Basic Character Classes II
Sections:
.Paladin
.Ranger
.Rogue
.Shadowdancer
.Sorcerer
.Wizard
..School specialization
.Multiclass characters
.Monk
.Paladin/clerics
.Rage, uncanny dodge, sneak attack & similar class features
.Spellcasting classes
Tables:
.The Paladin
.Paladin Spells per Day
.The Ranger
.Ranger Spells Per Day
.Ranger Favored Enemies
.The Rogue
.The Shadowdancer
.The Sorcerer
.Sorcerer Spells Per Day
.Sorcerer Spells Known
.The Wizard
.Wizard Spells Per Day
Basic Character Classes II
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Paladin

The Paladin
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +0 +0 Detect evil, divine grace, lay on hands, divine health
2 +2 +3 +0 +0 Aura of courage, smite evil
3 +3 +3 +1 +1 Remove disease, turn undead
4 +4 +4 +1 +1
5 +5 +4 +1 +1 Special mount
6 +6/+1 +5 +2 +2 Remove disease 2/week
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2
9 +9/+4 +6 +3 +3 Remove disease 3/week
10 +10/+5 +7 +3 +3
11 +11/+6/+1 +7 +3 +3
12 +12/+7/+2 +8 +4 +4 Remove disease 4/week
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4
15 +15/+10/+5 +9 +5 +5 Remove disease 5/week
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5
18 +18/+13/+8/+3 +11 +6 +6 Remove disease 6/week
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6
Paladin Spells per Day
---Spells per Day---
Level 1 2 3 4
1 - - - -
2 - - - -
3 - - - -
4 0 - - -
5 0 - - -
6 1 - - -
7 1 - - -
8 1 0 - -
9 1 0 - -
10 1 1 - -
11 1 1 0 -
12 1 1 1 -
13 1 1 1 -
14 2 1 1 0
15 2 1 1 1
16 2 2 1 1
17 2 2 2 1
18 3 2 2 1
19 3 3 3 2
20 3 3 3 3

Ranger

The Ranger
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +0 +0 Track, 1st favored enemy
2 +2 +3 +0 +0
3 +3 +3 +1 +1
4 +4 +4 +1 +1
5 +5 +4 +1 +1 2nd favored enemy
6 +6/+1 +5 +2 +2
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3 3rd favored enemy
11 +11/+6/+1 +7 +3 +3
12 +12/+7/+2 +8 +4 +4
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4
15 +15/+10/+5 +9 +5 +5 4th favored enemy
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5
18 +18/+13/+8/+3 +11 +6 +6
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6 5th favored enemy
Ranger Spells Per Day
---Spells per Day--
Level 1 2 3 4
1 - - - -
2 - - - -
3 - - - -
4 0 - - -
5 0 - - -
6 1 - - -
7 1 - - -
8 1 0 - -
9 1 0 - -
10 1 1 - -
11 1 1 0 -
12 1 1 1 -
13 1 1 1 -
14 2 1 1 0
15 2 1 1 1
16 2 2 1 1
17 2 2 2 1
18 3 2 2 1
19 3 3 3 2
20 3 3 3 3
When wearing light armor or no armor, a ranger can fight with two weapons as if he or she had the feats Ambidexterity and Two-Weapon Fighting. The ranger loses this special bonus when fighting in medium or heavy armor, or when using a double-headed weapon (such as a double sword).
Ranger Favored Enemies
Type
Aberrations
Animals
Beasts
Constructs
Dragons
Elementals
Fey
Giants
Humanoid type
Magical beasts
Oozes
Outsider type
Plants
Shapechangers
Undead
Vermin
* Rangers may not select "humanoid" or "outsider" as a favored enemy, but they may select a more narrowly defined type of humanoid or outsider. A ranger can only select his own race as a favored enemy if he is evil.
Improved Two-Weapon Fighting: A ranger with a base attack bonus of at least +9 can choose to gain the Improved Two-Weapon Fighting feat even if he does not have the other prerequisites for the feat. The ranger must be wearing light armor or no armor in order to use this benefit.

Rogue

The Rogue
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +2 +0 Sneak attack +1d6
2 +1 +0 +3 +0 Evasion
3 +2 +1 +3 +1 Uncanny dodge (Dex bonus to AC), Sneak attack +2d6
4 +3 +1 +4 +1
5 +3 +1 +4 +1 Sneak attack +3d6
6 +4 +2 +5 +2 Uncanny dodge (can't be flanked)
7 +5 +2 +5 +2 Sneak attack +4d6
8 +6/+1 +2 +6 +2
9 +6/+1 +3 +6 +3 Sneak attack +5d6
10 +7/+2 +3 +7 +3 Special ability
11 +8/+3 +3 +7 +3 Uncanny dodge (+1 against traps), Sneak attack +6d6
12 +9/+4 +4 +8 +4
13 +9/+4 +4 +8 +4 Sneak attack +7d6, special ability
14 +10/+5 +4 +9 +4 Uncanny dodge (+2 against traps)
15 +11/+6/+1 +5 +9 +5 Sneak attack +8d6
16 +12/+7/+2 +5 +10 +5 Special ability
17 +12/+7/+2 +5 +10 +5 Uncanny dodge (+3 against traps), Sneak attack +9d6
18 +13/+8/+3 +6 +11 +6
19 +14/+9/+4 +6 +11 +6 Sneak attack +10d6, special ability
20 +15/+10/+5 +6 +12 +6 Uncanny dodge (+4 against traps)

Shadowdancer

The Shadowdancer
Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+2
+0
Hide in plain sight
2nd
+1
+0
+3
+0
Evasion, darkvision, uncanny dodge (Dex bonus to AC)
3rd
+2
+1
+3
+1
Shadow illusion, summon shadow
4th
+3
+1
+4
+1
Shadow jump (20 ft.)
5th
+3
+1
+4
+1
Defensive roll, uncanny dodge (can't be flanked)
6th
+4
+2
+5
+2
Shadow jump (40 ft.), summon shadow
7th
+5
+2
+5
+2
Slippery mind
8th
+6
+2
+6
+2
Shadow jump (80 ft).
9th
+6
+3
+6
+3
Summon shadow
10th
+7
+3
+7
+3
Shadow jump (160 ft.), improved evasion, uncanny dodge (+1 vs. traps)

Sorcerer

The Sorcerer
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +0 +2 Summon familiar
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12
Sorcerer Spells Per Day
----------------------Spells per Day-------------------
Level 0 1 2 3 4 5 6 7 8 9
1 5 3 - - - - - - - -
2 6 4 - - - - - - - -
3 6 5 - - - - - - - -
4 6 6 3 - - - - - - -
5 6 6 4 - - - - - - -
6 6 6 5 3 - - - - - -
7 6 6 6 4 - - - - - -
8 6 6 6 5 3 - - - - -
9 6 6 6 6 4 - - - - -
10 6 6 6 6 5 3 - - - -
11 6 6 6 6 6 4 - - - -
12 6 6 6 6 6 5 3 - - -
13 6 6 6 6 6 6 4 - - -
14 6 6 6 6 6 6 5 3 - -
15 6 6 6 6 6 6 6 4 - -
16 6 6 6 6 6 6 6 5 3 -
17 6 6 6 6 6 6 6 6 4 -
18 6 6 6 6 6 6 6 6 5 3
19 6 6 6 6 6 6 6 6 6 4
20 6 6 6 6 6 6 6 6 6 6
Sorcerer Spells Known
--------------------- Spells Known --------------------------
Level 0 1 2 3 4 5 6 7 8 9
1 4 2 - - - - - - - -
2 5 2 - - - - - - - -
3 5 3 - - - - - - - -
4 6 3 1 - - - - - - -
5 6 4 2 - - - - - - -
6 7 4 2 1 - - - - - -
7 7 5 3 2 - - - - - -
8 8 5 3 2 1 - - - - -
9 8 5 4 3 2 - - - - -
10 9 5 4 3 2 1 - - - -
11 9 5 5 4 3 2 - - - -
12 9 5 5 4 3 2 1 - - -
13 9 5 5 4 4 3 2 - - -
14 9 5 5 4 4 3 2 1 - -
15 9 5 5 4 4 4 3 2 - -
16 9 5 5 4 4 4 3 2 1 -
17 9 5 5 4 4 4 3 3 2 -
18 9 5 5 4 4 4 3 3 2 1
19 9 5 5 4 4 4 3 3 3 2
20 9 5 5 4 4 4 3 3 3 3
Spells: A sorcerer casts arcane spells. The number of spells a sorcerer knows is not affected by his Charisma bonus. The spells a sorcerer knows can be common spells chosen from the sorcerer and wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study.
A sorcerer is limited to casting a certain number of spells of each level per day, but he need not prepare his spells in advance. The number of spells he can cast per day is improved by his bonus spells, if any.
A sorcerer may use a higher-level slot to cast a lower-level spell if he so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it.
To learn or cast a spell, a sorcerer must have a Charisma score of at least 10 + the spell's level. The Difficulty Class for saving throws against sorcerer spells is 10 + the spell's level + the sorcerer's Charisma modifier.

