Talents of Faerun: Multiclassed Kits
This documents the (IWD versions of) the new multiclassed kits introduced into the game by Talents of Faerun. The various power descriptions assume that other relevant components of ToF (e.g., rebalanced original-game kits) have been installed.
Axe Of Clangeddin (Fighter / Priest of Clangeddin)
Clangeddin (pronounced: KLAN-gehd-din) Silverbeard is the dwarven deity of battle and honour in warfare. He is known as the Father of Battle and the Lord of the Twin Axes. He delights in battle, although he does not tolerate treachery or deceit, and he expects his followers to do the same.
All of Clangeddin's priests are warriors; the Axes of Clangeddin are known for their particular devotion to martial training.
Favored Weapon: Axe.
Advantages
- Begins Proficient (one slot) with the Axe.
- May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Earth, Good, Healing, Protection, Wards.
- May cast Command twice per day, as the 1st level priest spell. An additional use is gained at level 10 and every 10 levels thereafter.
- 3rd level cleric: May cast Dispel Magic once per day, as the 3rd level priest spell. An additional use is gained at level 9 and every 6 levels thereafter.
- 5th level cleric: May cast Strength of One once per day, as the 3rd level priest spell. An additional use is gained at level 11 and every 6 levels thereafter.
- 7th level cleric: May cast Champion's Strength once per day, as the 5th level priest spell.
Disadvantages
- Race restricted to dwarf.
- Alignment must be Lawful Good, Neutral Good, or Lawful Neutral.
Battlerager Of Clangeddin (Berserker / Priest of Clangeddin)
Clangeddin (pronounced: KLAN-gehd-din) Silverbeard is the dwarven deity of battle and honour in warfare. He is known as the Father of Battle and the Lord of the Twin Axes. He delights in battle, although he does not tolerate treachery or deceit, and he expects his followers to do the same.
Battleragers are dwarven warriors whose combat style relies on raw instinct, anger, and physical strength. A few of Clangeddin's priests train in this style; they are known amongst his priesthood for their wild spirit.
Favored Weapon: Axe.
Advantages
- Begins Proficient (one slot) with the Axe.
- May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Earth, Good, Healing, Protection, Wards.
- May use Enrage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
- May cast Command twice per day, as the 1st level priest spell. An additional use is gained at level 10 and every 10 levels thereafter.
- 3rd level cleric: May cast Dispel Magic once per day, as the 3rd level priest spell. An additional use is gained at level 9 and every 6 levels thereafter.
- 5th level cleric: May cast Strength of One once per day, as the 3rd level priest spell. An additional use is gained at level 11 and every 6 levels thereafter.
- 7th level cleric: May cast Champion's Strength once per day, as the 5th level priest spell.
ENRAGE: The character becomes enraged for 1 turn. While enraged, the character gains a bonus of +2 to his/her attack and damage rolls as well as to his/her Armor Class, and also gains (5+1/level) temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious).
Depending on the character's level, the Enrage power also grants immunities to various conditions (all are cumulative):
- 1st level: fear
- 2nd level: sleep
- 4th level: hold
- 6th level: charm
- 8th level: confusion and feeblemind
- 10th level: stun
- 12th level: level drain
- 14th level: maze and imprisonment
Disadvantages
- May not use ranged weapons (both missile and thrown).
- Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
- May not become Proficient in ranged weapons.
- Race restricted to dwarf.
- Alignment must be Neutral Good or Chaotic Good.
Berserker-Priest Of Tempus (Berserker / Priest of Tempus)
Tempus (pronounced: TEM-pus), also known as the Lord of Battles or the Foehammer, is random in his favors, yet his chaotic nature favors all sides equally. Lord Tempus may be on an army's side one day and against them the next; such is the nature of war. Tempuran clergy can be found on both sides of a conflict, as none can ever truly know whom the war god will favor. His Berserker-Priests channel the wild, uncontrollable nature of war and conflict into their berserker rages.
Favored Weapon: Axe.
Advantages
- Begins Proficient (one slot) with the Axe.
- May learn priest spells from these spheres: All, Combat, Divine, Healing, Necromantic, Protection, Summoning, Wards.
- May learn the following additional priest spells: Star Metal Cudgel (4th level), Blood Rage (4th level), Iron Skins (5th level).
