Overview
With Ilarion's low magic, classical Roman/Greek styling and other themes some standard classes just don't fit the setting. Others need re-flavoring to fit in. Oh, and as alignment has been removed from the setting, all alignment restrictions on classes are to be ignored.
A word on low magic: this does not mean nerfing the PCs. It means that there are no/very few NPC casters, most if not all of whom will be Adepts.
The general NPC class breakdown is 50% Commoners, 25% Experts, 15% Warriors, and either 10% Aristocrats or 8% Aristocrats and 2% Adepts.
Allowed Classes
Alchemist
Alchemists are men and women of science. Long tired of magic’s iron grip on the world, they seek to first imitate it and then surpass it. They are common in all lands except Mecenae.
Alchemy is not magic and cannot be dispelled as such. Alchemists in Ilarion do not have mutagens and instead use the Spellchymist variant ability Spell Vials from Rite Publishing. They retain all other alchemist class features.
The alchemist’s class skills are Acrobatics (Dex), Appraise (Int), Craft (Int), Disable Device (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), and Survival (Wis).
Alternate Favored Class Bonuses
Amazons: Add +½ to bomb damage.
Dwarves: The alchemist gains fire resistance 1. Each time this reward is selected, increase fire resistance by +1.
Humans: Add one extract formula from the alchemist's list to the character's formulae book. This formula must be at least one level below the highest formulae level the alchemist can create.
Kumo: Add +1 on Craft (alchemy) checks to craft poison and +1/3 on the DCs of poisons the alchemist creates.
Minotaurs: The alchemist gains fire resistance 1. Each time this reward is selected, increase fire resistance by +1.
Orcs: Add +1 foot to the range increment of the alchemist’s thrown splash weapons (including the alchemist’s bombs). This option has no effect unless the alchemist has selected it 5 times (or another increment of 5).
Xiulan: Add +½ to the number of bombs per day the alchemist can create.
Barbarian
Barbarians are fairly common in all lands, especially Mecenae.
The barbarian’s class skills are Acrobatics (Dex), Athletics (Str), Craft (Int), Handle Animal (Cha), Influence (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex) and Survival (Wis).
Alternate Favored Class Bonuses
Amazons: When raging, add +1/4 to the barbarian's swarming trait's flanking bonus on attack rolls.
Dwarves: Add 1 to the barbarian's base speed. In combat this has no effect unless the barbarian has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class's fast movement feature and applies only under the same conditions as that ability.
Humans: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the superstition rage power.
Kumo: Add a +1/2 bonus to trap sense
Minotaurs: While you are raging, your racial natural attacks deal +1/4 point of damage.
Orcs: Add +1 to the barbarian's total number of rage rounds per day.
Xiulan: Add 1/4 to the bonus on Reflex saves and dodge bonus to AC against attacks made by traps granted by trap sense.
Bard
Bards are minstrels and information brokers. They owe fealty to no one. Their magic is often stolen, or earned playing games of chance with the Fey. A talented bard can sing the birds from the trees or talk a king into abdicating his throne. A jack of all trades, the bard sees little need to restrict himself to a single talent, picking up a little of this and a little of that, but always with a keen eye for other people and how they might be manipulated, whether through artistic performances or more mundane avenues. Bards are common in all lands.
The bard’s class skills are Acrobatics (Dex), Appraise (Int), Athletics (Str), Craft (Int), Disguise (Cha), Influence (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex).
Alternate Favored Class Bonuses
Amazons: Add +1 to the bard's CMD when resisting disarm or sunder attempts.
Dwarves: Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if he does not already possess it.
Humans: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
Kumo: Add +1/2 to the bard's bardic knowledge bonus.
Minotaurs: Add +5 feet to the range of one of the bard's bardic performances (max +30 feet to any one performance)
Orcs: Choose one bardic performance; treat the bard as +1/2 level higher when determining the effects of that performance.
