Alternate levels are class levels that can be taken in place of the normal benefits of a given class level. Alternate levels can be either fixed (taken in place of a particular level of the base class) or floating (taken in place of any level of the base class that meets the requirements of the alternate level).
Alternate levels normally grant different special abilities. Unless otherwise mentioned, the alternate level grants the same hit dice, BAB, saves, and spellcasting progression as the base class. Wizard is the base class in the two examples below. In both cases the character gains hit points, saves, spells, and skill points just as if she had gained a regular level in wizard.
For example:
Wizard (Elven Companion)
| Level | Special Ability | Requirements |
| 1 | Talisman (Elven Companion) | Faerilven race; gains X-1 disciplines instead of X |
Elven Companion is a fixed alternate level must be taken in place of an elven character's first wizard level, replacing the character's familiar, and costing the wizard one discipline. In exchange, the character gains a companion similar to a druid's animal companion; tougher, stronger, and more formidable than a common familiar.
Wizard (Divine Familiar)
| Level | Special Ability | Requirements |
| * | Divine Familiar | Ability to cast 3rd level spells; a familiar; faith discipline; loses bonus wizard feat at this level |
Divine Familiar is a floating alternate level that can be taken at any wizard level that normally grants a bonus feat. The wizard must be able to cast 3rd level spells, have a familiar, and have access to the faith discipline. The wizard's familiar becomes infused with divine energy and gains either the half-celestial or half-fiend template, as appropriate to the character's alignment.
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