Sithspawns Lair D20

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Tales of the Jedi
Rebel Alliance
The Empire
Bounty Hunters
Ravenloft/Buffy
Tapani Sector
Pirates & Scoundrels
Secret Societies
INDEX

 

Prestige Classes

Time Bandit

Operating in secret (supposedly) on behalf of the Celestial Intervention Agency, a secret division of Time Lords operating above the Laws of Time, are the Time Bandits.  Their primary goal is to apprehend time meddlers and rogue time travelers that could cause harm to the space/time vortex or create untold paradoxes in the future, perhaps shaking the existence of the universe itself.  The Time Bandits operate out of Crix city on the moon Shaldon of the planet Caldon.  Crix City exists near the end of time in a redundant time-line that cannot be effected by paradoxes.  It is a sprawling metropolis of sin, degradation, and all that is left of races as time draws to a close.  The Time Bandits are mostly, though not all, muscle.  They have the strength and firepower to crush opposition, even though their numbers are small.  They usually operate as a small team of 3-4.  Time Bandit members are taken from any time.  some were chosen by the Celestial Intervention Agency, others volunteered.  Means of time travel varies.  Most Time Bandits vehicles, from starships to tanks, are equipped with time-drives, or failing that they rely on a time portal that is operated from Time Bandit HQ.

Requirements

To qualify to become a Time Bandit a character must fulfill the following criteria: 

Attack bonus: +8

Feats: a minimum of 4 weapon proficiencies.

Special: Must be a member of the Time Bandits.

Not essential, but it helps:  Raving mad!  Mentally Insane!  or simple bloody coo-koo!!!

Game Information

Vitality: 1D10 + Constitution modifier

Class Skills: Astrogate, Computer Use, Demolitions, Disable Device, Entertain, Hide, Intimidate, Pilot, Search, Spot, Survival.

Skill Points at each level:4 +Intelligence modifier

Class Features

Starting Feat: Weapon Focus, Starship Operation (Time Machine)

Time Sense:  In a situation where events have changed due to a meddlesome time traveler, or if a time device is in operation nearby the GM may allow the Time Bandits to make a Time Sense roll.  The Time Bandit uses his WILL saving modifiers for this roll.

Time Trauma:  Time Bandits are fearless warriors.  They rarely stand down to anyone and are always ready for a fight.  It has been surmised that the reason behind this fearlessness and the erratic personalities of most Time Bandits is caused by some kind of mental trauma brought on by continuous time traveling.   Time Bandits gain +4 to WILL save against any fear checks eg. Frightful presence.  If the Fear force skill is used against a character with Time Trauma add +4 to any penalties (ie. penalty should be -6 it become only -2.  If the penalty is only -2 the Time Bandit will then GAIN +2 bonus and no doubt laugh out loud at the Dark Sider as they proceed to kick his ass).

Level Base Attack Fort. save Ref. save Will save Special Defence bonus Reputation
1 +1 +2 +1 +1 Starting Feats +1 -1
2 +2 +3 +2 +2 Time Trauma +2 +0
3 +3 +3 +2 +2 Intimidation bonus +2 +2 +0
4 +4 +4 +2 +2 +3 +1
5 +5 +4 +3 +3 Time Sense +3 +1

Variation (1): New Bandit Order

The New Bandit Order operate in opposition to the Time Bandits.  They are trouble makers and time meddlers who care for nothing but the chaos they create.  Replace Time Trauma with Coward.

Coward:  The NBO will run rather than fight.  They may when fighting defensively and fleeing they gain a +4 bonus to Defense and a speed increase of +5 cumulative with any other bonuses.  They suffer -2 to all attack actions when employing this class feature.

Variation (2): Time Traveller

For whatever reason the character has found a means of traveling though time.   Replace Time Trauma with History (see Time Lord below) and the Intimidation bonus at level 3 with Bonus Feat - Skill Emphasis.