Xiulan: Add +1/2 on Bluff checks to pass secret messages, +1/2 on Diplomacy checks to gather information, and +1/2 on Disguise checks to appear as human.
Cavalier
Cavaliers are common in all lands, especially Halcyonea.
The cavalier's class skills are Athletics (Str), Craft (Int), Handle Animal (Cha), Influence (Cha), Profession (Wis), Ride (Dex) and Sense Motive (Wis).
Alternate Favored Class Bonuses
Amazons: +1/6 of a bonus teamwork feat.
Dwarves: Add +½ to the cavalier's bonus to damage against targets of the cavalier's challenge.
Humans: Add +¼ to the cavalier's banner bonus.
Kumo: Add +1 foot to the cavalier's mount's base speed. In combat this has no effect unless the cavalier has selected this reward five times (or another increment of five). If the cavalier ever replaces this mount, the new mount gains this bonus to its speed.
Minotaurs: Add +1 to the cavalier's CMB when making bull rush or overrun combat maneuvers against a challenged target.
Orcs: Add +1 hit point to the cavalier's mount. If the cavalier ever replaces this mount, the new mount gains these bonus hit points.
Xiulan: Add +1 foot to the size of all the cavalier's tactician class features. This option has not effect unless the cavalier has selected it 5 times (or another increment off 5); an increase of 14 feet is effectively the same as +10 feet to the tactician feet feature, for example.
Cleric
Clerics are the right hand of the church. As their power is from the divine, and they are controlled by the church, clerics are the least feared and most respected of all magic users. Feared more for their martial prowess than their magic, much of their healing is done behind closed church doors. By and large their spells are less flashy, and therefore more likely to go unnoticed by the populace. Clerics are common in all lands.
The cleric’s class skills are Appraise (Int), Craft (Int), Heal (Wis), Influence (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (society) (Int), Linguistics (Int), Profession (Wis) and Sense Motive (Wis).
Alternate Favored Class Bonuses
Amazons: Add +1 on caster level checks made to overcome the spell resistance of aberrations.
Dwarves: Add +1/4 to the character's channel resistance. If the cleric does not possess channel resistance, add channel resistance +1/4.
Humans: Add +1 to the caster level of any channeling feat used to affect undead.
Kumo: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Minotaurs: Increase the radius of your channel energy ability by +1 foot. (+5 foot radius for every five times you select this option.)
Orcs: Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.
Xiulan: Add +1 to channel energy damage dealt to creatures denied their Dexterity bonus to AC (whether or not the creature has a Dexterity bonus to AC).
Alterations
Due to the lack of alignment Clerics in Ilarion do not have auras.
They may choose to spontaneously channel positive or negative energy. They make this choice with their first cleric level, and once made it cannot be changed.
All domains dedicated to a type of outsider are inappropriate for Ilarion.
Also, the alignment domains have been altered:
All four of the alignment domains have the following spell list:
1st – ward of protection, 2nd – owl’s wisdom, 3rd – warding circle, 4th – blast of faith, 5th – dispel scourge, 6th – planar ally, 7th – word of faith, 8th – divine aura, 9th – summon monster IX.
- Chaos domain:
- Chaos Blade (sp): At 8th level, you can give a weapon touched the thrown and returning special weapon qualities for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
- Evil domain:
- Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Scythe of Evil (Su): At 8th level, you can give a weapon touched the wounding special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
- Good domain:
- Holy Lance (Su): At 8th level, you can give a weapon you touch the defending and merciful special weapon qualities for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
- Law domain:
- Staff of Order (Su): At 8th level, you can give a weapon touched the ghost touch and spell storing special weapon qualities for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Druid
Druids are not tree hugging hippies: They make human sacrifices to appease the forces of nature, they fight to the death to protect their sacred groves and they once held the position in society now filled by clerics. As their powers are granted to them by the spirits of nature druids abhor all unnatural things (undead, constructs, large settlements), and seek to destroy them. Druids are uncommon in civilized lands.
