These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.

Standard Class Features

Hit Points: 7 the amount of damage your character can take
Melee Attack Bonus: 0 a bonus to accuracy in hand-to-hand combat
Ranged Attack Bonus: 0 a bonus to accuracy in ranged combat
Fortitude: +1 ability to resist poison and disease
Reflex: +3 ability to dodge unexpected hazards
Will: +4 ability to resist mental influence
Skill Ranks: 3 the amount of skills that you can train
Starting Wealth:70 gp the amount of equipment your character can afford
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge (dungeoneering), Knowledge (local), Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Stealth, Swim, Use Magic Device these skills are easier to train than others

Bonus Feat

A fighter gets to select a bonus combat feat during in addition to the other feat(s) gained at level one. This will be done during step five of this character creator.

Sneak Attack

The rogue's attack deals +1d6 extra damage anytime her target would be denied a Dexterity bonus to AC or when the rogue flanks her target.

Trap Finding

+1 to Perception skill checks made to locate traps and to Disable Device skill checks. A rogue can use Disable Device to disarm magic traps.

Channel Energy


A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity.

God of Justice and Honor
Godess of the Sun and Healing
Godess of Beauty and Art
Godess of Dreams and Travels
Cayden Cailean
God of Alcohol and Freedom
Godess of Lust and Revenge


Select two of the domains belonging to your deity. Each domain grants a domain power, as well as a bonus spell. A cleric gains one domain spell slot. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.


Chaos Domain

Your touch infuses life and weapons with chaos, and you revel in all things anarchic.

Bonus Spell
Protection from Law
Domain Power
Touch of Chaos: You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Charm Domain

You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

Bonus Spell
Charm Person
Domain Power
Dazing Touch: You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Arcane Bond

Wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item.


+3 Stealth
+3 Diplomacy
+3 Appraise
Can speak
+4 Initiative
+2 Reflex
+2 Fortitude
+2 Will
+1 AC


Cantrips are level 0 spells. Preprared cantrips can be cast unlimitted times each day. You can prepare three cantrips per day from the following list: