot, Dodge, Mobility
  Benefit: You may take the attack action with a bow 
  without incurring an attack of opportunity.
  Normal: Attacking with a bow draws an attack of 
  opportunity, regardless of the action used.
  Improved Martial Strike [General, 
  Combat]
  Prerequisites: Improved Unarmed Strike, Martial 
  Strike, Wis 15+, Dex 15+
  Benefits: Your unarmed strike damage matches 
  that of a monk of the level of your character level.
  Improved Sniping [General]
  Prerequisites: Dex 13+, Stealth 1 rank
  Benefit: You take only a -10 penalty to your 
  Stealth skill instead of -20 when sniping.
  Light Sleeper [General]
  Benefits: Your Perception DCs while asleep are 
  increased by only +5 instead of +10. In addition, if 
  you awake, you can act normally, though you awake 
  in whatever position you went to sleep in. You can 
  hold readied items in your sleep. 
  Special: You lose the benefits of this feat while you 
  are fatigued or exhausted.
  Lionhearted [General]
  Benefit: You gain a +4 bonus on Will saves versus 
  fear.
  Long Shadow [General, Combat]
  Prerequisites: Cha 13+, Intimidate 1+ ranks
  Benefit: Once per round, as an immediate action, 
  you can attempt to demoralize a foe who attacks 
  someone other than you or casts a targeted spell that 
  does not target you. The normal rules for a demoralize 
  attempt apply.
  Major Medical Miracle [General]
  Prerequisite: Minor Medical Miracle
  Benefit: You can use Minor Medical Miracle to 
  save a character who has died within 3 minutes. 
  However, if more than 3 rounds has passed, the DC 
  increases to 40 and the patient, if revived, suffers 
  negative levels or Constitution drain, as if the target of 
  a raise dead spell.
  Martial Strike [General, Combat]
  Prerequisites: Improved Unarmed Strike, Wis 
  13+, Dex 13+, BAB +4 or higher
  Benefits: Your unarmed strike damage equals that 
  of a monk of the level of your character level -3.
  45
  
