ROLEPLAYING IN THE DISGAEA-VERSE By Koumei and others, really

1. 2. 3. 4. 5. 6. 7. 8.

Title, picture of Etna and Contents Races Classes Feats Prestige Classes Magic Items (and assorted junk) The Dark Assembly Minions, Mounts and Special Reincarnations

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RACES OF THE DISGAEAVERSE Humans: humans get everywhere, there is no way to stamp them out. At any rate, they are mostly the same as the SRD/PHB version, with the following changes: • Their Type becomes Humanoid [Human] • Their ears are like those of an anime Elf (no actual Skill boost) Typical Classes: basically all of them. Disgaea consists of Human (Class) types and Monster (Monster) types, so any class is really made for humans.

Orcs: orcs tend to vary from setting to setting. In some sources they are a race of fungus footballhooligans who are fucking retarded. In others they are proud, noble tribal people with green skin and a love of violence. Yet others, such as the inventor of them, paint them as being black people, then giving them many negative traits. Orcs in N1 are sort of squat and piglike, and enjoy fighting in large numbers. Also, the majority of them tend to be male and really, really interested in females. The few females are just as bad when it comes to males. Medium Humanoid [Orc] Speed: 30' Reach: 5' Ability Scores: +2 Strength Vision: Darkvision 60' Skills: +2 Racial bonus to Intimidate, Gather Information, and Survival checks. Dogpile (Ex): Orcs gain an additional +2 (for a total of +4, usually) to hit when Flanking or making Aid Other actions. The bonus also applies to damage though. Simple Things (Ex): people of the appropriate sex gain a +2 Circumstance bonus on Bluff and Diplomacy checks made against orcs. Typical Classes: Assassins and Barbarians

Nekomata: the Nekomata are a race of catgirls, basically. They tend to have really bright, bold colours for their human-hair, and then a thin, light coat of fur on their body. They also enjoy having sharp claws, fangs and other traits of felines such as flexibility, laziness in sunlight and the tendency to want cheezburger. Most tend to be female, but males probably exist. Medium Humanoid Speed: 40' Reach: 5' Vision: Low-Light Vision Skills: the Nekomata is pretty skilled, gaining a +2 Racial bonus to Balance, Jump, Climb, Listen and Escape Artist checks. Pounce (Ex): the Nekomata may make a full attack when charging, but becomes Fatigued afterwards, and cannot do this when Fatigued. Natural Weapons (Ex): the Nekomata gains a secondary Claw attack as long as it has at least one free hand (1d6+Str*1/2). Scent (Ex): this works like the Scent ability for all things with Scent. Typical Classes: Monks and Samurai

the Empusa may fly at 60' (Poor) for a total number of consecutive rounds at a time equal to her Con modifier (minimum 1). At level 4. personable and good at pushing the right buttons. big boobs. Telepathy (Su) out to 30' as a constant effect Typical Classes: Jesters. with a 3 round break in between. These temporary hit points last 1 hour and do not stack. They have little horns. Speed: 30' Reach: 5' Wings: provide no flight. Ability Scores: +2 Charisma Sexy (Su): Empusae are all innately attractive (by the general. They’re not necessarily evil. Beguilers and Red Mages . naughty. This causes the target to become Fatigued for one round. Medium Outsider [Extraplanar] Additional Alignment subtypes: those of the Empusa's actual alignment. predatory. She may elect not to use this ability. it requires a successful Grapple check. she can change subtypes by stabbing the right people in the face. It’s just their nature. at level 8 she may fly (Average) as much as she wants. but they more or less can’t get away without being seen as evil. but the ability to glide and slow-fall.Empusa: Empusae are basically the Succubi of the N1 world. average standards of where they come from. The Empusa gains temporary HP equal to her Level or her Constitution modifier (whichever is more) when this ability inflicts any damage to a humanoid. and to take 1d8+Cha nonlethal damage. If the target is unwilling. and tails with pointed hearts on the end. They may cast Charm Person once per day as a Supernatural ability (DC 10 + half HD + Cha). Tiresome (Su): a kiss or other intimate act with an Empusa can be very tiring as they take a little energy to power themselves. as well as psychically seeming slightly tweaked to the preference of those who see them). Actually that’s precisely what they are. Yes. sassy or slutty (pick one or more). wings.

while they are large viny flowers from below the waist. Green Mages and Elementalists . Green (or blue. or whatever) in skin. Medium Fey [Plant] Speed: 30' Reach: 5-10' Natural Armour: +1 Skills: Alraune get a +3 bonus to Survival and Craft checks. Typical Classes: Totemists.Alraune: the Alraune is a plant. they appear to be pretty humanoid girls from the waist up. with flowers growing in their hair. Spell-Like Abilities (Sp): Charm Person and Entangle 1/day each (Charisma-based) Speak With Plants (Ex): An Alraune can speak to plants and use Diplomacy to change the attitude of monsters with the plant type as if they were coherent. They’re sort of like Dryads in a way.

Listen and Search checks Senses: Low-Light Vision. the Flight becomes (Average). Swoop (Ex): when a Mothman charges from a higher vantage point than its target. Typical Classes: Assassins and Totemists . Giant moths. They have a tendency to eat cloth. Dancing Lights. about the same size as humans or even a little bigger. Touch of Fatigue and Lullaby. Medium Vermin Fly Speed: 25' + 5' per level (Poor) Reach: 5' Skills: the Mothman gains a +3 Racial bonus on Spot. The Save DCs are Con-based. Tremorsense 30’ Flight (Ex): at 5th level. At 9th level it becomes (Good) and changes to 50' + 5' per level.Mothman: mothmen are… moths. That is largely all that is needed to describe them. it deals double damage for that attack. Moth Power (Ex): the Mothman can duplicate the following once each per day: Daze. anyone adjacent to the Mothman must pass a Fort save (Conbased) or take Acid damage equal to the Mothman's number of Hit Dice. and can speak just as well as anyone else. Darkvision 120’. At 15th level it becomes 50' + 10' per level. Hell Pollen (Ex): with a Swift action.

as such they are immune to poison themselves. as they are made of wood. Poison Immunity (Ex): Marionettes fucking love poison. They tend to be painted in bright colours as though that offsets the creepiness of walking. Made of Wood (Ex): Marionettes have DR X/Slashing (where X is equal to their Hit Dice). It doesn’t. brought to life by demonic essence. Tumble and Escape Artist checks. as well as on Intimidate checks because they're spooky. Additionally. talking puppets. They gain a +3 Racial bonus on Balance. so they can then use it. However they take a -3 Racial penalty on saving throws against [Compulsion] effects. Marionettes are flexible. Medium Humanoid [Construct] Speed: 30' Reach: 5' Feats: Marionettes gain Improved Feint as a Bonus Feat.Marionette: Marionettes are human-sized wooden puppets. Any poison delivered to them remains inert. they may make unarmed strikes as natural Slam Attacks (1d4+Str). Typical Classes: Jesters . They are living creatures. and they are also spooky. Puppet (Ex): being puppets.

ghosts tend to sleep a lot. but not fully. The Ghost always benefits from a Featherfall effect. Also.Ghost: while not true ghosts – and thought by many to really be nature spirits similar to the Puck or Pixie – they are for all intents and purposes ghosts. They’re also way too indecisive. and this does not protect it from attacks and so on. Ghost Body (Su): a Ghost can hold items like a Handy Haversack. I don’t know. In an Anti-Magic Field. it does not burst open. Additionally. all the time. Red Mages. it simply cannot be accessed. Typical Classes: White Mages. Like. although they gain Damage Reduction X/Magic where X equals their Hit Dice. Medium Fey Speed: 20' Reach: 5' Pseudo-Ethereal (Ex): Ghosts are kinda' sorta' Ethereal. They are semi-transparent and can move through objects. They interact normally with the normal world. Blue Mages. though not [Force] effects. a Ghost taking a Move action can move their speed through intervening objects. Green Mages and Totemists . Or are they? Maybe not. ignoring terrain and walls and furniture (and whatever else may be in the way).

Note that these are mostly just limitations on Undead strengths as opposed to true weaknesses. they can take Critical hits. Blue Mages and Green Mages . Typical Classes: Samurai. Sleep or shape changing just because they're not quite alive. If you mention sparkling I will stamp on your colon. Red Mages. Humanoids slain by this Constitution Damage may rise as vampires or vampire spawn (though the character has no control over them unless granted by another ability). sadly. Medium Undead Speed: 30' Reach: 5' Ability Scores: Vampires retain a Constitution score Blood Drinking (Ex): The character can drain blood from a helpless or willing victim. Rosario to Vampire. but only from Wooden weapons. is stored as "Blood Points". Vampiric Weaknesses (Ex): Vampires are "vulnerable to Sunlight" and are Fatigued whenever in actual sunlight. Any excess Constitution. The character heals 5 points for each point of Constitution Damage in this way. with more than a few being very ugly. Vampires do not get immunity to Ability Damage/Drain. They tend to be pretty fierce and bat-like in N1. inflicting 2 points of Constitution Damage per round. to a maximum of 1 per hit die. as well as handy with a katana. and consuming 4 points of Constitution from intelligent creatures is considered enough "food" for one day (and the vampire gains no sustenance from any other food). However they tend to be pretty good at magic and mesmerism. 2 to make a single attack as a Swift action or 4 to generate a Daze Monster effect or Widen a Spell-like or Supernatural Ability.Vampire: vampires are not like the poorly thought out D&D vampires that can’t even be staked. Also. nor are they like the ones in Buffy or. Blood Power (Su): a Vampire may spend 1 Blood Point to generate a Daze effect.

This can be used on anyone. Medium Outsider [Extraplanar] Additional Alignment subtypes: those of the Angel's actual alignment. Usually their hair is metallic or blonde. Typical Classes: White Mages and Knights . but it never turns out that way in practice.Angel: angels look like pretty humans. She then adds her Charisma modifier to the attack roll (min +1) and her hit dice to the damage. Sadly they don’t appear as zebra-striped beachballs. the Angel may make a Smite attack. Speed: 30' Reach: 5' Ability Scores: +2 Wisdom Wings: provide no flight. at level 8 she may fly (Average) as much as she wants. Tongues (Su) as a permanent effect Protective Aura (Su): with a Standard action at will. with a 3 round break in between. and have a tendency to glow. she can change subtypes by stabbing the right people in the face. race. but it needn’t be. all out to 20' from herself. In theory they are serene and friendly. Yes. the Angel may fly at 60' (Poor) for a total number of consecutive rounds at a time equal to her Con modifier (minimum 1). At level 4. but the ability to glide and slow-fall. regardless of alignment. creed or religion. the Angel can create a Magic Circle Against Evil and Light effect. Smite (Su): once per day.

All Jacks get Profession: Farmer for free.Jack: Jacks are basically demon-possessed Scarecrows with pumpkins for heads. Bonus Proficiencies: A Jack is inherently proficient with shovels. a shovel is treated as a battleaxe. a Jack has about one half of a leftover pumpkin that they aren't using any more. Medium Construct [Plant] Speed: 30' Reach: 5' Ability Scores: Jacks have Constitution scores like everyone else Pump Kin (Ex): the Jack gains a +3 Racial bonus on Intimidate checks. Yard Worker (Ex): the Jack is made for yard work. a scythe is treated as a war scythe. They are as scary as that sounds: not very during the day. Deep Roots (Ex): A Jack has Tremorsense out to 5' per point of Constitution Bonus they have (minimum 5'). and may use the Intimidate skill as a Swift Action. They also tend to be good at yard work. In addition. so gains a +3 Racial bonus on all Craft checks. Typical Classes: Assassins. All Souls Day (Su): Each morning. it's super hard to clean up. Once it dries. brick-shittingly so at night. and so on). Other creatures could eat it .or just smash it against a wall. hoes. The DC to Trip a Jack is increased by +4. and scythes. rakes. these weapons in the hands of a Jack are treated as their most closely analogous martial weapon (a hoe is treated as a pole axe. Jesters and Samurai .

and don't need to eat (though they can). Law and Magic at will. Monk. must eat like a human”. They do not age. Evil. On a successful Ranged Touch Attack. Chaos. They also have souls. that is completely awesome. or running up and punching people. she deals 3 Fire damage per Hit Die to the target. However they are still Constructs for the purpose of things like Favoured Enemy. but they still need to go into Sleep Mode for 4 hours per day. Scanner (Su): the Android may cast Detect Good. and Mortalbane. Electric-Powered (Ex): Androids have Electricity Resistance equal to their Hit Dice. and their armoured bodies grant +1 Natural Armour and DR 5/Adamantine. Living Construct: Androids are living creatures. Maces of Smiting. Any time they take Electricity damage (even if it is all negated by Resistance or Immunity). Laser Vision (Su): once per three rounds.Android: Androids are basically Robot Girls. They can attach all sorts of cool devices to themselves and really like technology. but they aren't bad at firing lasers themselves. the Android may fire EYE BEAMS out to 30' as a Standard Action. Skills: the Android gets a +4 Racial bonus to Search checks. and thus have none of the automatic benefits of being constructs. Your MC may let you swap the Food and Sleep requirements to “needn't (but can) sleep. Star Mage . Medium Construct [Living] Speed: 30' Reach: 5' Ability Scores: Androids have Con scores like everyone else. and yes. their food and sleep requirements are met for the day. Typical Classes: Totemist.

Swim (Str). This covers the following N1 classes: Scouts. Craft (Int). Hit Die: d6 Class Skills: The Assassin’s skills (and the key ability for each skill) are Balance (Dex). Search (Int). Intimidate (Cha). Reflex: Good. Jacks Alignment: An Assassin may be of any alignment. Concentration (Con). Will: Poor . Skills/Level: 6 + Intelligence Bonus BAB: Medium (3/4). Gather Information (Cha). Move Silently (Dex). Sense Motive (Wis). Hide (Dex). Saves: Fort: Good. Tumble (Dex). Climb (Str). Diplomacy (Cha). Races: any Starting Gold: 6d4x10 gp (150 gold) Starting Age: As Rogue. Profession (Wis). Spot (Wis). Listen (Wis). Bluff (Cha). Spellcraft (Int). Jump (Str). Ninja. Mothmen. Archers. Sleight of Hand (Dex).CLASSES OF THE DISGAEAVERSE Assassin: The Assassin is found in the Dungeonomicon (Frank & K). and has a really deadly death attack that it can generally only use once per fight. Perform (Cha). Disguise (Cha). This class is stealthy and skilled. and Use Magic Device (Cha). meaning it evens out with a competent sneak-attacker. Knowledge (all) (Int). Disable Device (Int). Gunners.

Level. Death Attack +19d6 18 Mind Blank. her next attack is a Death Attack if she makes it within 1 round. Death Attack +16d6 15 Killer’s Proof. they stack if the character meets the requirements of both. Death Attack +10d6 9 Improved Uncanny Dodge. but only if the target is denied its Dexterity Bonus to AC against that attack. Death Attack +5d6 4 Cloak of Discretion. Death Attack +18d6 17 Death by a Thousand Cuts. and do not have to meet the stringent requirements of a sneak attack. Death Attack +12d6 11 Poisonmaster. Death Attack +8d6 7 Full Death Attack. Personal Immunity (Ex): Choose four poisons. Death Attack (Ex): An Assassin may spend a full-round action to study an opponent who would be denied their Dexterity bonus if she instead attacked that target. A Death Attack inflicts a number of extra dice of damage equal to her Assassin level plus two dice. Spellcasting: The Assassin is an Arcane Spellcaster with the same spells per day and spells known progression as a Bard. though if a character has both sneak attack and death attack. Assassins are proficient with Light Armor but not with shields. Special attacks such as a coup de grace may be a Death Attack. To cast an Assassin spell. and hand crossbows. Death Attack +4d6 3 Hide in Plain Sight. an Assassin gains proficiency with one Exotic Weapon of her choice. Trapmaking. Death Attack +20d6 19 Exotic Method. Death Attack +6d6 5 Traps. Poison Use (Ex): An Assassin may prepare. Assassins are well trained in eliminating magical or distant opponents. Spellcasting 2 Uncanny Dodge. An Assassin may load a crossbow simultaneously with his action to study his target if he has a Base Attack Bonus of +1 or more. Death Attack +7d6 6 Palm Weapon. she must have an Intelligence at least equal to 10 + the Spell level. Benefit 1 Poison Use. At first level. 7. Death Attack +14d6 13 Exotic Method. Death Attack +22d6 Weapon and Armor Proficiency: Assassins are proficient with all Light Weapons. Death Attack +9d6 8 Nerve of the Assassin. or Necromancy. At level 14. As long as the victim is denied their dexterity against attacks from the assassin during the study action and the attack itself. Death Attack +17d6 16 Exotic Method. If she does so. Death Attack +3d6. Personal Immunity. Death Attack +11d6 10 Skill Mastery. and use poison without any chance of poisoning herself. even if they are made available in a stronger strength. At levels 5. Death Attack +13d6 12 Personal Immunity. apply. and 12 the Assassin may choose one more type of poison to become immune to. an Assassin becomes immune to all poisons. as well as simple weapons. Death Attack +21d6 20 Killing Strike. it counts as a death attack. Illusion. repeating crossbows. Death Attack +15d6 14 Personal Immunity. except that he gains no more than three spell slots per level. and must be from the schools of Divination. an Assassin is immune to all four of those poisons. . An Assassin’s spells known may be chosen from the Sorcerer/Wizard list. The DC of the Assassin's spells is Intelligence based and the bonus spells are Intelligence based.

Trapmaking: At 5th level. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Use Magic Device. with a caster level equal to his character level. he can build an improvised trap in 10 minutes. . but it will dry out in an hour. He retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. she may take 10 even if stress and distractions would normally prevent her from doing so. This does not confer a deflection bonus to AC. an Assassin is protected by a constant Nondetection effect. He may add poison to these traps. Cloak of Discretion (Su): At 4th level. or the -20 penalty for running or fighting. These traps have a Search DC equal to 20 + the Assassin’s level. When making a skill check with Climb. or higher if it is well hidden. This ability does not remove the -10 penalty for moving at full speed. Search. Hide in Plain Sight (Ex): A 3rd level Assassin can hide in unusual locations. Finding a nonmagical trap has a DC of at least 20. However. have a BAB equal to his own. He can build any non-magical trap on the “CR 1” trap list that doesn’t involve a pit. Spellcraft. Use Rope. Trapfinding: At 5th level. and may hide in areas without cover or concealment without penalty. or Swim. and are always single-use traps. an Assassin can react to danger before his senses would normally allow him to do so. flexible material like green wood. an Assassin becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. and weapon-grade materials like sharpened wooden sticks or steel weapons. figure out how it works.Uncanny Dodge (Ex): Starting at 2nd level. Disable Device. If an Assassin already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead. Full Death Attack: At 7th level. Skill Mastery (Ex): At 10th level. the Assassin learns to build simple mechanical traps in out of common materials. An Assassin who beats a trap’s DC by 10 or more with a Disable Device check can study a trap. Assasins can use the Disable Device skill to disarm magic traps. An Assassin may even hide while being observed. and bypass it (with her party) without disarming it. if he has access to it. she can make a full attack during the next round where every attack inflicts Death Attack damage as long as the target was denied their Dexterity bonus to AC against the first attack in the full attack action. and for one round afterward. Any weapon successfully concealed with Sleight of Hand cannot be found with divination magic. the Assassin learns to conceal weapons with supernatural skill. Nerve of the Killer: At 8th level. Palm Weapon (Su) At 6th level. he counts as if he were within a protection from evil effect. Hide. A magic trap generally has a DC of 25 + the level of the spell used to create it. Assassins can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. While studying a target for a Death Attack. Move Silently. an Assassin gains a limited immunity to compulsion and charm effects. if the Assassin studies an opponent to perform a Death Attack. he still loses her Dexterity bonus to AC if immobilized. As long as has access to ropes.