 

 

Time Lord

On the planet Galifrey many millennia ago Rassillon became the first and greatest of a new race of Galifreyans.  He became a Time Lord.  Rassillon tapped into the powerful energies of the Eye of Harmony, a Black Hole created by the Galifreyan scientist Omega.  Time Lords shroud themselves in mystery.  It is known that not all Galifreyans are Time Lords, only the ruling bodies of their society.  Galifreyans themselves come form all walks of life, scientists, soldiers, bureaucrats.  Time Lords tend to be Nobles, though this is not a necessity of the Time Lord Prestige Class.  For the sake of the Star Wars RPG a Galifreyan character can choose to become a Time Lord.  A Time Lord is not a master of time, neither can he manipulate time, though he understands Time Travel.  A Time Lord is also bound to the Laws of Time, as dictated by the High Council of Time Lords on Galifrey.  Time Lords have a rule of none-intervention, though a few rogue Time Lords have been known to flaunt this rule, and on occasions utterly break it.

Requirements

To qualify to become a Time Lord a character must fulfill the following criteria: 

Race: Galifreyan

Skills: Temporal Science 8 ranks, Repair 6 ranks

Class: Noble - 2 levels 

An ability to Time Travel eg. own a Time Machine.

Game Information

Vitality: 1D6 + Constitution modifier

Class Skills: Astrogate, Command, Computer Use, Disable Device, Knowledge, Pilot, Read/Write, Repair, Sense Motive, Speak Language, Spot, Survival.

Skill Points at each level: 6 +Intelligence modifier

Class Features

Starting Feat: Starship Operation (TARDIS or Time Machine of choice)

History:  The Time Lord has traveled throughout space and time.  He gains a +2 bonus onto any Knowledge checks regarding Historical events (even if they are in the future).

Regeneration:  A Time Lord can regenerate his body up to twelve times in his lifetime, thus extending his life greatly.  This can be done at will (without a saving roll) or automatically when the Time Lords wounds are reduced to -10.  When the Time Lord has been reduced to -10 he may roll a Fortitude Save adding his regeneration modifier (+2 at 2nd level, +4 at 4th, +6 at 9th).   The Regeneration is not always instantaneous (though it usually is).  The Time Lord loses 1D4 levels but it does restore the Time Lord to full health (wounds and Vitality) for his new level.  For a successful Regeneration the DC is 25.  If the Fort save meets DC 15 the Time Lord still Regenerates  but suffers memory loss for 24 hours.  He may then roll a Willpower save DC 25 to recover his memories.  This roll is made every 24 hours until his memory returns.  In the period of memory loss all of the Time Lords Skills are considered to be at 0 ranks.  Ability and Feat modifiers can be used but skills than cannot be used untrained (eg. tumble) cannot be used.  If the Time Lords Regeneration roll fails the DC 15 he dies.  A Time Lord cannot regenerate if his body has been totally destroyed eg. by disintegration

Time Sense:  In a situation where events have changed due to a meddlesome time traveler, or if a time device is in operation nearby the GM may allow the Time Lord to make a Time Sense roll.  The Time Lord uses his WILL saving modifiers for this roll.

Cliff-hanger:  Like all good action hero's a Time Lord may often find himself in a sticky situation, such as standing the wrong side of a firing squad.  The GM has the option to use this ability in several ways.  1) Treat this ability like LUCK.  2) When the Time Lord uses this ability change events slightly so something miraculous happens eg. the Time Lords slips his bonds and mat now dodge the firing squad.  3) take things back as if the character knew what was going to happen so may devise a quick plan eg. he dresses up a droid in his clothes to face the firing squad (though a difficult disguise check would be needed).

Contact:  See RCR page 286.

Level Base Attack Fort. save Ref. save Will save Special Defence bonus Reputation
1 +0 +0 +0 +2 Starting Feat, Regeneration +2 +1 +0
2 +1 +0 +0 +2 Sense Motive bonus +2 +2 +1
3 +1 +1 +1 +3 Cliff-Hanger 1/day +2 +1
4 +2 +1 +1 +3 Regeneration +4 +2 +2
5 +2 +2 +2 +4 History +3 +2
6 +3 +2 +2 +4 bonus feat - Skill emphasis +3 +3
7 +3 +3 +3 +5 Contact +3 +3
8 +4 +3 +3 +5 Cliff-Hanger 2/day +4 +3
9 +4 +4 +4 +6 Regeneration +6 +4 +4
10 +5 +4 +4 +6 Time Sense +5 +4

 

 

Warrior of Gar

A time of legends.  A time of Hero's.  On the primitive backwater world of Gar the men are real men.  The women are real women.  And wearing of a bearskin is still considered a crime against fashion.  The Warriors of Gar the the strongest fighters from the planet Gar.  Some are men born to fight, others are born into to noble families, and quite a few take their sword and carve themselves a kingdom from the blood of their enemies.  Barbarian. fighters, Kings, Queens, Warriors. 