- May learn the following spells as priest spells: Strength (2nd level), Haste (3rd level), Improved Haste (6th level), Power Word, Stun (7th level).
- May use Enrage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
- 3rd level cleric: May cast Chaos of Battle once per day, as detailed below. An additional use is gained at 8th level and every 5 levels thereafter.
- 5th level cleric: May cast Holy Power once per day, as the fourth level priest spell. An additional use is gained at 10th level and every 5 levels thereafter.
- 7th level cleric: May cast Emotion: Courage once per day, as the fourth level mage spell. An additional use is gained at 12th level and every 5 levels thereafter.
ENRAGE: The character becomes enraged for 1 turn. While enraged, the character gains a bonus of +2 to his/her attack and damage rolls as well as to his/her Armor Class, and also gains (5+1/level) temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious).
Depending on the character's level, the Enrage power also grants immunities to various conditions (all are cumulative):
- 1st level: fear
- 2nd level: sleep
- 4th level: hold
- 6th level: charm
- 8th level: confusion and feeblemind
- 10th level: stun
- 12th level: level drain
- 14th level: maze and imprisonment
CHAOS OF BATTLE: Chaos of Battle applies bonuses to all allies and penalties to all enemies within a 30-ft. radius of the caster. The spell lasts 1 turn and will randomly affect the targets' Armor Class, Hit Points, THAC0, saves, or luck. The magnitude of the effect starts at 1 (5 for Hit Points) at level 1 and will improve by 1 (5 for Hit Points) every 6 levels of the caster.
Disadvantages
- May only achieve High Mastery (four slots) with these weapon classes: Axe, Bastard Sword, Dagger, Halberd, Katana, Long Sword, Scimitar / Wakizashi / Ninjatō, Short Sword, Spear, Two-handed Sword.
- May only achieve Mastery (three slots) with these weapon classes: Club, Flail/Morning Star, Mace, Quarterstaff, War Hammer.
- May not use ranged weapons (both missile and thrown).
- Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
- May not become Proficient in ranged weapons.
- Alignment restricted to Chaotic Good, Chaotic Neutral, Chaotic Evil, or True Neutral.
Champion Of Tyr (Fighter / Priest of Tyr)
Tyr (pronounced: TEER) is the deity of law and justice and is primarily concerned with the punishment of wrongdoers and the general furthering of law and good in the world. The belief in justice through (benevolent) force, or at least armed vigilance, is the reason for Tyr's existence. Tyr holds great prominence in the pantheon due to his position as leader of the Triad, a trio of lawful good gods that are collectively devoted to the concepts of courage, justice, perseverance, relief of suffering, duty, obedience, honor, and to some extent, righteous martyrdom.
Favored Weapon: Long Sword.
Advantages
- Begins Proficient (one slot) with the Long Sword.
- May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Good, Healing, Protection, Summoning, Wards.
- May learn the following spells as priest spells: Detect Invisibility (2nd level).
- May cast Divine Favor once per day, as detailed below. An additional use is gained at 6th level and every 5 levels thereafter.
DIVINE FAVOR: This spell grants the caster a +1 bonus to hit and damage rolls every 3 levels of the caster. The spell lasts for 2 rounds.
- 3rd level cleric: May cast Hold Person once per day. An additional use is gained at 7th level and every 4 levels thereafter.
- 5th level cleric: May cast Exaltation once per day, as detailed below. An additional use is gained at 10th level and every 5 levels thereafter.
EXALTATION: This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, feeblemindedness, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn.
- 11th level cleric: May cast Holy Word once per day.
Disadvantages
- Alignment restricted to lawful good, neutral good, or lawful neutral.
Dark Knight Of Bane (Fighter / Priest of Bane)
The most feared and reviled deity in the Forgotten Realms, Bane is the lord of strife, hatred, and tyranny. His followers fight each other almost as much as enemy faiths, which is one of the prime reasons their devious priesthood has not dominated the Realms. Many of his priests train in the martial arts.
Favored Weapon: Mace.
Advantages
- Begins Specialized (two slots) with the Mace.
- May learn priest spells from these spheres: All, Charm, Combat, Divine, Evil, Healing, Necromantic, Protection, Summoning.