• New School: The Assassin may now choose spells known from a new school. This effect lasts 10 minutes. Once chosen. • Killer Faerie Arts: Twice per day. the Assassin can cast plane shift as a spell-like ability. Poisonmaster: At 11th level. This defense denies another character the ability to sneak attack the character by flanking him. this ability does not change: • Carrier: Three times per day. • Poison of the Cockatrice: Twice per day. • Dimesional Rip:: Once per day. the Assassin can cast implosion as a spell-like ability. • Proxy Assassin: Twice per day. Mind Blank (Su): At 18th level. the Assassin can cast flesh to stone as a swift action spell-like ability. the Assassin learns to steal the souls of those he kills. If he is holding an onyx worth at least 100 GP when he kills an enemy. the Assassin can cast contagion as a swift action spell-like ability. he may place their soul within the gem as if he has cast soul bind on them at the moment of their death. Exotic Method At 13th. the character automatically gains improved uncanny dodge instead. the Assassin can cast summon monster VII as a spell-like ability. If a character already has uncanny dodge (see above) from a second class. 16th. the Assassin is protected by a constant mind blank effect. he can synthesize one dose of any poison in the DMG. the Assassin learns alchemic secrets for creating short-term poisons. Every successful Death attack inflicts a cumulative -2 Dexterity penalty to the Assassin’s victim. and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character. Death by a Thousand Cuts: At 17th level. the Assassin can cast polymorph other as a swift action spell-like ability.Improved Uncanny Dodge (Ex): An Assassin of 9th level or higher can no longer be flanked. Killer’s Proof (Su): At 15th level. These penalties last one day. By expending an entire healer’s kit worth of materials and an hour of time. • Death By Plane Once per day. unless the attacker has at least four more levels in a class that provides sneak attack than the target. Killing Strike (Su): At 20th level. and 19th level the Assassin learns an exotic form of killing from the list below. This poison degrades to uselessness in one week. the assassin has learned to kill even the hardiest of foes by reducing their physical form to shambles. . The duration of this effect is three rounds. the Assassin’s Death Attacks bypass his victim’s DR and hardness.

Will: Good . and additionally provides defences to allies. Listen (Wis). Reflex: Poor. You have to maintain your code of conduct. Races: Knights require a fairly social background to receive their training. Diplomacy (Cha). Therefore. Jump (Str). This covers the following N1 classes: Warriors. Hit Die: d12 Class Skills: The Knight's class skills (and the key ability for each skill) are Climb (Str). Sense Motive (Wis).Knight: The Knight is found in Races of War (Frank & K). Magic Knights. Intimidate (Cha). Knowledge (History. but plenty of Chaotic creatures can do that too. they are almost exclusively recruited from the ranks of races that are highly urban in nature. and Geography) (Int). But not all of them. This class is designed to be hard to significantly hurt. they encourage the enemy to attack the person who it is hard to attack. and Swim (Str). Heavy Knights. while Knights often spend tremendous amounts of time far from civilization. and seriously hurts enemies that choose to ignore him. Starting Gold: 6d6x10 gp (210 gold) Starting Age: As Fighter. Craft (Int). Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). Ride (Dex). a solitary creature generally has little use for honor. Nobility. Handle Animal (Cha). Angels Alignment: Many Knights are Lawful. Spot (Wis). Saves: Fort: Poor. As such. After all. Perform (Cha).

and Heavy Armor. even normally acceptable poisons such as blade toxins. Mounted Combat: A Knight gains Mounted Combat as a bonus feat at 1st level. Indeed. Medium. Draw Fire 8 Mettle. whether she is impersonating a specific creature or not. Speak to Animals 4 Immunity to Fear. This energy resistance lasts until she spends a Swift Action to choose another Energy type or her Shield bonus is reduced. If the target creature inflicts ay damage on the Knight before the Knight's next turn. A Knight who fails to abide by her code of conduct loses the ability to use any of her Knightly abilities which require actions until she atones. Knightly Spirit 5 Command 6 Defend Others. Otherwise. rounded down. Quick Recovery 7 Bastion of Defense. Mounted Combat. If she already has Mounted Combat. This effect ends at the end of her next turn. a 3rd level Knight may grant herself Energy Resistance against any energy type she chooses equal to her Knight Level plus her Shield Bonus. Energy Resistance (Ex): A Knight may protect herself from energy types that she expects. Knights are proficient with Light. • A Knight must refrain from the use poisons of any kind.Level. a Knight subscribes to honor to a degree far more than that which is strictly considered necessary by other honorable characters. the attempt fails. • A Knight may not voluntarily change shape. Code of Conduct: A Knight must fight with honor even when her opponents do not. Spell Shield 9 Sacrifice 10 Knightly Order Weapon and Armor Proficiency: Knights are proficient with all simple weapons and Martial Weapons. At 2nd level. . As a Swift Action. she may gain any Combat feat she meets the prerequisites for instead. A Knight must refuse bonuses from Aid Another actions. a Knight may mark an opponent as their primary foe. Benefit 1 Designate Opponent. Code of Conduct 2 Damage Reduction 3 Energy Resistance. • A Knight may not sell Magic Items. Damage Reduction (Ex): A Knight trains to suffer the unbearable with chivalry and grace. or when she has struck her opponent a number of times equal to the number of attacks normally allotted her by her Base Attack Bonus. where X is half her Knight level. any attacks the Knight uses against the opponent during her next turn inflict an extra d6 of damage for each Knight level. Designate Opponent (Ex): As a Swift Action. This foe must be within medium range and be able to hear the Knight's challenge. she gains Damage Reduction of X/-. Shields and Great Shields. Actions which even hint at the appearance of impropriety are anathema to the Knight: • A Knight must not accept undo assistance from allies even in combat.

there is no limit to how many tricks she can teach a creature. In addition. Bastion of Defense (Ex): A 7th level Knight can defend others with great facility. Command: A Knight gains Command as a bonus feat at level 5. That creature must make a Willpower Save (DC 10 + ½ Hit Dice + Constitution Modifier) or spend all of its actions moving towards or attacking the Knight.Speak to Animals (Ex): A Knight can make herself understood by beasts. This effect ends after a number of rounds equal to the Knight's class level. becoming a member of an order has special meaning for a 10th level Knight. Mettle (Ex): An 8th level Knight who succeeds at a Fortitude Partial or Willpower Partial save takes no effect as if she had immunity. Spell Shield (Ex): An 8th level Knight gains Spell Resistance of 5 + her character level. Defend Others (Ex): A 6th level Knight may use her own body to defend others. All adjacent allies except the Knight gain a +2 Dodge bonus to their Armor Class and Reflex Saves. A 3rd level Knight gains a bonus to any of her Ride and Handle Animal checks equal to half her Knight Level. Knightly Order: What is a powerful Knight without a descriptive adjective? Upon reaching 10th level. she may pique the interest of any mindless opponent within medium range. and she gains an ability related to the order she joins. a Knight becomes immune to [Fear] effects. a Knight must join or found a Knightly order. Her steed always seems to be able to catch the thrust of anything she says. . Any ally adjacent to the Knight gains Evasion. In addition. Sacrifice (Ex): As an immediate action. From this point on. Quick Recovery (Ex): If a 6th level Knight is stunned or dazed during her turn. Knightly Spirit (Ex): As a Move Equivalent Action. that condition ends at the end of that turn. Draw Fire (Ex): A 7th level Knight can exploit the weaknesses of unintelligent opponents. With a Swift Action. This Spell Resistance is increased by her shield bonus to AC if she has one. a 9th level Knight may make herself the target of an attack or targeted effect that targets any creature within her reach. Immunity to Fear (Ex): At 4th level. though she does not. and her Handle Animal checks are not penalized for attempting to get a creature to perform a trick it does not know. a 4th level Knight may restore any amount of attribute damage or drain that she has suffered. she may ignore one of the prerequisites for joining a Knightly Order prestige class.

unlike a PHB Monk. This covers the following N1 classes: Brawlers. This class is good at moving about. other Monks will join in. With its lack of emphasis on ranged weaponry. Really. so orcs are as likely to become monks as Kuo-Toa are. Races: Because the martial paths of a Monk embrace all manners of comportment. and halflings and dwarves rarely become monks. If a bar brawl breaks out.Monk: The Monk is found in the Dungeonomicon (Frank & K). Whatever. The discipline emphasizes physical strength as much as it emphasizes perceptiveness and inner strength. Androids Alignment: Monks may be of any alignment. and has a natural attack that can actually hit. Masked Heroes. almost every sapient race has those who take up the monk's path. has a non-shit AC when unarmoured. Starting Gold: 2d4x10 gp (50 gold) Starting Age: As Monk. from Stoic Lawfulness to Boisterous Chaos. Also they gain cool stances that allow their natural attacks to do things or make them harder to hurt. some Monks will try to break it up. Hit Die: d8 . few of the slower races turn towards these magical combat styles. Nekomata. Sinners.

but to anticipate it. Profession (Wis). As a natural slam attack. Climb (Str). Jump (Str). Abundant Leap 3 Fighting Style 4 Diamond Soul 5 Fighting Style 6 Walk of a Thousand Steps 7 Fighting Style 8 Immaculate Diamond Soul 9 Master Fighting Style 10 Leap of the Clouds 11 Master Fighting Style 12 Master of the Four Winds 13 Master Fighting Style 14 Master of the Four Seasons 15 Grand Master Fighting Style 16 Master of Diamond Soul 17 Grand Master Fighting Style 18 Perfect Mastery 19 Grand Master Fighting Style 20 Grand Master of Flowers Weapon and Armor Proficiency: Monks are proficient with all simple weapons. the shuriken. Move Silently (Dex). Benefit 1 Armored in Life. Will: Good Level. Knowledge (all skills individually) (Int). Concentration (Con). it becomes a secondary natural attack. and the triple staff. the Armored in Life bonus increases by 1.Class Skills: The Monk's class skills (and the key ability for each skill) are Balance (Dex). Armored in Life (Su): A Monk has a special Armor bonus whenever they are not using armor or shields that he is not proficient in. Spot (Wis). . suffers a -5 penalty to-hit. Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). Fatal Strike. Perform (Cha). This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks. if he uses no other natural or manufactured weapons he adds his Strength and a half to damage and may make iterative attacks if he has sufficient BAB. Swim (Str). Sense Motive (Wis). and adds only half his Strength modifier to damage. Fatal Strike (Su): A Monk has a natural weapon Slam in addition to whatever else he is capable of doing. If the slam is used with other weaponry. Saves: Fort: Good. If the Monk wears armor which he is proficient in (for example: normal clothing) that has an enhancement bonus. that enhancement bonus applies to his Armored in Life Armor Bonus. Fighting Style 2 Rain of Flowers. Reflex: Good. Listen (Wis). If a Monk would be allowed to add his Dexterity modifier to a Reflex Save or Armor Class. he may add his Wisdom bonus (if positive) instead. Every even numbered class level. A monk's slam attack does a base of 1d8 damage for a medium sized monk and does more or less damage as appropriate if the Monk is larger or smaller than medium size. the nunchuka. Hide (Dex). the kama. Wilow Step (Su): A true monk does not seek to outrun the fist. and has a value of +4. Escape Artist (Dex). Craft (Int). such as the sai. and Tumble (Dex). Monks are not proficient with any armor or shields of any kind. Willow Step. Diplomacy (Cha). as well any weapon defined as a special monk weapon.

Each Fighting Style must have a name (see Naming Your Fighting Style below). your Fighting Style causes your slam attack to inflict slashing damage and to reduce your opponent's movement rate by 10' every time they suffer damage from it. the DC for any jump check is divided by two. In addition. Any time a Monk inflicts non-lethal damage. lasts one round. your Fighting Style forces any opponent struck by your slam attack to make a Fortitude Save (DC 10 + ½ your character level + your Wisdom Modifier) or become stunned for one round. Activating this Fighting Style is still a Swift Action. though their duration is normally going to be only 1 round. At 8th level. This movement rate reduction can be healed like ability damage (treating 5' of movement as 1 point of ability damage). • While Active. This attack of opportunity must be a trip or disarm attempt. Rain of Flowers (Su): Any time a 2nd level Monk inflicts lethal damage. your Fighting Style allows your slam attacks to ignore hardness and DR. your Fighting Style provides a +30' Insight Bonus to your movement rate. his soul becomes immaculate and his Spell Resistance improves to 10 + character level. Diamond Soul (Su): At 4th level. • While Active. your Fighting Style allows you to move through occupied spaces as if they were unoccupied and you provoke no attacks of opportunity for your movement. Each Fighting style requires a Swift Action to activate. a Monk's ability to jump is unbounded by his height. your Fighting Style causes your slam attack to inflict piercing damage and to inflict 2 points of Constitution damage. your Fighting Style provides a +4 Dodge Bonus to Saving Throws. • While Active. Walk of a Thousand Steps: Once per day. the Monk gains Spell Resistance equal to 5 + his character level. a Monk of sixth level or higher may activate a Fighting Style and extend its duration to 1 round/level rather than 1 round. • While Active. • While Active. • While Active. Abundant Leap (Su): At 2nd level. he may elect to inflict lethal damage instead. • While Active. • While Active. he may elect to inflict non-lethal damage instead. and at 16th level he masters his diamond soul and his spell resistance improves to 15 + character level. your Fighting Style allows you to make an attack of opportunity against any opponent who attacks you. your Fighting Style provides you with concealment. and is usable at will. • While Active. 5.Fighting Style (Su): At levels 1. 3. Other Fighting Styles may be activated during this period. . your Fighting Style provides a +4 Dodge Bonus to AC. your Fighting Style provides any bonuses it gives to your slam attack to any attack you make with any weapon. • While Active. and 7. the Monk learns a Fighting Style. and provides two bonuses from the Fighting Style Abilities: Fighting Style Abilities • While Active.

and is usable at will. . While Active. At 12th level. your Master Fighting Style provides total concealment. requires a ranged touch attack. the Monk learns a Master Fighting Style. your Master Fighting Style affects any target you strike with your slam attack with a targeted version greater dispelling with a caster level equal to your character level. Master of the Four Winds (Su): The Monk's breath of life is carried on the winds of fate. Outsiders suffer a -4 penalty to their saving throw. and gives you a +20' Competence bonus to your speed. When a Monk gains a new Master Fighting Style. he may replace one of his Fighting Styles with a different Fighting Style. your Master Fighting Style forces any creature struck by your slam attack to make a Reflex Save (DC 10 + ½ character level + Wisdom Modifier) or be helpless for one round. While Active. he doesn't lose a level for doing so. Master of the Four Seasons: Time passes relentlessly in the world. Each Master Fighting Style must have a name (see Naming Your Fighting Style below). but for a monk of 14th level. and provides two bonuses from the Master Fighting Style Abilities. • • • • • • • • • Leap of the Clouds (Su): At 10th level. lasts one round. While Active. • • • • Master Fighting Style Abilities: While Active. if the monk is restored to life. your Master Fighting Style affects any creature struck with your slam attack with a banishment effect that transports it back to its home plane unless it succeeds at a Will save (DC 10 + ½ character level + Wisdom Modifier). the change of seasons is as no change at all. your Master Fighting Style allows you to teleport yourself and everything you are physically carrying 60 feet in any direction as a free action usable once per round. While Active. never accumulates any additional penalties for growing older and will never die of old age. While Active. with a caster level equal to your character level. There is no saving throw against this effect. While Active. may not return to the plane it was banished from for a year. While Active. and 13. your Master Fighting Style causes 5d6 of Sonic damage to everything within 30 feet of you when you inflict damage with your slam attack against any target. your Master Fighting Style provides you the effect of an air walk spell. Each Master Fighting style requires a Swift Action to activate. and inflicts 1d6 of fire damage per character level if it hits. A creature so banished. the DC for any jump check is divided by 5. your Master Fighting Style causes your slam attack to inflict vile damage. your Master Fighting Style allows you to shoot fire out of your hands or mouth as a standard action. your Master Fighting Style affects any opponent you successfully trip or bulrush with the violent thrust version of telekinesis. The fire can be shot out to medium range.Master Fighting Style (Su): At levels 9. you may choose two regular Fighting Style Abilties. While Active. your Master Fighting Style forces every creature within 10 feet of you to make a Will save (DC 10 + ½ character level + Wisdom Modifier) or become panicked for one minute. 11. While Active. your Master Fighting Style transforms your slam attacks into Force effects that inflict Force damage. Instead of gaining a Master Fighting Style Ability. He no longer appears to age. While Active. You are immune to Sonic damage while your Master Fighting Style is active. While Active.

your Grand Master Fighting Style affects every target you strike with a slam attack with the violent thrust version of telekinesis. and 19. the Monk becomes an Outsider. your Grand Master Fighting Style prevents all [Teleport] effects from entering or exiting within 1 mile of your location. your Grand Master Fighting Style causes your slam attacks to reduce the spell resistance of enemies by an equal amount to the damage the slam attack inflicts. and immortal of legend. • While Active. your Grand Master Fighting Style forces every creature struck with your slam attack to make a Fortitude save (DC 10 + ½ character level + Wisdom Modifier) or die. Unarmed or Slam attacks inflict regular damage. Perfect Mastery: Once per day. though their duration is normally going to be only 1 round Grand Master of Flowers: At 20th level. When a Monk gains a new Grand Master Fighting Style. Activating this style is still a Swift Action. the Monk learns a Grand Master Fighting Style. your slam attacks are incorporeal touch attacks. he may replace one of his Fighting Styles or Master Fighting Style with a different Style of the same type. you may choose two Master Fighting Style Abilties. Grand Master Fighting Style Abilities: • While Active.Grand Master Fighting Style (Su): At levels 15. • While Active. • While Active. allowing you to open a travel version of gate with a slam attack. your Grand Master Fighting Style affects any target you strike with your slam attack with a disintegrate effect. Each Grand Master Fighting Style must have a name (see Naming Your Fighting Style below). Each Grand Master Fighting style requires a Swift Action to activate. your Grand Master Fighting Style forces any opponent you strike with your slam attack to make a Willpower save (DC 10 + ½ character level + Wisdom Modifier) or become feeble minded. • While Active. your Grand Master Fighting Style slows down time to the point where you can act twice each round. and provides two bonuses from the Grand Master Fighting Style Abilities. your Grand Master Fighting Style causes you to regenerate. . He gains the augmented subtype of his previous type. • While Active. • While Active. • While Active. Other styles may be activated during this period. or Grand Master Fighting Style and extend its duration to 1 round/level rather than 1 round. your Grand Master Fighting Style allows you to punch a hole through space and time. and is usable at will. a Monk of 18th level or higher may activate a Fighting Style. with a caster level equal to your character level (DC 10 + ½ character level + Wisdom Modifier). You recover a number of points of nonlethal damage each round equal to your character level. your Grand Master Fighting Style makes you and everything you are carrying incorporeal. • While Active. with a caster level equal to your character level. you do not gain an extra Swift Action during your extra actions. lasts one round. Master Fighting Style. • While Active. 17. There is no saving throw against this effect. • Instead of gaining a Grand Master Fighting Style Ability. and has Damage Reduction of 20/Epic.

Dance 8. Enlightened Animal Chart: 1. Monkey 6. and a noun: Adjective Chart: 1. Running 2. . Demon Noun Chart: 1. animals. Powerful 10. or choose an adjective. Hungry 3. Movement 9. Naked 5. Technique 6. Dragon 4. Tiger 3. Drunken 6. Fu Note from the authors: Feel free to add any adjectives. Fist 2. or nouns that you want. an animal. Spinning Kick 4. Lazy 8. Style 7. Manticore 8.Naming your Fighting Style: Roll a d10. Angry 4. There's no reason that your character's fighting style has to be called "Naked Tiger Stance" rather than "Astonished Centaur Defense". Hummingbird 10. Swift 9. Fortunate 7. Touch 10. Attack 5. Serpent 9. Turtle 7. Stance 3. Crane 5. Ox 2.