The druid's class skills are Acrobatics (Dex), Athletics (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Survival (Wis).
Alternate Favored Class Bonuses
Amazons: Add +1/2 to the damage dealt by the druid's animal companion's natural attacks.
Dwarves: Add +1 hit point to the druid's animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.
Humans: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature's attitude.
Kumo: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Minotaurs: Add +1/3 to the druid's natural armor bonus when using wild shape.
Orcs: Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by 1 (maximum 10 for any one type).
Xiulan: Add +1/2 to the druid's wild empathy bonus.
Fighter
Fighters are common in all lands.
The fighter's class skills are Athletics (Str), Craft (Int), Handle Animal (Cha), Influence (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), and Survival (Wis).
Alternate Favored Class Bonuses
Amazons: Add +2 on rolls to stabilize when dying.
Dwarves: Add +1 to the fighter’s CMD when resisting a bull rush or trip.
Humans: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
Kumo: Add +1 to the fighter’s CMD when resisting disarm or sunder attempts.
Minotaurs: Add + ½ to damage dealt on a charge attack.
Orcs: Add +2 to the fighter's Constitution score for the purpose of determining when he dies from negative hit points.
Xiulan: Add + ½ to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.
Combat Feats
Phalanx Fighting
Benefit: If you are using a large shield and a light weapon, you gain a +1 armor bonus that stacks with the bonus provided by armor and shield.
In addition, if you are within 5 feet of an ally who is also using a large shield and light weapon and who also knows this feat, you may form a shield wall. A shield wall provides one-quarter cover (+2 to AC and +1 on Reflex saves) to all eligible characters participating in the shield wall.
Shield Wall
Prerequisite: Shield Proficiency
Benefit: When you and an adjacent ally are each using a shield, your shield bonus to Armor Class increases by 2.
Phalanx Formation
Prerequisite: Base attack bonus +1.
Benefit: When you wield a reach weapon with which you are proficient, allies don’t provide soft cover to opponents you attack with reach.
Fighter Archetypes
Gladiator
Phalanx Soldier
Legion
Gunslinger
Gunslingers are uncommon in all lands, though they are most likely to come from the Dao Ming Empire or Halcyonea.
The gunslinger’s class skills are Acrobatics (Dex), Athletics (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Influence (Cha), Knowledge (engineering) (Int), Knowledge (society) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), and Survival (Wis).
Alternate Favored Class Bonuses
Amazons: Add a +½ bonus on initiative checks when the gunslinger has at least 1 grit point.
Dwarves: Reduce the misfire chance for one type of firearm by ¼. You cannot reduce the misfire chance of a firearm below 1, or The gunslinger reduces the amount of time needed to restore a broken firearm using the Gunsmithing feat by 5 minutes (maximum reduction of 50 minutes).
Humans: Add +¼ point to the gunslinger’s grit points.
Kumo: Add +¼ to the dodge bonus to AC granted by the nimble class feature (maximum +4).
Minotaurs: Add a +¼ bonus on attack rolls when making a utility shot or a dead shot.
Orcs: Add a +⅓ bonus on attack rolls when using the pistol whip deed.
Xiulan: Add +½ to the bonus on initiative checks the gunslinger makes while using her gunslinger initiative deed.
Inquisitor
Inquisitors in Ilarion do not have the detect alignment class feature and instead have either detect magic (as the iconoclast archetype) or silversmith (as the vampire hunter archetype). They retain all other Inquisitor class features. Inquisitors are common in all lands.
The inquisitor’s class skills are Athletics (Str), Craft (Int), Disguise (Cha), Heal (Wis), Influence (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex) and Survival (Wis).
Alternate Favored Class Bonuses
Amazons: Add +1/6 to the number of times per day the inquisitor can use the judgment class feature.
