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

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

Typical Classes: Totemists. 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.Alraune: the Alraune is a plant. They’re sort of like Dryads in a way. they appear to be pretty humanoid girls from the waist up. Green Mages and Elementalists . while they are large viny flowers from below the waist. Green (or blue. 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. with flowers growing in their hair.

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

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

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

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. they can take Critical hits. but only from Wooden weapons. However they tend to be pretty good at magic and mesmerism. inflicting 2 points of Constitution Damage per round. Typical Classes: Samurai. Vampiric Weaknesses (Ex): Vampires are "vulnerable to Sunlight" and are Fatigued whenever in actual sunlight. as well as handy with a katana. They tend to be pretty fierce and bat-like in N1. Note that these are mostly just limitations on Undead strengths as opposed to true weaknesses. 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).Vampire: vampires are not like the poorly thought out D&D vampires that can’t even be staked. If you mention sparkling I will stamp on your colon. Blue Mages and Green Mages . is stored as "Blood Points". Sleep or shape changing just because they're not quite alive. Red Mages. sadly. nor are they like the ones in Buffy or. with more than a few being very ugly. Vampires do not get immunity to Ability Damage/Drain. 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). to a maximum of 1 per hit die. Any excess Constitution. 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. The character heals 5 points for each point of Constitution Damage in this way. Also. Blood Power (Su): a Vampire may spend 1 Blood Point to generate a Daze effect.

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

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

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

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

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

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

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

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

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

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

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

. Knowledge (all skills individually) (Int). 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. Fighting Style 2 Rain of Flowers. Willow Step. Jump (Str). Saves: Fort: Good. such as the sai. and adds only half his Strength modifier to damage. Reflex: Good. it becomes a secondary natural attack. the shuriken. Hide (Dex). If the Monk wears armor which he is proficient in (for example: normal clothing) that has an enhancement bonus. Fatal Strike (Su): A Monk has a natural weapon Slam in addition to whatever else he is capable of doing. 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. Every even numbered class level. If a Monk would be allowed to add his Dexterity modifier to a Reflex Save or Armor Class. Wilow Step (Su): A true monk does not seek to outrun the fist. and the triple staff. Fatal Strike. Craft (Int). 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. as well any weapon defined as a special monk weapon. suffers a -5 penalty to-hit. and Tumble (Dex). Monks are not proficient with any armor or shields of any kind. the kama. the Armored in Life bonus increases by 1. Diplomacy (Cha). but to anticipate it. Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). Profession (Wis). As a natural slam attack. Spot (Wis). 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. Will: Good Level. Climb (Str). If the slam is used with other weaponry. Sense Motive (Wis). Swim (Str). Benefit 1 Armored in Life. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks. Listen (Wis).Class Skills: The Monk's class skills (and the key ability for each skill) are Balance (Dex). Move Silently (Dex). Concentration (Con). he may add his Wisdom bonus (if positive) instead. that enhancement bonus applies to his Armored in Life Armor Bonus. Perform (Cha). Escape Artist (Dex). and has a value of +4. the nunchuka.

• While Active. Walk of a Thousand Steps: Once per day. your Fighting Style allows your slam attacks to ignore hardness and DR. 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. 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. your Fighting Style allows you to make an attack of opportunity against any opponent who attacks you. Rain of Flowers (Su): Any time a 2nd level Monk inflicts lethal damage. your Fighting Style provides a +4 Dodge Bonus to AC. he may elect to inflict lethal damage instead. • While Active. your Fighting Style provides a +4 Dodge Bonus to Saving Throws. your Fighting Style provides a +30' Insight Bonus to your movement rate. 3. This attack of opportunity must be a trip or disarm attempt. This movement rate reduction can be healed like ability damage (treating 5' of movement as 1 point of ability damage). Abundant Leap (Su): At 2nd level. Diamond Soul (Su): At 4th level. 5. Other Fighting Styles may be activated during this period. a Monk of sixth level or higher may activate a Fighting Style and extend its duration to 1 round/level rather than 1 round. In addition. the DC for any jump check is divided by two. and 7. • While Active. your Fighting Style provides you with concealment. Any time a Monk inflicts non-lethal damage. • While Active. • While Active. At 8th level. his soul becomes immaculate and his Spell Resistance improves to 10 + character level. your Fighting Style provides any bonuses it gives to your slam attack to any attack you make with any weapon.Fighting Style (Su): At levels 1. and at 16th level he masters his diamond soul and his spell resistance improves to 15 + character level. though their duration is normally going to be only 1 round. • While Active. Activating this Fighting Style is still a Swift Action. he may elect to inflict non-lethal damage instead. a Monk's ability to jump is unbounded by his height. and is usable at will. • While Active. the Monk learns a Fighting Style. and provides two bonuses from the Fighting Style Abilities: Fighting Style Abilities • While Active. • While Active. • While Active. • While Active. . your Fighting Style causes your slam attack to inflict piercing damage and to inflict 2 points of Constitution damage. the Monk gains Spell Resistance equal to 5 + his character level. 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. Each Fighting style requires a Swift Action to activate. lasts one round. Each Fighting Style must have a name (see Naming Your Fighting Style below).

