Special Stats and Abilities

Godric’s Special Abilities


  • Strength: 18
  • Dexterity: 14
  • Constitution: 18
  • Intelligence: 11
  • Wisdom: 14
  • Charisma: 6


  • Comprehensive Education:
    Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.
  • Lost Nobility:
    Your family was prominent before the rise of the current ruling family, but that legacy is now forgotten by all but you. You hold every government official of your nation personally responsible for your lost glory. You gain a +1 trait bonus on attack and damage rolls against government officials of your homeland.


  • Power Attack: (Feat)
    You can choose to take a – 1 penalty on all melee attack rolls and combat maneuver checks to gain a + 2 bonus on all melee damage rolls. This bonus to damage is increased by half (+ 50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.
    This bonus to damage is halved (– 50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches + 4, and every 4 points thereafter, the penalty increases by 1 and the bonus to damage increases by + 2.

  • Weapon Focus (Feat)
    Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon.

  • Hurtful (Feat)
    When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.

  • Dazzling Display (Feat)
    While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Barbarian Abilities:

(Lvl 2)

  • Fast Movement:
    A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.

  • Rage:
    A barbarian calls upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

  • Rage Power:
    As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.-

  • Intimidating Glare: (Rage Power)
    The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian’s check exceeds the DC.

  • Uncanny Dodge
    At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Inquisitor Abilities:

(Lvl 3)

  • Cunning Initiative:-
    At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

  • Monster Lore:
    The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

  • Solo Tactics:-
    At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

  • Teamwork Feats:
    At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

  • Scarred Legion (Teamwork Feat)
    You gain a +2 bonus on Intimidate checks. You also gain a +2 morale bonus on Will saving throws while adjacent to an ally with this feat (Solo Tactics). When you charge, if you started the charge adjacent to an ally with this feat, you retain the bonus on Will saves until the start of your next turn.

  • Orisons:
    Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

  • Stern Gaze:
    Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

  • Domain:
    Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith.

An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies. Each domain grants a number of domain powers, depending on the level of the character.

An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her character level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

  • Moon Domain:

Luna (Lesser Goddess)

  • Symbol: Three crescent moons arranged in a line
  • Alignment: CG
  • Portfolio: The moon, feminine power, non-evil lycanthropes
  • Domains: Chaos, Good, Protection
  • Favored Weapon: Chakram

A very old goddess, Luna predates current civilizations. A powerful force for the protection and power of women, her strength has waxed and waned over the centuries. Where the sun is hot and aggressive in its light, the moon remains cool and gentle. She prefers peace to war, and kind words to loud speech, but when someone threatens her charges, she can tear apart her foes with the ferocity of a she-wolf defending her pups.

Luna, like the werewolf, can assume three forms. The first is a human form, that of a beautiful, pale Varisian woman with long, flowing silver hair. The second is that of a noble and majestic white wolf with shining blue eyes. Her third form is a beautiful hybrid of the two, half wolf and half woman; in this form she looks magnificent and feminine, while strong and noble. Glowing in the moonlight.

She is also the patron goddess of non-evil lycanthropes, and her faith teaches that her light blesses good lycanthropes. Conversely, Luna teaches that evil lycanthropes are corruptions of her gifts to mortals by Jezelda; her followers hunt them down to either cure or kill. She is always shown as a woman with white eyes, dark hair, and a crescent symbol on her forehead, although other details vary. Dogs, wolves, and owls are her sacred animals. Luna’s church holds a small ceremony on the first day of each new, full, and quarter moon. Lunar eclipses always call for prayer vigils until the moon appears again, while solar eclipses are sacred events to be celebrated publicly, enjoying the night during the day. Women hold most positions of power in her church, and a disproportionate number of her clerics are female, but her church neither shuns nor marginalizes men. Common folk invoke Luna’s name at weddings to bless the bride and keep her safe in her husband’s house, at childbirth to guard the expectant mother’s health, and at any time when journeys must be made at night.

  • Charm of Wisdom (Ex):
    You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

  • Moonfire (Su):
    At 8th level, you can launch a blast of blazing moonlight from your eyes at a single target within 30 feet as a standard action. Moonfire deals 1d8 points of damage per two caster levels, and the target is dazzled for 1 round per caster level. This damage cannot be blocked by energy resistance. A successful Reflex saving throw (DC 10 + 1/2 your Inquisitor level + your Wisdom modifier) reduces the damage by half and negates the dazzle effect. You can use this ability once per day at 8th level and twice at 12th level.


Action: Swift
Times per day: Once at first level. One additional time every 3 levels thereafter.
Duration: Encounter

  • Destruction:
    The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
  • Healing:
    The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
  • Justice:
    This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
  • Piercing:
    This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
  • Protection:
    The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
  • Purity:
    The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
  • Resiliency:
    This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
  • Resistance:
    The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
  • Smiting:
    This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Werewolf Abilities

  • Change Shape:
    All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form.An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead. A DC 20 Will Save is required for afflicted werewolves to remember what happened while they were transformed.
  • Lycanthropic Empathy:
    Afflicted lycanthropes only gain this ability in animal or hybrid form. When in either form, a lycanthrop can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check.

  • Trip:
    A werewolf in hybrid form can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with its bite attack. If the attempt fails, the werewolf is not tripped in return.
  • Stat Changes:
    Wolf Form
    Low Light Vision, Scent
    +2 Natural Armor (animal & hybrid)
    DR 5/silver (animal & hybrid)
    +2 Wisdom, -2 Charisma (all forms)
    +2 Strength, +2 Constitution (animal & hybrid)
    Bite: 1d6 + 1-1/2 strength modifier (animal & hybrid)
    Claws: 1d4 + strength modifier (hybrid only)
    Full Attack: 2 Claws + Bite (-5 to both claw attacks, hybrid only)

Special Stats and Abilities

A New Chapter WolfLord