Dwarves: Add 1/2 to Survival checks made to track creatures in total darkness.
Humans: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
Kumo: Add +¼ to the number of times per day the inquisitor can change her most recent teamwork feat.
Minotaurs: Add a +½ on Intimidate checks to demoralize humanoids.
Orcs: Add +½ on Intimidate checks and Knowledge checks to identify creatures.
Xiulan: Add +½ to the inquisitor’s level for the purpose of determining the effects of one type of judgment.
Magus
Magi are rare in all lands.
The magus’ class skills are Acrobatics (Dex), Athletics (Str), Craft (Int), Handle Animal (Cha), Influence (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Profession (Wis), Ride (Dex) and Survival (Wis).
Alternate Favored Class Bonuses
Amazons: Add a +½ bonus on concentration checks made to cast defensively.
Dwarves: Add one of the following to the magus' list of arcane pool weapon special abilities: allying, conductive, corrosive, corrosive burst, defending, ghost touch, menacing, merciful, mighty cleaving, vicious. Once selected, it cannot be changed.
Humans: The magus gains +⅙ of a new magus arcana.
Kumo: Add +¼ point to the magus' arcane pool.
Minotaurs: Select one known magus arcana usable only once per day. The magus adds +⅙ to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana.
Orcs: Add +½ points of fire damage to magus spells cast that deal fire damage.
Xiulan: Select one known magus arcana usable only once per day. The magus adds +⅙ to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana.
Monk
Due to the lack of alignment the monk’s ki strike, at 10th level, counts as being slashing, piercing, or bludgeoning damage, as the monk desires. The type of damage must be declared before the attack roll is made, and may be changed as a free action on the monk’s turn. Monks are common in the Dao Ming Empire but uncommon everywhere else.
The monk’s class skills are Acrobatics (Dex), Athletics (Str), Craft (Int), Influence (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex).
Alternate Favored Class Bonuses
Amazons: Add a +¼ bonus on combat maneuver checks made to grapple or trip.
Dwarves: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk’s unarmed strike (minimum of 0).
Humans: Add +¼ point to the monk's ki pool.
Kumo: Add +½ on Escape Artist checks and on Acrobatics checks to cross narrow surfaces.
Minotaurs: Add +1 to the monk's CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
Orcs: Add +1/3 to the monk's AC bonus class ability.
Xiulan: Add +1 feet to the speed the monk can move while making a Stealth check without taking a penalty. This has no effect unless the monk has selected this reward five times (or another increment of five). This does not allow the monk to use Stealth while running or charging.
Ninja
Ninja are common in the Dao Ming Empire but rare everywhere else.
The ninja’s class skills are Acrobatics (Dex), Appraise (Int), Athletics (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Influence (Cha), Knowledge (society) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex).
Alternate Favored Class Bonuses
Amazons: Add +1 ft. to the maximum range you can use sneak attack. (+5 feet to maximum sneak attack range for every five times you select this option.)
Dwarves: Reduce the penalty for not being proficient with one weapon by 1. When the non-proficiency penalty for a weapon becomes 0 because of this ability, the ninja is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
Humans: Add +¼ point to the ninja's ki pool.
Kumo: Add a +1 bonus on the ninja's sneak attack damage rolls during the surprise round or before the target has acted in combat.
Minotaurs: Add +1/2 to sneak attack damage dealt to creatures with the aberration type.
Orcs: Increase the Survival DCs and bonuses on Disguise and opposed Stealth checks from the ninja's no trace ability by 1/4.
Xiulan: Gain +1/6 of a new ninja trick.
Oracle
Oracles are common in Aylea, Crisania and Thebia but rare everywhere else.
The oracle’s class skills are Craft (Int), Heal (Wis), Influence (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Profession (Wis), and Sense Motive (Wis).
Alternate Favored Class Bonuses
Amazons: Add a +1 bonus on concentration checks when casting oracle spells within 5 feet of an ally.
