Prestige Classes

One of the outstanding features of the third edition of Dungeons and Dragons is the prestige class concept, and the flexibility and flavour it adds to the development of characters in the game system. In particular, if you adopt some of my suggested rules changes such as reducing the number of core classes, use of prestige classes becomes an indispensible part of the game. The following prestige classes are designed to re-create official core classes by supplementing the abilities of my proposed core classes.

APOLOGIES, THIS PAGE UNDER CONSTRUCTION

Armsmaster

So far it seems I don't need this as a prestige class, but if the Fighter has to lose any feats or other combat quality in future adjustments for game balance, then I will bring it back here.

Berserker

The Berserker is a prestige class based on aggression and physical prowess. The Berserker's signature ability is a violent rage that provides increased strength and endurance, but at the cost of subsequent fatigue. Entry to the prestige class is possible at low levels for a character with the right style.

Requirements

Alignment: Any non-lawful.
Base Attack Bonus: +1
Skills: Any 2 of: Climb, Jump, Swim (3 ranks each)
Feats: Dash, Power Attack. Any one of: Alertness, Endurance, Improved Initiative, Run, Toughness.
Others:

Berserker Class Table
Level BAB Fort Save Ref Save Will Save Special
1 +0 +1 +1 +0 Rage 1/day
2 +1 +1 +1 +0 Uncanny dodge (Dex bonus to AC)
3 +2 +2 +2 +1 Rage 2/day
4 +3 +2 +2 +1 Uncanny dodge (can't be flanked)
5 +3 +3 +3 +1 Rage 3/day
6 +4 +3 +3 +2 Uncanny dodge (+1 against traps); damage reduction 1/-
7 +5 +4 +4 +2 Rage 4/day
8 +6 +4 +4 +2 Uncanny dodge (+2 against traps); greater rage
9 +6 +4 +4 +3 Rage 5/day; damage reduction 2/-
10 +7 +5 +5 +3 Uncanny dodge (+3 against traps)

Features

Hit Die: d12 - Berserkers are tough and hardy, and capable of ignoring quite serious-looking wounds.
Class Skills: Points per level 2 + Int modifier.
Strength: Climb, Jump, Swim
Dexterity: Balance
Intelligence: Craft
Wisdom: Listen, Profession, Spot
Charisma: Intimidate
*denotes an exclusive skill.
Weapon and Armour Proficiency: Berserkers may be less than careful of their own safety. Indeed the very word "berserk" is derived from a phrase meaning "bare-chested", referring to the frenzied warriors' lack of armour. Also the "training", if that is the right workd for the process of gaining Berserker abilities, does not encompass the finer points of weapon technique. A character taking a level of Berserker gains no additional armour or weapon proficiency.
Other Features:
Berserk Rage: (sim to Barbarian Rage, can't do it in heavy armour)
Uncanny Dodge (sim to Baabaa again)
Fast Movement: The Berserker's base move increases by 5 feet whenever she is neither wearing heavy armour nor carrying a heavy load. This increase stacks with the Dash feat, so when a Berserker is wearing light or no armour and is carrying a light load, her base move is increased by a total of 10 feet.
Feat restriction: When gaining a level of Berserker, a character gains no bonus feat for Berserker level. However, the character may gain a feat for character level, if her new character level is divisible by three. Such feats gained on Berserker levels may only be selected from the following list: Alertness, Blind-fight, Cleave, Combat Reflexes, Endurance, Exotic Weapon Proficiency (only if the DM decides there are exotic weapons appropriate to Berserkers and only with those weapons), Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Lightning Reflexes, Power Attack, Quick Draw, Run, Toughness, Whirlwind Attack.
Ex-members:

Chosen of the God of Valour

Followers of the God of Valour of great piety and dedication may so devote their lives to his service that they may gain levels in this prestige class. The Chosen of the God of Valour prestige class grants special powers that show the deity's favour and protection, and that aid in the valourous actions to which the character is dedicated.
Note: there should also be Chosen of... prestige classes for the other divinities and worshipped powers or forces in the campaign, and of course the name of the deity should be used rather than a formula phrase such as "the god of valour". The Chosen of the God of Valour prestige class is presented here first as an illustration of what such a class might look like, and to provide the necessary powers for assembling a Paladin career path with a reduced list of core classes.

Requirements

Alignment: Lawful Good
Base Attack Bonus: +3
Skills: Knowledge (religion) 3 ranks
Feats: Armour Proficiency (medium), Martial Weapon Proficiency (longsword).
Others: The character must be a devoted follower of the God of Valour, must be thoroughly valorous in thought and deed, and must be of lawful good alignment. Characters not meeting these requirements may never gain levels in this prestige class, and may have the benefits of any existing levels in this prestige class stripped from them, at the discretion of the game master. To take the first level of this prestige class, the character must have passed a test of valour devised by, and to the satisfaction of, the church of the God of Valour. The character must also have been actually chosen by the God of Valour - only the game master can decide if and when this condition is satisfied.
Code of conduct - the character must abide by the code of conduct of the core rules paladin, except that in place of the requirement to help the needy is a requirement never to show cowardice in deed. Tactical withdrawals are allowed, if they genuinely serve the character's cause or mission, but if the ultimate sacrifice is demanded, then the Chosen must not shirk it for mere fear of her life.
Associates - the character must abide by the same associates restrictions as a core rules paladin, except that henchmen and followers of lawful neutral, lawful good and neutral good alignments are acceptable, and cowardly henchmen or followers are not.
When added together, the character's Wisdom and Charisma modifiers and base Will save must total at least +7.

Chosen of the God of Valour Class Table
Level BAB Fort Save Ref Save Will Save Special
1 +0 +2 +0 +2 Bless longsword, channelling, divine health, smite evil
2 +1 +3 +0 +3 Detect evil, spell list - bless weapon Clr 1, lesser restoration Clr 1
3 +2 +3 +1 +3 Bless longsword 2/day, divine grace,
4 +3 +4 +1 +4 Holy Avenger, spell list - discern lies Clr 3, heal mount Clr 3, greater magic weapon Clr 3
5 +3 +4 +1 +4 Bless longsword 3/day, bolts of valour, bonus feat, spell list - break enchantment Clr 4, dispel chaos/evil Clr 4, holy sword Clr 4, mark of justice Clr 4

Features

Hit Die: d8 - the Chosen of the God of Valour have the protection of their deity as well as their practice with valorous pursuits and warfare.
Class Skills: Points per level 2 + Int modifier.
Dexterity: Ride
Intelligence: Craft, Knowledge (religion)
Constitution: Concentration
Wisdom: Profession
Charisma: Intimidate
*denotes an exclusive skill.
Weapon and Armour Proficiency: Characters without training at arms are not called to be Chosen of the God of Valour, and many pursue such valorous skills further, but the prestige class grants no automatic proficiency in armour or weapons.
Spells: Chosen of the God of Valour do not gain any additional spells per day for their levels in the prestige class, but if the Chosen also has levels as a Cleric of the God of Valour, she gains enhancements to her Cleric spell list. At the second Chosen level, she may add bless weapon to her first-level Cleric spell list and treat lesser restoration as a first-level rather than second-level Cleric spell. At the 4th Chosen level, she may add heal mount to her 3rd-level Cleric spell list and treat greater magic weapon and discern lies as 3rd-level rather than 4th-level Cleric spells. And at the 5th Chosen level, she may add holy sword and mark of justice to her 4th-level Cleric spell list and treat break enchantment, dispel chaos and dispel evil as 4th-level rather than 5th-level Cleric spells.
Other Features:
Bless longsword - the character may once per day (more at higher levels) create a bless weapon effect upon a longsword, as the spell, at a caster level equal to class level.
Channelling - the character may channel the power of the God of Valour to turn undead or for other uses as the clerical power of channeling (turn undead). If the character has levels as a cleric of the God of Valour, these levels stack together for purposes of the channeling ability.
Detect Evil - as core paladin
Divine Grace - as core paladin, does not stack with Heroic Resistance
Divine Health - as core paladin
Smite Evil - as core paladin
Holy Avenger: At 4th level, the Chosen of the God of Valour gains the ability to cast holy sword once per day, at a caster level equal to her Chosen class level, upon a longsword only. Also, from this level the Chosen may use the full powers of a Holy Avenger sword, if such a weapon is possessed. Note that since under these options there is no paladin character class, these powers do not function for anyone who is not Chosen of the God of Valour.
Bolts of Valour: Once per day, a 5th-level Chosen of the God of Valour may cast holy smite as a spell-like ability. The damage of this ability is 1d8 per Chosen class level, ie 5d8. The effect appears as lightning-like bolts shoting out from the Chosen to her targets, as the symbol of the God of Valour.
Strict code of conduct, associate restrictions
Bonus feat: at fifth level, the Chosen of the God of Valour gain a bonus feat, which must be chosen from the following valourous list - Alertness, Armour Proficiency (heavy), Cleave, Combat Reflexes, Craft Magic Arms and Armour, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Iron Will, Leadership, Martial Weapon Proficiency (any), Mounted Combat, Power Attack, Quick Draw, Shield Proficiency, Sunder, Toughness, Weapon Focus (longsword), Weapon Specialisation (longsword). Note that the availablity of a feat on this list does not exempt the character from other prerequisites, such as other feats, ability scores, or Fighter or spellcaster levels.
Ex-members: One Chosen of the God of Valour who ceases to be lawful good, who willingly commits an evil or cowardly act, or who otherwise grossly violates the code of conduct loses all Chosen special abilities and may gain no further levels in this prestige class until atonement (see the spell) is done.

Hero

There are heroes, and then there are Heroes. The Hero prestige class is for characters who burst into action upon their trusty steeds, steal centre stage, hurl themselves about in death-defying acts of derring-do, inspire other characters to similar bravery, charm the love interest and, having saved the day, accept no reward but ride off into the sunset in search of further heroism.

Requirements

Base Attack Bonus: +4
Skills: Ride (6 ranks)
Feats: Mounted Combat plus any 3 other feats
Others: Must abide by heroic code of honour - I confess, I haven't detailed this yet, but it should involve honour, gallantry and daring. It must not restrict the Hero's alignment, so either there will be a single code compatible with any alignment, or there will be a choice of codes, with at least one compatible with each alignment. By my reckoning, it should be about half as restrictive as the code of conduct of the Chosen of the God of Valour, or the code of the core paladin.
The aggregate of the character's base save modifiers and Charisma bonus must be +9 or greater.

Hero Class Table
Level BAB Fort Save Ref Save Will Save Special
1 +0 +2 +2 +0 Special mount, aura of courage
2 +1 +3 +3 +0 Heroic Resistance
3 +2 +3 +3 +1 Mount stage 2
4 +3 +4 +4 +1 Mount stage 3
5 +3 +4 +4 +1 Bonus feat, mount stage 4

Features

Hit Die: d10 - whether it is skill in combat, the favour of the gods, agile avoidance, magical defense or old-fashioned luck, one of the main abilities of a Hero is a great capacity for surviving attacks and dangers without serious harm, and when wounded for gritting the teeth and getting on with saving the day.
Class Skills: Points per level 2 + Int modifier.
Strength: Climb, Jump, Swim
Dexterity: Balance, Escape Artist, Ride
Intelligence: Craft
Wisdom: Intuit Direction, Profession
Charisma: Diplomacy, Handle Animal, Intimidate, Perform
*denotes an exclusive skill.
Weapon and Armour Proficiency: The hero prestige class grants no additional armour or weapon proficiency.
Spells: The Hero gains no spellcasting ability, but if she has spellcasting ability from Cleric or Wizard of at least third-level spells, she gains access to the Heal Mount spell as part of her class list. That is, if a Cleric, she can prepare and cast Heal Mount as a third-level spell, if a Wizard, she can potentially research Heal Mount as a third-level arcane spell (or even cast it from a magic item if one is found). The application of this extra spell to nonstandard spell lists is at the game master's discretion.
Other Features:
Special Mount - the Hero gains a special mount (see the core rules Paladin for a description of this mount - each row of the table in the sidebar describes one "stage" of the mount's abilities, as referred to in the Hero class table above).
Aura of Courage - the Hero is immune to fear effects, and all allies of the Hero within 10 feet of her gain a +4 bonus to Will saves versus fear effects.
Heroic Resistance - from second level, the Hero may add her Charisma bonus to all of her saving throws (this does not stack with any other Charisma bonus to saving throws such as that granted by the Divine Grace ability).
Bonus feat - at fifth level, the Hero may choose any general feat, as long as all prerequisites are met.
Ex-members:

Hunter

The Hunter is devoted to tracking down and slaying or defeating one (or at higher levels more than one) specific type of creature. For those of good alignment, the creature is typically a marauder that preys on the innocent, but for those of other alignments, it may simply be a racial or cultural enemy, or a creature type against which the Hunter has a personal grudge or hatred.