  Master Sniper [General]
  Prerequisites: Improved Sniping, Dex 15+, BAB 
  +4 or higher, Stealth 6 ranks
  Benefit: You take only a -5 penalty to your Stealth 
  skill instead of -20 when sniping.
  Medical Expert [General]
  Prerequisite: Wis 13+, Heal 1+ ranks
  Benefit: When you use the Heal skill to treat 
  deadly wounds, you may add ½ your ranks in Heal to 
  the amount of damage healed. Patients who rest fully 
  gain the benefits of two days of treatment for every 
  day spent under your care. 
  Mighty Draw [General, Combat]
  Prerequisites: Proficiency with the shortbow and 
  longbow
  Benefit: When using a composite bow, your 
  Strength is treated as two points higher. For instance, 
  if your Str is 15 with a bonus of +2, with this feat, you 
  can wield a bow up to +3 Str bonus without penalty 
  and gain up to +3 damage from Str.
  Minor Medical Miracle [General]
  Prerequisite: Wis 13+, First Aid, Heal 7+ ranks
  Benefit: You can save a character reduced to their 
  negative hit points or lower, when they would 
  normally be dead. If you are able to administer aid 
  within 3 rounds of the character’s death, you can make 
  a Heal check. The DC for this check is 30, and you 
  can’t take 10 or take 20. If the check succeeds, the 
  dead character can make a Fortitude save (DC 15) to 
  stabilize and be restored to 0 hit points. 
  Nonlethal Force [General, Combat]
  Benefit: You become adept at using nonlethal force 
  to subdue an opponent. From this point on, you can 
  deal nonlethal damage with a weapon that normally 
  deals lethal damage (if you so choose) without taking 
  the normal –4 penalty on the attack roll.
  Perfect Parry [General, Combat]
  Benefit: When you are threatened by exactly one 
  opponent in melee, you gain a +1 dodge bonus to AC 
  against melee attacks.
  Ropes and Chains [General]
  Benefit: You gain a +4 bonus on Escape Artist 
  checks to escape from ropes, bindings, or manacles, 
  and the DC to escape from ropes, bindings, or 
  manacles you apply is increased by +4.
  Shoulder to Shoulder [General, 
  Combat]
  Benefit: On your turn, designate one adjacent ally 
  whose square you threaten. As long as you are 
  adjacent to that ally, you threaten squarces adjacent to 
  that ally.
  Signature Mount [General]
  Prerequisites: Handle Animal 3 ranks, Ride 3 
  ranks
  Benefit: You gain an animal companion, as per the 
  druid ability, nature bond, in addition to any other 
  animal companions you may have. The animal 
  companion must be an animal that can be ridden. Your 
  effective druid level for the purposes of this feat is the 
  higher of your ranks in Handle Animal and Ride, -2. 
  You gain a +3 competence bonus to Ride checks when 
  riding an animal companion. If you must replace your 
  signature mount, you must acquire a trained riding 
  animal and spend 24 hours becoming accustomed to it.
  Signature Weapon [General]
  Benefit: Choose one weapon you own. You gain a 
  competence bonus to hit with the weapon, based on 
  your level.
  Character level
  Bonus to hit
  1st to 4th
  +1
  5th to 8th
  +2
  9th to 12th
  +3
  13th to 16th
  +4
  17th and up
  +5
  Special: If the weapon is ever destroyed or you 
  wish to choose a new signature weapon, the benefits 
  of this feat apply to a new weapon after 24 hours. You 
  may select this feat multiple times, each time granting 
  the bonus with one additional weapon.
  Surprise Initiative [General]
  Benefit: When you are  allowed to act during a 
  surprise round, you get +6 on your next initiative 
  check.
  Vengeful [General, Combat]
  Benefit: You gain +1 to hit opponents who have 
  46
  
  done damage to you this combat.
  Vitality Reserve [General]
  Prerequisite: Con 13+
  Benefit: Each night when you sleep for 8 hours, 
  you gain a vitality reserve equal to your level + Con 
  bonus. As a swift action, you can spend one or more 
  vitalty points to heal an equal amount of hit point of 
  damage on yourself.
  Wealth [General]
  Benefit: You gain 500 gp. In addition, you gain +1 
  on Perform of Profession checks to make money.
  Special: You may take this feat multiple times. 
  Multiply the amount of gp you gain by the number of 
  times you have this feat in total. The bonus to checks 
  to earn money increases by 1 each time you take this 
  feat.
  47
  
  New Equipment
  New Armor
  Munica: The munica is a padded, flexible arm 
  covering of linen or leather, typically worn with 
  padded shin guards. Although scant protection, lightly 
  armored gladiators learn to make the most of it. The 
  munica counts as light armor and partial armor.
  Gladiator armor: Standard gladiator armor 
  includes a broad-brimmed helmet, often with a grill or 
  visor, a padded or mail munica, and knee covers or 
  shin guards. Gladiator armor counts as light armor and 
  partial armor.
  Provocator armor: Provocator armor is similar to 
  standard gladiator armor, but adds a breastplate, after 
  the military style. Secutor armor counts as medium 
  armor and partial armor.
  Armor
  Cost
  Armor/
  Shield 
  Bonus
  Maximum 
  Dex Bonus
  Armor 
  Check 
  Penalty
  Arcane Spell 
  Failure 
  Chance
  Speed
  30 ft
  Speed
  20 ft
  Weight
  Munica
  2 gp
  +0
  -
  0
  0%
  30 ft
  20 ft
  5 lbs
  Gladiator armor
  15 gp
  +2
  +6
  0
  10%
  30 ft
  20 ft
  15 lbs
  Provocator armor
  75 gp
  +5
  +4
  -3
  20%
  20 ft
  15 ft
  30 lbs
  New Weapons
  Boar spear: The boar spear is an exotic stabbing 
  polearm with a small shield or target mounted halfway 
  down its length. The stabbing portion of the spear may 
  also have a number of barbs or spikes. The purpose of 
  the boar spear is protect the wielder from the charge of 
  a massive boar or other beast which, in its fury, might 
  be undeterred by the piercing wound. The boar spear 
  can be set versus a charge.
  If a proficient wielder attacks only one opponent in 
  a round, they gain a +1 shield bonus and +1 CMB and 
  CMD against that opponent. A proficient character 
  wielding a boar spear gets a +2 bonus when using the 
  Stand Still feat. The boar spear is a two-handed 
  weapon.
  Dread maul: A dread maul is even more massive 
  than a maul. As an exotic weapon requiring great 
  strength to use effectively, it is a weapon found mainly 
  in the hands of brutish gladiators, siege-breakers, and 
  towering mercenaries. The dread maul is a two-handed 
  weapon.
  Maul: A maul resembles a mace or warhammer 
  with a slightly elongated handle and a larger, more 
  powerful striking head, making it a two-handed 
  weapon. The maul is a martial weapon.
  Mighty axe: A mighty axe is a weapon similar to 
  the greataxe, but impressively sized. Though most 
  often used as an executioner's axe, it sometimes finds 
  itself into the hands of particularly powerful warriors. 
  The might axe is exotic and two-handed.
  Mighty sword: A mighty sword is even more 
  massive than a greatsword, so large it counts as an 
  exotic weapon. Ceremonial versions are known as 
  "bearing swords."
  Warbow: A warbow is essentially a very powerful 
  composite longbow. Because of its length and power, 
  it is considered an exotic weapon. Like a composite 
  bow, a warbow has a particular Str rating. Each point 
  of Str bonus adds 125 gp to its cost. The warbow is a 
  two-handed weapon.
  48
  
  Weapon
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Weight
  Type
  Special
  Boar spear
  12 gp
  1d6
  1d8
  x3
  -
  13 lbs
  P
  Brace, reach
  Dread maul
  80 gp
  2d6
  2d8
  x3
  -
  15 lbs
  B
  Maul
  45 gp
  1d10
  2d6
  x3
  -
  10 lbs
  B
  Mighty axe
  40 gp
  2d6
  2d8
  x3
  -
  18 lbs
  S
  Mighty sword
  100 gp
  2d6
  2d8
  19-20/x2
  -
  12 lbs
  S
  Warbow
  150 gp
  1d8
  2d6
  x3
  120 ft
  5 lbs
  P
  49
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James 
  Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, 
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  David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker,  based 
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  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: 
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  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All righs 
  reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc., Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lewanger, and Bill Webb; Based on original 
  content from TSR.
  Adventuring Classes: A Fistful of Denarii. Copyright 2009, Robert J. Grady. All 
  rights reserved.
  END OF LICENSE 
  Designation of Product Identity: The following items are hereby identified as 
  Product Identity as defined under the terms of the Open Game License: All trademarks, 
  registered trademarks, artwork, and trade dress, including but not limited to "Tripod 
  Machine" and “Adventuring Classes: A Fistful of Denarri,” with the exception of items 
  already designated as Open Game Content; the Credits; and the Introduction. None of 
  these items are Open Game Content.
  Open Game Content: The following items are hereby desginated as Open Game 
  Content as defined under the terms of the Open Game License: All classes, feats, rules, 
  and descriptions, with the exception of any items already defined as Product Identity.
  50
  
  Adventuring Classes: 
  A Fistful of Denarii
  Tripod Machine presents an exciting bundle of new character 
  classes for the Pathfinder Roleplaying Game. Play a tough 
  corsair, a powerful gladiator, or an inquisitive scholar. Eleven 
  new classes bring classic archetypes to life. 
  Available electronically at Your Games Now.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Tripod Machine/Adventuring Classes - A Fistful of Denarii.pdf