Saves: Fort: Poor. and iaijutsuing people in half. and Tumble (Dex). plus one masterwork weapon Starting Age: As Fighter. Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). Escape Artist (Dex). So while a Samurai himself does not have to be Lawful. making many attacks of opportunity. Vampires. All of them must maintain the veneer of honor and civility. Craft (Int). Swim (Str). Races: The Samurai is primarily found in societies where the law of the land is held in primacy over other things. Sense Motive (Wis). Knowledge (all skills individually) (Int). Starting Gold: 4d6x10 gp (140 gold). Jump (Str). Climb (Str). Concentration (Con). Move Silently (Dex). Will: Good . Ninja. Nekomata Alignment: The Samurai can be of any alignment. Reflex: Poor.Samurai The Samurai is found in Races of War (Frank & K). Diplomacy (Cha). Hit Die: d8 Class Skills: The Samurai's class skills (and the key ability for each skill) are Balance (Dex). Listen (Wis). This covers the following N1 classes: Samurai. though there is no reason that they have to actually be Lawful. Perform (Cha). Lawful races bear the vast majority of Samurai. Berserkers. Profession (Wis). Hide (Dex). This class is great at scoring critical hits.

-The Ancestral weapon has double HPs and +10 Hardness. Samurai without a Lord receive a +4 bonus against mind-affecting effects. they must follow this Lord's orders and uphold any Code of Conduct the Lord obeys. He must perform a 24 hour ritual to call his ancestral spirits into the weapon and designate it as his Ancestral Weapon. a figure of temporal power and head of a noble family or clan. Whether it is the Spiked Chain of the Hobgoblin Khanate of Khadun or the Katana of the Human Empire of Rokugan. Ancestral Weaponry: Every culture with a Samurai tradition has a signature weapon that Samurai from that culture use. and once performed grants the following abilities: -Counts as his Ancestral Weapon for all Samurai abilities. as well as a single Exotic weapon appropriate to the Samurai's tradition. To retain this Lord. but not with shields of any kind. Samurai are proficient with Light and Medium Armor.Level. and has the Ghost Touch special property. Pledge of Loyalty 2 Horde Breaker 3 Kiai! 4 Whirlwind Attack 5 Ancestral Guidance 6 Blindfighting. -Has a minimum enhancement bonus to attack and damage equal to his level divided by three (maximum of +5 for a samurai of 20th level or lower). Samurai who have broken their vows to their lord are called ronin. or simply "master swordsman" or other descriptive title. . he cannot be forced to act against his Lord or Lord's family by mind-affecting effects. Pledge of Loyalty: Samurai pledge their loyalty to a Lord. while samurai who have never been pledged to a lord or are unwilling to do so are weaponmasters called kensai. sword saints. As long as a Samurai does these two things. This ritual costs 100 gp in incense and offerings. A samurai can only have one weapon designated as his Ancestral Weapon at a time. Terrible Blows 7 Iaijutsu 8 Parry Magic 9 Subtle Cut 10 Blade of Devastation 11 Iaijutsu Focus 12 Cut Magic 13 Deny Arcane Defenses 14 Final Cut 15 Iaijatsu Master 16 Reflect Magic 17 Blade of Souls 18 Deny Armor 19 Iaijutsu Grandmaster 20 Scrolls of Wisdom Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons. and this weapon must be a masterwork weapon exalted by the Samurai's warrior culture. the weapon serves as a symbol of the office and prowess of the Samurai. Regardless of their name. Benefit 1 Ancestral Weaponry.

but only if he meets the prerequisites of that feat. a Samurai may seek guidance from his ancestors. or dispel up to a 10' by 10' section of a [force] effect. the Samurai may attack enemies within his reach through objects and walls. Blindfighting: A Samurai gains Blindfighting as a bonus feat at 6th level. Iaijutsu (Ex): When a 7th level Samurai has the Edge on an opponent. he may choose another [Combat] Feat instead. This counts as a commune effect that can be used once a day. If the Samurai already has this feat. a Samurai may convert a successful strike into a confirmed critical hit. As a standard action. This ability is a free action that is declared after the strike is rolled and confirmed as a hit. Parry Magic (Su): At 8th level. If the Samurai already has this feat. he may choose a [Combat] Feat instead. Terrible Blows (Su): At 6th level. he may take an Attacks of Opportunity against the targeted effect. but before damage is rolled. Subtle Cut A Samurai gains Subtle Cut as a bonus feat at 9th level. When the Samurai is targeted by a spell or supernatural ability. a Samurai may make up to his per round limit of Attacks of Opportunity against any opponent(s) that he threatens as an immediate action. his Ancestral Weapon automatically destroying any unattended object or wall in the way with a Hardness less than 20. Blade of Devastation (Su) At 10th level. but only if he meets the prerequisites of that feat. This works like a speak with dead effect that may be used once per day. he can also destroy unattended objects of any Hardness with a successful Ancestral weapon attack. . the effect does not affect him. If he can make an attack roll against an AC equal to the spell or effect's DC with this Attack of Opportunity. Iaijutsu Focus (Ex): At 11th level. enemies do not gain cover bonuses against an attacking Samurai. He may use this ability a number of times per day equal to his half his Samurai level +2. This ability cannot be used on Attacks of Opportunity. but only if he meets the prerequisites of that feat. a Samurai may use his Ancestral Weapon to parry magic targeted at him. Whirlwind Attack: A Samurai gains Whirlwind Attack as a bonus feat at 4th level. Kiai! (Ex): At 3rd level. A samurai can also seek guidance from other peoples' ancestors if they are available. he may take an attack of opportunity against that opponent as an immediate action at any time. he may choose a [Combat] Feat instead. As a result. Ancestral Guidance(Sp): At 5th level.Horde Breaker: A Samurai gains Horde Breaker as a bonus feat at 2nd level. If the Samurai already has this feat. This effect can also pierce [force] effects. a Samurai's Ancestral Weapon bypasses Damage Reduction and ignores Hardness.

Reflect Magic(Su) : At 16th level. and he may compose a treatise of his collected wisdom. and this enemy cannot be raised. A successful save against this effect makes the enemy immune to this effect for five rounds. If he spends one month composing this treatise. Deny Armor(Su): At 18th level. any enemy struck by a Samurai's Attacks of Opportunity must make a Fortitude save against a DC equal to 10 + half the Samurai's HD +the Samurai's Wisdom bonus or be dazed for one round. Iaijatsu Master(Ex) : At 15th level. Final Cut(Ex): At 14th level. resurrected. or otherwise returned to life until the Ancestral Blade is broken. a Samurai may attack ongoing spell effects by attacking the square they are in for Area of Effect effects or the object or person for targeted effects (which does damage as normal to the object or person). any Attack of opportunity made by the Samurai is automatically a confirmed critical hit. any enemy killed by a Samurai's Ancestral Weapon has his soul sucked into it. an spell effect that would be dispelled by a successful use of the Samurai's Parry Magic ability can instead be reflected back on the caster. he may distribute it and spread his wisdom. a Samurai who writes his treatise no longer takes ability penalties for aging as long as one copy of the treatise exists. This attack is handled like the Samurai's Parry Magic ability. a Samurai's Ancestral Weapon gains the Vorpal Special quality. but a -8 penalty to attack the writer of the treatise. Iaijutsu Grandmaster (Ex): At 19th level. In addition. a Samurai attacking with his Ancestral Weapon ignores any AC bonuses on his targets that come from spells or spell-like abilities. even if it is not a slashing weapon. a Samurai attacking with his Ancestral Weapon ignores any AC bonuses on his targets that come from armor or natural armor. the Samurai gains a single bonus use of his Kiai! ability that must be used before the next sunrise. the Samurai has reached the pinnacle of his art. but it only dispels a 10' by 10' section of an Area of Effect spell or spell-like ability. Blade of Souls: At 17th level. Deny Caster Defenses (Ex): At 13th level. as per a spell turning effect. Each time the Ancestral Weapon takes a soul. Scrolls of Wisdom: At 20th level.Cut Magic (Su): At 12th level. Anyone who reads this treatise gains a +2 competence bonus to attack characters with Samurai levels. .

Races: Jesters appear in all cultures and all races have need of buffoons. Starting Gold: 6d4x10 gp (150 gold) Starting Age: As Rogue. a little Sneak Attack damage. Skills/Level: 6 + Intelligence Bonus . Spot (Wis). Marionettes Translation of note written: “Boobies” Alignment: A Jester may be of any non-Lawful alignment. Empusae. Bluff (Cha). Profession (Wis). Tumble (Dex). Move Silently (Dex). Perform (Cha). Spellcraft (Int). This class is a little bit like a Bard. Search (Int). Swim (Str). Masked Heroes. They gain skill points. Disable Device (Int). Craft (Int). Disguise (Cha).Jester The Jester is found in Dungeonomicon (Frank & K). Intimidate (Cha). quirky combat and evasive abilities. Hide (Dex). Hit Die: d6 Class Skills: The Jester’s skills (and the key ability for each skill) are Balance (Dex). Gather Information (Cha). Diplomacy (Cha). This covers the following N1 classes: Thieves. Jump (Str). Concentration (Con). Sleight of Hand (Dex). and limited spell-casting. except useful. and Use Magic Device (Cha). Listen (Wis). Sense Motive (Wis). ways to debilitate foes. Climb (Str).

Poison Use (Ex): A Jester may prepare. A Jester casts spells from the Jester Spell List (below). perhaps especially. or adorned in the manner of a harlequin or other comedic figure. but suffers no attack penalty for using a weapon with which they are not proficient or which is made for a character of a different size than themselves. . regardless of whether they are costly or not. improvised weapons may be used without the usual -4 penalty. At 2nd level. Harlequin’s Mask (Ex): As long as a Jester’s face is painted. Power Slide 4 Jester’s Fient 5 Cruel Comment 6 +2d6 sneak Attack 7 Sight Gag 8 Low Comedy. Ignore Components. Benefit 1 Harlequin’s Mask. apply. he is immune to compulsion effects. Slapstick 9 +3d6 sneak Attack 10 Jack-in-the-Box King 11 +4d6 sneak Attack 12 Killer Clown 13 +5d6 sneak Attack 14 Annoy the Gods 15 +6d6 sneak Attack 16 Prat Fall 17 +7d6 sneak Attack 18 Last Trick 19 +8d6 sneak Attack 20 Eternal Trickster Weapon and Armor Proficiency: Jesters are proficient with light armor but not with shields of any kind. a Jester may add his Charisma modifier as a morale bonus to his saves. Spellcasting 2 Laugh It Off 3 +1d6 Sneak Attack. He can cast any spell he knows without preparing them ahead of time. he must have a Charisma at least equal to 10 + the Spell level. Even. Poison Use.BAB: Medium (3/4). Reflex: Good. masked. Will: Poor Level. provided that spell slots of an appropriate level are still available. Laugh It Off (Ex): Fate protects fools and little children. Spellcasting: The Jester is an Arcane Spellcaster with the same spells per day progression as a Bard. This has no effect on any spells that a Jester casts from any other spell-list. To cast a Jester spell. Saves: Fort: Poor. and Jesters certainly adopt the role of fools. The DC of the Jester's spells is Charisma based and the bonus spells are Charisma based. A Jester automatically knows every spell on his spell list. and use poison without any chance of poisoning himself. A Jester is proficient with no weapons. Ignore Components: A Jester may cast spells from the Jester list without using material components.

15. and it does not increase the spell’s level or slot used. fruit. thereby lessening the impact. he may allow herself to be flung backwards . 13. so abilities such as Evasion do not apply. he suffers only half damage. the Jester may apply the Silent Spell and Still Spell metamagics spontaneously to his spells. not a Saving Throw. the Jester would have to make a tumble check to avoid attacks of opportunity. Sight Gag: At 7th level. This effect lasts 3 rounds. Some Jesters use objects with magical or alchemic effects that act in an enemy’s square to use with this ability. pieces of cloth or scarves. but only if he is constructing weapons or traps. or other cast-off materials that fit the requirement of being brightly colored. his sneak attacks inflict 1 extra d6 of damage. The penalty can be restored to its normal value with 10 minutes and a bar of soap. he may toss a brightly colored object in the square of an enemy with a Sleight of Hand Check opposed by the enemy’s Spot check. then the Jester may choose to increase or decrease the total distance moved by 50% (so a Power Slide that negated 12 points of damage can cause him to move 5’. the Jester can make a Bluff check opposed by the target’s level plus Charisma check. Cruel Comment (Ex) At 5th level. or foolish Jesters sometime used coins or gems. As a swift action.Power Slide (Ex): If a 3rd level Jester takes damage from an attack. Low Comedy (Ex): By using this ability. This ability only works with spells on the Jester list. a Jester gains the ability to make sneak attacks as a rogue would. Jester’s Feint (Ex): At 4th level. If this ability is gained from another class. He may make a Balance check with a DC equal to the damage inflicted and if she succeeds. Using this ability is an attack action and counts as a thrown weapon. If there is not enough space for him to move. This is a language-dependant ability. Wealthy. 11. and all other checks. but only if he casts them as full-round actions. . a Jester learns to shock and unnerve his enemies by throwing unexpected objects at them. If he passes through an occupied square. He is moved away from the source of damage by 5' for every 5 points of damage (or part there of) negated in this way. saves. and this increases by 1d6 at levels 6. the Jester has learned to say extremely funny but hurtful things about others. At 3rd level. a Jester of 8th level or higher can double the armor check penalty of an opponent within 50 feet that he hits with a ranged touch attack. and 19. Slapstick (Ex): At 8th level. Jack-in-the-Box King (Sp): Twice per day. 17. This is a skill check. If the target fails this check. 10’. 9. he suffers a -4 to attack rolls. a 10th level Jester may use fabricate or major creation as a spell-like ability. the enemy is denied his Dex bonus for the Jester’s next attack. any successful sneak attack also inflict a -2 Dex penalty to an enemy for one round. Sneak Attack (Ex): At 3rd level. desperate. If it succeeds. At a swift action. while others use colored balls. he suffers a d6 of damage for each square not moved. or 15’ at her choice).

Annoy the Gods (Su): As world-class pranksters. the Jester can turn even his death into a joke. Jester Spells: 0th Level: Alarm. Nightmare. Ventriloquism. Misdirection. Teleport Trap.Killer Clown (Ex): At 12th level. Refuge. 2nd Level: Baleful Transposition. Secret Page. the Jester can make a free Trip attack that does not provoke an Attack of Opportunity. Any time the Jester is killed or knocked unconscious. Tree Shape. Rope Trick. Persistent Image. Last Trick (Su): At 18th level. this check causes the enemy to suffer the panicked condition for a round per Jester level. Screen. Explosive Runes. 1stLevel: Fire Trap. Prat Fall (Ex): At 16th level. Servant Horde. Unluck. Glitterdust. sepia snake sigil. one of his spells known is cast as if it were spell in a contingency effect. . any time a Jester strikes an enemy with a sneak attack. Mordenkainen's Faithful Hound. and it may be used with ranged sneak attacks. Telekinesis. Tasha's Uncontrollable Hideous Laughter. Sword of Deception. Unseen Servant. Detect Poison. the effect is removed. Insect Plague. the Jester can become a personification of the Laughing God Who has No Temples. 4th Level: Globe of Invulnerability. Temporal Stasis. If successful. Wood Rot. so long as he meets the requirements of his Harlequin’s face ability. Repulsion. Detect Magic. Touch of Idiocy. Pyrotechnics. The Jester may not be tripped if this fails. Magic Mouth. 6th Level: Creeping Doom. Grease. The Jester may substitute his Dexterity modifier for his Strength modifier for the opposed test to trip his foe. Energy Immunity. Jesters must learn to avoid the curses and transformations of enemies with a sense of humor. Symbol of Weakness. he does not age and is under the effects of a mind blank effect. Glyph of Warding. Any time a 14th level Jester has spent at least one round as the victim of an effect that could be removed by a break enchantment effect. This ability cannot be used on any one enemy more than once a round. Symbol of Sleep. Eyebite. While meeting the requirements of his Harlequin’s Mask ability. Modify Memory. Symbol of Insanity. Symbol of Stunning. Reduce Person. Eternal Trickster (Ex) At 20th level. Shrink Item. Insanity. This is a mindeffecting fear effect. 5th Level: Bigby's Interposing Hand. Greater Glyph of Warding. the Jester can make a special Intimidate check as a move action. 3rd Level: Feeblemind. Minor Globe of Invulnerability. Rage. Sleet Storm.

Listen (Wis). Craft (Int). Spot (Wis). Hit Die: d8 Class Skills: The Fire Mage's class skills (and the key ability for each skill) are Bluff (Cha). Ghost. Ride (Dex). Thanks go to Frank Trollman. Empusa Alignment: Fire is a destructive force. and a lot of Fire Mages are Chaotic. Magic Knight. Handle Animal (Cha). Profession (-). Recommended for those who like to set people on fire. Climb (Str). Magician.Red Mage The Fire Mage (Red Mage) gains a variety of fire-themed spell-like and supernatural abilities at will that make it easy to learn and use for a beginner. Saves: Fort: Good. though significant portions of many races live in areas where being a Fire Mage is illegal. Spellcraft (Int). and Use Rope (Dex). Disguise (Cha). Will: Good . This covers the following N1 classes: Red Mage. Vampire. Search (Int). Escape Artist (Dex). But they don't have to be. Starting Gold: 6d6x10 gp (210 gold) Starting Age: As Rogue. Concentration (Con). Races: Fire Mages appear in all races. Intimidate (Cha). Reflex: Good. Survival (Wis). Jump (Str). Skills/Level: 4 + Intelligence Bonus BAB: Medium (as Cleric). Red Skull. Move Silently (Dex). and still remain relevant in the game.

he inflicts an amount of extra Fire Damage equal to his class level or his Charisma modifier. Impress Flames. Fire Burst. and all sizes and varieties of scimitar (including falchions). Ignite (Sp): As a standard action. Impress Flames (Ex): Every time a Fire Mage inflicts Fire damage on any target. Smokeless Flame 5 Fireballs 6 Mindfire 7 Visions of Flame 8 Soul of Cinders 9 Sculpt Flames 10 Conflagration 11 Beacon. all martial axes. a Fire Mage can emit a burst of flame from his body. Fire Burst (Sp): As a standard action.Level. and Immunity. No more than ½ of the damage inflicted by his fire damage can be negated by hardness or immunity or resistance to Fire. . the Fire Mage ignores the first 5 points of Fire Resistance that a target has. a 2nd level Fire Mage can cause any creature or object to burst into flame. This burst of flames inflicts 1d6 of fire damage. striking all creatures and objects within 10' of his position except himself. hardness. Hand of Fire 4 Fire Immunity. and the creature can attempt to put itself out with a DC 15 Reflex save (see the DMG. and it always hits. and inflicts 1d6 of Fire damage per level. A Fire Bolt strikes its target with a ranged touch attack. Firewalk 12 Bonds of Fire 13 Fire Clouds 14 Searing Light. Ray of Light 15 Sending. whether with his class abilities or another source of fire. with an allowed Reflex Save for half (DC 10 + ½ Level + Charisma Modifier). Piercing Flames (Ex): From 3rd level on. Fire Bolts. Benefit 1 Fire Resistance. whichever is less. Fire Mages are proficient with light armor but not with shields of any kind. A creature on fire suffers 1d6 of Fire damage per round (the Mage's Impress Flames ability applies to each round of course). Fire Resistance (Ex): A Fire Mage has a Resistance to Fire equal to twice his level. This ability can be used out to Medium range. Fire Magic 2 Ignite 3 Piercing Flames. p. 303). A Fire Bolt tavels out to short range. Fire Magic (Ex): A Fire Mage is considered to have every spell with the Fire Descriptor on his spell list for the purpose of activating magic items. as well as the whip. a Fire Mage's Fire cuts through Fire Resistance. Fire Bolts (Sp): A Fire Mage can throw bolts of fire as an attack action. Rain of Fire Weapon and Armor Proficiency: Fire Mages are proficient with all simple weapons. In addition.