Dwarves: Add +¼ to the armor or natural armor bonus granted by oracle spells she casts on herself.
Humans: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Kumo: Treat the oracle’s level as +1/2 higher for the purposes of determining which of its racial spell-like abilities it can use.
Minotaurs: Add a +1 bonus on caster level checks of oracle spells made to overcome the spell resistance of aberrations.
Orcs: Add +1/2 damage to oracle spells that deal negative energy damage, including inflict spells.
Xiulan: Add +½ to the oracle’s level for the purpose of determining the effects of one revelation.
Ranger
Rangers are not so much lovers of nature as they are haters of civilization. Ironically they are also the first signs of civilization; mountain men, survivalists, hermits, trappers and traders. They live off the land, not in harmony with it. Rangers are common in all lands.
Most rangers trade spellcasting for either the Divine Marksman's Vicious Aim or the Skirmishers Hunter's Tricks.
The ranger’s class skills are Athletics (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Influence (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex) and Survival (Wis).
Alternate Favored Class Bonuses
Amazons: Add +1/4 to a single existing favored enemy bonus (maximum bonus +1 per favored enemy).
Dwarves: Add a +1 bonus on Perception and Survival checks made in dim light and darkness.
Humans: Add +1 hit point or +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
Kumo: Add DR 1/magic to the ranger's animal companion. Each time the ranger selects this benefit, the DR/magic increases by +½ (maximum DR 10/magic). If the ranger ever replaces his animal companion, the new companion gains this DR.
Minotaurs: Add +1/4 to the number of opponents the ranger may select when using hunter's bond to grant a bonus to allies. All selected creatures must be of the same type.
Orcs: Add +1/4 to the natural armor bonus of the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains this bonus.
Xiulan: Add +1/3 dodge bonus to armor Class against the ranger's favored enemies.
Rogue
Rogues are common in all lands.
The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Athletics (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Influence (Cha), Knowledge (dungeoneering) (Int), Knowledge (society) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex).
Alternate Favored Class Bonuses
Amazons: Reduce the penalty for not being proficient with one weapon by 1. When the non-proficiency penalty for a weapon becomes 0 because of this ability, the rogue is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
Dwarves: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.
Humans: Gain +1/6 of a new rogue talent.
Kumo: Add +1/2 to the rogue's trap sense bonus to AC.
Minotaurs: Add a +1/2 bonus on Stealth checks and Perception checks made in dim light or darkness.
Orcs: Add +1/2 to damage rolls when the rogue is at or below 0 hit points.
Xiulan: Add +1 ft. to the maximum range you can use sneak attack. (+5 feet to maximum sneak attack range for every five times you select this option.)
Rogue Tallents
Trapfinding
Prerequisite:The rogue must have lost this ability due to a chosen archetype or multiclass archetype to select this talent.
Benefit: This rogue talent functions as the first-level rogue ability by the same name.
Samurai
Samurai are common in the Dao Ming Empire but rare everywhere else.
The samurai’s class skills are Athletics (Str), Craft (Int), Handle Animal (Cha), Influence (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (society) (Int), Profession (Wis), Ride (Dex) and Sense Motive (Wis).
Alternate Favored Class Bonuses
Amazons: Add +¼ to the samurai's banner bonus.
Dwarves: Add 5 feet to the mount's darkvision (to a maximum of 30 feet). If the mount does not have darkvision, the mount gains darkvision 5 feet. If the samurai ever replaces his mount, the new mount gains this bonus to its darkvision distance.
Humans: Add +1/2 to the samurai's bonus on damage against targets of his challenge.
Kumo: The samurai's mount gains resistance 1 against cold, electricity or fire. Each time the cavalier selects this reward, increase the mount's resistance to one of these energy times by 1 (to a maximum of 5 for each one type). If the cavalier ever replaces her mount, the new mount has these resistances.