- May learn the following spells as priest spells: Horror (2nd level)..
- Immunity to fear effects.
- 5th level cleric: May cast Cloak of Fear once per day, as the 4th level priest spell. An additional use is gained at 10th level and every 5 levels thereafter.
- 7th level cleric: May cast Greater Malison once per day, as the 4th level wizard spell. An additional use is gained at 12th level and every 5 levels thereafter.
- 9th level cleric: May cast Control Undead once per day, as the 6th level wizard spell. An additional use is gained at 14th level and every 5 levels thereafter.
- 12th level cleric: May cast Symbol of Fear once per day, as the 7th level priest spell. An additional use is gained at 17th level and every 5 levels thereafter.
Disadvantages
- Alignment restricted to Lawful Evil, Neutral Evil or Chaotic Evil.
Fury Of Talos (Barbarian / Priest of Talos)
Talos (pronounced: TAHL-os) is the evil god of storms, destruction, and rebellion, and he has long been worshipped by small sects among the barbarians of Faerûn. These wild warriors revel in the destructive aspects of nature.
Favored Weapon: Spear.
Advantages
Disadvantages
- May not wear armor heavier than splint mail.
- Alignment restricted to neutral evil, chaotic evil, and chaotic neutral.
Guardian Of Helm (Fighter / Priest of Helm)
All followers of the neutral god of watchers and protectors are warriors in their own right, but Helm's Guardians focus as much on martial as on spiritual matters. They may be found throughout the lands, serving in mercenary companies and militias.
Favored Weapon: Bastard Sword.
Advantages
- Begins Proficient (one slot) with the Bastard Sword.
- May learn priest spells from these spheres: All, Combat, Divination, Divine, Healing, Protection, Summoning, Wards.
- May learn the following spells as priest spells: Protection From Normal Missiles (3rd level), Protection From Normal Weapons (5th level), Oracle (5th level), Protection From Magical Weapons (6th level), Mantle (7th level).
- 3rd level cleric: May cast Glyph of Warding once per day, as the third level priest spell. An additional use is gained at 8th level and every 5 levels thereafter.
- 5th level cleric: May cast Seeking Sword once per day, as detailed below. An additional use is gained at 10th level and every 5 levels thereafter.
SEEKING SWORD: This spell creates a sword in the Cleric's hand (that cannot be dropped or unequipped). The sword is considered a +4 weapon for purposes of determining what it can hit (but this bonus does not apply to attack or damage rolls), and it deals out 2d4 damage to any target it hits. The weapon sets the number of attacks of the Cleric to 3. It lasts for 1 round per level of the caster.
- 7th level cleric: May cast Truesight once per day, as the fifth level priest spell. An additional use is gained at 12th level and every 5 levels thereafter.
Disadvantages
- Alignment restricted to lawful good, lawful neutral, lawful evil, and true neutral.
Hammer Of Moradin (Dwarven Defender / Priest of Moradin)
Moradin (pronounced: MOR-a-din) is the chief deity of the dwarves - a harsh but fair judge, he is strength and force of will embodied. The Hammers of Moradin are an elite military order dominated by crusaders and fighting clerics with chapters in nearly every dwarven stronghold and members drawn from every dwarven clan.
Favored Weapon: War Hammer.
Advantages
- Begins Specialized (two slots) with the War Hammer.
- May learn priest spells from these spheres: All, Combat, Divination, Divine, Earth, Fire, Good, Healing, Protection, Wards.
- May use Defensive Stance once per day. Gains one additional use at fighter level 4, and an additional use every 4 fighter levels thereafter.
- 3rd level cleric: May cast Enchanted Weapon once per day, as the fourth level mage spell. An additional use is gained at 8th level and every 5 levels thereafter.
- 5th level cleric: May cast Prayer once per day, as the third level priest spell. An additional use is gained at 10th level and every 5 levels thereafter.
- 7th level cleric: May cast Stoneskin once per day, as the fourth level mage spell.. An additional use is gained at 12th level and every 5 levels thereafter.
DEFENSIVE STANCE: For 1 turn, the Dwarven Defender gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty.
- Gains 5% resistance to crushing, slashing, piercing, and missile damage every 5 fighter levels to a maximum of 20% at fighter level 20.