Hand of Fire (Su): A 3rd level Fire Mage can set fire to their own body, causing them to count as armed at all times, even with unarmed attacks. The Fire Mage also causes an extra 1d6 of Fire damage with all melee attacks. Fire Immunity (Ex): A 4th level Fire Mage is immune to Fire. Smokeless Flame (Sp): A 4th level Fire Mage can create fires that produce no heat and do not burn. These fires can be anything from the size of a torch to a bonfire, and produce light accordingly. Each lasts until the next time the sun rises. Smokeless Flame can be created anywhere within Medium range. Fireballs (Sp): A 5th level Fire Mage can hurl explosive fire anywhere within Long Range as a Full Round Action. This Fire explodes into a 20' radius burst and inflicts 1d6 of Fire Damage per level. All creatures within the area are entitled to a Reflex save to halve damage (DC 10 + ½ Level + Charisma Modifier). Mindfire (Sp): A 6th level Fire Mage can start a Fire in a creature's mind, duplicating the effects of rage or confusion for a number of minutes equal to his Level. The victim must be within Medium Range, and is entitled to a Will Save to negate this effect (DC 10 + ½ Level + Charisma Modifier). This is a Mind influencing Compulsion effect. Visions of Flame (Sp): A 7th level Fire Mage can contact other plane to communicate with the denizens of the Elemental Plane of Fire. A Fire Mage is in no danger of becoming insane or damaged by this experience. Soul of Cinders (Sp): An 8th level Fire Mage has burnt his soul to ash, and is no longer susceptible to Energy Drain or Fear. Sculpt Flames (Sp): A 9th level Fire Mage can create delicate shapes and walls made of fire. The Fire is fully shapeable, but cannot pass through more than 2 squares per level. Any creature passing through a square with fire in it suffers 1d6 of fire damage per level. A creature which is in a square that is being filled with fire is entitled to a Reflex Save (DC 10 + ½ Level + Charisma Modifier) to move to the nearest non-flaming square as an immediate action. These fires persist for 1 round per level. Alternately, the Fire Mage can replicate a wall of fire which persists for 1 minute per level. Conflagration (Sp): At 10th level, a Fire Mage can surround himself with a nimbus of flames that extends for 10' in all directions from his person. All other targets in this area suffer a d10 of Fire Damage per level, but are entitled to a Reflex Save (DC 10 + ½ Level + Charisma Modifier). In addition, a Fire Mage can cast fireshield at will (Hot Shield only). Beacon (Sp): An 11th level Fire Mage can create a magically permanent bonfire as a standard action. He always knows exactly where each Beacon he has created is and will know if it is put out by any means. Firewalk (Sp): At 11th level a Fire Mae can walk into any fire large enough to fit his person and appear in any other fire that is likewise of sufficient size anywhere on any plane of existence. The Fire Mage must know where the target fire is. The Fire Mage can take any number of willing creatures or carried objects that are also able to fit in both flames.

Bonds of Fire (Sp): A 12th level Fire Mage can craft solid fire and entrap a victim in it. The bonds will immobilize a creature which fails a Reflex Save (DC 10 + ½ Level + Charisma Modifier), and will entangle the creature unless it succeeds in its save by more than 5. A creature can attempt to escape by taking a Full round action to make a Strength or Escape Artist test with a DC equal to the Use Rope Skill Result of the Fire Mage. The victim suffers 20 points of Fire Damage per round, and the bonds of fire last until the victim escapes or the Fire Mage dismisses them. Fire Clouds (Sp): As a Full Round Action, a 13th level Fire Mage can create huge billowing clouds of Fire. The Fire Clouds must be created within Long range, and persist for 3 rounds whether they are still in range or not. The cloud is shapeable, and covers at most 3 10' cubes per Level. Each round, everyone and everything inside the cloud suffers 1d6 of Fire damage per level, but is entitled to a Reflex save for half damage (DC 10 + ½ Level + Charisma Modifier). Searing Light (Sp): A 14th level Fire Mage can call levels of illumination that are painful and destructive as the unmitigated baleful glare of the sun itself. All darkness within 5 miles is dispelled, and everything is illuminated. All undead suffer a 10 points of damage per round. All creatures specifically vulnerable to light suffer 10 damage per round (thus, vampires suffer 20 damage per round). All creatures are dazzled. Creatures must pass a Fortitude save (DC 10 + ½ Level + Charisma Modifier) every minute or become blind for the remainder of the effect. Creatures that are blinded when the effect ends are entitled to another Fort save to get their vision back, but if they fail this save the blinding is permanent. This effect lasts until the Fire Mage dismisses it or he is incapacitated. Ray of Light (Sp): As an attack action, a 14th level Fire Mage can fire a ray of Light at any target within Short Range. It inflicts 1d6 of Light Damage per level if it hits with a Ranged Tuuch Attack. Undead take 10 extra damage. Creatures specifically vulnerable to Light suffer an additional 10 damage. Sending (Sp): A 15th level Fire Mage can send a message, as the sending spell to any creature on any plane of existence with a standard action and receive a reply even if they are on different planes of existence. Rain of Fire (Sp): At 15th level, the Fire Mage can open the skies and dump raw inferno upon all who would oppose him. The fires inflict 1d6 of Fire Damage per level, and victims are permitted a Reflex save (DC 10 + ½ level + Charisma Modifier). The Fire Mage chooses which squares are struck with fire, and the only limits to how many squares can burn is how many squares the Fire Mage can see. There are no range limits to this power save line of sight.

Blue Mage The Snowscaper (Blue Mage) gains a variety of ice-themed spell-like and supernatural abilities at will that make it easy to learn and use for a beginner, and still remain relevant in the game. Good for freezing suckers. Thanks go to Maxus. This covers the following N1 classes: Blue Mage, Blue Skull, Magic Knight, Ghost, Vampire, Magician

Hit Die: d8 Class Skills: The Snowscaper's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (-), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex). Skills/Level: 4 + Intelligence Bonus BAB: Medium (as Cleric), Saves: Fort: Good; Reflex: Good; Will: Good Level Special 1 Coldfire, Cold Resistance, Cold Magic, Pall of Frost, Frozen Heart 2 Brittling, Create Ice, Skate 3 Frost’s Bite, Ice Skating, Ground Freeze. 4 Cold Immunity, Encumber 5 Icebeam, Let It Snow 6 Freeze, Never-melt Ice 7 Skate on Air, Create More Ice 8 Wall of Ice 9 Blizzard, Mirror Mirror On The Wall 10 Through the Looking Glass 11 Animate Snow 12 Create Tons of Ice 13 Wintersmith, The Great Blizzard of '52.

Weapon and Armor Proficiency: The Snowscaper is proficient with all simple weapons, all martial swords and piercing weapons, and any three exotic piercing or slashing weapons he wants. The Snowscaper is proficient with light armor but not with shields. Cold Resistance (Ex): At level 1, the Snowscaper gains Cold Resistance equal to her character level Cold Magic (Ex): All Cold spells are considered spells known for the purposes of magic item activation. Coldfire (Su): At level 1, the Snowscaper may form a semi-solid ball of pure cold energy and then throw it at an enemy as an standard action, where it'll burst upon impact. This is a ranged touch attack with a Short range, and does 1d6 cold damage per level Pall of Frost (Su): At level 1, the Snowscaper may frost herself over and chill the air around herself within 10 feet, inflicting 1d6 cold damage to everyone within the radius. While frosted, the Snowscaper is considered armed, and all of her melee attacks do 1d6 extra cold damage. Frozen Heart (Su): A Snowscaper gets her Charisma bonus or her character level (whichever is lower) to Cold damage. Brittling (Su): At level 2 the Snowscaper may concentrate her will upon a person or object within medium range, and chill the target. This always hits, and does 1d6 cold damage, and makes the target lose their Dex bonus to AC for one round (two if the target is Cold-vulnerable). Objects have their hardness halved for 1d4 rounds; this goes for any creature which also has a Hardness score. Create Ice Object (Su): At level 2 a Snowscaper may use a standard action to create any object or objects she's seen seen before--out of ice. They may be created in the air or in a square of your choice (within range), 10 lbs per character level, short range, a number of objects equal to your character level. Hardness equal to 10 + ½ Character level + Charisma Modifier, but takes 1d6 damage each round it’s in non-freezing temperature (which the Snowscaper can get around). Treat it as having the HP of a material of a similar hardness, if you care that much about sundering. Also, creating your maximum amount is a full-round action. Skate (Su): At level 2, The Snowscaper may skate at will, as per the psionic power, on a line of ice she creates ahead of her as she moves. The trail remains iced over for one round. This may also be used on natural ice. Frost’s Bite (Su): At level 3, the Snowscaper’s ice abilities generate a bitter cold. Her cold abilities penetrate Cold immunity, resistance, and hardness. Ice Skating (Su): At level 3, you may use Skate to cross liquid surfaces. The ice trail still disappears after a round, so you'd better keep moving, especially if you're crossing lava or acid. Ground Freeze (Su): At level 3, the Snowscaper may freeze four 5-foot squares per character level as a standard action. The ice in any square can be thawed using a fire spell. Also, the Snowscaper may now fix Ice objects onto horizontal and vertical surfaces and be sure they'll support a decent amount of weight.

Mirror Mirror on the Wall (Su): All of the Snowscaper’s ice creations come from the Plane of Ice. the Snowscaper stands in front of a mirror. with a Reflex save for half the weight. A Blizzard is a short-range Cone. and also does 1d6 Slashing and Piercing damage/three character levels. This effect lasts until the ice mage dismisses it as a free action (or until they're knocked out or killed or what-have-you). At level 9. in as wide or as small an area as you want (within the radius). restricting ice—as much as she can make with Create Ice--encumbering them with the weight. the Snowscaper may create 100 lbs of ice per character level within medium range. That is to say. It starts off with a foot of snow. Anyone or anything present on the other side can likewise see and communicate through their mirror. the Snowscaper’s creation abilities are getting better. Freeze (Su): At level 6. the Snowscaper may bind someone or something up with ice. . the Snowscaper may now skate through the air by creating a sheet of ice to travel across. She may spend a standard action to attempt to wrap someone in heavy. and then may see out the other mirror as if looking through a window. Let It Snow (Su): As a standard action. Create More Ice (Su): At level 7. as such. and goes up a foot every round until you tell it to stop. The largest angle at which the Snowscaper can travel upwards is 45 degrees (as per Air Walk). the Snowscaper’s ice creations are immune to all fire and won’t melt unless the Snowscaper allows it or the Snowscaper dies. Long-range ray as a standard action. Never-melt Ice (Su): At level 6. it will endure even beyond the snowscaper's death. If a permanency spell is cast on a Never-melt Ice item. the Snowscaper does not fear cold. Encumber (Su): At level 4. the Snowscaper may it snow in a medium-range radius.Cold Immunity (Su): At level 4. are linked and can be linked. Wall of Ice (Sp): At level 8. the Snowscaper gains Wall of Ice as an at-will spell-like ability. chooses one of her other mirrors. Skate In Air (Su): At level 7. Treat as a non-mind-affecting Hold Monster with a Reflex save. She may now make three separate objects per character level. 1d6 Cold Damage per character level. Icebeam (Su): The Snowscaper's mastery of coldfire has expanded to allow her to fire a ray of it. a Snowscaper has gained enough mastery to link any two smooth reflective surfaces made from her ice like a window as standard action. It does 1d6 Cold damage per character level. wherever it may be. and is immune to it. Blizzard (Sp): At level 9 the Snowscaper may use a standard action to produce a howling gale of freezing wind carrying shards of ice and snow. Only two surfaces may be linked as such at a time. allowing her to do more and more things. and.

It inflicts (Character Level + Cha Modifier)d6 in Cold damage. but must be created on the ground. Create Tons of Ice (Su): At level 12. At level 17. Unlike most of her creations. the Snowscaper can create 1. she may do it as far as she can see. stepping through an open door. out to Long Range. When she first gets this ability. and (1/3 Character Level + Cha Modifier) in Slashing and Piercing damage. Wintersmith (Su): At level 13. . because now your body parts will be separated by the distance between the mirrors. she may create large amounts of snow and icicles and all that. at will. as long they form a chain by holding hands and the first person through is the Snowscaper. Others may also come. Animate Snow (Sp): At level 11.000 lbs of ice per character level as full-round action. The Great Blizzard of '52 (Sp): The Snowscaper's blizzards are now of legendary proportions. the wintery conditions she creates do not melt normally and last until she relents and lets them thaw away. the Snowscaper may use Animate Snow. as the spell. for one day per character level. She may create a blizzard which is a Medium-ranged Cone. or falling down a hole. or until she is killed. a Snowscaper using her Mirror Mirror On The Wall ability may pass through the mirrors as easily as climbing through a window. At character level 15. This can have effects like Let it Snow and Ground Freeze. this is not Never-melt Ice.Through the Looking Glass (Su): At level 9. It is not advisable to let go of the chain when you're halfway through the mirror. It can be created within long range. The Snowscaper may now plunge an area into winter.

Search. and that magic is based on Charisma. Knowledge (Any). Use Magic Device. Listen. that perhaps you should fear it most of all. Craft. Many people think this element is "weak" or "childish" compared to the more visible powers of Fire and Ice. Magician. But since the game rants extensively on how conniving can be Lawful or Chaotic. and those manipulations are Dexterity based. Sleight of Hand. Diplomacy. Magic Knight. Hide. Vampire. Playing a Green Mage: The Green Mage is a user of magic. Heal. This covers the following N1 classes: Green Mage. but that since theirs is the only one you can't see coming. Spot. But Wind users suggest that all magic is equally powerful. so can they. But they are also a heavy user of ranged attacks. Climb. Sense Motive. Jump. Bluff. Concentration. Survival. Green Mages have a strong tendency to use staves. Hit Die: d8 Base Attack Bonus: Medium (as Rogue) Good Saving Throws: Reflex and Will Skill Points: 4+Int Class Skills: Balance. Thanks go to Frank Trollman. Ghost. Alraune . Green Skull.Green Mage Green Mags use the power of Wind. Move Silently. Starting Age: As Sorcerer Starting Equipment: 5d4x10gp Alignment: Green Mages favor secrecy and conniving.

As a melee attack action. Whirlwind Weapon and Armor Proficiency: Green Mages are proficient with Simple Weapons. The Green Mage can use her Dexterity modifier instead of her Strength modifier on her attack roll. and inflicts 1d4 of Sonic damage per level. Weather Control 12: Animate Air. Secrets on the Wind 9: Chain Lightning. Calming Voice 15: Storm of Vengeance. Silence 7: Scary Noises. Pin Drops 8: Slow. Gust of Wind (Sp): A 2nd level Green Mage can cast Gust of Wind as a standard action. A Green Mage may add the masterwork or enhancement bonus (if any) of any staff they are wielding to any attack or damage rolls they make with their Supernatural and Spell Like abilities. A Green Mage's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. Wind Tunnel 10: Gaseous Form. . A Shocking Grasp attack can be made with a staff. Wind Resistance. Wind Resistance (Ex): A Green Mage has resistance to Sonic and Electricity equal to her level. Ghost Sound (Sp): A Green Mage can use ghost sound at will. Message (Sp): A Green Mage can cast message at will. Ghost Sound.Level. A Green Mage's caster level is always equal to her character level. the Green Mage can make a touch attack that inflicts 1d6 of Electricity damage per level. Wind Blast (Sp): A Green Mage can throw blasts of wind as an attack action. Clairaudience 5: Air Walk 6: Thunder Clap. at will. Air Magic 2: Gust of Wind. she treats wind as being one step less intense. In addition. A Wind Blast travels out to short range. Abilities: 1: Wind Blast. Whispering Winds 4: More Resistance. Shocking Grasp 3: Wall of Air. Air Magic (Ex): A Green Mage is considered to have all spells with the [Air] or [Electricity] key word on her spell list for purposes of crap like activating magic items. A Wind Blast strikes its target with a ranged touch attack. Windwalk 13: Control Winds 14: Breath of Life. Shocking Grasp (Su): A 2nd level Green Mage can shock people with a touch. Sending 11: Speed of the Wind. Message.

as a standard action. and it inflicts 1d8 + 1d8/2 levels in Sonic Damage (Fortitude save partial for half damage). Silence (Sp): A 6th level Green Mage can create a zone of silence. The Green Mage can only have 1 such wall in existence at a time for every three whole levels she has. the Wind Mage may make her Thunder Clap larger. There is no literal sensor in this case. Once she has used it. Those creatures that fail their save are knocked prone and deafened for 1 round/level. and if she creates a new one when she already has her maximum she chooses one to be dispelled. and Green Mages often use it to bottle captured enemies. Whispering Winds (Sp): A 3rd level Green Mage can use whispering winds at will. Clairaudience (Sp): At 4th level. Thunder Clap (Sp): At 6th level. Also her Sonic Resistance improves to twice her level. At 11th level. Gaseous Form (Sp): A 10th level Green Mage can use gaseous form at will.Wall of Air (Sp): A 3rd level Green Mage can create a wall of air at will. The Green Mage can only have one such zone active for every three full levels she has attained. Unlike a normal scrying. she may not use t again for 10 rounds. The Save DC of any of her effects is DC 10 + ½ Level + Charisma Modifier. Scary Noises is a [Sonic] ability. Wind Tunnel (Sp): At 9th level. a Green Mage can create a tremendous clap of thunder that damages and deafens. It is a 20 foot radius burst. The Thunder Clap can be created within Medium range. the scrying is entirely passive. Scary Noises (Sp): A 7th level Green Mage can use fear as a spell-like ability. at will. one wall of her choice dissipates. a Green Mage may invoke wind tunnel (Spell Compendium) once per day as a Swift Action. . a Green Mage can hear things at great distances. but instead can hear from that area as if sh was there herself. Slow (Sp): A Green Mage of 8th level can cast slow as a Swift Action at will. Pin Drop (Ex): A 7th level Green Mage gains a bonus to her Listen checks equal to her ranks in Listen. the Green Mage cannot see through to the target. doing an extra d8 of damage and having a radius of 30 feet. as per silence. but only the audio version. Chain Lightning (Sp): A 9th level Green Mage can use chain lightning as a standard action. a Green Mage constantly benefits from air walk. Gaseous Form used by a Green Mage is permanent until dismissed. Secrets on the Wind (Sp): An 8th level Green Mage can scry at will with a minute's concentration. She can use clairvoyance/clairaudience at will as a free action. Air Walk (Su): From 5th level on. If she creates a new wall while she is already at her maximum. More Resistance (Ex): At 4th level a Green Mage may personally ignore Wind Effects.

