Rules for the use Variant Class Features
Barbarian Variant Class Features
Berserker Archetype
Modifies
Gains
Phalanx Variant
Quick Step Variant
- Loses
- Damage Reduction
Modifies
- Rage (Ex)[1st, 4th, 8th, 12th, 16th, 20th Level]: A Berserker can fly into a rage a certain number of times per day but cannot control when he does so. The Berserker automatically flies into his Rage when he drops below a certain number of hit points calculated as (half the Berserker's Level x 10). In his rage, the berserker temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the berserker's maximum hit points by 2 points per level. The Berserker also heals 2 points for each berserker level. Any hit points that exceed the berserker's maximum hit point total after he is done raging go away at the end of the rage when his Constitution score drops back to normal. While raging, a berserker cannot use any Charisma, Dexterity, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A berserker may not prematurely end his rage. At the end of the rage, the berserker loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level berserker, at which point this limitation no longer applies).
- Greater Rage (Ex)[11th Level]: At 11th level, a berserker's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2. In addition the berserker heals 3 points for each berserker level instead of 2.
- Mighty Rage (Ex): At 20th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2. In addition the berserker heals 4 points for each berserker level instead of 2.
Gains
- Natural Armor (Ex)[7th, 10th, 13th, 16th, 19th Level]: At 7th Lvel the Berserker gains a +1 Natural armor bonus. This bonus increases by +1 at each level indicated, ending with a +5 Natural Armor bonus at 19th Level.
Phalanx Variant
Quick Step Variant
Bard Variant Class Features
War Chanter Archetype
Loses
Gains
LoreKeeper Variant
Loses
Gains
Tree Singer Variant
Loses
Gains
Loses
- Fascinate
- Suggestion
- Mass Suggestion
- Inspire Competence
Gains
- Ignore Arcane Spell Failure Chance [1st, 5th, 10th, 15th, 20th Level]: At first level the War Chanter gains the ability to ignore 5% of the arcane spell failure chance gained from wearing armor. This percentage increases by 5% for every 5 levels of War Chanter the player takes ending with the ability to ignore 25% arcane spell failure chance at 20th Level.
- Inspire Fear (Su): A war chanter with 3 or more ranks in a Perform skill can use song or poetics to inspire fear in his enemies, bolstering their fear and hurting their combat abilities. To be affected, an enemy must be able to hear the war chanter sing. The effect lasts for as long as the enemy hears the war chanter sing and for 5 rounds thereafter. An affected enemy receives a -1 morale bonus on saving throws against charm and fear effects and a -1 morale bonus on attack and weapon damage rolls. At 8th level, and every six war chanter levels thereafter, this penalty increases by 1 (-2 at 8th, -3 at 14th, and -4 at 20th). Inspire fear is a mind-affecting ability.
- Class Skills: Intimidate, and Ride
- Weapon and Armor Proficiency: Medium Armor, and Martial Weapons.
LoreKeeper Variant
Loses
- Skill Points at 1st Level: (6 + Int modifier) x 4
- Skill Points at Each Additional Level: 6 + Int modifier
- Bardic Knowledge
Gains
- Skill Points at 1st Level: (8 + Int modifier) x 4
- Skill Points at Each Additional Level: 8 + Int modifier
- Bardic Knack (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
Tree Singer Variant
Loses
- Spells
Gains
- Spells [4th Level]: Beginning at 4th level, a Tree Singer gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A Tree Singer knows all the spells on Ranger Spell List and may cast them spontaneously. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To cast a spell, a Tree Singer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Tree Singer’s spell is 10 + the spell level + the Tree Singer’s Charisma modifier. Like other spellcasters, a Tree Singer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Ranger indicates that the Tree Singer gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. The Tree Singer does not have access to any domain spells or granted powers, as a cleric does. Through 3rd level, a Tree Singer has no caster level. At 4th level and higher, his caster level is one-half his Tree Singer level.
- Wild Empathy (Ex)[1st Level]: A Tree Singer can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Tree Singer rolls 1d20 and adds his Tree Singer level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Tree Singer and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Tree Singer can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Blue Mage Variant Class Features
Reverse Synthesis Variant
Cleric Variant Class Features
Heavenly Binder Archetype
Elemental Variant
Healing Burst Variant
Elemental Variant
Healing Burst Variant
Druid Variant Class Features
Nature's Warden Archetype
Devotee Variant
Elemental Companion Variant
Devotee Variant
Elemental Companion Variant
Fighter Class Features
Commander Archetype
Marshal Variant
Skirmisher Variant
Marshal Variant
Skirmisher Variant
Monk Variant Class Features
Pious Monk Archetype
Paladin Class Features
Grey Guard Archetype
Heretical Variant
Heretical Variant
Ranger Variant Class Features
Tracker Archetype
Skirmisher Variant
Skirmisher Variant
Rogue Variant Class Features
Spymaster Archetype
Jack of All Trades Variant
Quick Stab Variant
Jack of All Trades Variant
Quick Stab Variant
Sorcerer Variant Class Features
Favored Soul Archetype
Spell Keeper Variant
Dabbler Variant
Spell Keeper Variant
Dabbler Variant
Witch Variant Class Features
Seer Archetype
Devotee Variant
Devotee Variant
Wizard Variant Class Features
Magical Master Archetype
Crystal Companion Variant
Schooled Variant
Crystal Companion Variant
Schooled Variant