Disadvantages
- May only achieve High Mastery (four slots) with these weapon classes: War Hammer.
- May only achieve Mastery (three slots) with these weapon classes: Bastard Sword, Crossbow, Dagger, Dart, Halberd, Katana, Long Sword, Longbow, Scimitar / Wakizashi / Ninjatō, Short Sword, Shortbow, Spear, Two-handed Sword.
- May only achieve Specialization (two slots) with these weapon classes: Club, Flail/Morning Star, Mace, Quarterstaff, Sling.
- Race restricted to dwarf.
- Alignment must be Lawful Good, Neutral Good, or Lawful Neutral.
Magehunter Of Helm (Wizard Slayer / Priest of Helm)
Some followers of Helm, the neutral god of watchers and protectors, have devoted themselves to hunting down spellcasters who threaten order and the forces of law.
Favored Weapon: Bastard Sword.
Advantages
- Begins Proficient (one slot) with the Bastard Sword.
- Each successful hit bestows a 25% cumulative chance of spell failure on the target.
- Magic Resistance of 20% at first level, increasing by 1% per fighter level.
- May learn priest spells from these spheres: All, Combat, Divination, Divine, Healing, Protection, Summoning, Wards.
- May learn the following spells as priest spells: Protection From Normal Missiles (3rd level), Protection From Normal Weapons (5th level), Oracle (5th level), Protection From Magical Weapons (6th level), Mantle (7th level).
- 3rd level cleric: May cast Glyph of Warding once per day, as the third level priest spell. An additional use is gained at 8th level and every 5 levels thereafter.
- 5th level cleric: May cast Seeking Sword once per day, as detailed below. An additional use is gained at 10th level and every 5 levels thereafter.
SEEKING SWORD: This spell creates a sword in the Cleric's hand (that cannot be dropped or unequipped). The sword is considered a +4 weapon for purposes of determining what it can hit (but this bonus does not apply to attack or damage rolls), and it deals out 2d4 damage to any target it hits. The weapon sets the number of attacks of the Cleric to 3. It lasts for 1 round per level of the caster.
- 7th level cleric: May cast Truesight once per day, as the fifth level priest spell. An additional use is gained at 12th level and every 5 levels thereafter.
Disadvantages
- May not use any magic items apart from weapons and armor.
- Alignment restricted to lawful good, lawful neutral, lawful evil, and true neutral.
Raging Flame Of Kossuth (Berserker / Priest of Kossuth)
Kossuth (pronounced: Koh-SOOTH), Firelord, the Tyrant among Fire, is an Elemental Lord from the Elemental Plane of Fire. He is generally uncaring to his faithful, but continues to grant his priests their powers since their worship increases his power on his home plane. To maintain continued worship he does take a limited interest in his followers' mortal problems, and occasionally makes his presence known with a manifestation, but never an avatar.
Kossuth's church is varied and chaotic since he takes no interest in its structure. As a result it is a collection of cults with each faction coming up with its own ethics, codes, morals, and teachings. Kossuth's symbol varies greatly from faction to faction, but is generally a depiction of fire. It is believed that if Kossuth's following were to somehow become unified he would become a very powerful force in the Realms, something the other gods don't really wish to see happen. Of the four Elemental Lords, the best known and most feared are the cults of Kossuth, who are very powerful in Thay and the lands of the East.
Raging Flames of Kossuth channel the unchecked rage of flame in their wild, furious approach to combat.
Favored Weapon: Flail/Morning Star.
Advantages
- Begins Specialized (two slots) with the Flail/Morning Star.
- May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Fire, Healing, Protection, Sun, Wards.
- May learn the following spells as priest spells: Burning Hands (1st level).
- May use Enrage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
- 25% fire resistance, increasing by 2% per level.
- 3rd level: May cast Combust once per day, as the 2nd level mage spell. An additional use is granted at 9th level and every 6 levels thereafter.
- 5th level: May cast Fireball once per day, as the 3rd level mage spell. An additional use is granted at 11th level and every 6 levels thereafter.
- 7th level: May cast Fire Shield (red) once per day, as the 4th level mage spell. An additional use is granted at 13th level and every 6 levels thereafter.
- 9th level: May summon an 8HD Fire Elemental once per day. The power of the elemental increases to 12HD at level 13, to 16HD at level 17, and to 24HD at level 21.