Calming Voice (Sp): Once per hour. At 16th level. . Breath of Life (Sp): A 14th level Green Mage can raise the dead a number of times per day equal to her Charisma modifier. a 14th level Green Mage can cast charm monster. and if she creates a new one. it can be an Elder Elemental. She can only have one at a time. This ability can only be invoked once per hour.Sending (Sp): A 10th level Green Mage can use sending at will simply by speaking into the wind. her Elemental can be made as a Greater Elemental instead. she essentially creates a Huge Air Elemental that follows her orders. Storm of Vengeance (Sp): Once per hour. Speed of the Wind (Sp): An 11th level Green Mage can use haste as a Swift Action once per hour. Animate Air (Sp): At 12th level. At 20th level. Control Winds (Sp): A 13th level Green Mage can cast control winds as a Druid of her level. a 15th level Green Mage can invoke a Storm of Vengeance as per the Druid spell of the same name. She can only create one an hour in any case. Wind Walk (Sp): A 12th level Green Mage can invoke or terminate wind walk at will as a Swift Action. the old one dissipates. Weather Control (Sp): An 11th level Green Mage can control the weather every day. By spending a Standard Action. Whirlwind (Sp): A 15th level Green Mage can use whirlwind or greater whirlwind (Spell Compendium) at will. a Green Mage can animate the very air.

Geomancer. Star Mages are distant and anti-social compared with other mages. Playing a Star Mage: The Star Mage is a user of magic. Delaying Light 9: End of Life 10: Aid From Beyond. Star Mages also have access to a number of secondary abilities that revolve around Wisdom. Ray of Light 2: Attune Form." It is the harsh light of space and also that which existed before matter. Heal. This covers the following N1 classes: Star Mage. Day Break 3: Searing Light. Spot. Magic Knight. Search. and that magic is based on Intelligence. Dimension Hop 4: Silent Image. Android Level. Sense Motive. Star Mages have a strong tendency to use staves. Survival. Star Magic. Wrath of the Heavens 5: Cryptic Demands. Abilities: 1: Baleful Glare. Armour Break. End of Sight 6: Contact Other Plane. Hit Die: d6 Base Attack Bonus: Poor (as Wizard) Good Saving Throws: Will Skill Points: 2+Int Class Skills: Concentration. Starting Age: As Wizard Starting Equipment: 5d4x10gp Alignment: Star Mages are totally inscrutable and come from every alignment. The great sages of the Star Mages say that it will persist long after matter itself is a distant memory. Draining Light 7: Dimension Door 8: Flashburst. Thanks go to Frank Trollman. Use Magic Device. Light. Jump. Resist Break 11: True Seeing 12: Gateway 13: End of Hope 14: Prismatic Spray 15: End of Time Weapon and Armor Proficiency: Star Mages are proficient with Simple Weapons. Craft. A Star Mage may add the masterwork or enhancement bonus (if any) of any staff they are wielding to any attack or damage rolls they make with their Supernatural and Spell Like abilities. Star Skull. A Star Mage's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. Knowledge (Any). Diplomacy. Tenuous Sanity.Star Mage Star Mages use the inexplicable elemental magic of "Star. These abilities help them become creepier and more in to crazy space stuff. . Magician.

they may target a number of enemies with it equal to their level. It inflicts d8 + Wisdom Modifier damage. As a standard action. drain. +1 damage/level. one light source of her choice winks out. From 6th level on. a Star Mage can use silent image at-will. The Glowing Orbs do not require glass spheres to be provided for them.Baleful Glare (Sp): The Star Mage can as a standard action blast a target with inerrant light that sears them to their core. Also. the Star Mage can make one target creature within Short Range glow as per fairie fire for one turn. The Star Mage can have a number of total light sources sustained equal to her Wisdom Modifier. Also they are immune to the confused and dazed conditions. Their Caster level must be no worse than 1 less than the Sanity DC of the plane to be contacted. Contact Other Plane (Sp): A 6th level Star Mage can use contact other plane once per day for each point of Wisdom modifier they have. Silent Image (Sp): Beginning at 4th level. For purposes of activating magic items. Ray of Light (Sp:) A Star Mage can use ray of light (Spell Compendium) as a standard action atwill. whether from damage. Tennuous Sanity (Ex): A 6th level Star Mage does not lose mental stats. or other effects. a Star Mage can cast searing light as an attack action. Each light source is otherwise permanent. Searing Light (Sp): From 3rd level on. Dimension Hop (Sp): A 3rd level Star Mage can teleport themselves as per a greater dimension door (Spell Compendium) effect that was always on (with themselves as the only target). Attune Form (Sp): A 2nd level Star Mage can cast attune form at will. . Cryptic Demands (Ex): A 5th level Star Mage can use their Intelligence modifier in place of their Charisma for purposes of Minions. Star Magic (Ex): The Star Mage is an Intelligence based spellcaster. Armor Break (Sp): A 2nd level Star Mage can phase a target's armor away. Wrath of the Heavens (Sp): When a 4th level Star Mage uses Baleful Glare. If she creates another one when she has the maximum number. they can use Knowledge (Planes) in lieu of Diplomacy when dealing with Elementals and Outsiders. Light (Sp): The Star Mage can use Dancing Lights and Glowing Orb at will. all attacks against them are resolved as touch attacks. Day Break (Sp): A 2nd level Star Mage can awaken any sleeping creature within short range as a move action. this can be done as a Swift action. the Star Mage is a Wizard. End of Sight (Sp): A 5th level Star Mage can create a 20' radius burst of light anywhere out to Medium range. Any creatures within the burst must make a Fortitude save or be blinded for 2d8 rounds. The Star Mage's Save DCs on any of their Spell Like and Supernatural abilities is 10 + 1/2 Level + Intelligence Modifier. During that period. The target can make a Fortitude Save Partial to halve the damage. The Baleful Glare always hits and has a Medium range.

At the Star Mage's option. End of Life (Sp:) As a standard action. End of Time (Sp:) A 15th level Star Mage can open up a rift to the very end of everything. a Star Mage can use prismatic spray at will. creatures who have Spell Resistance or Energy Resistance have those abilities negated for 10 combat rounds if they fail a save against Baleful Glare. It fights her enemies and breaks stuff for an hour and then vanishes. The target makes a Fortitude save. Creatures are entitled to a Will Save to avoid being banished to a plane of the Star Mage's choice. End of Hope (Sp:) A 13th level Star Mage can open up a vortex within Long Range that transports all creatures within a 30' burst from its center to the far reaches of the multiverse. a 9th level Star Mage can target an enemy within medium range and cause them to die. Aid from Beyond (Sp:) Once per day. Prismatic Spray (Sp:) A 14th level. any creature so transported can be returned to the point they were before the vortex opened with a Swift Action. True Seeing (Sp:) An 11th level Star Mage benefits from true seeing at all times. Those who pass their save merely suffer 1d6/level in damage. The Star Mage chooses a spot within long range and a column 40' in radius and 120' high erupts in doom.Draining Light From 6th level on. Delaying Light: From 8th level on. This is a [Death] effect. Dimension Door (Sp): A 7th level Star Mage can cast dimension door at will. a Star Mage can open up the portal version of gate a number of times per day equal to her Wisdom modifier. Resist Break (Ex:) From 10th level onwards. . Flashburst (Sp): An 8th level Star Mage can use flashburst (Spell Compendium) at will. Even if they survive. a 10th level Star Mage can summon a rampaging monster from the far realm. All creatures (even undead and constructs) within that area must make a Fortitude Save or Die. they still suffer 1d8/2 levels in damage. any target who fails their save against the Star Mage's Baleful Glare also suffers 4 points of Strength Damage. causing the very ultimate of termini to be unleashed upon those underneath its dread regard. The far realm beast has a CR lower than the star mage's level. any target who fails their save against the Star Mage's Baleful Glare is also slowed for 1 round. Gateway (Sp:) At 12th level. and if they fail they are dead.

White Mages use their powers to reverse or prevent afflictions. Empusa. Normally channeling its power to focused effect is the providence of very skilled necromancers and devotees of the gods after great training. Lucky Doll. Thanks go to Quantumboost. Offspring of celestials are more likely to become white mages than most people. and channeling its power heals and restores the living. and some of them become White Mages. The same is true of most monsters that get class levels. Angel. Cheerleader . These are known as White Mages. That said. tomb-tainted and creatures like xeg-ya which are powered by or made of negative energy. due to their connection to planes such as Elysium and Ysgard. but sometimes a person just rips open a portal through their soul and runs with it. every side has use for people who can heal. and the baseline comparison for what a 5th-level White Mage does is casting hold person on whatever comes along. Alignment: White Mages’ powers come directly from positive energy. They mostly fire off Healing and occasional Abjuration spells all over the place. They’re balanced around the idea that healing is fundamentally action denial. Ghost. and look all shiny. and their single-minded focus on channeling positive energy allows them to exceed even the most devoted priests in that regard. focus. so their alignment tendencies depend on how negative energy is treated. and white mages can be of any alignment if they really try. even if you use The Crawling Darkness (an evil White Mage in that case would just have to be an incredible bastard). Lucky Idol. as are the occasional genasi tied to positivealigned planes. Races: Every group of humanoids has individuals who walk the path of healing.White Mage The Positive Energy Plane is the source of all life. Playing a White Mage: White Mages are specifically designed to let people actually play a character whose primary job is healing. but usually only when the White Mage is solo. This covers the following N1 classes: Cleric/Priest. with the exception of undead. and experience. Occasionally there may be [Light] spells involved.

Advanced Learning 14 Planar Bubble 15 Planar Aura (major positive-dominant). Advanced Learning 20 Aspect of the Wolverine Weapon and Armor Proficiency: White Mages are proficient with all simple weapons. In Darkest Night. Armored Casting. Diplomacy (Cha). Planar Immunity (sleep) 3 Instant Ward. Planar Aura (minor positive-dominant) 13 Reraise 3/day. Profession (-). Search (Int). and Spot (Wis) Skills/Level: 4 + Intelligence Bonus BAB: Medium (3/4). Turn Undead 2 Brilliance (Chain). Ride (Dex). even if using the variant rules in Tome of Necromancy. Heal (Wis). Jump (Str). poison. Concentration (Con). Equilibrium (positive energy). . Advanced Learning 10 Brilliance (Maximize). Handle Animal (Cha). and the sandvich. Advanced Learning 8 Pew Pew. thirst). Mettle. Move Silently (Dex). Inner Fire. Benefit 1 Spellcasting. Listen (Wis). fear). Brilliance (Heighten) 9 Planar Immunity (disease. Starting Gold: 6d6x10 gp (210 gold) Starting Age: As Rogue. Magic Hands. we suggest simply relocating the Healing subschool to Necromancy.Sidebar: Healing Spells Some of the White Mage’s abilities are described as applying to “(Healing)” spells. Spellcraft (Int). White Mages are proficient with light armor but not with shields of any kind. as well as the warhammer. Planar Immunity (paralysis. Advanced Learning 12 Ascension. Reach). Brilliance (Empower) 5 Lifesense (blindsense 40 ft. Knowledge (any) (Int). Advanced Learning 4 Status Check. False Divinity 7 Flashes of Light. Advanced Learning 6 Friggin’ Lasers. Advanced Learning 18 Still Alive 19 Reraise at will. Equilibrium (negative energy). For the purposes of these abilities.) 11 Improved Mettle.). Craft (Int). Brilliance (uncapped level bonuses.). Sense Motive (Wis). hunger. Hit die: d8 Class skills: Bluff (Cha). Lifesense (blindsight 120 ft. These are any spells which are listed as being of the Conjuration (Healing) subschool. Saves: Fort: Good. the sap. Lifesense (blindsight 40 ft. In Brightest Day. Climb (Str). Advanced Learning 16 Reraise 5/day 17 Instant Brilliance. Will: Good Level. Reflex: Good.

they may use their Dexterity to determine the attack bonus instead of Strength. Any level-dependent bonuses to a White Mage’s Healing spells are uncapped by level (so a cure light wounds spell would heal 1d8+1/caster level. To cast a White Mage spell. it does not benefit from Brilliance. provided that spell slots of an appropriate level are still available. even if caster level exceeds 5) and her Healing spells automatically have Reach Spell applied. Brilliance: White Mages are directly linked to a dimension of raw energy. does not affect many constructs. At 7th level. Armored Casting: A White Mage casts arcane spells. and at 9th level she is immune to disease and poison and also no longer needs to eat or drink. Reach. She can cast any spell she knows without preparing them ahead of time. and this makes them very shiny. she also does not gain temporary hit points from the Major Positive-Dominant trait. A White Mage casts spells from the White Mage Spell List (below). If she gains turning or rebuking from more than one class. Because this is not a spell. and at 10th level all (Healing) spells are Maximized. . this immunity extends to paralysis and fear. and cannot damage Positive Energy Plane natives. It also means their energy powers get all over the place. This is a positive energy-based effect. At 5th level. Additionally. Turn Undead (Su): The White Mage can turn undead as a Cleric of her class level. However. the levels stack. At 4th level the Empower Spell metamagic is applied to all (Healing) spells and all prior effects of the Brilliance ability (uncapped bonuses. the White Mage may either deal damage or restore hit points equal to 1d6 + her Wisdom modifier to a touched target. A White Mage automatically knows every spell on her spell list. She is treated as native to the Positive Energy Plane in addition to whatever planes where she is already a native.Spellcasting: The White Mage is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. If the White Mage so wishes. at 8th level all (Healing) and Abjuration spells are Heightened to the highest castable White Mage spell level. the White Mage equilibriates just as well with surrounding negative energy and is under a continuous death ward effect. The DC of the White Mage’s spells is Wisdom based and the bonus spells are Charisma based. but she is not affected by the arcane spell failure of any armor or shield she is proficient with. Metamagic effects applied via this ability do not cause the spells to require a higher-level slot nor do they increase the casting time. She is unaffected by any harmful effect due to positive energy (including spells such as bolt of glory or exploding due to being on a Major Positive-Dominant plane). the White Mage’s body is accustomed to way more positive energy than most people can handle. Planar Immunity (Ex): A White Mage’s physiology starts off fairly normal. those are affected by arcane spell failure as normal. At 2nd level. any Healing spell a 2nd-level White Mage casts can affect a number of additional targets up to her Wisdom modifier (subject to the restrictions of Chain Spell). and Chain) apply to Abjurations. but it slowly shuts down and discards systems that are redundant due to her overwhelming lifeforce. Equilibrium (Ex): At 2nd level. Magic Hands (Su): As an attack action. a White Mage no longer needs to sleep and gains immunity to sleep effects. she must have a Charisma at least equal to 10 + the Spell Level. and thus cannot heal undead (without spark of life applied). if she is able to cast any other arcane spells. This ability only applies to her White Mage spells.

She does not gain more than one White Mage caster level from any given level of a prestige class using this ability. the White Mage may permanently add one spell to her spell list. She may cast status at will as a swift action spell-like ability. the White Mage gains a supernatural intuition about how her allies are faring. the White Mage emits a constant radiance equivalent to a daylight effect which may be suppressed or resumed as a swift action. and may be used even while unconscious (but not actually dead). giving greater turning 1/day and adding Sun domain spells to her spell list. Only spells from the Cleric or Wizard spell lists may be learned in this way. as the Hexblade ability. the White Mage may grant any ally within 30 ft. At 6th level her White Mage spellcasting counts as both arcane and divine for the purposes of taking prestige classes. Any spell which removes or suppresses a harmful status effect on herself may be activated by the White Mage as though it were both Silent and Stilled. Spells cast under this ability require the expenditure of any XP or material components as normal. Instant Ward (Su): At 3rd level. Inner Fire: At 3rd level a White Mage learns to channel healing power into herself without the normal gestures and words. You probably shouldn’t try to do that. the White Mage is familiar enough with the flow of positive energy that she can see it in other beings. any [Light] spells the White Mage casts gain a +2 bonus to caster level. Friggin’ Lasers: At 6th level. the White Mage can channel her positive energy even more quickly. such components must be in the White Mage’s possession. and Abjuration spells as a swift action. the White Mage gains Mettle. At 10th level. Status Check (Sp): At 4th level. and knows how healthy they are as with deathwatch. False Divinity: A White Mage’s magic is similar to many sources of divine power. she may select a different valid domain for that source. Mettle (Ex): At 4th level. Pew Pew: At 8th level. Any spell used in this way only affects the White Mage and does not provoke attacks of opportunity. as though they had the Quicken Spell metamagic applied. this sense extends out to 120 ft. she may cast (Healing). She gains the Sun domain. close enough to mimic true divinity. or have the [Light] descriptor. If she has already added the Sun domain’s spells from some other selectable source. this ability is equivalent to blindsight. This spell must be of a level she can already cast. Any [Light] spells she casts are also Empowered. She gains blindsense out to 40 ft. such as Attune Domain or Arcane Disciple. she instead gains another domain's spells as if she had taken Attune Domain (this does not count against the total of 3 Attuned Domains/Spheres). The metamagic effects of this ability don’t increase the spell slot required nor the casting time. even when her other senses fail. the White Mage's ability to siphon raw light energy has become natural and almost effortless. a +5 bonus to AC and saves for one round as an immediate action. . the (Healing) subschool. If she already has the Sun domain from a non-selectable source. In Brightest Day (Su): At 7th level. Lifesense (Su): At 5th level. to detect living or undead creatures. she can cast any [Light] or Cure spell as an attack action. a White Mage 6/Mystic Theurge 5 would only cast as an 11th-level White Mage.Advanced Learning: At 3rd level and every two levels thereafter. At 15th level. [Light]. Flashes of Light: At 7th level. and must be from either the Abjuration school.

The White Mage may not have more such effects active at a time than they may cast per day. This may be suppressed or resumed as a swift action. and only spells affected by Brilliance. and the White Mage can freely switch between Major. She gains the Outsider type. Reraise (Sp): A 13th level White Mage gains the ability to cast a contingent true resurrection on a target creature. although they are dismissible as normal for contingency. but doesn't lose things like viability as an organism. the White Mage gains Improved Mettle. and spells which are used via Inner Fire. Planar Aura (Su): At 12th level. These do not count against the "You can use only one contingency spell at a time" restriction of the contingency spell. For 1 minute per character level after they die. which is not bypassed by any form of damage. This ability can be activated and deactivated as a move action. This is actually pretty bizarre to people in the setting. she still only takes the partial effect. Note that for the purposes of Inner Fire. Instant Brilliance: At 17th level. the White Mage may radiate the Minor Positive-Dominant trait out to 60 feet. which increases to 5/day at 16th level and becomes usable at-will at 19th level. the White Mage may cast it 3/day. don't worry about it too much. this may be increased to the Major Positive-Dominant trait. and no aura as a move action. Ascension (Ex): At 12th level the White Mage ascends to supernatural power and becomes immune to petrification.In Darkest Night (Su): At 8th level. being dead is a harmful status effect. At 15th level. and her previous type as an Augmented subtype. and no more than one active on any given creature. Aspect of the Wolverine (Ex): At 20th level. This applies to spells which are affected by Brilliance. . As a swift action. and so long as some portion of her body still exists she can't actually die and will regenerate from that portion within one round as with a clone spell. When she first gains this ability. This functions as Mettle. the White Mage may still use any of their abilities so long as it doesn't require actual movement to perform. the White Mage is now almost completely composed of essentially cancerous cells. the Native or Extraplanar subtype as appropriate for her home plane. This includes (but is not necessarily limited to) their spell-like abilities. which is triggered by their death. Minor. except that if the White Mage fails on a Will partial or Fortitude partial saving throw. and it is fully expected that White Mages at this point are capable of coming back from the dead without that even being a big deal. Planar Bubble (Su): At 14th level the White Mage gains the ability to create even more conduits to the Positive Energy Plane. Still Alive (Ex): A White Mage of 18th level is so full of life that they're alive for a while even after they die. the White Mage’s death ward effect extends to all allies within 30 feet. She gains Regeneration 10. Improved Mettle (Ex): At 11th level. At this point the White Mage has pretty much won D&D. the White Mage may cast any of its specialized spells as an Immediate Action. she can create a Planar Breach to the Positive Energy Plane as with precipitate breach.

death ward. resurrection. lesser restoration. protection from energy. delay disease. revive outsider. resist energy. mass death ward. energy immunity. dancing lights. lucent lance. resistance. cure critical wounds. protection from chaos/evil/good/law. mass heal. bolt of glory. faerie fire. Otiluke’s resilient sphere. calm emotions. cure serious wounds. vigor 4th level: astral hospice. spell turning. good hope. remove fear. raise dead. Leomund’s tiny hut. globe of invulnerability. plane shift (willing targets only). gentle repose. blistering radiance. delay poison. greater restoration. word of recall 7th level: fortunate fate. spell resistance. remove blindness/deafness. true resurrection. freedom of movement. protection from spells. searing light. magic circle against chaos/evil/good/law. freedom. light. revenance. stone to flesh. mass cure moderate wounds. rainbow beam. undeath to death. disrupt undead. contingency. revivify. mind blank. Otiluke’s telekinetic sphere 9th level: astral projection. ray of light. remove paralysis. shield of faith 2nd level: aid. bless water. mass spell resistance. remove disease. produce flame.0th level: cure minor wounds. mass cure serious wounds. mass cure light wounds. mass cure critical wounds. greater dispel magic. continual flame. daylight. heal. wall of force 6th level: animate objects. deathwatch. radiant assault. heroes’ feast. cure light wounds. protection from negative energy. spark of life. life’s grace. detect magic. mass restoration. create food and water. make whole. greater vigor. mass shield of faith. delay death. close wounds. lesser vigor. shield other 3rd level: attune form. cure moderate wounds. endure elements. neutralize poison. sunburst. purify food and drink. flare. virtue 1st level: avoid planar effects. regenerate. spell immunity. sunbeam 8th level: greater spell immunity. restoration. planar tolerance. stoneskin 5th level: break enchantment. unbinding . mending.