Requirements

To qualify to become a Warrior of Gar a character must fulfill the following criteria: 

Race: Garbarian (the human race from the planet Gar)

Attack Bonus: +8

Skills: Ride 5 ranks

Game Information

Vitality: 1D10 + Constitution modifier

Class Skills: Command, Craft, Demolitions, Disable Device, Intimidate, Knowledge, Ride, Search, Spot, Sense Motive, Survival.

Skill Points at each level: 4 +Intelligence modifier

Class Features

Starting Feat: Weapon Proficiency (Simple Weapons), Weapon Proficiency (Primitive Weapons), Exotic Weapon Proficiency*

* Choose one Exotic Weapon.

Rage:  As Wookiee Rage, see RCR page 33

Deadly Strike: as Elite Soldier Class feature, see RCR page 272.

Gar Noble:  Gar nobles (Kings, Queens, Lords, etc.) gain a +2 bonus to Intimidate, Diplomacy and Command.

Level Base Attack Fort. save Ref. save Will save Special Defence bonus Reputation
1 +1 +2 +1 +1 Starting Feats +1 +0
2 +2 +3 +2 +2 Bonus Feat - Weapon Focus, Diplomatic Immunity (Gar)* +2 +1
3 +3 +3 +2 +2 Bonus Feat - Mounted Combat +2 +1
4 +4 +4 +2 +2 Leadership* +2 +2
5 +5 +4 +3 +3 Rage 1/day +3 +2
6 +6/+1 +5 +3 +3 Bonus Feat - Ride-By-Attack +3 +3
7 +7/+2 +5 +4 +4 Gar Noble* +4 +3
8 +8/+3 +6 +4 +4 Bonus Feat - any weapon or attack based feat +4 +4
9 +9/+4 +6 +4 +4 Deadly Strike +4 +4
10 +10/+5 +7 +5 +5 Bonus Feat - Heroic Surge +5 +5

*These Class Features are only gained by Gar nobles.  The Diplomatic Immunity class feature only gives immunity in friendly nations of Gar, so immunity would not be given to a Darkhammer in the Kingdom of Bloodaxe.

 

 

Wrestler

On many worlds wrestling is recognised as a combat art form.  Be it for entertainment in the glitzy Tapani arenas, or in a dingy barn on a backwater Outer Rim world to make a handful of credits, Wrestlers are tough.  The small men tend to utilise what is known as 'mat wrestling', using grapples and holds, while the big sports entertainers use spectacular power moves like the power-bomb or chokeslam!  These wrestlers can easily turn their skills into offensive weapons when working as bodyguards or soldiers.

Requirements

To qualify to become a Wrestler a character must fulfill the following criteria: 

Attack bonus: +6

Feats: Wrestling Grapple, Acrobatic

Game Information

Vitality: 1D8 + Constitution modifier

Class Skills: Balance, Bluff, Climb, Entertain, Escape Artist, Intimidate, Jump, Profession (Wrestler), Sense Motive, Spot, Tumble.

Skill Points at each level:  4 +Intelligence modifier

Class Features

Starting Feat: Improved Wrestling

Baby Face or Heel:  The Wrestler chooses to become a Baby Face (good-guy) or a Heel (Bad guy).  This class feature works the same as Fame or Infamy with the exception that it is possible for the character to change from Baby Face to Heel or vice-versa at a later date with GM discretion.  The effect of Baby Face is cumulative with Fame, and Heel with Infamy.  A character who has Baby Face and Infamy, or Heel and Fame chooses which bonus he wishes to use in any situation but cannot combine the two.

Take the Mike:  The wrestler develops his vocal skills.  He gains a +2 bonus onto all Intimidate and Diplomacy checks.