Minotaurs: +1/6 of a bonus combat feat.
Orcs: Add +¼ to the damage to one of the mount's natural weapon attacks.
Xiulan: +1/4 DR against targets of the samurai’s challenge.
Sorcerer
Sorcerers are the descendants of magical beings; they've inherited some of their ancestor’s power. Pitied as well as feared, they are innately magical and in some areas certain lineages are seen as sacred. Sorcerers are uncommon in all lands.
The following bloodlines are inappropriate for Ilarion: Abyssal, Celestial, Daemon, Div, Infernal, Maestro, Nanite, Orc and Protean.
The sorcerer’s class skills are Acrobatics (Dex), Appraise (Int), Craft (Int), Influence (Cha), Knowledge (arcana) (Int), Linguistics (Int) and Profession (Wis).
Alternate Favored Class Bonuses
Amazons: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Dwarves: Add +1/2 to the number of uses per day of bloodline powers. This increase only applies to bloodline powers available at 1st level and normally usable a number of times per day equal to 3 + the sorcerer's charisma modifier.
Humans: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Kumo: Add +1/2 to fire, cold or electricity resistance (to a maximum increase of 10).
Minotaurs: Add a +1 bonus on concentration checks made due to taking damage while casting sorcerer spells.
Orcs: Add +1/2 damage of any one elemental damage type sorcerer spells or spell-like abilities. One this type has been selected it cannot be changed.
Xiulan: Gain the ability to add metamagic to spells without increasing casting time 1/3 times/day. (One use of this ability per day for every three times you select this option.)
Witch
Witches are uncommon in all lands.
The witch’s class skills are Acrobatics (Dex), Craft (Int), Heal (Wis), Influence (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), and Profession (Wis).
Alternate Favored Class Bonuses
Amazons: The witch gains 1/6 of a new witch hex.
Dwarves: Add +¼ natural armor bonus to the AC of the witch's familiar.
Humans: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level the witch can cast. If the witch ever replaces this familiar, the new familiar knows these bonus spells.
Kumo: Add +¼ to the witch's caster level when determining the effects of the spells granted to by the patron.
Minotaurs: Add +5 feet to the range of one hex with a range other than “touch.”
Orcs: Add 1 skill rank to the witch's familiar. If the witch ever replaces this familiar, the new familiar gains these bonus skill ranks.
Xiulan: Add +5 feet to the distance at which her familiar grants the Alertness feat (maximum +20 feet).
Wizard
Wizards must make pacts with creatures from other worlds to work magic; their familiar is a sign of this pact. In many areas wizardry is illegal, and its practitioners are put to death. Wizards are rare in all lands.
The wizard’s class skills are Acrobatics (Dex), Appraise (Int), Craft (Int), Knowledge (any) (Int), Linguistics (Int) and Profession (Wis).
Alternate Favored Class Bonuses
Amazons: Add ½ to your familiar's Will saves against enchantment effects, or increase the hit points of your bonded item by 1.
Dwarves: Add a +½ bonus on checks made to craft magic items.
Humans: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level he can cast.
Kumo: When casting wizard enchantment spells, add +⅓ to the effective caster level of the spell, but only to determine the spell’s duration.
Minotaurs: Add +½ to the wizard’s effective class level for the purposes of determining the familiar’s natural armor adjustment, Intelligence, and special abilities.
Orcs: Add a +1 bonus on concentration checks made due to taking damage while casting wizard spells.
Xiulan: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +½ to the number of uses per day of that arcane school power.
Banned Classes
Antipaladin/Paladin: With fewer undead to contend with, no alignments and less heavily armoured cultures than normal the Antipaladin and Paladin do not fit the feel of Ilarion.
Summoner: This one is more matter of opinion, so I'll call it a soft ban. I don't feel that it fits thematically with Ilarion, but don't have any concrete reasons to point to. My players do not play this class so the in game feel of it may differ from my expectations.
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