Craft (Int). Once a character already has at least one level of Elementalist. Diplomacy (Cha). Races: Every race has elementalists. Profession (Wis). Starting Gold: 4d4x10 gp (100 gold) Starting Age: As Druid.Elementalist The Elementalist is found on the Gaming Den (and is made by Frank and K). but races that have more draconic heritage mixed in have decidedly more elementalists. Search (Int). NG. and special abilities linked to them as well. Kobolds are naturally inclined towards elementalism and only jealous guarding of the secrets of elementalism by the more powerful races keeps them from having more. Prism Mage. Spellcraft (Int) . LN. Heal (Wis). Ride (Dex). or CN) in order to learn the secrets of Elementalism. Prism Skull. Decipher Script (Int). Dwarves have a natural affinity for stone and often choose the route of the Elementalist. Escape Artist (Dex). Nature. ×4 at 1st level) Concentration (Con). This covers the following N1 classes: Alraune. The Planes) (Int). Geomancer. nothing prevents her from changing alignment. while still being your typical caster. Hit Die: d6 Base Attack Bonus: Poor Good Saving Throws: Will Class Skills (4 + Int modifier per level. It is relatively easy to learn. Disable Device (Int). NE. This class gains spellcasting related to the various elements. Knowledge (Arcana. Shaman Alignment: A prospective Elementalist must be of a neutral alignment (N. Handle Animal (Cha). Intimidate (Cha).

Create Water 2: Elemental Survival 3:Advanced Learning 4:Create Air 5:Elemental Familiar. Wall of Stone. She can cast any spell she knows without preparing it ahead of time. To cast an Elementalist spell. Control Water. Wall of Sand. Detect Poison.Level. the trident. Produce Flame. Summon Elemental III. Soften Earth and Stone. Predict Stability. Water Breathing 2nd—Binding Winds. Command Plants. Advanced Learning 20: Elemental Wildshape 3/day Weapon and Armor Proficiency: Elementalists are proficient with all simple weapons. Special: 1: Armoured Casting. Advanced Learning 12: 13: Resistance to Energy 10. Stone Shape. Speak With Plants. Gust of Wind. Shroud of Flame. Wind Walk. Creeping Cold. Advanced Learning 8: 9: Create Fire. Caltrops. An Elementalist automatically knows every spell on her spell list. Elementalists choose their spells from the following list: 0—Attune Form. Elementalists are proficient with light armor but not with shields of any kind. Investigate Portal. Stoneskin. Discern Portal Destination. Lesser Fire Breath. Wind Wall 4th—Briar Web. Summon Elemental II. Fire Breath. Summon 16: Elemental Wildshape 1/day 17:Create Earth. Plant Growth. Advanced Learning 10: Timelessness 11: Elemental Traits. Greater Stone Shape. Earth Lock. Obscuring Mist. Stone Sphere. Protection From Arrows. Xorn Movement. Detect Magic. 5th—Animate Plants. Blast of Flame. Heat Metal. Cyclonic Burst. the battle axe. Pass Without Trace. provided that a spell slot of an appropriate level is still available. Inferno . Wood Shape 3rd—Blight. Move Earth. as well as the scimitar. Advanced Learning 6: 7: Resistance to Energy 5. An Elementalist casts spells from the Elementalist Spell List (below). The DC of the Elementalist's spells is Wisdom based and the bonus spells are Intelligence based. Blistering Radiance. Wall of Fire. Summon Elemental IV. Summon Elemental V. Warp Wood. Wall of Thorns. Wall of Smoke. Wall of Sand. Swamp Stride. Fire Shield. Earthen Grace. Stone Shatter. Fog Cloud. Scrying. Entangle. Advanced Learning 18: Elemental Wildshape 2/day 19: Resistance to Energy 15. Anticold Sphere. Spells: The Elementalist is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. Wall of Water. and the longbow (including composite longbows). Earth Reaver. Light 1st—Air Breathing. Explosive Cascade. Advanced Learning 14: Create Wood 15: Advanced Learning. Summon Elemental I. Summon Elementite Swarm. the pick (heavy and light). Fly. Stone Tell. she must have an Intelligence at least equal to 10 + the Spell level. Spell Casting.

she gains additional move speeds equal to her base land speed: fly on the Plane of Air (good maneuverability). Create Water (Su): An Elementalist can create water as a standard action at will as the spell create water with a caster level equal to her character level. • Small Wood Elemental: +2 to Survival and Climb checks. Stone to Flesh. Summon Elemental VII. she is able to ignore any harmful elemental and energy traits and moves through any of these planes without impediment. Obedient Avalanche. Elemental Body. whether the attacker or defender. Stone Body. A victim can attempt to extinguish itself as a full-round action by making a Reflex Save (DC 15). Lightning Ring. At 19th level. Fire Spiders. Advanced Learning: At 3rd level and every two levels afterwards. Summon Elemental VIII. Field of Icy Razors. The target must be within short range. Stone Tell. and elemental and energy traits that would do her damage instead don't. Frozen Stillness. Greater Fire Breath. Heart of Stone. Drown. Bombardment 9th— Elemental Swarm. The Positive Energy Plane never gives her temporary hit points. the resistance increases to 15. this general resistance increases to 10 points. She has an Energy Resistance of 5 against any form of energy damage she is exposed to. Summon Elemental IX. Waterspout 8th—Earthquake.6th—Control Plants. Elemental Familiar: At 5th level. burrow on the Plane of Earth. . Sunburst. Flesh to Stone. Specifically. Transmute Rock to Lava. At 13th level. or energy plane. Elemental Survival (Ex): An Elementalist of 2nd level or higher survives in elemental planes as easily as on the prime. Unlike a Sorcerer. The flames. an Elementalist can set a creature or object on fire at will as a standard action. Animate Snow. you may take 10 on swim checks at any time. This spell must be of a level she can already cast. Transmute Rock to Lava. Storm of Elemental Fury. Small Fire Elemental: +3 to Intimidate checks. they are affected by arcane spell failure normally. • • • • Resistance to Energy (Ex): At 7th level. Ironguard. Create Air (Su): At 4th level an Elementalist can create air at will as if she was an open Bottle of Air. but she is not affected by the arcane spell failure of any armor or shield she is proficient with. the Elementalist may permanently add one spell to her spell list. Energy Immunity. Summon Elemental VI. Only spells from the Druid or Wu Jen[2] spell list may be added in this way. Whirlwind. and suffers 2d6 of fire damage every round until the fire is extinguished. Maelstrom. paraelemental. Summon Elemental Monolith. once begun. are non-magical. Freezing Fog. Create Fire (Su): At 9th level. if she is able to cast any other arcane spells. Storm of Vengeance. Greater Scrying. 7th—Control Weather. Fire Storm. Excavate. an Elementalist has accumulated an inherent resilience in the face of all manners of elemental adversity. Small Water Elemental: +4 bonus to Swim checks. Whenever on any elemental. and may not be of the Illusion or Necromancy school. Small Earth Elemental: +3 on Bullrush checks. This ability only applies to her Elementalist spells. an Elementalist can acquire a familiar in the same manner as a Sorcerer. the Elementalist has only 5 choices for her familiar: Small Air Elemental: +2 to Tumble and Jump Checks. and swim on the Plane of water. Greater Stoneshape. Meteor Swarm. Tsunami Armored Casting: An Elementalist casts arcane spells. Cloak of the Sea. Greater Whirlwind.

Create Earth (Su): At 17th level. and her body immolates whenever desired. an Elementalist can attempt to summon creatures from the elemental planes. but otherwise persists for 24 hours. Summon (Sp): At 15th level. the (Aquatic) subtype. Summoning another creature of the same character level has a 40% chance of success. as if using a Quaal's Feather Token (Tree). • Fire Elemental: Gains Immunity to Fire. Once per day.Timelessness: At 10th level. Every 2 levels. the Elementalist can actually become an Elemental in a manner simply to wildshape. Only True Elemental forms may be assumed. Elemental Traits: At 11th level. and a Burrowing Speed equal to half her walking speed. an Elementalist can create a full sized tree as a standard action. a 60 foot Woodsense. • Earth Elemental: Gains Earth Mastery. She stops aging and never dies of old age. an Elementalist is infused with the uncompromising nature of the raw elements themselves. the Elemental Wildshape may be activated an extra time each day. an Elementalist attunes herself to a specific element. and a swim speed equal to her walking speed. a Water Elemental. . becoming in some way like the element of her choice: • Air Elemental: Gains Air Mastery and a Flight Speed (perfect maneuverability) equal to her walking speed. a 30 foot Tremor Sense. inflicting an additional 4d6 of fire damage on any creature struck with her unarmed strikes or which strike her with an unarmed strike. and summoning a creature of a lower level increases the chances of success by 10% for every level the summoner's level exceeds the CR of the target Elemental Wildshape (Su): At 16th level. an Earth Elemental. The alternate form may be dismissed at will. and the forms in question must be smaller than Greater (Small to Huge Size is acceptable). an Elementalist can assume an Alternate Form of an Air Elemental. Create Wood (Su): At 14th level. • Wood Elemental: Gains Immunity to Polymorphing. This is an at-will ability. • Water Elemental: Gains Water Mastery. the amphibious special quality. or a Wood Elemental as a standard action. and a Climb Speed equal to her walking speed. an Elementalist can create a wall of stone at any time as a standard action. a Fire Elemental.

Knowledge (Any). Use Magic Device. Search. Hit Die: d8 Base Attack Bonus: 3/4 Good Saving Throws: Will Skill Points: 4+Int Class Skills: Balance. Listen. so even if they are totally all chaotic evil and torture fools it's more like how cats spend an hour killing a mouse if they aren't hungry than any depraved sadism. Handle Animal. Bluff. Diplomacy. but like Magical Beasts that alignment is largely to be taken with a grain of salt. They behave a lot like animals. This covers the following N1 classes: Ghost. Alraune. Cheerleader. Beast Master Starting Age: As Druid Starting Equipment: 6d4x10gp Alignment: Totemists can be of any alignment. Mothman. Spot. Craft. Hide. Intimidate. while also gaining various powers that sort of shift their form and grant monstrous characteristics. Sleight of Hand. Jump. Swim. Thanks go to Frank Trollman.Totemist The Totemist is found on the Gaming Den. Move Silently. Ride. . Android. Totemists hardly detect a non-neutral alignment at all even if they have one. Shaman. Survival. This strange class gains the ability to converse with animals (and similar effects). Climb.

which is 2 at first level. the shortbow. A Totemist can only show a fraction of the Soulmelds they have at a time. 4 at 5th. and the guisarme. The number of Soulmelds that can actually be used at one time is the character's number of Chakras. and finally 9 at 19th. the net. Each Soulmeld is unique. Soulmelds shed light as a torch.Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Special Basic Totems. Wild Empathy Respect for the Dead. the pincerstaff. the light and heavy pick. Actually calling upon the Totem's power is usually a Standard Action. and should have its own name (check the Soulmeld chart below in order to name it). 8 at 16th. Each Soulmeld has a Basic bonus and a Totemic Power. 6 at 11th. the shortsword. rising to 3 at 2nd. 5 at 8th. It takes 1 minute of meditation to change which Soulmelds are available (up to the character's number of Chakras). but only a Swift Action to activate and display any or all of them. At first level. the Totemist "knows" 3 Soulmelds and learns two additional Soulmelds every time they gain a Totemist level. the longbow. Call Totems. the Kukri. the gladius. Soulmelds (Su): A Totemist has the ability to call upon a number of special blue glowing intangible yet vaguely beast-related wardrobe accessories that cause them to glow blue and gain additional powers. 7 at 14th. Woodland Stride Arcane Sight Better Soulmelds Blood of Soulfire Beast Companion Advanced Soulmelds Speak With Souls Corpse Fashion. Totemists are proficient with light and medium armor. Soulmelds. as well as the Trident. Reincarnate Astounding Soulmelds Autolife Favour of the Totems Exciting Soulmelds Embody Totem Giant-Size Soulmelds Limitless Favour of the Totems Triumph Promised by Ancestors Chakras 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 8 8 8 9 9 Weapon and Armor Proficiency: Totemists are proficient with Simple Weapons. .

• Flame Snake: Touch forces target to take d4 Fire Damage/level and to make a Fortitude Save against Poison or lose 1d6 Strength. • Corollax: Rainbow colors shoot off into a Short Ranged Cone. Creatures in the cone must make a Will save or be stunned for 1d2 rounds. • Owlbear: Melee Touch Attack Pins target for 1 round. Will Save or suffer d6 Wisdom damage. Ranged Touch Attack. • Mephit: Breath Weapon of something weird and noxious. • Shocker Lizard: Melee touch attack inflicts d8/level Subdual Electricity damage. • Dark Mantle: As darkness. and Constitution. the target suffers d8 Force damage and must make a Fortitude save or be drawn as many squares towards the Totemist as the totemist feels like dragging them (as if bullrushed). Totemist is immune. • Carrion Crawler: Touch forces target to make a Fortitude save or be paralyzed for a minute. On a hit. This is a [Sonic] [Mind Affecting] [Fear] Effect. • Rust Monster: As rusting grasp.Basic Bonuses: Every Soulmeld (even Advanced or Giant-Size Soulmelds) has exactly one Basic Bonus. The mists last for 4 rounds. each Soulmeld is attached to a Basic Totem. Or 3e darkness if you prefer. This is a [Mind Affecting] [Pattern]. Ranged Touch Attack. • Blood Hawks: The Totemist makes a ranged touch attack against up to one enemy within Medium Range per level. • Ash Rat: Heavy Smoke extends around the Totemist like obscuring mist. but all light is blocked and it provides complete concealment. • Howler: Scream causes Wisdom Damage. which is defined when the Soulmld is learned: • • • • • • • Deflection bonus to AC (1/3 level. • Harpoon Spider: A soul harpoon is sent after an enemy within Short Range. • Blood Ape: The character increases in size by 1 size category. Burst out to Short Range. rounded up) Resistance Bonus to Saving Throws (1/3 level. this is a [Mind Affecting] [Sonic] effect. This change lasts for 4 rounds. • Krenshar: Screech causes target within Short Range to be panicked for a d4 rounds if they fail a Will save. and creatures other than the Totemist suffer 1 point of Fire damage per round that they are in the ashy haze. Dexterity. rounded up) Enhancement Bonus to a Skill other than Use Magic Device (Level + 2) Enhancement Bonus to Natural Armor Bonus (1/3 Level. and the power delivered when called upon is as such: • Ankheg: Spit soul acid out to Short Range. • Stirge: Melee Touch Attack causes d4 damage/level and heals the Totemist an equal amount as to the damage inflicted on a living creature. . All creatures in the area must pass a Fortitude Save or be nauseated for 1d2 rounds. rounded up) Enhancement Bonus to an attribute (1/3 level. Each target struck suffers 1d3 of Force damage and 2 points of Constitution Damage from blood loss. Extends to a cone out to Short Range. Inflicts d4 Acid damage/level and on the Totemist's next turn will inflict a similar amount unless the acid has been doused with vinegar or beer or something in the meantime. rounded up) Spell Resistance (8 + Level) Energy Resistance to one Energy type (3 points per level) Basic Totems: At first. and their attributes are adjusted as normal.

So at first level a Totemist has only 2 Chakras bound. However. They ignore naturally occurring difficult terrain and don't take damage from crap like thorns. Totemists treat any armor made out of animal parts as if it was a lot easier to use.Call Totems (Su): A Totemist can use the Totem Powers of any active Soulmelds any number of times in a day. The Save DC of any save a Totem's power offers is 10 + 1/2 Level + Charisma Modifier. making it a lot more likely that they can move at full speed while wearing someone's mother as a breastplate. Woodland Stride (Ex): Totemists of 2nd level and up are totally at home in natural environments. and reduce the Armor Check Penalty and Armor Stealth Penalty of such armors by 4. even really jacked up ones. Wild Empathy (Ex): Totemists can use Handle Animal as if it was frickin Diplomacy and they were speaking the Queen's Bloody English with any Animal or Magical Beast. whether that creature has a language or not. . Arcane Sight (Su): At 3rd level. upon calling upon such a Totem. And every power is used at the Totemist's Character Level. but then they would be unable to use either one again in the next two rounds of combat. forcing them to fall back on weaponry or hiding. so they could call upon two different powers in the first two rounds of combat. Respect for the Dead (Ex): At 2nd level. they may not call on the same Totem for the next three rounds. a Soulborn benefits at all times from Arcane Sight.

Blood of Soulfire (Su): A 5th level Totemist is immune to poison and when they suffer damage from physical attacks they cause 1 point of Force Damage to all creatures within 5' of them as Soulfire splashes out. Creatures within or moving within a 15' burst within short range must make a Reflex Save or be entangled and anchored in place. There are then thorns of force crawling in their skin like a Linkin Park Song. • Shadow Mastiff: All other creatures within Short Range must make a Will Save or become Panicked for 1d6 rounds. • Behir: A line of electricity extends out to short range from the Totemist's mouth. their companion either gets more powerful for no reason or their companion wanders off and they get a new companion. This ability can be invoked as a Swift action. with Reflex save for half damage. The web dissipates in 1 minute/level or when dismissed. • Chimera: A cone of fire is breathed out to short range. • Cockatrice: Touch forces target to make a Fortitude Save or be petrified. but if they move out of their square into another square with soul web in it they'll have to make another Reflex save or be caught again. This is a [Sonic] [Mind Affecting] [Fear] effect. • Unicorn: Heal a touched target by 1d6/level and remove any poisons they are afflicted with. • Winter Wolf: The Totemist breathes a cone of Cold out to Short Range. and the power delivered when called upon is as such: • Aranea: Can throw a soul Web. • Briarvex: With a melee touch attack. When the Totemist gains a level. . and they take 2d6 of Force Damage each round on the Totemist's turn for 1 round/level. Either way. It does 1d6 Electricity Damage/level and allows a Reflex Save for half damage. • Digester: A cone of Acid is spat out to short range. • Joystealer: Target within Medium Range must make a Will Save or suffer a d6 of Charisma Damage and be afflicted as per crushing despair. but they vanish in 4 rounds. Each spike inflicts 1d6 damage. Activating this is a Swift Action. • Manticore: The Totemist launches a number of spikes of soul energy as their Level distributed between one or more targets within Medium Range. It does 1d6 Fire Damage/level and allows a Reflex Save for half damage. Beast Companion: At 6th level. and then the following turn suffer the same amount of damage unless they have cleaned themselves off. the target suffers 2d6 Force Damage. • Cloaked Ape: The Totemist gains Fast Healing equal to their level for 4 rounds.Better Soulmelds: At fourth level. It inflicts d6/level Cold Damage. An entangled creature may make an Escape Artist or Strength check (DC 20) as a full-round action to wriggle or break free. each Soulmeld can be attached to a Better Totem. This ongoing damage can be halted by taking a Standard Action to make a DC 15 Heal check to gauge out the force thorns. • Phase Wasp: The Totemist gains the benefits of true seeing for 4 rounds. Their companion is a Magical Beast with a CR 2 less than their character level. • Pegasus: Totemist gains a 90' Flight Speed with Good Maneuverability for the next 4 rounds. and does not burn. • Ahuizotl: Melee Touch Attack causes he target to be blind. a Totemist is entitled to a companion. The Totemist need not concentrate on the images. Targets in the area suffer a d4 Acid Damage/level (Reflex Half). • Cloaker: Creates images equivalent to major image within Short Range. Each attempt inflicts 1 hit point of damage whether it succeeds or fails.