Level Base Attack Fort. save Ref. save Will save Special Defence bonus Reputation
1 +1 +1 +1 +0 Starting Feat +1 +1
2 +2 +2 +2 +0 Baby Face or Heel +2 +1
3 +3 +2 +2 +1 Bonus Feat - Ringmaster +2 +2
4 +3 +3 +2 +2 Skill Bonus - Entertain +2 +3 +2
5 +4 +4 +3 +2 Take the Mike +3 +3

 

 

Jedi Shadow

A Jedi must prove themselves strong of will before they can take the path of learning as a Jedi Shadow.  A Jedi Shadow works in the most dangerous of situations, undercover in Dark Side cults.  It is the role of the Jedi Shadow to seek out and infiltrate these dark sects, and learn their secrets.  A Jedi Shadow is a master of stealth.  Rumors say a Jedi Shadow could walk right past you and you would not notice his presence.  The subterfuge that leads a Jedi into these dark sects does takes it's toll on the Jedi Shadow.  She will often be subjected to, and forced to participate in, Dark Side practices that could cause her to fall to the Dark Side.  This can even cause other Jedi to mistrust her, not truly knowing if the Jedi Shadow walks the path of the Light Side or the Dark.  As such on the strong of mind ever make it to become a Jedi Shadow. 

Requirements: Jedi Level 6, Move Silently 6 ranks, Hide 6 Ranks, Link 6 ranks

Class skills: Balance, Bluff, Climb, Computer Use, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge, Listen, Move Silently, Search, Spot, Survival, Tumble.

Starting feats: Stealthy, Vibro Weapons, Simple Weapons

Vitality: D8 + Con

Skill Points: 6 + INT

Bonus Feat - choose from: Acrobatic, Alertness, Balance, Iron Will, Mettle.

Jedi Anchor: Due to treading the path of the Dark Side in her quest to seek out the Sith or Dark Side devotees the Jedi Shadow makes a bond with another individual, usually another Jedi, but not necessarily. This other person can atone Dark side Points on behalf of the Jedi Shadow.

Ninja Stealth: The Shadow becomes so adept at hiding they can almost disappear in plain sight. The Jedi Shadow gains a +2 onto all Hide and Move Silent checks, becoming +8 when moving through shadows. Additionally, once per day the Jedi Shadow may employ the Shadow ability. This lasts for 1D4 rounds + the characters total levels. While using this power the character remains still and anyone must make a Spot check DC 25 + Shadows Hide modifier to spot the Jedi Shadow even if they are in plain sight. If someone bumps into the Shadow, or the Shadow is attacked by someone who made the spot check, the power is dropped

Level

Base Attack

FORT

REF

WILL

Special Defense Bonus Reputation

1

+0

+1

+2

+1

Starting Feats

+1

0

2

+1

+1

+2

+1

Jedi Anchor

+2

0

3

+2

+2

+3

+2

Bonus Feat

+2

+1

4

+2

+3

+3

+2

Deadly Strike

+3

+1

5

+3

+3

+4

+3

Ninja Stealth

+3

+1

 

 

Gambler

From the quick-witted charmers to the underworld money barons.  Gamblers come in all shapes and forms.  Some species are even addicted to it, such as the Herglics.  However, gambling for a few credits for fun is one thing, turning it into a profession is an art form.  To be a professional gambler knowing how to play Sabacc or ride the odds is only part of the game.  Professional gamblers may well find themselves targeted by Hutt bosses who don't like so many credits to leave their casino's.  Or even worse, knowing how to deal with that angry Hutt when you don't have the credits to back up your bet.  A gambler is quick and cunning.  Some play fair, others are unscrupulous and cheat.  But when the creds are on the floor and the gambler walks out with nothing but his clothes (if he's lucky) deep inside there is a wry smile.  He knows a good meal and a luxury apartment am only the next town and game away from being his.

Requirements: Gambling 9 ranks, Bluff 9 ranks, Profession (Gambler) 5 ranks

Class Skills: Bluff, Diplomacy, Disable Device, Disguise, Forgery, Gamble, Hide, Knowledge, Pilot, Profession, Sense Motive, Sleight of Hand, Spot. 

Starting feats: Blaster Pistol Weapon Proficiency, Card Shark

Vitality: D6 + Con

Skill Points: 6 + INT

Choose Bonus Feats from: Trick, Persuasion, Run, Skill Emphasis, Fame, Infamy,

Choose Skill Emphasis: Bluff, Gambling, Profession (Gambler), Sense Motive, Sleight of Hand, Spot,

Lady Luck - The Gambler has a lucky mascot.  This can be virtually anything.  A ring, a coat, a necklace, or even a pretty lady.  When the gambler has his lucky mascot he gains +2 onto Gambling and Spot checks.  If the gambler chooses a pretty lady as his mascot he must first charm the lady into becoming his mascot for the evening and must share 20% of any takings with her.  With the exception of a 'pretty lady' (or gentleman if the gambler is female) a gamblers Lucky Mascot cannot be changed.  If the mascot is lost another may be chosen another the next time he progresses a level.  The gambler may never have more than one lucky mascot.

Big Gun - You are one of the best, and know how to make money off what you do. Gain a +2 bonus onto Gamble Checks and +2 bonus onto Profession (Gambler). Also, when using Profession (Gambler) the time scale is one evening (not one week - but open to GM discretion) and the money made is doubled. This Class feature may only be employed once a week, and gives a +2 onto all Reputation checks while on this world for one month..

Level

Base Attack

FORT

REF

WILL

Bonus

Defense Bonus

Reputation

1

+0

+0

+2

+1

Starting Feats

+0

+1

2

+1

+0

+2

+1

Skill Emphasis

+1

+1

3

+1

+1

+3

+2

Lady Luck

+1

+2

4

+2

+1

+3

+2

Bonus Feat

+2

+2

5

+2

+2

+4

+3

Big Gun

+2

+3

 

 

Stargate Operative

The Rebel Alliance Stargate team is a secret even amongst their own forces.  Only those selected for Stargate duty and a few members of Alliance High Command know about this secret operation.  Most of the operative selected for the Stargate are transferred from Special Ops teams.  Pathfinders and Scouts are the most common troops on a Stargate Team, although a wide range of skills are needed hence the inclusion of Soldier and techs on the team.  Each Stargate team usually operates with between four to six individuals.  Due to the nature of their assignments, scouting new planets in distant galaxies, Stragate operatives need to be resourceful and resiliant.

Requirements

To qualify to become a Stargate Operative a character must fulfill the following criteria: 

Attack Bonus: +6

Skills: Survival 6 ranks, Spot 6 ranks, Search 6 ranks

Feats: Heroic Surge

Game Information

Vitality: 1D8 + Constitution modifier

Class Skills: Astrogate, Command, Computer Use, Craft, Diplomacy, Disable Device, Gather Information,  Knowledge, Pilot,  Read/Write, Repair, Search, Speak Language, Spot, Sense Motive, Survival, Swim, Tumble.

Skill Points at each level: 6 +Intelligence modifier

Class Features

Starting Feat: Weapon Proficiency (Simple Weapons), Weapon Proficiency (Blaster Pistols), Weapon Proficiency (Blaster Rifles)

Resourceful: The Stargate Operative becomes and expert off living in hostile conditions.  The character gains +3 on all Survival checks.  1/day at 4th level and 2/day at 8th level, the Stargate Operative can choose to make a DC 15 Survival check to replace any Saving throw.

Bonus Feats:  choose Bonus feats from the following - Ambidexterity, Cautious, Dodge, Endurance, Improved Initiative, Mobility, Rugged, Sharp-eyed, Shot-on-run, Track, Weapon Focus.

Identify Alien Artifacts: Due to constant contact with new alien cultures the Stargate Operative can more easily recognise the culture of a piece of alien technology or surmise the purpose of an Alien Artifact.  Any skill checks on newly discovered Alien Artifacts gain a +3 bonus.  This bonus may be applied to Knowledge, Disable Device or Repair skill rolls.

Read Alien Language: The character gains a free Language.  Additionally he may attempt to decipher any new language he comes across to try and make meaning from the symbols or words.  The Character makes a Knowledge (Alien Races) roll.   DC 15 for a rough meaning, DC 20 for detailed meaning, DC 25-35 if the text is complex and includes technical details.

Speak Alien Language:  The character gains a free Language.  Additionally he may attempt to speak any new language he hears to try and communicate with the aliens.  The Character makes a Knowledge (Alien Races) roll.   DC 15 for simple words (yes, no, friend), DC 20 for sentences, DC 25-35 if the sentence is complex and includes technical details.