ENRAGE: The character becomes enraged for 1 turn. While enraged, the character gains a bonus of +2 to his/her attack and damage rolls as well as to his/her Armor Class, and also gains (5+1/level) temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious).
Depending on the character's level, the Enrage power also grants immunities to various conditions (all are cumulative):
- 1st level: fear
- 2nd level: sleep
- 4th level: hold
- 6th level: charm
- 8th level: confusion and feeblemind
- 10th level: stun
- 12th level: level drain
- 14th level: maze and imprisonment
Disadvantages
- May not use ranged weapons (both missile and thrown).
- Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
- May not become Proficient in ranged weapons.
- Alignment may not be Lawful.
Sword Of Selûne (Kensai / Priest of Selûne)
Selûne (pronounced: seh-LOON-ay), Our Lady of Silver, is the goddess of the moon, the stars, and those who use them to navigate. Her eternal foe is the evil Shar, goddess of darkness, night, loss, and forgetfulness. Selûne is often called the Moonmaiden for her connection to the silver moon that orbits Faerûn.
Non-evil lycanthropes honor Selûne as the master of their fate as do astrologers and fortune tellers. Selûne is also growing popular among alewives, laundresses, seamstresses and servants with the message of female empowerment. She is also worshiped by female spellcasters, navigators and sailors.
The Swords of Selûne are an elite order of (mostly female) warriors in the service of the moon goddess. They eschew heavy armor and have trained to be one with their weapons, which they hold sacred to Selûne. Swords of Selûne may be found throughout Faerûn, protecting the weak and oppressed wherever they wander.
Favored Weapon: Mace.
Advantages
Disadvantages
- May only become Proficient (one slot) with any missile weapon class.
- May not wear any armor.
- May not wear gauntlets or bracers.
- Alignment restricted to chaotic good, neutral good, and chaotic neutral.
Templar Of Lathander (Fighter / Priest of Lathander)
Lathander (pronounced: Lah-THAN-der) is the good god of renewal, creativity, and youth, and is celebrated nearly everywhere. His Templars are holy warriors who battle undead and other evil things in his name.
Favored Weapon: Mace.
Advantages
- Begins Specialized (two slots) with the Mace.
- May learn priest spells from these spheres: All, Charm, Combat, Divination, Divine, Good, Healing, Protection, Summoning, Sun, Wards.
- 3rd level cleric: May cast Hold Undead once per day. An additional use is gained at 8th level and every 5 levels thereafter.
- 7th level cleric: May cast Boon of Lathander once per day, as detailed below. An additional use is gained at 11th level and every 4 levels thereafter.
BOON OF LATHANDER: This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the recipient from level drain.
- 9th level cleric: May cast False Dawn once per day. An additional use is gained at 14th level and every 5 levels thereafter.
Disadvantages
- Alignment restricted to lawful good, neutral good, chaotic good, and true neutral.
Wrathful Spear Of Gruumsh (Barbarian / Priest of Gruumsh)
Gruumsh (pronounced: GROOMSH) is the undisputed head of the pantheon of the orcs. He is a fearsome, brutal god who revels in warface, and ever seeks new territory for his race. Gruumsh has an abiding hatred for the elves after the elvish deity Corellon Larethian defeated him in battle, and seeks to have his people raze and destroy elvish homelands wherever possible.
Occasionally Gruumsh marks one of his priests to be a Wrathful Spear. These warrior-priests eschew heavy armor and embrace the furious rage of Gruumsh.
Favored Weapon: Spear.
Advantages
Disadvantages
- May only achieve Specialization (two slots) with these weapon classes: Crossbow, Dart, Longbow, Shortbow.
- May not use these weapons: Sling.
- May not wear armor heavier than splint mail.
- Alignment restricted to Chaotic Neutral, Neutral Evil or Chaotic Evil.
Raging Shifter (Berserker / Shapeshifter)
This Druid has willingly allowed him/herself to become infected with lycanthropy, but due to intense study and training he/she has the ability to control his/her affliction. The form he/she takes is that of the werewolf, the most famous of the lycanthrope shape changers. his/her animal instinct is close to the surface, and emerges in bouts of violent rage in battle.
