Hit Dice: "others +1d+0" means you add 1 to all your other classes' number of HD per level. This class directly gives 0 hp. Exception: If this is your only class, you get 2d0 per level. (You cannot take this option if you have more than one class.)
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For "m" based classes (e.g. HD=2m0), just add 1d0 (so your HD becomes 2m0+1d0).
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Example: Multiclassed Fighter1 level 1 / Selesnya Druid level 1, with +2 Con bonus. The fighter gives 24 hp (2d10+2*2). The druid gives 0 hp. The character has 12 hp (24+0 divided by 2).
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Exceptional Wis bonus.
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Channeling.
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Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
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Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
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Has a "Familiar" slot.
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Specialized in Animal, Plant, and Charm spheres. Spells of these spheres cost ½M to cast.
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Level 1: You may have your spells (from the Selesnya Druid class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
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Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
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Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
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Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
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Level 14: +1 Animal Companion slot.
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New spells:
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Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
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Find Familiar (Summoning/Charm, SL 1): Like the Wizard spell. Only certain Priest classes gain a Familiar slot.
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