The Player’s Handbook details eleven character classes for players to choose from. Two of these character classes, the barbarian and monk, feature a special ability at every level of advancement. The remaining nine classes are not so lucky, enduring two or more levels during which no special abilities are gained. This article seeks to fill those “dead levels” with special abilities that have an imperceptible impact on game balance while remaining thematically consistent to the flavor of each character class.
While base attack bonuses and saving throws typically increase every level, there’s no harm in admitting that such benefits don’t inspire the same enthusiasm as a new special ability. Some players hate nothing more than attaining a new level only to receive, for example, 5 hit points, 2 skill points and a +1 bonus on Fortitude saves for all their hard adventuring work. Indeed, this can be disheartening for players who make a point of pursuing a single class instead of multiclasssing.
This article offers minor special abilities that fill the normal “dead levels” of each core character class. These abilities have been chosen to complement the thematic elements of each class and assist in role-playing wherever possible. They are meant to be more “flavourful” than “powerful” while also giving players something to anticipate at each level, regardless of whichever class they choose to play. These dead level abilities should not be considered a fix or patch for the core character classes.
The devoted spellcasting classes, which is to say the spellcasting classes that gain new spells per day or spells known every level, can be said to gain special abilities each time they advance, especially the sorcerer and wizard. This is less true for the cleric and druid, who merely gain additional spells per day at every even-numbered level of the same repertoire they could already cast. The dead level abilities presented in this article keep these spell progressions in mind, so that the least significant abilities have been granted to sorcerers and wizards.
The barbarian serves as one of the finest examples of character class design. Not only do barbarians receive a special ability at every level, but their abilities follow a logical progression that easily can be extrapolated upward through epic levels as needed. Moreover, the abilities that are granted steadily become more powerful with each passing level, until mighty rage is gained at 20th level; the perfect crowning ability.
The bard has ten dead levels but gains spells per day and spells known during each one of those levels (which can be considered special abilities in their own right). Still, certain prestige classes grant +1 level of arcane spellcasting at every level along with powerful abilities to boot. This means that minor abilities are permissible during each dead level.
Rally Performance (Ex): Starting at 2nd level, a bard hones his skill as a public musician and can reroll a Perform check once per day, but only when attempting to impress audiences for the purpose of earning money. A bard must take the result of the reroll, even if it’s worse than the original roll.
Refine Performance (Ex): At 4th level, a bard learns how to make his performances more appealing to the public of a prosperous city and is considered to have rolled at least a 2 on each d10 or d6 when determining how much money was earned each day from a Perform check. At 5th, 7th, 10th, 11th, 13th, 16th and 17th level, a bard is considered to have rolled 1 number higher on each d10 (for example, a least 3 at 5th level, at least 4 at 7th level, etc.). By extension, a bard is considered to have rolled at least 3 on each d6 at 7th level, at least 4 at 11th level, and at least 5 at 16th level. At 19th level, a bard earns the maximum amount of money for his performance.
Designer’s Note: Refine performance is largely ineffectual to bards, since adventuring will typically earn more gold than public performances ever will. This ability merely secures their publicly regarded acclaim.
The cleric has nineteen dead levels, but this is mitigated by their one and only special ability; turn or rebuke undead. The turning damage for this ability steadily increases every level (2d6 + the cleric’s level + the cleric’s Charisma modifier). Still, a prestige class that grants +1 level of divine spellcasting, normal turn or rebuke undead advancement and special abilities at every level opens the door for a minor dead level ability.
Undead Intuition (Ex): Starting at 2nd level, a cleric can identify undead creatures during an encounter from any distance. The cleric gains a +2 bonus on Knowledge (Religion) checks to identify undead creatures, but gains no insight about their special powers or vulnerabilities. Moreover, the cleric can make these Knowledge (Undead) checks untrained. This bonus increases by +1 for each cleric level the character takes after 2nd level.
Designer’s Note: Undead identification is only one part of the Knowledge (Religion) skill, and even then, undead intuition does not reveal the strengths or weaknesses of a creature. Knowledge (Religion) and undead intuition combined, however, will permit clerics to recognize any undead creature on sight, which seems realistic for clerics.
The druid is the second-place offender of dead levels. For a class to have special abilities for eighteen out of twenty levels, one wonders how two more abilities would have made a difference, especially at such high levels (17th and 19th level). The two dead level abilities presented here adequately fill those gaps without derailing the original class design.
Woodland Sprint (Ex): At 17th level, a druid may move at her normal speed through thorns, briars and overgrown areas that have been magically manipulated. She does not take damage or suffer any other impairment, since she becomes immune to such magical effects.
Repel Nature’s Lure (Ex): At 19th level, a druid gains spell resistance against the spell-like abilities of fey (such as dryads, pixies and sprites) equal to her current druid level + 10. To affect the druid with a spell-like ability, a fey spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the druid’s spell resistance.
Designer’s Note: Woodland sprint and repel nature’s lure are direct extensions of the woodland stride and resist nature’s lure abilities of druids. While repel nature’s lure in particular may be considered powerful, this ability is granted at a high enough level so as to have a negligible impact on game balance.
The fighter, with nine dead levels (one at every odd level), has one of the most logical progressions of special abilities. They gain a bonus feat every two levels if you imagine the first bonus feat to be granted during a conceptual “0” level for apprentices. As an option-based class, their dead level abilities also incorporate a degree of choice in keeping with the overall fighter level design.
Physical Prowess (Ex): Starting at 3rd level, a fighter gets a bonus to some aspect of his ability checks that makes him a better warrior. The fighter gains an additional bonus at 5th level and every two fighter levels thereafter (7th, 9th, 11th, 13th, 15th, 17th and 19th). The bonus must be drawn from the following list.
Applied Force (Ex): A fighter can administer force to the weakest points of inanimate objects effectively, giving the character a +1 bonus on Strength checks to break or burst items. See Breaking and Entering.
Combat Bearing (Ex): A fighter can steady himself to fight in precarious situations, giving the character a +1 bonus on Dexterity checks to avoid falling when damaged while balancing or moving quickly across difficult surfaces (see Balance).
Stamina Reserve (Ex): A fighter can push his body more than normal, giving the character a +1 bonus on Constitution checks to continue running and to avoid non-lethal damage from a forced march.
Designer’s Note: At most, physical prowess can be abused by taking the same bonus nine times in a row. Having done so, however, the character will be a 19th-level fighter and should be rewarded for his devotion to a single class without multiclassing. If that means the character can easily bend bars or break doors, so be it. Such destructive force is their due.
The monk is the only other core class, aside from the barbarian, that has no dead levels. Players always have something to look forward to with the monk, which boasts the most colourful and unique special abilities of all the character classes.
The paladin has eight dead levels, none of which occur until 7th level. Despite being front loaded with special abilities, paladins gain smite evil and remove disease for the remainder of their levels, along with a special mount and minor spellcasting abilities. Despite these abilities, paladins still gain nothing except for base attack bonuses, hit points and skill points at 7th and 13th level. Their dead level ability comes with two choices, the first of which has a prerequisite.
Righteous Cause (Ex): Starting at 7th level, a paladin is either rewarded with a bonus to form a lawful community or route out duplicitous intent. The paladin gains an additional bonus at 8th, 11th, 13th, 14th, 16th, 17th and 19th level. The bonus must be drawn from one of the following two abilities.
Inspiring Presence (Ex): A paladin can become the rallying standard for decency and fairness. If a paladin takes the Leadership feat, the character gains +1 to her leadership score, but only for the purpose of attracting 1st-level followers.
Discerning Insight (Ex): A paladin can recognize when a person is trustworthy or not, giving the character a +1 bonus on Sense Motive checks when trying to get a “hunch” about the subject’s personality after a 1-minute conversation.
Designer’s Note: Inspiring presence is weakened by the fact that it comes with a prerequisite feat. Discerning insight grants a bonus to Sense Motive checks, which is a class skill for paladins. If the paladin really needed to sense evil-aligned intent, she would simply use her 1st-level ability to detect evil at will. The “hunch” bonus is largely an incentive to role-play.
The ranger has five dead levels, the first of which occurs at 12th level. Their favoured enemy bonuses follow a logical progression (one every five levels) if you imagine the 1st favoured enemy ability to be granted during a conceptual “0” level for apprentices. Rangers consistently gain new spells per day during all of their dead levels, and so their dead level abilities augment the minor aspects of what rangers are already good at doing.
Woodland Hunter (Ex): At 12th level, a ranger can make “get along in the wild” checks while moving at his full overland speed. See the Survival skill.
Perceptive Tracker (Ex): At 14th level, a ranger never takes longer than a full-round action to find tracks with a Survival check. A second roll is still required to follow any discovered tracks.
Seasoned Explorer (Ex): At 16th level, a ranger can make Survival checks to gain a bonus on Fortitude saves against severe weather while moving at his full overland speed.
Instinctive Tracker (Ex): At 18th level, a ranger takes a standard action to find tracks with a Survival check, allowing the character to simultaneously move at his speed.
Survivalist (Ex): At 19th level, the ranger becomes so certain in the use of Survival that the character can use it reliably even under adverse conditions. When making a skill check with Survival, the ranger may take 10 even if stress and distractions would normally prevent the character from doing so.
Designer’s Note: These abilities are all based around the “fine print” uses of Survival that rarely see use in all but the most outdoor-centric adventures. These abilities merely add, in unassuming ways, to the wilderness supremacy that rangers already enjoy.
The rogue is the biggest offender of dead levels. Similar to the druid, the rogue is missing two special abilities out of twenty levels, but unlike the druid, the rogue has no spells to shore up these deficiencies. More unusual still is the distinctive lack of a crowning 20th-level ability to complete the class. As such, rogues can enjoy more significant dead level abilities than normal.
Makeshift Tools (Ex): At 14th level, a rogue becomes so familiar with mechanisms and traps that the character can make Disable Device checks without a set of thieves’ tools at no penalty.
Skilled Saboteur (Ex): At 20th level, a rogue makes quick work out of mechanisms and traps, disabling devices in one-half the normal time. A device that normally takes 1 round to disable now takes 1 standard action, allowing the character to make a move action afterward.
Designer’s Note: While the skilled saboteur ability takes the idea of a “flavourful” dead level ability one step further to be a “beneficial” ability, players needed a significant incentive to actually take all twenty levels of the rogue class.
The sorcerer, similar to the cleric, has nineteen dead levels. The sorcerer parts from the cleric, however, in that new spells known are gained at every level (which can be considered special abilities in their own right). Still, a prestige class that grants +1 level of spellcasting and special abilities at every level makes a minor dead level ability infinitely possible.
Magical Affinity (Ex): Starting at 2nd level, a sorcerer can identify a certain creature type during an encounter by virtue of inheriting his magical ability from a member of that creature type. The type must include at least one creature with an arcane spell-like ability (such as dragon, magical beast or outsider). Once this choice is made, it cannot be reversed. The sorcerer gains a +2 bonus on Knowledge (Arcana) checks to identify such creature types, but he gains no insight about their special powers or vulnerabilities. Moreover, the sorcerer can make these Knowledge (Arcana) checks untrained. This bonus increases by +1 for each sorcerer level the character takes after 2nd level.
Designer’s Note: The magical affinity ability merely allows sorcerers to say, “That’s a dragon!” or “That’s a magical beast!” The advantage of this ability surfaces when, for example, a dragon or magical beast assumes a form with a type other than its own.
The wizard has fifteen dead levels, but she shares a lot in common with the sorcerer in that new spells are gained at every level (which can be considered special abilities in their own right). The primary difference between the two classes is that while sorcerers lose nothing by taking a prestige class granting +1 level of arcane spellcasting at every level, wizards miss out on up to four metamagic or item creation feats. As such, wizards are granted the least significant dead level ability.
Animated Script (Su): Starting at 2nd level, a wizard can magically animate the writing in their spellbook, causing the inked symbols and words to migrate across the page. Doing so increases the Spellcraft DC for another wizard attempting to decipher or prepare spells from their spellbook by the inscribing wizard’s Intelligence modifier + 1 at the cost of 5 gp per inscribed page. See Spells Copied from Another’s Spellbook or Scroll. For each level in which the character does not gain a bonus feat after 2nd level, the wizard can increase the Spellcraft DC by +1 at the cost of an additional 5 gp per inscribed page (for example, +2 for 10 gp per page at 3rd level, +3 for 15 gp per page at 4th level, +4 for 20 gp per page at 6th level and so on). The inscribing wizard can will their animated writing to stop, at which point the Spellcraft DC to copy a spell from another’s spellbook returns to normal (DC 15 + spell level).
Designer’s Note: This ability is entirely flavourful for wizards who like to keep their spell repertoire closely guarded (even more than they already guard their spellbooks).
The archivist, similar to the druid and rogue, has two dead levels. When a class can fill eighteen out of twenty levels with special abilities, the distinctive lack of abilities during two of those levels stands out like a beacon. The two dead level abilities presented here take into account that archivists gain two new spells at every level, reducing the significance of their dead level abilities.
Logical Mind (Ex): At 16th level, an archivist refines their deductive thinking to an efficient, objective edge. An archivist can now decipher two pages of script in 1 minute (10 consecutive full round actions), or 1 page of script in 30 seconds (5 consecutive full round actions) on a successful Decipher Script check. In addition, an archivist no longer draws false conclusions from a failed Decipher Script check.
Academic (Ex): At 19th level, the archivist becomes so certain in the use of Decipher Script that the character can use it reliably even under adverse conditions. When making a skill check with Decipher Script, the archivist may take 10 even if stress and distractions would normally prevent the character from doing so.
Designer’s Note: Despite the mechanical advantages of these two abilities, they are largely trumped by the fact that any archivist who placed maximum ranks into Decipher Script, a thematic skill for archivists, experiences no difficulty reading even the most obscure writing.
Source: Heroes of Horror (Page 82)
The beguiler has seven dead levels, but gains spells per day during each one of those levels. During 2nd and 3rd level, however, and every odd level thereafter, beguilers merely gain more spontaneous spell slots per day of the spells they already know. While some of their dead levels coincide with gaining access to higher level spells, not all of them do. Regardless, the beguiler is a potent class in the right hands, and so their dead level abilities are relatively minor.
Clever Wording (Ex): At 4th level, a beguiler starts mastering the ability to verbally transmit information to another character without others understanding it. A beguiler has to fail a Bluff check by 6 or more when delivering a secret message before false information is implied or inferred. Failure by 5 or more means a beguiler can’t get the message across. These failed Bluff increments increase by 1 at 9th, 13th, 16th and 18th level, when a beguiler has to fail a Bluff check by 10 or more before false information is implied or inferred.
Lively Discourse (Ex): At 12th level, a beguiler gains the ability to relay detailed messages, especially those that require specific locations, people and times. The DC is 30 to relay intricate messages with a Bluff check.
Piqued Hearing (Ex): At 17th level, a beguiler is so attuned to conversations with secret messages that noticing them becomes effortless. A beguiler within 30 feet of a conversation containing a secret message is entitled to a Sense Motive check to intercept the transmitted message as if actively listening for it. The beguiler must first be able to hear the conversation with a Listen check.
Designer’s Note: These abilities are based on a single iteration of the Bluff skill. As a character class that treats lying and manipulation as tools, a beguiler will most likely take maximum ranks in Bluff. These abilities ensure that beguilers are the foremost experts at disseminating information, thereby dominating their niche.
Source: Player’s Handbook II (Page 6)
The duskblade has six dead levels, but gains a single new spell at every level with a generous number of spell per day to cast from their repertoire. Duskblades also enjoy a full base attack bonus and can wear up to medium armour without spell failure. While their spell selection is limited, duskblades are not shy in the arcane or physical power departments. As such, their dead level ability should be restrictive at best.
Elven Insight (Ex): At 8th level, a duskblade better understands how elves think after having pursued their ancient racial profession to this point. A duskblade can use their Intelligence ability modifier (instead of Charisma) when making Diplomacy and Gather Information checks with elves or in elven communities. At 9th level, a duskblade gains a +1 bonus on these skill checks. These bonuses increase by +1 at 12th, 14th, 17th and 19th level.
Designer’s Note: As every member of this character class is mentored by an elf, elven insight has been balanced by making this ability dependant on interacting with elves. The ability is balanced by the fact that duskblades do not count Diplomacy or Gather Information as class skills, but treat Intelligence as one of their primary ability scores.
Source: Player’s Handbook II (Page 19)
The favoured soul has thirteen dead levels, but gains new spells per day or spells known during each one of those levels. The favoured soul is a curious character class in that no special abilities are received at 1st level, creating something of a conceptual design void. This void is offset by having all good saving throws, but mechanical bonuses and spell choices alone can leave some people feeling cold at 1st level.
Faith Healing (Su): Starting at 1st level, a favoured soul can selectively channel a small amount of divine energy when handling the wounds of a dying creature. The favoured soul is so certain in the use of first-aid (see the Heal skill) that the character can use it reliably even under adverse conditions. When making a first-aid check on anybody who is within one step of their deity’s alignment, the favoured soul may take 10 even if stress and distractions would normally prevent the character from doing so. At 6th level, these first-aid checks heal 1 point of damage. This amount increases by 1 hit point every five levels thereafter (11th and 16th).
Knowledge Specialty (Ex): At 1st level, a favoured soul can choose whether to make Knowledge (Arcana) or Knowledge (Religion) a class skill. Once this choice is made, it cannot be reversed.
Exalted or Vile Presence (Su): At 2nd level, a favoured soul is more influential when interacting with people of the same faith. A favoured soul gains a +2 bonus on Charisma when using any skill that treats Charisma as the key ability, but only when interacting with people who worship the same deity. This bonus increases by +1 at 4th, 7th, 8th, 9th, 13th, 14th, 18th and 19th level. A favoured soul gains one-half of this bonus (rounded down) when interacting with anybody who is within one step of their deity’s alignment. When making Use Magic Device checks, this bonus also applies to magic objects that are divinely created or intelligent objects with alignments.
Designer’s Note: As every favoured soul worships a god, exalted presence and faith healing have been balanced by making both abilities dependant on a deity’s alignment. Knowledge specialty merely offers a class skill option that was perhaps “intended” for favoured souls.
Source: Complete Divine (Page 6)
The hexblade has five dead levels, the first of which occurs at 6th level. Their hexblade’s curse and aura of unluck abilities both follow a logical progression (one every four levels) as do their bonus feats (one every five levels). Hexblades consistently gain new spells per day during all of their dead levels, and so their dead level ability simply embellishes what is normally a 0-level spell to sorcerers and wizards.
Forced Omens (Ex): At 6th level, a foreboding sense of doom travels with the hexblade, as candle lights flicker, fresh food turns green, or the air becomes stale. A hexblade adds prestidigitation to their list of spells known. If a hexblade already knows this spell, the character may choose a different 1st level spell. As a bonus spell, prestidigitation cannot be traded for another 1st level spell.
At 8th level, a hexblade may cast prestidigitation as if augmented by the Silent Spell feat without using up a higher-level spell slot. At 11th level, a hexblade may cast prestidigitation as a spell-like ability, lacking both somatic and verbal components, but is still limited to their spell slots per day. At 14th level, a hexblade may cast prestidigitation a number of additional times per day equal to 3 + their Charisma modifier. At 18th level, a hexblade can cast prestidigitation at will. The prestidigitation spell disappears from their list of spells known at this level.
Designer’s Note: Despite the fact that prestidigitation is designed to be an ineffectual cantrip, a clever hexblade will find new and resourceful uses for this spell beyond simply creating a dramatic entrance. Keep in mind that prestidigitation has a range of 10 feet, can only lift 1 pound of weight and is restricted to affecting non-living material.
Source: Complete Warrior (Page 5)
The knight has the unique honour of being the only character class with a single dead level. Indeed, this class boasts nineteen levels of special abilities and then nothing at 18th level. Well, that’s not entirely true. Knights do gain a point of base attack bonus (which they get every level), hit points (which they get every level) and higher saving throws of every type (which only happens once every six levels). I can’t imagine why 18th level was neglected, so the following ability was created to reflect the societal influence.
Gallant Nature (Ex): At 18th level, a knight has a persuasive way of gaining favours from the aristocracy. A knight can reroll a Diplomacy check once per day, but only when attempting to influence the attitudes of nobility or royalty. A knight must take the result of the reroll, even if it’s worse than the original roll.
Designer’s Note: Having class skill access to Knowledge (Nobility and Royalty), this ability playfully gives high level knights a decent chance to get noticed by the prince or princess of their choice. The ability is balanced by the fact that knights do not count Diplomacy as a class skill, but treat Charisma as one of their primary ability scores.
Source: Player’s Handbook II (Page 24)
The samurai has six dead levels, the first of which occurs at 4th level. The samurai class is a highly specialized warrior who is extremely talented at demoralizing opponents, two-weapon fighting and making a single decisive strike. Their primary dead level ability offers an alternate use of a daily charged ability by developing a skill that samurai are already good at using.
Breaking Stare (Ex): At 4th level, the samurai can internalize their mastery of kiai into making a subject fear for their life. When attempting to change behaviour, a samurai can spend 1 use of their kiai smite ability to negate a target’s Wisdom modifier for a single Intimidate check. At 9th level, a samurai negates a target’s modifiers on saves against fear. At 13th level, a samurai negates a target’s immunity from being intimidated for being a paladin of 3rd level or higher. At 15th level, a samurai reduces the size modifier of a target by one category. At 18th level, a samurai reduces the size modifier of a target by two categories.
Interrogator (Ex): At 19th level, the samurai becomes so certain in the use of Intimidate to change behaviour that the character can use it reliably even under adverse conditions. When making an Intimidate check to change behaviour, the samurai may take 10 even if stress and distractions would normally prevent the character from doing so.
Designer’s Note: While breaking stare can be extremely useful, it requires the samurai to spend a daily use of a primary combat ability and only applies to changing behaviour, not demoralizing opponents. Interrogator is downplayed by the fact that a 19th level samurai is assumed to have taken maximum ranks in Intimidate to better use their staredown, mass staredown and improved staredown abilities.
Source: Complete Warrior (Page 8)
The shugenja has nineteen dead levels, but this is mitigated by their sense elements ability (the range of which increases by 5 feet each level) and gaining new spells known at every level (which can be considered special abilities in their own right). In choosing an element focus at 1st level, however, a shugenja immediately prohibits an entire descriptor of magic, limiting their spellcasting options, thus allowing for a minor ability.
Elemental Recognition (Su): Starting at 2nd level, a shugenja can identify creatures with an elemental subtype during an encounter from any distance. The shugenja gains a +2 bonus on Knowledge (The Planes) checks to identify such creature types, but gains no insight about their special powers or vulnerabilities. Moreover, the shugenja can make these Knowledge (The Planes) checks untrained. This bonus increases by +1 for each shugenja level the character takes after 2nd level.