Advantages
- - May learn priest spells from these spheres: Air, All, Animal, Divination, Earth, Fey, Fire, Healing, Moon, Plant, Protection, Sun, Water.
- - May shapeshift into the form of a lesser werewolf once per day. Gains one use at level 1 and an additional use every 3 levels thereafter.
LESSER WEREWOLF: AC 4, Strength 18/76, Dexterity 15, 1 attack per round for 1d6 slashing damage (counts as a +1 weapon for the purposes of harming creatures resistant to non-magical weapons).
- 7th level: Now assumes the form of a full werewolf when shapeshifting.
WEREWOLF: AC 1, Strength 19, Dexterity 16, 2 attacks per round for 1d6 slashing damage (as +2 weapon), 20% magic resistance.
- 13th level : Now assumes the form of a greater werewolf when shapeshifting.
GREATER WEREWOLF: AC -4, Strength 21, Dexterity 20, 3 attacks per round for 1d10 slashing damage (as +3 weapon), 40% magic resistance, 50% elemental resistance.
- 19th level: Now assumes the form of a werewolf lord when shapeshifting.
WEREWOLF LORD: AC -8, Strength 23, Dexterity 20, 3 attacks per round for 1d12 slashing damage (as +4 weapon), 50% magic resistance, 50% elemental resistance.
- May use Enrage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
ENRAGE: The character becomes enraged for 1 turn. While enraged, the character gains a bonus of +2 to his/her attack and damage rolls as well as to his/her Armor Class, and also gains (5+1/level) temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious).
Depending on the character's level, the Enrage power also grants immunities to various conditions (all are cumulative):
- 1st level: fear
- 2nd level: sleep
- 4th level: hold
- 6th level: charm
- 8th level: confusion and feeblemind
- 10th level: stun
- 12th level: level drain
- 14th level: maze and imprisonment
Disadvantages
- May not use ranged weapons (both missile and thrown).
- Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls.
- May not become Proficient in ranged weapons.
- May not wear any armor.
- No other Shapeshifting abilities due to the effort required in maintaining balance in his/her primary forms.
Totemic Shaman (Barbarian / Totemic Druid)
Among some barbarian tribes - the Uthgardt of the North, for instance - it is common to venerate the animal spirits of the wild. Civilised scholars of the southlands call the totemic shamans of these tribes 'druids', but to the tribes themselves, they are the totemic shamans, keepers of the animal spirit of the tribe.
Advantages
- May learn priest spells from these spheres: Air, All, Animal, Divination, Earth, Fey, Fire, Healing, Moon, Plant, Protection, Sun, Water.
- Moves 2 points faster than other characters.
- Immune to backstab.
- May use the Rage ability once per day, as detailed below. Gains one use at level 1 and an additional use every 4 fighter levels thereafter.
- May summon a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) once per day every 5 cleric levels. The Totemic Druid can call a 1 HD animal at level 1, a 3 HD animal at level 3, a 5 HD animal at level 5, a 7 HD animal at level 7, and a 10 HD animal at level 10.
- 11th level fighter: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at fighter levels 15 and 19.
RAGE: The character is enraged for 5 rounds, which grants the character a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell.
Depending on the character's level, the Rage power also grants immunities to various conditions (all are cumulative):
- 1st level: fear
- 2nd level: sleep
- 4th level: hold
- 6th level: charm
- 8th level: confusion and feeblemind
- 10th level: stun
- 12th level: level drain
- 14th level: maze and imprisonment
Disadvantages
- May not wear armor heavier than splint mail.
- Cannot Shapeshift.
Abjurant Defender (Dwarven Defender / Abjurer)
Very few of the dwarven folk study arcane magic. Among those who do, the abjurant defenders are an elite and secretive society of Dwarven Defenders, focussing both magic and battle prowess to make themselves near-invulnerable to attack.
Advantages
- Adds the following spells to his/her spell book: Protection From Evil (1st level), Resist Fear (2nd level), Remove Magic (3rd level), Minor Globe Of Invulnerability (4th level), Breach (5th level), Spell Deflection (6th level), Mantle (7th level), Pierce Shield (8th level), Spellstrike (9th level).
- May cast one additional mage spell per level. This additional spell must be from the Abjuration school. The full list of Abjuration mage spells is: