| WEIGHT ALLOWANCE |
| Light |
43 |
Medium |
87 |
Heavy |
131 |
| FEATS |
| Combat Casting, Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility, Simple Weapon Proficiency, Stunning Fist |
| SPECIAL ABILITIES |
| +2 morale bonus on saving throws against fear, +4 to Concentration to use spell or spelllike ability on the defensive, AC Bonus (Ex), Evasion (Ex) ~ No damage instead of half damage on successful save, Fast Movement (Ex), Flurry of Blows (Ex), Still Mind (Ex) ~ +2 save vs. enchantment, Stunning Fist 3/day (DC 17), Summon Familiar |
| PROFICIENCIES |
Bead of Force, Blowgun, Bomb, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Dynamite, Fragmentation Grenade, Gauntlet, Gauntlet (Spiked), Handaxe, Javelin, Kama, Longspear, Mace (Heavy), Mace (Light), Morningstar, Nunchaku, Quarterstaff, Rock, Sai, Shortspear, Shuriken, Siangham, Sickle, Sling, Smoke Grenade, Smokebomb, Spear, Unarmed Strike
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| LANGUAGES |
Common, Dwarven, Elven, Halfling, Literacy, Orc
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| Sorcerer |
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1
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3
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5
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6
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7
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8
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9
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6
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6
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| 0: |
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| Acid Splash (DC:14) | Detect Magic (DC:14) | Disrupt Undead (DC:14) | | Light (DC:14) | Read Magic (DC:14) | |
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| 1: |
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| Mage Armor (DC:15) | Magic Missile (DC:15) | Ray of Enfeeblement (DC:15) | |
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| | * = Domain/Specialty Spell |
| FEATS |
| NAME |
DESCRIPTION |
| Combat Casting |
You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive (see Casting on the Defensive, page 140) or while you are grappling or pinned. |
| Combat Reflexes |
When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, a fighter with a Dexterity of 15 can make a total of three attacks of opportunity in 1 round -- the one attack of opportunity any character is entitled to, plus two more because of his +2 Dexterity bonus. If four goblins move out of the characters threatened squares, he can make one attack of opportunity each against three of the four. You can still make only one attack of opportunity per opportunity. With this feat, you may also make attacks of opportunity while flat-footed. |
| Dodge |
During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarfs racial bonus on dodge attempts against giants) stack with each other, unlike most other types of bonuses. |
| Improved Unarmed Strike |
You are considered to be armed even when unarmed - that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. |
| Mobility |
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses (such as this one and a dwarfs racial bonus on dodge attempts against giants) stack with each other, unlike most types of bonuses. |
| Simple Weapon Proficiency |
You make attack rolls with simple weapons normally. |
| Stunning Fist |
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character cant act, loses any Dexterity bonus to AC, and takes a 2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. |
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