Custom Level-Up Rules
|Level||Standard Benefits||Additional Benefits|
|1||Feat||Heroic Skill +2|
|3||Feat||Heroic Skill +3/ Endure Elements|
|4||Ability Increase||Heroic strike +1 (magic), bonus feat|
|6||Feat||Heroic Skill +4/+2, Deflection +1, bonus feat|
|7||Resistance +1, ability score enhancement +2|
|8||Ability Increase||Natural armor +1, mind shielding, bonus feat|
|9||Feat||Heroic Skill +5/+3|
|10||Exalted Strike +2 (aligned), damage reduction 5/magic, bonus exalted feat|
|11||Ability score enhancement +4/+2|
|12||Feat, Ability Increase||Heroic Skill +6/+4/+2, deflection +2, bonus feat|
|13||Resistance +2, energy resistance 5|
|14||Heroic Strike +3, freedom of movement, bonus feat|
|15||Feat||Heroic Skill +7/+5/+3, ability score enhancement +6/+4/+2, damage reduction 5/aligned|
|16||Ability Increase||Natural armor +2, bonus feat|
|17||Heroic Strike +4, resistance +3, regeneration|
|18||Feat||Heroic skill +8/+6/+4/+2, deflection +3, true seeing, bonus feat|
|19||Ability score enhancement +8/+6/+4/+2, damage reduction 10/aligned|
|20||Ability Increase||Heroic strike +5, energy resistance 15, bonus feat|
Heroic Skill (Ex): The character gains the listed bonus as a heroic bonus to a chosen skill, which increases every 3 levels. Every three increases grants another bonus which can be assigned to another skill and which also increases every 3 levels. Once the bonus is assigned to a skill, it cannot be changed.
Endure Elements (Ex): The character becomes immune to the effects of standard hot and cold environments and does not need to make Fortitude saves in conditions between -50 and 140 degrees.
Heroic Strike (Su): The character gains an enhancement bonus on all attack and damage rolls and can overcome the damage reduction of creatures as a magic weapon. at 10th level, any weapon damage the character deals is considered to have the alignment of the character, so it can bypass the damage reduction of opposing outsiders.
Deflection (Su): The character receives a deflection bonus to their Defense. Deflection works even against touch attacks and stacks with the class defense bonus.
Resistance (Ex): The character gains the listed bonus as a resistance bonus to all saves.
Ability Score Enhancement (Ex): The character gains an enhancement bonus to one ability score. Every time this is gained, all bonuses increase by 2 and another ability may be increased by 2.
Natural Armor (Ex): The character gains a natural armor bonus, or their current one increases.
Mind Shielding (Ex): The character becomes immune to detect thoughts, discern lies, and any attempt to discern his alignment.
Damage Reduction (Su): You gain damage reduction that can be bypassed by magic weapons. This does not stack with any other damage reduction, including armor; you take whichever is best for each attack. At 15th level, it can only be bypassed by a weapon of an opposing alignment.
Energy Resistance (Ex): You gain the listed resistance against acid, cold, electricity, fire, and sonic energy.
Freedom of Movement (Ex): You can act as if continually under the effect of a freedom of movement spell.
Regeneration (Ex): You heal 1 point of damage per level every hour rather than every day. Nonlethal damage heals at the rate of 1 point of damage per level every 5 minutes.
True Seeing (Su): You gain a continuous true seeing effect, as the spell.