Wizard

The Wizard
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +0 +2 Summon familiar, Scribe Scroll
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4 Bonus feat
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Bonus feat
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9 Bonus feat
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Bonus feat
Wizard Spells Per Day
--------------------Spells per Day---------------------
Level 0 1 2 3 4 5 6 7 8 9
1 3 1 - - - - - - - -
2 4 2 - - - - - - - -
3 4 2 1 - - - - - - -
4 4 3 2 - - - - - - -
5 4 3 2 1 - - - - - -
6 4 3 3 2 - - - - - -
7 4 4 3 2 1 - - - - -
8 4 4 3 3 2 - - - - -
9 4 4 4 3 2 1 - - - -
10 4 4 4 3 3 2 - - - -
11 4 4 4 4 3 2 1 - - -
12 4 4 4 4 3 3 2 - - -
13 4 4 4 4 4 3 2 1 - -
14 4 4 4 4 4 3 3 2 - -
15 4 4 4 4 4 4 3 2 1 -
16 4 4 4 4 4 4 3 3 2 -
17 4 4 4 4 4 4 4 3 2 1
18 4 4 4 4 4 4 4 3 3 2
19 4 4 4 4 4 4 4 4 3 3
20 4 4 4 4 4 4 4 4 4 4

School specialization

A school is one of eight groupings of spells, each defined by a common theme, such as illusion or necromancy. A wizard may specialize in one school of magic.
Specialization allows a wizard to cast extra spells from the chosen school, but the wizard then never learns to cast spells from one or more other schools. Spells of the school or schools that the specialist gives up are not available to her, and she can't even cast such spells from scrolls or wands.
The wizard must choose whether to specialize and how at 1st level. She may not change her specialization later.
The specialist can prepare one additional spell (of the school selected as a specialty) per spell level each day.
The specialist gains a +2 bonus to Spellcraft checks to learn the spells of her chosen school.
The eight schools of arcane magic are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. Spells that do not fall into any of these schools are called universal spells.

Multiclass characters

The class abilities from a character's different classes add together to determine the multiclass character's total abilities. Multiclassing improves a character's versatility at the expense of focus.
Multiclass Features Exception: A character who acquires the barbarian class does not become illiterate.
The abilities of a multiclass character are the sum of the abilities of each of the character's classes.

Monk

Base Attack Bonus: The monk is a special case because her additional unarmed attacks are better than her base attack bonus would suggest. For a multiclass monk fighting unarmed, the character must either use the additional attacks given for her monk levels (only) or the additional attacks that are standard for her combined base attack bonus, but not both.

Paladin/clerics

In the special case of turning undead, both clerics and experienced paladins have the same ability. In the case of a multiclassed paladin/cleric, if the character's paladin class level is level 3 or higher, the effective turning level is the character's cleric level plus the paladin level minus 2.

Rage, uncanny dodge, sneak attack & similar class features

Some Class Features improve at higher levels. When a character gains a Class Feature from two or more classes that behaves in this manner, treat the Class Feature as though the class levels of the classes including that Class Feature of the character were combined to determine how effective the class feature is. For Sneak Attack, simply add the additional damage dice.

Spellcasting classes

Spells: The character gains spells from all his or her classes. Keep all spell lists separate. Spell levels and spells per day are not aggregated.