Like reincarnation. • Ethereal Marauder: The Totemist and everything they carry is shifted to the Ethereal Plane or back to the Material from the Ethereal. All creatures that begin their turns within 15' of the Totemist suffer d6/2 levels of Cold Damage. Fortitude half. is incorporeal. as summon swarm. All creatures in area that can see the Totemist must make a Fortitude Save or be blind. • Displacer Beast: The Totemist gains full displacement and a 50% miss chance for 4 rounds.Advanced Soulmelds: At seventh level. Any creature touched is pinned for 1 round. Reincarnate (Su): Three times a week. • Lamia: As Charm Monster. and the power delivered when called upon is as such: • Basilisk: Target within medium range must make a Fortitude save or be petrified. • Yrthak: Target within Medium Range suffers d6/level Sonic damage. . and each is a claw that inflicts 1d6 Damage / 2 levels. • Remorhaz: The Totemist catches on fire. • Umber Hulk: One target within Short Range must make a Will Save or be confused as per the spell confusion. inflicts force damage rather than normal damage. • Blink Dog: As dimension door. Corpse Fashion (Su): Three times a day. The character can tunnel out up to a 10'x10'x40' area. • Phoenix: For the next 4 rounds. Speak with Souls (Su): A Totemist of 8th level can see the souls of the living and the dead. This can be invoked as a Swift Action. The souls depart in about a week unless they get transformed. a 9th level Totemist can fabricate things out of animal parts. • Wyvern: Melee Touch Attack causes target to suffer 3d6 Constitution Damage from Poison. Fortitude Save for Half. • Girallon: Spectral arms rip the target to pieces. each Soulmeld can be attached to an Advanced Totem. This is a [Mind Affecting] [Compulsion] and allows a Will Save. This effect lasts 4 rounds. • Mudmaw: Two soul tendrils lash out and grab enemies. and anything she touches or that even hits her in melee suffers 1d6/level of fire damage from the experience. The Totemist makes 4 melee touch attacks. This is a Swift Action to activate. consumed. The swarm summoned uses your save DC (10 + 1/2 level + Cha modifier) for its abilities. Also there is a 5' burst of flame centered on the Totemist that inflicts d6/level Fire Damage (Reflex Half). • Frost Salamander: The Totemist exudes an aura of cold. • Bulette: The ground trembles as earth and stone excavate themselves at the Totemist's urging. and persists for four rounds. This can make things as respectable as hide armor or as creepy as human bone swords. or returned to life before that point. Every end must be within short range. and heals when they would suffer fire damage. The Totemist can make two melee touch attacks against one or two creatures within 10'. • Nymph: Short Ranged Burst. the Totemist is immune to Fire. This effect lasts 4 rounds. The Totemist can speak with the souls of the dead as if the dead were still alive. They are apparently little blue flamy things like in Soul Eater. and that heals the Totemist because it is Fire Damage. and yes you can create holes under enemies and drop them in. a 9th level Totemist can bring someone back from the dead in a new body. • Brood Keeper: A spectral swarm races out to engulf your enemies.

• Cloud Ray: As telekinesis. Each Strand is a Ranged Touch Attack that inflicts 1d8 Strength Damage. and the power delivered when called upon is as such: • Avalancher: As Transmute Rock to Mud. and is on fire. and all creatures within Long Range must make a Willpower Save or become Panicked for 2d6 rounds. • Sphinx: The Totemist lets out a mighty roar. • Frost Worm: A strange trill forces everyone to stand still. they return to normal size. Creatures within or moving within a 15' burst within short range must make a Reflex Save or be entangled and anchored in place. Dazed creatures have locusts made of blue soulfire chewing on them for 2d6 Force damage per round until they snap out of it. The web dissipates in 1 minute/level or when dismissed. Successful save still results in d8 Poison damage to Constitution. • Purple Worm: Touch Attack shrinks the target to the size of a walnut and swallows them whole. Creatures can hold onto their weapons and whatnot by making a Reflex save. Emanation extends to Medium range and affects every creature except the Totemist. • Naga: Target within short range must make a Fortitude Save against Poison or Die. Creatures that fail a Will Save are stunned for a d4 rounds. each Soulmeld can be attached to an Astounding Totem. it's just slightly disconcerting. Creatures wearing metal armor are subjected to a strong gale. This is a [Mind Affecting] [Sonic] [Fear] effect. • Roper: The Totemist can fire 6 soul strands at one or more targets within Short Range. • Pixie: All creatures in a 15' burst within Medium range must make a Will Save or fall asleep for 10 minutes/level. • Lodestone Marauder: Magnetic pulse yoinks all freestanding and handheld metal objects in a Medium Cone and piles them at the Totemist's feet. • Inferno Spider: Can throw a flaming soul Web. • Peryton: Touch attack inflicts 10 points of damage per level. they reincarnate into a new body unless something has happened to their soul in the meantime. This is a [Sonic] effect. An entangled creature may make an Escape Artist or Strength check (DC 20) as a full-round action to wriggle or break free. This does not cost them a level.Astounding Soulmelds: At tenth level. • Nightmare Beast: A creature that is asleep within 5 miles that the Totemist is aware of makes a Fortitude save or dies. but if they move out of their square into another square with soul web in it they'll have to make another Reflex save or be caught again. Target suffers 4d8 Acid damage a round and cannot free themselves. • Nightmare: Can plane shift into a different realm of existence. This is a [Death] effect. . Even creatures that succeed in their save are shaken. Favor of the Totems: From 13th level on. • Rapture Locust: All creatures within Short Range must make a Will save or be dazed for a d6 rounds. a Totemist need only forgo calling on a Totem's powers for 2 rounds after the last time they called upon the Totem's Powers. Auto-Life (Su): If a 12th level Totemist has been dead for a whole day. This is a [Mind Affecting] effect. All creatures suffer 1d8 + Level Fire Damage every round they begin in the area of the web. If they are transported out of the Totemist or the Totemist dies.

The fog lasts for 4 rounds. targets are allowed a Reflex Save as normal. Embody Totem (Su): With a standard action. All other creatures and standing objects in a 40' radius are subjected to a d8/level in Force Damage and are knocked prone.Exciting Soulmelds: At fourteenth level. This Totem is invoked as a Swift Action. • Sky Bleeder: Acid rains from the sky for a mile in every direction. Supernatural. and the power delivered when called upon is as such: • Cranium Rat: All targets within a Medium Cone must make a Will save or be stunned for 2d4 rounds. This is a [Mind Affecting] [Compulsion]. • Megapede: wave of force precedes the Totemist as they stampede enemies. • Greenvice: As acid fog. Even if the target succeeds. • Fiendwurm: The Totemist vomits forth a creature compatible with summon monster VIII. Creatures are entitled to a Reflex save for half damage and to move out of the way in a direction of their choice to avoid getting Tekken juggled. • Catoblepas: Target within Medium Range must make a Fortitude Save or die. • Chronotyrin: The Totemist takes a second round of action after her normal one. each Soulmeld can be attached to a Giant-size Totem. You can argue with the DM as to how Wildshape works. The force lasts until the beginning of next turn. Giant-size Soulmelds: At Seventeenth level. This is a [Death] effect. • Lammasu: As heal. Target is entitled to a Will Save. causing 3d4 Acid damage a round for the next 4 rounds. This is a [Mind Affecting] [Psionic] effect. and Spell-like abilities whether they are Attacks or Qualities or whatever. • Leviathan: The Totemist is Colossal as per the spell giany size for four rounds. • Spirit of the Air: The Totemist decides what the weather is. • Quanlos: As Dominate Monster. suffering a d20 of force damage per 5' moved. • Lucent Worm: Every creature that is in the Totemist's Threatened Area before the start of their next turn must make a Fortitude save or be paralyzed for 4 rounds. . and goes out to short range. • Tarrasque: The Totemist is restored to full health and all baleful conditions end. It persists for 4 rounds. and the power delivered when called upon is as such: • Beholder: The Totemis can create a conical emanation of anti-magic field that extends from their body in any direction and can be rotated each turn. All creatures in the cone must make a Fortitude Save or be petrified. • Razor Boar: Touch attack decapitates target. This is a [Death] effect. they still take 1d8 damage/2 levels. and enemies are pushed out of their area (for another d20 of damage per 5' square pushed) as the Totemist moves. • Gravorg: As Reverse Gravity. Any creatures and freestanding objects within 20 feet are pushed out of the area. • Gorgon: The Totemist breathes a cone out to Short Range. but you get all the Extraordinary. This Totem is invoked as a Swift Action. a 15th level Totemist can transform into one of the creatures that is one of their displayed totems. • Titanic Toad: The Totemist stamps on the ground and flattens everything around them. • Chaos Roc: All creatures in a Medium Range Cone are struck with 2 colors from a prismatic spray. each Soulmeld can be attached to an Exciting Totem. A successful Reflex save halves the damage and negates the prone effect.

and in departing from physicality lets off a huge thunderclap that breaks things in all directions. Triumph Promised by Ancestors (Su): At 20th level. the Totemist wins D&D. Everything around the Totemist in a Medium Ranged Burst is subjected to a d8/level Sonic damage (Reflex Half).• Thunder Worm: The Totemist becomes Incorporeal for the next 4 rounds. Roll/choose Adjective 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Crushing Rising Fierce Dimming Clutching Gnawing Grasping Devastating Expansive Secret Protective Monstrous Horrendous Awesome Wicked Depressive Repetitive Vengeful Gorgeous Futile Colour Azure Beryl Aqueous Blue Cerulean Cobalt Electric Midnight Indigo Navy Ocean Sapphire Teal Turquoise Ultramarine Sky Steel Cyan Pale Red Thingy Claws Mantle Cloak Wings Armour Mask Gloves Sleeves Robe Helm Hat Horns Gauntlets Cape Belt Boots Trail Eyes Braids Amulet . the Totemist can call on any of her displayed Totems that she did not call last turn. Limitless Favor of the Totems: At 18th level.

This covers the following N1 classes: Geomancer . So. The Geomancer is the kind of class for people who think "Wall of ____" is an awesome Wizard spell and love setting up Black Tentacles + Stone Spikes + Acid Fog combinations.Geomancers are people who are in touch with nature and the elements in a bizarre fashion. generally so that it hurts other people.Geomancer The Geomancer is one of the more advanced character classes. and is made by me. and can also change the very landscape to suit them. clever people and jerks. They become one with the world such that they needn't fear thorns and fire.

Survival. so enemies try to kill them first. Climb. Hot Feet 2: Entangling Floor. and that magic is based on Wisdom. Nonmagical ranged attacks that cross any of these squares burn up uselessly. This lasts for one round per level. Knowledge (Any). and affect them with the red glow. and their attacks are still blocked by the other Feet abilities. all within Medium Range. Hit Die: d6 Base Attack Bonus: Poor (as Wizard) Good Saving Throws: Fort and Ref Skill Points: 4+Int Class Skills: Balance. That's Switzerland they're thinking of. Abilities: 1: Hard Feet. A Geomancer may add the masterwork or enhancement bonus (if any) of any staff they are wielding to any attack or damage rolls they make with their Supernatural and Spell Like abilities. though there is an incorrect belief that they tend towards Neutrality. Spot. Jump. Anyone entering any of these squares takes 1d8 Fire damage per level (Ref half). Hot Feet (Su): Geomancers start with the ability to make nearby ground glow with red light and warmth. . Heal. they may select a number of contiguous 10' tall 5' squares up to their hit dice. Levitation 5: Clear the Field 6: Walls of Fire and Ice 7: Zapped Feet 8: Soothing Floor 9: Icky Feet 10: The Floor Is Lava 11: Heavy Feet 12: Tangled Feet 13: Absent Feet 14: Freedom of Movement 15: Power of the Prism Weapon and Armor Proficiency: Geomancers are proficient with Simple Weapons and Light Armour. They also tend to be a huge pain. Melting Feet 4: Stone Spikes. as such a good Dex or Con will not hurt. Geomancers often use Staves or Crossbows.Playing a Geomancer: The Geomancer is a user of magic. Tumble Level. Concentration. Starting Age: As Wizard Starting Equipment: 5d4x10gp Alignment: Geomancers can be any alignment. They ignore naturally occurring difficult terrain and don't take damage from crap like thorns. even really jacked up ones. As a Standard action. Cold Feet 3: Vertigo Field. Hard Feet (Ex): Geomancers are totally at home in natural environments. A Geomancer's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. Sense Motive. They are also unaffected by their own area of effect powers with the exception that they cannot move through physical barriers they create. Craft.

Geomancers may cast Path of Frost (Dragon Magic) at will. Geomancers may lay down a 20' by 20' patch of glowing energy within Short range as a Swift action. Geomancers levitate. Zapped Feet (Su):at seventh level. Damage: Instant Death. Icky Feet (Su):at ninth level. Melting Feet (Su):at third level. . Cold Feet (Sp): starting at second level. As a Standard action. or that target and alter the terrain. This lasts for three rounds. Geomancers can cast Stone Spikes as an Immediate action at will. no secondary damage). all within Medium Range. This lasts for one round per level. and affect them with the yellow glow. though only one such effect may be active at a time. Clear the Field (Sp): fifth level Geomancers gain the ability to cast Dispel Magic. 1d6 Con damage on a successful save. Geomancers can cast Entangle at will. Walls of Fire and Ice (Sp): sixth level Geomancers learn how to cast Wall of Fire and Wall of Ice. Vertigo Field (Sp): at third level. though only one such effect may be active at a time. Levitation (Su): starting at fourth level. both as Immediate actions. Anyone entering any of these squares is Poisoned (DC 10 + half HD + Wis. This may not be active at the same time as Hot Feet. consumed harmlessly. Magical ranged attacks that cross any of these squares are harmlessly dissolved. they may select a number of contiguous 10' tall 5' squares up to their hit dice. Geomancers gain the ability to cast Vertigo Field (PHB 2) at will. Geomancers gain the ability to make nearby ground bubble with green light and fumes. Anyone entering any of these squares takes 1d8 Electricity damage per level (Ref half). they may select a number of contiguous 10' tall 5' squares up to their hit dice. As a Standard action. all within Medium Range. not spells targeted at creatures. Geomancers gain the ability to make nearby ground glow with orange light and pain. but the effect will only last until the beginning of their next turn. and affect them with the orange glow. however it only targets spells with an area of effect. Only one of these squares may exist at a time. hovering above the ground. This lasts for one round per level. all within Medium Range. Breath Weapons cannot pass these squares. though only one such effect may be active at a time. Geomancers gain the ability to make nearby ground crackle with yellow light and electric sparks. they may select a number of contiguous 10' tall 5' squares up to their hit dice. As a Standard action. Poisons. Anyone entering any of these squares takes 1d8 Acid damage per level (Ref half).Entangling Floor (Sp): starting at second level. Cold Feet or Zapped Feet. This lasts for one round per level. They may also Levitate at will as per the spell. however the effects only last until the beginning of their next turn. and affect them with the green glow. Soothing Floor (Su): starting at level eight. and anyone who enters any of the squares immediately regains 3d6 HP plus the Geomancer's Wisdom modifier. Gases and Petrification effects cannot pass these squares. with no limit to the Caster Level bonus. crackling away harmlessly. This may not be active at the same time as Hot Feet. This may not be active at the same time as Hot Feet or Cold Feet. Stone Spikes (Sp): starting at fourth level.

The Floor Is Lava (Sp): tenth level Geomancers gain the ability to cast Transmute Rock to Lava (SC) at will. Anyone entering any of these squares is permanently turned insane as per Insanity (Will negates). Cold Feet. but still with the same pool of contiguous squares. Spells cannot pass this barrier. Zapped Feet. This lasts for one round per level. they may select a number of contiguous 10' tall 5' squares up to their hit dice. This may not be active at the same time as Hot Feet. Heavy Feet (Su):at level eleven. Additionally they may cast Prismatic Wall as an Immediate action at will. Icky Feet or Heavy Feet. Zapped Feet. Anyone entering any of these squares is permanently turned to stone (Fort negates). they may select a number of contiguous 10' tall 5' squares up to their hit dice. Divinations and Mental Attacks cannot pass this barrier. Cold Feet. Cold Feet. and affect them with the indigo glow. Zapped Feet or Icky Feet. and affect them with the blue glow. This lasts for one round per level. All spells. and affect them with the violet glow. As a Standard action. in effect being able to activate all at once. all within Medium Range. they may select a number of contiguous 10' tall 5' squares up to their hit dice. as though it were an anti-magic field. objects and effects passing through are destroyed and have no effect. . Freedom of Movement (Su): starting at level fourteen. Absent Feet (Su):at level thirteen. Geomancers benefit from Freedom of Movement at all times. This may not be active at the same time as Hot Feet. Power of the Prism (Su): fifteenth level Geomancers may mix their fields of Feet up with any of the colours when creating them. Icky Feet. As a Standard action. Geomancers gain the ability to make nearby ground pulse with blue light. As a Standard action. Geomancers gain the ability to make nearby ground shimmer with indigo light. though the effect ends at the start of their next turn. Anyone entering any of these squares is banished to another plane (Will negates). Heavy Feet or Tangled Feet. This may not be active at the same time as Hot Feet. all within Medium Range. This lasts for one round per level. Tangled Feet (Su):at level twelve. Geomancers gain the ability to make nearby ground warp and waver with violet light. all within Medium Range.

otherwise the spell fails and is lost. minus 3. If they fail this save. you gain Damage Reduction equal to your Con modifier + Str modifier. then great. Or clothes.FEATS AVAILABLE: All “Tome” feats are allowed. you count as having Improved Unarmed Strike. See: Majin Evilty. you may make a Prinny that serves you in a somewhat loyal manner. requiring a Ranged Touch Attack out to 30 feet. Prinny Commander [Skill] You rule lots of stupid penguin demons. 1 soul and a DC 15+HD Craft check. generally). others for this game specifically: Gymnos Defence: [Combat] You fight best when not weighed down by armour. the effects of the Tiresome ability all apply. such as their real name. 5 HD: when you use your Tiresome ability on someone.. 9 ranks: with 6 hours. and any important secrets they are keeping from you. Damage is 1d6 Wis/1d6 Int. and even regular WotC feats if there's one you consider worth taking. Note that you will often have to use equivalency. . 14 ranks: you gain access to Minions. Benefits: all allied Prinnies within 30' of you gain a +2 Morale penalty to Attacks and Damage. and must make Concentration checks when casting spells at you (DC 15 + Spell Level + your Str mod). Upon using this ability. whichever is lower (minimum +1). their major goals and fears. and they may each have a CR no higher than your own level. 15 HD: those affected by your Tiresome ability also suffer from a poison. If it hits. some from random stuff I made in the past. you also gain basic knowledge about the target. +1: when effectively nude and oiled up. +16: you may generate an Ironskin effect once per day (Ex) and a Stoneskin effect once per day (Ex). Improved Evasion and Mettle when fighting in the buff. spellcasters tend to get distracted. you gain a +2 Enhancement bonus to Charisma for one minute. The most you may command at a time in this manner is equal to your Hit Dice. and must make a Fort save (DC 10 + half HD + Con). you gain Spell Resistance 11 + HD for one round. which sadly must consist at least 50% of Prinnies. and if you have a Slam or Claw. 10 HD: with a Standard action. Life Drain [Monster] You're great at kissing people to steal their life. each with a caster level equal to your BAB. for instance all characters count as having Power Attack in Tome.. overcome by Adamantine. you may blow a kiss. they must succeed on a Will save (DC 10 + half HD + Cha) against a Suggestion for "more" (accept another kiss. however you must use an Immediate action to flex your muscles to do this. Requirements: Empusa Benefits: whenever you drain someone using your Tiresome ability. You may generate a "Suggestion" effect once per day as an Extraordinary ability by flexing your muscles as a Standard action (DC 10 + half HD + Con) +11: you gain the benefits of Evasion. This feat scales with your ranks in Craft. +6: when you are clad in little more than a light oil coating. you gain an Armour Bonus equal to your Strength modifier or BAB. Requirements: Human or Raised by Humans Benefits: when effectively nude. Here are a few more feats. Likewise Combat School covering Weapon Focus and so on and so forth.