Level Base Attack Fort. save Ref. save Will save Special Defence bonus Reputation
1 +1 +1 +1 +1 Starting Feats +1 +0
2 +2 +1 +2 +1 Trialblazing (see Scout: RCR page 48) +2 +0
3 +3 +2 +3 +2 Bonus Feat +2 +1
4 +4 +2 +3 +2 Resourceful 1/day +3 +1
5 +5 +3 +4 +3 Identify Alien Artifacts +3 +2
6 +6/+1 +3 +4 +3 Bonus Feat +4 +2
7 +7/+2 +4 +5 +4 Read Alien Language +4 +3
8 +8/+3 +4 +6 +4 Resourceful 2/day +5 +3
9 +9/+4 +5 +6 +5 Bonus Feat +5 +4
10 +10/+5 +5 +7 +5 Speak Alien Language +6 +4

 

 

Dark Side Prestige Class

Dark Lady of the Sith

The Dark Lady is a mast of subterfuge, deceit and lies.  She draws power from the weaknesses of others, thriving of the misery she reaps.  The Dark Lady enjoys the high life, mixing with the nobles of Coruscant and the Lords or Tapani, none knowing her true identity.  When called for the Dark Lady can blend into the shadows.  She is a powerful illusionist and a master at seduction and mind control.

Requirements

To qualify to become a Dark Lady a character must fulfill the following criteria: 

Gender: Female

Force using levels: 6

Skills: Illusion 6 ranks, Bluff 6 ranks, Knowledge (Sith Lore), 6 ranks, Mind Control 6 ranks

Feats: Force Sensitive

Game Information

Vitality: 1D6 + Constitution modifier

Class Skills: Appraise, Balance, Bluff, Command, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Hide, Intimidate, Knowledge, Listen, Move Silently, Read/Write, Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spot. 

Force Class Skills: Affect Mind, Enhance Ability, Farseeing, Fear, Force Defense, Force Grip, Force Stealth, Force Strike, Heal Self, Illusion, Move Object, Telepathy.

Skill Points at each level: 6 +Intelligence modifier

Class Features

Starting Feat: Weapon Proficiency (Simple Weapons)

Choose Bonus Feats from the following: 

Bonus Class Skill:  Any skill may be chosen as a bonus class skill.

Control Mind: At 7th level the Dark Lady stronger when controlling the mind of others.  Unlike the Control Mind skill (Dark Side Sourcebook) this ability allows the Dark Lady to control the mind of unwilling subjects.  The Dark Lady roll her Affect Mind skill with a +3 bonus.  For determining the Will saving DC consult the Affect Mind table (RCR page 76).  The effects last for 1D3 hours.  The subject literally becomes an automaton and a slave to the Dark Lady.  The Dark Lady can command the subject to reveal information or perform tasks, even to kill another.  If commanded to perform a task totally against their nature, at GM discretion, the subject can make a Will saving throw to attempt to break the control.

Seductress:  The Dark Lady is capable of using a combination of her charms and the force to persuade others into doing what she wants.  Gain a +2 bonus onto Bluff, Diplomacy and Gather Information checks when dealing with males.

Rage: At odds with her normal calm demeanour the Dark Lady must vent her anger, and this is through intense fits of Rage. Use the game mechanics provided for Wookiee Rage (see RCR page 33 for Wookiee rage) with the addition that no Force skills can be used except for Force Lightening and Force Strike.  Both skills add have a +2 bonus to skill checks and damage while the Dark Lady is in Rage.

Manipulative: The Dark Lady is the master of her surroundings.  She sees the people around her as nothing but pawns in her own dark games of supremacy.  At 10th level the Dark Lady rolls any Diplomacy skill checks twice and chooses the higher of her two rolls.

Level Base Attack Fort. save Ref. save Will save Special Defence bonus Reputation
1 +0 +1 +1 +1 Starting Feat, Bonus Feat +1 +0
2 +1 +2 +2 +2 Inspire Fear +2 +0
3 +2 +2 +2 +3 Bonus Class skill +2 +1
4 +3 +3 +2 +4 Seductress +3 +1
5 +3 +3 +3 +5 Rage 1/day +3 +1
6 +4 +4 +3 +6   +3 +1
7 +5 +4 +4 +7 Control Mind +4 +2
8 +6 +5 +4 +8 Bonus Feat +4 +2
9 +6 +5 +4 +9 Rage 2/day +5 +2
10 +7 +6 +5 +10 Manipulative +5 +3

 

 

 

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