Designer’s Note: Elemental identification is only one part of the Knowledge (The Planes) skill, and even then, elemental recognition does not reveal the strengths or weaknesses of a creature. Knowledge (The Planes) and elemental recognition combined, however, will permit shugenja to recognize any creature with an elemental subtype on sight, which is thematically supported by their abilities.
Source: Complete Divine (Page 10)
Spirit shamans are similar to sorcerers in that spells are cast spontaneously, but different in that their spells known can be changed each day (by proxy through a spirit guide). Wisdom determines which higher level spells a spirit shaman can cast, while Charisma modifies the Difficulty Class of their spells. As a spellcasting class that requires two ability scores to access the druid spell list, with abilities that are largely restricted to incorporeal creatures, the dead level ability for spirit shamans can be somewhat generous.
Guide Meld (Su): At 8th level, the spirit shaman is constantly influenced by the characteristics of their spirit guide as the two become natural extensions of each other. A spirit shaman gains a +1 bonus on ability checks using the key ability of their chosen spirit guide. This bonus increases by +1 at 12th, 14th and 18th level.
Designer’s Note: The key abilities for guide meld are extrapolated from the spirit guide characteristics in Complete Divine. The key abilities for bear, buffalo, cougar, eagle, fox and owl are based on the ability bonuses granted by the bear’s endurance, bull’s strength, cat’s grace, eagle’s splendour, fox’s cunning and owl’s wisdom spells (respectively).
| Spirit Guide | Characteristics | Key Ability |
|---|---|---|
| Badger | Orderliness, Tenacity | Intelligence |
| Bear | Strength, Endurance | Constitution |
| Buffalo | Abundance, Good Fortune | Strength |
| Cougar | Balance, Leadership | Dexterity |
| Coyote | Humour, Trickiness | Charisma |
| Crane | Balance, Majesty | Dexterity |
| Crow | Intelligence, Resourcefulness | Intelligence |
| Eagle | Perception, Illumination | Charisma |
| Elk | Pride, Power, Majesty | Strength |
| Fox | Cleverness, Distraction | Intelligence |
| Hawk | Awareness, Truth | Wisdom |
| Lizard | Elusiveness | Dexterity |
| Otter | Joy, Laugher | Charisma |
| Owl | Wisdom, Night | Wisdom |
| Rabbit | Conquering Fear, Safety | Dexterity |
| Raccoon | Curiosity | Intelligence |
| Scorpion | Defence, Self-Protection | Dexterity |
| Snake | Power, Life Force, Potency | Strength |
| Spider | Interconnectedness, Industry | Wisdom |
| Turtle | Love, Protection | Charisma |
| Vulture | Vigilance, Death | Intelligence |
| Wolf | Loyalty, Interdependence | Wisdom |
Source: Complete Divine (Page 14)
The swashbuckler has six dead levels, the first of which occurs at 4th level. Their grace and dodge bonus both follow a logical progression (one every nine and five levels) with no spell-like or supernatural abilities to shore up their martial skills. In keeping with their grandiose approach to combat, the following dead level ability is intended to reflect their larger-than-life celebrity as adventurers.
Seduction (Ex): At 4th level, a swashbuckler has a lascivious way of acquiring knowledge through less than diplomatic channels. A swashbuckler gains an additional use of the Bluff skill called seduce to learn secret. The swashbuckler can use charm, flirtation or seduction to learn a coveted secret that is known by a non-player character. In order for this iteration of the Bluff skill to work, the non-player character must find the swashbuckler physically attractive and be in a position to actually know the secret in question. There are five kinds of secrets that can be learned with a seduce to learn secret check. The fewer people that know a secret, the greater their loyalty to keep that secret.
| Secret | DC* | Example |
|---|---|---|
| Common | 10 | Password told to the city guard, known by 16 or more people |
| Uncommon | 20 | Identity of thieves’ guild leader, known by 9 to 16 people |
| Valuable | 30 | A merchant ship hauling exotic goods, known by 5 to 8 people |
| Deadly | 40 | Plans to invade a foreign land, known by 3 to 4 people |
| Unutterable | 50 | The mental disability of a king, known by 3 or less people |
* The DC assumes that the non-player character is indifferent. The Bluff check is modified by -20 if the NPC is hostile, -10 if the NPC is unfriendly, +5 if the NPC is friendly and +10 if the NPC is helpful.
A typical seduce to learn secret check takes 1d4+1 hours and requires seduction. If the check succeeded by 10 or more, the attempt takes 1d4+1×10 minutes and only requires flirtation. If the check succeeded by 20 or more, the attempt takes 1d4+1 minutes and merely requires charm. Retries are not possible as the target becomes too suspicious.
At 9th level, a swashbuckler gains a +1 bonus on seduce to learn secret checks. This bonus increases by +1 at 13th, 15th, 18th and 19th level.
Designer’s Note: The seduction ability can be a powerful tool in the hands of a lusty swashbuckler, but still requires that the character figure out which NPC has knowledge of a desired secret, represented by a Gather Information check. If you want to make the seduce to learn secret action available to all characters, simply reduce the skill usage duration to one-half the normal time for a swashbuckler of 4th level.
Source: Complete Warrior (Page 11)
The warmage has ten dead levels, but remains unequalled in their ability to deal arcane damage. The warmage knows and can spontaneously cast virtually all of the most potent evocation spells. These are in turn augmented by bonus feats, extra damage per spell and their ability to learn whatever new evocation spells strike their fancy. The intense specialty of warmages, however, comes at the sacrifice of a utilitarian purpose. Their dead level ability plays into their existing focus.
Evocation Sense (Ex): Starting at 2nd level, a warmage can recognize the material, somatic and verbal component of evocation spells. The warmage gains a +1 bonus on Spellcraft checks to identify an evocation spell being cast by another creature. This bonus increases by +1 at 4th, 5th, 9th, 12th, 13th, 14th, 17th, 18th and 19th level.
Designer’s Note: At most, evocation sense combined with maximum Spellcraft ranks can make warmages the single best counterspeller of the game, but only when negating evocation spells. This ability is balanced by the fact that warmages must ready an action to counterspell instead of casting a spell themselves. This goes against everything the warmage was designed to do, namely discharge grotesque amounts of arcane damage.
Source: Complete Arcane (Page 10)
The wu jen has thirteen dead levels, but gains new spells at every level (which can be considered special abilities in their own right). Similar to wizards, wu jens use the same mechanic of recording spells into a spellbook (with largely similar spell lists), and can therefore prepare for any situation with enough foresight and planning. Although wu jens eventually master a single element, they are not restricted from casting the spells of other elements. Elemental mastery did, however, inform their second dead level ability.
Intuitive Spirit: At 2nd level, the watchful spirit that looks out for the wu jen also helps provide expertise. Choose one Knowledge skill. Once per day, when making a skill check with this Knowledge skill, a wu jen can reroll their skill check before any information is disclosed. The wu jen takes the better of the two rolls. At 4th level, this reroll can also be used to decipher or identify anything with a Spellcraft check, but not learn or prepare spells. At 5th level, this reroll can also be used to avoid distraction from non-magical motion or weather with a Concentration check, but not from damage or grappling.
Elemental Bond (Ex): Starting at 7th level, a wu jen can recognize the material, somatic and verbal component of any spell from their elemental mastery list (including spells that are designated as “all”). The wu jen gains a +1 bonus on Spellcraft checks to identify these spells being cast by another creature. This bonus increases by +1 at 8th, 10th, 11th, 13th, 14th, 16th, 17th, 19th and 20th level.
Designer’s Note: Intuitive spirit was an effort to incorporate the watchful spirit idea of the wu jen more. Elemental bond, combined with maximum Spellcraft ranks, can make wu jens exceedingly good at counterspelling elemental mastery spells, but this is offset by the fact that wu jens do not cast spontaneously, preparing all of their spells ahead of time.
Source: Complete Arcane (Page 14)