Here is just a list of some possibilities:  Valkyrie: Fly around and totally stab people. and Wind.  Soul Invoker: Bring the blue soul flames of your enemies into battle against them.  Shadow Master: A shadowy killer who manipulates shadows and kills.  Defender of the Earth: take a number and defend the Earth!  Prism Ranger: get a colour and lycra.  Prism Mage: Use the powers of Fire. Idol.  Orc King: Even Orcs need a King. Senator) and so on. Defender of the Earth.PRESTIGE CLASSES OF THE DISGAEAVERSE Honestly.  Sinner: punch people so hard it’s a crime!  Trickster: steal even concepts from people.  Galactic Hero: Save the day. And this isn't the beam sword.  Kensei: Stab people with a beam sword. we’ll make them up as we go along. Chart at #3 for several weeks.  Carnage Princess: Produce huge piles of bodies with a sword.  Overlord: Get demonic powers.  Master Kunoichi: hit people with ninja moves and status effects.  Pumpkin King: you’re the king of all the Jacks.  Genocidaire: Kill peoples' whole families with an axe. but consider just about anything fair game – the advanced names for the classes (Valkyrie. Prism Mage. Beat people until money comes out. It's good to be the King. Explodes when thrown.).  Mad Scientist: Make robots. Titles (Overlord.  Beast Lord: Take Pokemastery to the level of whole rooms full of squirrels and shit.  Plasma Professor: design and build terrifying mecha in a labcoat. the classes that are practically prestige classes already (Magic Knight. Felon. Get a theme song. not the submission hold. And spooky. . Beauty Queen.  Sharpshooter: the gun wielder. Thieves that steal stats and concepts). Also lasers. breasts apparently optional.  Magic Knight: Use your magic on people you are stabbing in the face with a sword.  Lovely Idol: Cheer on allies. and form a team.  Beauty Queen: Get your way. Also arrows.  Cupid: Shoot people with the power of Love. Singing optional.  Assassin Doll: kill people and pull their strings… as a puppet. Orc King etc. Prism Ranger.  Doom Speaker: Release a dark miasma of misfortune for no good reason.  Walking Hive: fight with the power of BEEEEEEEEES. Ice.

Available starting level 5 . They will also be cured of any of those conditions. counting as Sickened for half an hour. as well as granting Fast Healing 1 for one minute. Available starting level 3 Carrot Cake (consumable) This cake is still delicious. but very filling. but causes the consumer to feel bloated. Available starting level 3 Teacake (consumable) Anyone who eats this delicious. but slightly healthier than Chocolate Cake. Disease & Ability Damage. sticky cake becomes immune to the following for the next hour: Poison. It provides 5 Temporary HP per HD which last for one hour or until used up or replaced by new Temporary HP. It restores 1d4 HP per HD to the consumer. TABLE: Magic items and Inherent ability score boosts (all scores) by level: Level 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 2 2 3 3 4 4 4 X X X X X X X X X Minor 1 1 2 2 2 3 3 3 4 4 4 4 X X X Moderate 1 1 1 2 2 2 3 3 3 Awesome Plus 1 Plus 2 Plus 3 Plus 4 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Stat+ Items to be handed out with no rhyme or reason: Chocolate Cake (consumable) This cake is delicious.MAGIC ITEMS (AND ASSORTED JUNK) The Disgaeaverse game assumes the Tome approach to magic items is being taken – Wish economy and everything.

except spraying brightly coloured ribbons. Small ribbons flow from the heart. Appearance: A 2' long. As a standard action at will. and it radiates magic. but what it hides is more important. with a winged red heart at the end. Effect: There are several uses of this wand. The target(s) must also. Green Mage or Star Mage may add its Enhancement bonus to the Attack and Damage rolls of their Supernatural and Spell-Like abilities. 2. 1. Aid Rod (Minor Magic Item) This is a magenta coloured stick. +1 Enhancement bonus to Charisma per 3 HD A variety of Supernatural abilities are granted. It may cast Hypnotic Pattern once per hour. • Resistance may be cast as a Swift action at will • Guidance may be cast as an Immediate action at will . functioning as a Scorching Ray (CL 11) spell. pink in colour.Sexy Underwear (Moderate Magic Item) This lacy. make a Will save (DC 10 + half the user's level + her Charisma modifier) or be Charmed for 1 minute. 1" diameter stick. Blue Mage. if hit. It can cast the Shadowspray spell at will. each once per day. 3. based on the Hit Dice of the wearer: HD 3 6 9 12 15 18 20 Spell Entice Gift Torrent of Tears Greater Rebuke Endless Slumber Dominate Monster Wrathful Castigation True Domination Magic Wand (Moderate Magic Item) This is a Magic Light Mace A Red Mage. it can fire a stream of exploding pink hearts. skimpy garment is a lot like statistics: what it reveals is significant.

and skulls are always smiling.Aid Staff (Moderate Magic Item) Magic Quarterstaff This is an impressive looking gold and magenta staff. Maybe it's because it makes people happy. The following may be cast at will: • • • • • • Bull's Strength Cat's Grace Bear's Endurance Fox' Cunning Owl's Wisdom Eagle's Splendour . It has a skull at the top. which is odd. given it is not linked to death magic.

a number of Senators will feel like showing up.. and are more susceptible to bribes. unless you convince them otherwise. When waking someone up. their first course of action is to actually step forward with their request. except if the majority of their party votes the other way they might change their mind (100% to stand their ground. -10% per person their side is outnumbered by).. unless all of their party is voting one way. A DC 20 Sense Motive check will give a general idea as to whether the bill is likely pass or fail without action on their part. Indifferent can be easily bribed . Because they're dicks. DC 25 will actually let the PCs know who is for and against. There will be a number of "turns" in which each party member gets a single attempt at persuasion. do it gently or they may Loathe you. but they won’t notice you bribing anyone else at least. This can vary between 5 and 20. If merely Strongly opposed/in favour. . they don’t know what they want from one moment to the next. Drunk people are unreliable. A regular Opposed/In Favour is basically a dice roll at 75%.or easily angered by the bribing of those of a conflicted party. based on how important they consider the issue. Sleeping people don't vote.THE DARK ASSEMBLY Whenever people want something out of the Dark Assembly. in which case they'll vote the other. and DC 30 will show by how much: Love Strongly In Favour Of In Favour Of Asleep Indifferent Drunk Opposed To Strongly Opposed To Loathe Guaranteed “Aye” Votes “Aye” sans Peer Pressure 75% likely to vote “Aye” Will Not Vote Will Abstain/Vote Randomly Totally Random 75% to vote “Nay” Votes “Nay” sans Peer Pressure Guaranteed “Nay” No need to bribe Bribing has little effect Susceptible to bribes Cannot be bribed Very susceptible to bribes Does not recognise bribes well Susceptible to bribes Bribing has little effect Impossible to bribe Guaranteed is guaranteed. but is often between 2 and 3. It's a coin-toss. Except they shift 5% Nay for every Strongly Opposed/Loathe in their party. When they do this. Nobody may attempt to influence the same person more than once per session. it is treated as a guarantee. Also. The number of turns varies. and 5% Aye for every Strongly in Favour/Love in their party. so bribery is of little use.

Simply possessing the right Profession may also serve to work in this case. so you get to learn the personalities and defects of the senators. Use a Spell/Spell-Like Ability/Supernatural Ability/Extraordinary Ability: as long as it takes less than a minute to use. using the same Knowledge. +1 for each 10 you beat it by. you may flat out use an ability that could change people's reactions. Defeating them improves their attitude by 1 step. +1 for each 10 you beat it by. with a DC of 10 + their HD + their Wis or something. Tumble or something else you feel will wow them. Also. Failure by 10 or more worsens their attitude. DC 10 if they're hinting. Based on the value. automatically improving their attitude by 1 step. +1 for each 10 you beat it by. *Or Jump. Note: some Senators are flat-out resistant or susceptible to certain approaches. of being Indifferent) . if awake. Offer Candy to Mistern Cavern: if this is done. with a DC of 10 + their HD + their Wis or something. Be Clever: this requires an opposed Knowledge check against a Senator. Make it at least half-way appropriate. a Fear effect could be an automatic Intimidation success and so on. as a general rule: • • • • • Orcs. Success improves their attitude by 1 step. Success improves their attitude by 1 step. Failure by 10 or more worsens their attitude. Lie to a Senator: this requires a Bluff check against the Senator. Vampires and Succubi should start one step friendlier to members of the opposite sex Rifle Demons have at least a 50% chance of being drunk Cockatrices start one step “friendlier” to anyone more powerful than they are Alraune start one step friendlier to anyone less powerful than they are Ghosts have a 50% chance of being asleep (and a 20% chance. this is worth at least one shift in attitude. a Charm or Compulsion could be an automatic Diplomancy success. with a DC of 10 + their HD + their Wis or something. Failure by 10 or more worsens their attitude. with a DC of 10 + their HD + their Wis or something. Sense Motive checks and simply remembering this shit and writing it down as you deal with them can help you in future. Sweet-Talk a Senator: this requires a Diplomancy check against the Senator.Bribe a Senator: this requires a Sense Motive check to tell what they want (opposed by their Bluff if they don't want to be blatant about it. Success improves their attitude by 1 step. Success improves their attitude by 1 step. Impress a Senator: this requires a Perform* check against the Senator. Failure by 10 or more worsens their attitude. then you need to actually give them what they want. you may automatically improve the attitude of a Senator by one step. So an Illusion could be an automatic Bluff success. +1 for each 10 you beat it by. And abuse them. Failure by 10 or more worsens their attitude. automatic if they flat-out tell you). Bully/Blackmail a Senator: this requires an Intimidate check against the Senator. +1 for each 10 you beat it by. A note for Mister Cavern: keep the records of the various senators to re-use in future.

then you can go home and try again later or you may attempt to. and people remember being stabbed when they come back to life.Once all turns are over. it passes! If it is denied. rather than “Make the store sell shoes”. By which I mean "murder everyone who voted Nay". then congratulations. Bills will tend to be things like “Open the gateway to _____ Netherworld”. locking you in a vicious circle of DENIED and face stabbing. in a manner of speaking. Those who did not vote Nay won't help. dissolve the senate. the votes are in. But there are a few character-altering ones:  “I want to ride a dragon”  “I want to ride something scary!”  “I want to be the Great Wyrm”  “I want to be all-powerful” . mind you. If the bill passes.

for instance. The group collectively has one pool of minions between them. with bonus Minions for a high Charisma score (using the best Charisma in the party). any Ooze. . or having a proper mansion or castle to call their own or someone taking the Leadership feat – then they may have minions. Level <5 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CR 1 1 2 2 3 3 4 4 4 4 4 4 4 4 4 4 4 4 CR 2 1 2 2 3 3 4 4 4 4 4 4 4 4 4 4 CR 3 1 2 2 3 3 4 4 4 4 4 4 4 4 CR 4 1 2 2 3 3 4 4 4 4 4 4 CR 5 1 2 2 3 3 4 4 4 4 CR 6 1 2 2 3 3 4 4 CR 7 1 2 2 3 3 CR 8 1 2 2 CR 9 1 Minion Creatures: Zombies: use basic Zombie types at the given CR (Monster Manual) Eringi: these are Myconids (MM2 or 3. MOUNTS AND SPECIAL REINCARNATIONS If the players are ever in a position of power – gaining the [Overlord] or [Demon Lord] Title. going by the following chart: Note that the chart is modified as though it were a “Spells per Day” list. except for the magical ones Giant Bats: Dire Bats (Monster Manual) Prinnies: see below. dood. or maybe the FF) Treants: Orcworts (one of the Monster Manuals) Slimes: pick an Ooze.MINIONS.

. Dood] Str 10 Dex 8 Con . Str-based). the Prinny is instantly destroyed. as the [Combat] Feat basic ability Dood (Ex): Prinnies take a -1 Racial penalty on saves vs Confusion/Insanity/Suggestion. dealing 1d6 Fire damage per HD (Ref half. Insanity. Prinnies are not Immune to the following Mind-Affecting Effects: Confusion. they instead just get +1 to Hit and Damage Special: Two-Weapon Fighting. if a character is entitled to a Cohort from something like the Leadership feat. -1 more for every Prinny within 30'. they get one:  War Slugs (see below)  Dragons* (Wyverns with the Half-Dragon template)  Wyverns* (see the MM)  Serpents* (Half-Dragon Dire Shark or Bulette)  Hell Hounds/Shadow Mastiffs/Nessian Warhounds** (see the MM)  Nightmares/Cauchemars** (see the MM)  Manticores (see the MM)  Cockatrices (see below) * Requires “I want to ride a dragon!” bill to be passed. Adamantine) (as per the MM)  Treants (as per the MM)  Rifle Demons (see below) Other minions are effectively mounts or Cohorts. Evil.Prinny (CR 1) Small Construct [Extraplanar. Advancement: 3-20 HD (Small) More Powerful Minions: Some minions are effectively magical equipment. Suggestion Death Throes (Su): when thrown or reduced to 0 HP. It explodes in a 30' radius. You can only create these by spending Mana Power (see: relevant planar currency that you can’t just get by selling turnips). As such.Int 4 Wis 4 Cha 10 Speed: 20' Reach: 5' Init -1 HD: 2d10 (11 HP) AC: 11 (-1 Dex +1 Size +1 Natural Armour). They are:  Golems (Iron. or just really seems to deserve one (such as being a rider-type class). Flat 11 Touch 10 Fort +3 Ref -1 Will -3 BAB/Grapple: +1/-3 2 MW Daggers +4/+4 (1d3+1) Skills: none Feats: for every feat a Prinny would get. Stone. Chaotic. ** Requires “I want to ride something scary!” bill to be passed.

Skills: none. it gains a 5' radius Anti-Magic Field (doesn't affect self) . and all in the area take 10d6 Force damage (Ref half. +4 Dex. This may be done at will. and by egg I mean Delayed Blast Fireball. After gaining an additional 6 HD. War Slug: This is a Frost Worm that has the following changes:CR 10. This is a 5' wide. it deals 5d6 Force damage. Str is only 20. 60' long line. it deals 5d6 Force damage plus one and a half times its Strength modifier (+3). It can go out to 90 feet and requires a Ranged Touch Attack (+13). It never gains more feats. The Critical value is 19-20/x2 Energy Blast (Su): the Rifle Demon may fire a blast of energy with a Standard action. the Rifle Demon may fire an Extinction Beam as a Standard action. DC 19). “Cold” replaced with “Shocking”. If it hits. Trill and Breath Weapon Electro-Charge (Su): the War Slug may spend a Standard action to Haste itself and its rider for three rounds.Rifle Demon (CR 9 Large Outsider) Str 15 Dex 18 Con 16 Int 3 Wis 10 Cha 3 HD: 10d8+60 (105 HP) Initiative: +8 Speed: 30' Reach: 10' AC: 23 (-1 Size. If it hits. only 10 HD Lose Death Throes. Cockatrice: This is an Achierai with the following changes: The CR is 1 higher Gains the Petrification ability of a MM Cockatrice Once per day may lay a large egg. though it provides a +4 Enhancement bonus to Intimidate checks for the owner Feats: it is built with Improved Toughness. Extinction Beam (Su): once per minute. +10 Natural Armour) -Flat 19 -Touch 13 Fort +13 Ref +11 Will +7 BAB/Grapple: +10/+16 Point-Blank (Su): the Rifle Demon may use an energy pulse as a sort of beam sabre. M-M-MONSTER Toughness (+20 HP). Great Fortitude (crappy PHB version) and Improved Initiative. making a Melee Attack (+11) as a Standard action.

with no other changes . Anyone who fails the save catches fire. It is a 30' cone that deals 2d6 Fire damage per hit die (Ref half. Fiendish Brutes and Elemental Weirds Special: may take Dragon Type Hit Dice instead. whenever it deals Fire damage with a Spell-like ability. 3 and 6 HD) Natural Armour: +6 Natural Weapons: -Primary Bite 1d8+Str -Primary Gore 2d6+Str (double Str bonus on a charge) -2 Secondary Slams 1d6+Str*1/2 Fiery Wrath (Su): all of the Efreet's natural weapons deal +1d6 Fire damage when they successfully hit. the target catches fire (Ref negates). +2 Wisdom The Efreet has 6 Outsider Hit Dice: 8+5d8 plus (Con*6) HP BAB +6 Base Saves: Fort +5 Ref +5 Will +5 (8+Int)*9 Skill Points 3 Feats (1.There are two special races that players can later on Reincarnate into if they pass a bill at the Dark Assembly: Efreet: Large Outsider [Fire] Requirement: "I want to be a Lord of Flames" Speed: 30' Reach: 10' Ability Scores: +4 Strength. Red Mages. Breath Weapon (Su): the Efreet has a Breath Weapon 1/4 rounds. Also. +4 Constitution. Con-based). Typical Efreeti: Knights.

they still carry immense power and are resistant to many forms of harm. Although they’re not great spellcasters. -2 Intelligence Level 8 True Fiend: 8+7d12 plus (Con*8) HP BAB +8 Base Saves: Fort +6 Ref +6 Will +6 (8+Int)*11 Skill Points 3 Feats (1. Fire and Electricity 10 Immune to Nonmagical Poisons Advanced Access to the Sphere of Terror Typical Galactic Demons: True Fiends Galactic Demons are large. floating beasts with many eyes that seem to gaze out into the cosmos. -2 Dexterity. . the 6HD one is automatically spent on Large Size) Natural Armour: +4 Spell Resistance 18 (improves with levels) Acid Immunity Telepathy to 100' Damage Reduction 8/Good (improves with levels) Energy Resistances: Cold. +4 Constitution.Galactic Demon: Large Outsider [Extraplanar] Additional Subtypes: same as its Alignment Requirement: "I want to be All Powerful!" Speed: 30' Fly Speed: 10' (Perfect) Reach: 10' Ability Scores: +6 Strength. 3 and 6 HD.

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