Requirements

Base Attack Bonus: +1
Skills: Listen, Spot, Wilderness Lore,
Feats: Track
Others: Base Fortitude save bonus +2

Hunter Class Table
Level BAB Fort Save Ref Save Will Save Special
1 +0 +1 +1 +1
2 +1 +1 +1 +1
3 +2 +2 +2 +2
4 +3 +2 +2 +2
5 +3 +3 +3 +3
6 +4 +3 +3 +3
7 +5 +4 +4 +4
8 +6 +4 +4 +4
9 +6 +4 +4 +4
10+7 +5 +5 +5

Features

Hit Die: d8
Class Skills: Points per level 4 + Int modifier.
Strength: Climb, Jump, Swim
Dexterity: Hide, Move Silently, Ride, Use Rope
Constitution: Concentration
Intelligence: Craft, Search
Wisdom: Heal, Intuit Direction, Listen, Profession, Sense Motive, Spot, Wilderness Lore
Charisma: Gather Information, Handle Animal
*denotes an exclusive skill.
Weapon and Armour Proficiency: No additional armour proficiency. A character gaining a level of Hunter gains proficiency in all simple weapons if she did not have it already. She may also select any two weapons from the following list in which to gain Martial or Exotic Weapon Proficiency: Handaxe, Light Lance, Longspear, Shortbow, Composite Shortbow, Longbow, Composite Longbow, Hand Crossbow, Whip, Net.
Other Features:
Favoured enemy. Either:
The Hunter has favoured enemies as a Ranger. At every odd-numbered Hunter level, the character gains one new favoured enemy, and gains an increase of one to the bonus against any previously-gained favoured enemies. or:
The Hunter has bonuses against favoured enemies. See the Ranger class for the effects of these bonuses. Every level, the Hunter can choose between the following three options for improving favoured enemy bonuses:
Gain a new favoured enemy, at a bonus of +1 (obviously this is the option that must be taken at Hunter level 1)
Increase the bonus against an existing favoured enemy by +2
Increase the bonuses against two existing favoured enemies by +1 each.
These options are subject to the following rules:
No bonus can exceed +5
No bonus can exceed the bonus for a favoured enemy of longer standing.
Ex-members:

Ki Master

The Ki Master is trained in developing and using his internal mystic energy, to achieve greater effectiveness in ordinary actions and to achieve things not ordinarily possible. This training requires immense discipline and concentration.

Requirements

Alignment: Lawful
Base Attack Bonus: +1
Skills: Concentration
Feats: Skill focus (concentration)
Others: Will save? Wisdom? Perhaps devotion requirement and limited set of possible multi-class options from here.

Ki Master Class Table
Level BAB Fort Save Ref Save Will Save Special
1 +0 +2 +1 +1
2 +1 +3 +1 +1
3 +2 +3 +2 +2
4 +3 +4 +2 +2
5 +3 +4 +3 +3
6 +4 +5 +3 +3
7 +5 +5 +4 +4
8 +6 +6 +4 +4
9 +6 +6 +4 +4
10 +7 +7 +5 +5

Features

Hit Die: d4

Class Skills: Points per level 4 + Int modifier.
Strength: Jump
Dexterity: Hide
Constitution: Concentration
Intelligence: Craft, Knowledge (arcana)
Wisdom: Intuit Direction, Listen, Profession, Sense Motive, Spot
Charisma: Diplomacy, Intimidate, Perform
*denotes an exclusive skill.
Weapon and Armour Proficiency: The Ki Master learns of the power within, and gains no additional proficiencies in weapons or armour.
Other Features:
Wisdom bonus to AC, plus increase with level??
Stunning attack
Slow Fall?
Leap of the Clouds?
Ki Strike
Abundant Step
Quivering Palm
Empty Body?
Perfect Self?
Ex-members:

Reduce BAB to 1/2 if needed to balance.

Master of the Wild

Certain characters with an affinity for nature and the wilderness can go further and become one with nature to such an extent that they that they gain special powers, most notably the ability to take on the shape of an animal or other wild creature, and the ability to cast spells relating to nature.

Requirements

Skills: Wilderness Lore 8 ranks, Knowledge (nature) 8 ranks
Feats: In Tune with Nature
Others: Base Will save +4
CoC similar to druid.

Master of the Wild Class Table
Level BAB Fort Save Ref Save Will Save Special 0 1 2 3 4 5 6
1 +0 +2 +1 +1 2 - - - - - -
2 +1 +3 +1 +1 3 0 - - - - -
3 +1 +3 +2 +2 3 1 - - - - -
4 +2 +4 +2 +2 3 2 0 - - - -
5 +2 +4 +3 +3 3 2 1 0 - - -
6 +3 +5 +3 +3 3 2 2 1 - - -
7 +3 +5 +4 +4 3 2 2 2 0 - -
8 +4 +6 +4 +4 3 2 2 2 1 - -
9 +4 +6 +4 +4 3 2 2 2 2 0 -
10 +5 +7 +5 +5 3 2 2 2 2 1 -

Features

Hit Die: d8
Class Skills: Points per level 4 + Int modifier.
Strength: Climb, Swim
Constitution: Concentration
Intelligence: Craft, Knowledge (nature), Spellcraft
Wisdom: Heal, Intuit Direction, Profession, Wilderness Lore
Charisma: Animal Empathy*, Handle Animal
*denotes an exclusive skill.
Weapon and Armour Proficiency: A Master of the Wild gains no additional weapon or armour proficiency.
Spells: summon nature's ally spells, animal friendship, shapeshifting, etc. poss weather and elemental?
Other Features:
Woodland Stride if not already an ability of nature priests
Trackless Step ditto
Resist Nature's Lure ditto
Wild Shape a core ability, perhaps the core ability
Venom Immunity
A Thousand Faces perhaps?? not sure why it is appropriate here any more than any other high-level spellcaster.
Timeless Body perhaps? Seems reasonable if non-essential.
Ex-members:

Mind-body Adept

The Mind-body adept trains herself physically and mentally, through discipline and long practice, to perform feats or endurance, movement, flexibility and concentration that others cannot replicate.

Requirements

Alignment: Lawful
Skills: Concentration (2 ranks), Balance (2 ranks), Move Silently (2 ranks), Listen (2 ranks), Knowledge (arcana) (2 ranks)
Feats: Skill Focus (concentration)
Others: something linked to Wisdom, perhaps Will save. Perhaps a negative requirement like cannot have proficiency in heavy or even in medium armour? - so forcing trade out for Ftr. Perhaps devotion requirement and limited set of possible multi-class options from here.

Mind-body Adept Class Table
Level BAB Fort Save Ref Save Will Save Special
1 +0 +1 +2 +2
2 +1 +1 +3 +3
3 +1 +2 +3 +3
4 +2 +2 +4 +4
5 +2 +3 +4 +4
6 +3 +3 +5 +5
7 +3 +4 +5 +5
8 +4 +4 +6 +6
9 +4 +4 +6 +6
10 +5 +5 +7 +7

Features

Hit Die: d8
Class Skills: Points per level 6 + Int modifier.
Strength: Climb, Jump, Swim
Dexterity: Balance, Escape Artist, Move Silently, Tumble
Constitution: Concentration
Intelligence: Craft, Knowledge (arcana)
Wisdom: Intuit Direction, Listen, Profession, Sense Motive? Spot?
Charisma: Perform
*denotes an exclusive skill.
Weapon and Armour Proficiency: The mind-body adept learns about the internal resources of the self, and gains no additional proficiency in weapons or armour.
Other Features:
Wisdom bonus to AC???
AC improving with level??
Speed improving with level/bonus Dash feat?
Evasion/improved evasion?
Deflect arrows free feat?
Still Mind
Slow Fall?
Purity of Body
Wholeness of Body
Leap of the Clouds?
Diamond Body
Diamond Soul
Timeless Body
Tongue of the Sun and Moon
Empty Body?
Perfect Self?
Ex-members:

Spellsinger

The Spellsinger has the ability not just to reach the ears or the eyes with a performance, is not limited even to touching the hearts of an audience. A Spellsinger can play to the very fabric of reality, touching and altering it with her performance, producing spell effects.

Requirements

Alignment: Non-lawful?
Skills: Perform (4 ranks)
Feats: Skill Focus (perform)
Others: Will save +2?
Use Magic Device (4 ranks) OR the ability to cast magical spells

Spellsinger Class Table
Level BAB Fort Save Ref Save Will Save Special 0 1 2 3 4 5 6
1 +0 +0 +0 +2 2 0 - - - - -
2 +1 +0 +0 +3 2 1 - - - - -
3 +1 +1 +1 +3 3 2 0 - - - -
4 +2 +1 +1 +4 3 2 1 - - - -
5 +2 +1 +1 +4 4 3 2 0 - - -
6 +3 +2 +2 +5 4 3 2 1 - - -
7 +3 +2 +2 +5 4 3 3 2 0 - -
8 +4 +2 +2 +6 4 4 3 2 1 - -
9 +4 +3 +3 +6 4 4 3 3 2 0 -
10 +5 +3 +3 +7 4 4 4 3 2 1 -

Spellsinger Spells Known
Level 0 1 2 3 4 5 6
1 1 1* - - - - -
2 2 1 - - - - -
3 2 1 1* - - - -
4 2 2 1 - - - -
5 3 2 1 1* - - -
6 3 2 2 1 - - -
7 3 3 2 1 1* - -
8 3 3 2 2 1 - -
9 3 3 3 2 1 1* -
103 3 3 3 2 1 -

Features

Hit Die: d4
Class Skills: Points per level 4 + Int modifier.
Constitution: Concentration
Intelligence: Craft, Knowledge (arcana), Scry*, Spellcraft?
Wisdom: Listen, Profession, Sense Motive
Charisma: Bluff, Diplomacy, Gather Information? Innuendo? Intimidate, Perform, Use Magic Device*
*denotes an exclusive skill.
Weapon and Armour Proficiency: Characters gaining a level of spellsinger do not study fighting. Spellsingers gain no additional proficiency in armour or weapons.
Spells: pretty much Bard list, look for a few revisions though, eg not CLW. Charisma based, fre casting. extended casting time? some spells lower levels eg suggestion 2?
Other Features:
Ex-members:

Troubadour

There are many wandering minstrels in the world, but Troubadours have developed their talents to the point of being able to create magical effects with their song. Unlike Spellsingers, they do not alter reality to create spell effects, but they can influence the minds of listeners in unique ways.

Requirements

Alignment: Non-lawful?
Skills: Perform (2 ranks), Diplomacy, Bluff, Sense Motive
Feats: Skill Focus (Perform)
Others: sneak in a charisma requirement somehow?
Troubadour Class Table
Level BAB Fort Save Ref Save Will Save Special
1 +0 +1 +1 +2
2 +1 +1 +1 +3
3 +1 +2 +2 +3
4 +2 +2 +2 +4
5 +2 +3 +3 +4
6 +3 +3 +3 +5
7 +3 +4 +4 +5
8 +4 +4 +4 +6
9 +4 +4 +4 +6
10 +5 +5 +5 +7

Features

Hit Die: d4
Class Skills: Points per level 6 + Int modifier.
Strength: Jump, Swim
Dexterity:
Constitution: Concentration
Intelligence: Appraise, Craft, Decipher Script*, Knowledge (all skills)
Wisdom: Intuit Direction, Listen, Profession, Sense Motive
Charisma: Bluff, Diplomacy, Disguise? Gather Information, Innuendo? Perform, Use Magic Device
None: Speak Language *denotes an exclusive skill.
Weapon and Armour Proficiency: Troubadours as travellers must learn to defend themselves in troubled lands; a character gaining a level of Troubadour gains proficiency in all simple weapons and in light armour if she did not already have both of these proficiencies.
Other Features: Bardic music core ability. Obscure Lore - as Bardic knowledge. Perhaps twiddle the DCs to adjust for having fewer ranks, or give 2 ranks per Troubadour level.
Ex-members:

Poss up the hd, poss vary skill points, poss 3/4 bab
cf Virtuoso and Shane Garvey's Troubadour.

New character-building options

Trade-outs

A trade-out is the exchange of skills or abilities that you would normally have, for others that you normally might not. To select a trade-out, you must have the "out" abilities; you cannot get free benefits by trading out abilities that you do not have to start with.
Trade-outs may normally only be selected at the point of character creation. Unless specifically noted in the trade-out description, no trade-out may be taken during the career of a character. During a character's career, it is possible to regain an ability that has been traded out, for example by taking it as a feat. This will be noted in each trade-out description.

Illiteracy. Normally, all characters are literate. Out: the ability to read and write. In: access as a class skill to any two of the following - **list tba** and two extra skill points at first level (NB these are not multiplied by 4, they are added after that). Regain: the ability to read and write may be regained by spending skill points. One skill point will give the ability to recognise and produce letters in the scripts of languages known to the character. An Intelligence check against a DC to be determined by the DM is required to recognise the meaning of combinations of letters or to correctly spell a word to be written down. An additional skill point will give the ability to read and write in languages known by the character. The DM will require an Intelligence check, against a DC she determines, to recognise or correctly spell difficult words or to write a passage without making some noticeable error. A third skill point is required to gain the ability to read and write fluently in languages known to the character, with few or no errors under normal circumstances.

Medium-armour Fighter. Out: proficiency with heavy armour. In: one feat from the following list: **tba**. Regain: heavy armour proficiency may be taken as a feat. **?** It is not regained by multi-classing into a class that grants it as standard.

Light-armour Fighter. Out: proficiency with medium armour. NB, medium armour proficiency cannot be traded out if the character still has heavy armour proficiency. In: one feat from the following list: **tba**. Regain: medium armour proficiency may be taken as a feat. **?** It is not regained by multi-classing into a class that grants it as standard.

Unarmoured Fighter. Out: proficiency with light armour. NB, light armour proficiency cannot be traded out if the character still has medium or heavy armour proficiency. In: one feat from the following list: **tba**. Regain: light armour proficiency may be taken as a feat. **?** It is not regained by multi-classing into a class that grants it as standard.

Free Hand Fighter. Out: proficiency with shield. In: one feat from the following list: **tba**. Regain: shield proficiency may be taken as a feat. **?** It is not regained by multi-classing into a class that grants it as standard.

Nimble Defence. Out: good progression in either the Fortitude or the Will save in one class, for all levels taken by that character. In: good progression in the Reflex save in the same class. NB, this applies to one class only. It can be taken any time the character gains first level in any class, for that class.

Stalwart Defence. Out: good progression in either the Reflex or the Will save in one class, for all levels taken by that character. In: good progression in the Fortitude save in the same class. NB, this applies to one class only. It can be taken any time the character gains first level in any class, for that class.

Stubborn Defence. Out: good progression in either the Fortitude or the Reflex save in one class, for all levels taken by that character. In: good progression in the Will save in the same class. NB, this applies to one class only. It can be taken any time the character gains first level in any class, for that class.

Natural arcana. Out: All Knowledge skills as class skills, knowledge and preparation of spells as a Wizard, Wizard spells per day table, Bonus Scribe Scroll feat and metamagic/item creation feats as Wizard, access Draconic as a bonus language, proficiency with club, dagger, heavy crossbow, light crossbow and quarterstaff. In: Knowledge of spells, free casting and spells per day table as a Sorcerer, proficiency in all simple weapons, Knowledge (arcana) as a class skill. Special: Replace Intelligence with Charisma for purposes of determining bonus spells and saving throw DCs.

Warrior of the Empty Hand. Out: proficiency in light, medium and heavy armour, and shields, and all simple and martial weapons. Base attack bonus progression of +1 every level in one class. What you get instead is roughly the beginner Monk suite of unarmed combat and maybe defensive abilities, plus weapon selection, to equivalent value to five-plus feats. Any abilities not granted can come from MBA and KM prestige classes.

Feats

In Tune with Nature. Allows the character to treat Animal Empathy, Climb, Handle Animal, Intuit Direction, Knowledge (nature), Swim and Wilderness lore as class skills. Grants extra skill points for use on these skills only, either a bunch there and then and/or an extra 1-2 per level.

Streetwise - similar??