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

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

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

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

A samurai can only have one weapon designated as his Ancestral Weapon at a time. He must perform a 24 hour ritual to call his ancestral spirits into the weapon and designate it as his Ancestral Weapon. As long as a Samurai does these two things.Level. Regardless of their name. -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). Ancestral Weaponry: Every culture with a Samurai tradition has a signature weapon that Samurai from that culture use. Pledge of Loyalty: Samurai pledge their loyalty to a Lord. 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. sword saints. but not with shields of any kind. To retain this Lord. and has the Ghost Touch special property. or simply "master swordsman" or other descriptive title. Samurai who have broken their vows to their lord are called ronin. while samurai who have never been pledged to a lord or are unwilling to do so are weaponmasters called kensai. This ritual costs 100 gp in incense and offerings. Samurai are proficient with Light and Medium Armor. Benefit 1 Ancestral Weaponry. Pledge of Loyalty 2 Horde Breaker 3 Kiai! 4 Whirlwind Attack 5 Ancestral Guidance 6 Blindfighting. -The Ancestral weapon has double HPs and +10 Hardness. they must follow this Lord's orders and uphold any Code of Conduct the Lord obeys. the weapon serves as a symbol of the office and prowess of the Samurai. he cannot be forced to act against his Lord or Lord's family by mind-affecting effects. 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. a figure of temporal power and head of a noble family or clan. Samurai without a Lord receive a +4 bonus against mind-affecting effects. Whether it is the Spiked Chain of the Hobgoblin Khanate of Khadun or the Katana of the Human Empire of Rokugan. . and this weapon must be a masterwork weapon exalted by the Samurai's warrior culture.

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

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

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

This has no effect on any spells that a Jester casts from any other spell-list. he must have a Charisma at least equal to 10 + the Spell level. A Jester is proficient with no weapons. apply.BAB: Medium (3/4). Laugh It Off (Ex): Fate protects fools and little children. 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. To cast a Jester spell. Spellcasting 2 Laugh It Off 3 +1d6 Sneak Attack. Poison Use. Saves: Fort: Poor. A Jester automatically knows every spell on his spell list. perhaps especially. regardless of whether they are costly or not. Ignore Components: A Jester may cast spells from the Jester list without using material components. a Jester may add his Charisma modifier as a morale bonus to his saves. improvised weapons may be used without the usual -4 penalty. provided that spell slots of an appropriate level are still available. Will: Poor Level. Power Slide 4 Jester’s Fient 5 Cruel Comment 6 +2d6 sneak Attack 7 Sight Gag 8 Low Comedy. masked. Reflex: Good. Benefit 1 Harlequin’s Mask. 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. At 2nd level. Harlequin’s Mask (Ex): As long as a Jester’s face is painted. Spellcasting: The Jester is an Arcane Spellcaster with the same spells per day progression as a Bard. Poison Use (Ex): A Jester may prepare. A Jester casts spells from the Jester Spell List (below). and Jesters certainly adopt the role of fools. and use poison without any chance of poisoning himself. . he is immune to compulsion effects. Even. or adorned in the manner of a harlequin or other comedic figure. The DC of the Jester's spells is Charisma based and the bonus spells are Charisma based. He can cast any spell he knows without preparing them ahead of time. Ignore Components.

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

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

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

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

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.

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

It is not advisable to let go of the chain when you're halfway through the mirror. or falling down a hole. as the spell. The Great Blizzard of '52 (Sp): The Snowscaper's blizzards are now of legendary proportions. Wintersmith (Su): At level 13. out to Long Range. this is not Never-melt Ice. or until she is killed. the Snowscaper may use Animate Snow.Through the Looking Glass (Su): At level 9. It can be created within long range. It inflicts (Character Level + Cha Modifier)d6 in Cold damage. the Snowscaper can create 1. Unlike most of her creations.000 lbs of ice per character level as full-round action. for one day per character level. . She may create a blizzard which is a Medium-ranged Cone. she may create large amounts of snow and icicles and all that. but must be created on the ground. At level 17. at will. The Snowscaper may now plunge an area into winter. stepping through an open door. because now your body parts will be separated by the distance between the mirrors. she may do it as far as she can see. Create Tons of Ice (Su): At level 12. Animate Snow (Sp): At level 11. and (1/3 Character Level + Cha Modifier) in Slashing and Piercing damage. Others may also come. At character level 15. When she first gets this ability. as long they form a chain by holding hands and the first person through is the Snowscaper. This can have effects like Let it Snow and Ground Freeze. a Snowscaper using her Mirror Mirror On The Wall ability may pass through the mirrors as easily as climbing through a window. the wintery conditions she creates do not melt normally and last until she relents and lets them thaw away.

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

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

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

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

Light. Android Level. This covers the following N1 classes: Star Mage. Search. Starting Age: As Wizard Starting Equipment: 5d4x10gp Alignment: Star Mages are totally inscrutable and come from every alignment." It is the harsh light of space and also that which existed before matter. Sense Motive. 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. Star Skull. 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. Thanks go to Frank Trollman. Wrath of the Heavens 5: Cryptic Demands. Delaying Light 9: End of Life 10: Aid From Beyond. Star Mages are distant and anti-social compared with other mages. and that magic is based on Intelligence. A Star Mage's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. Jump. Use Magic Device. Playing a Star Mage: The Star Mage is a user of magic. Survival. 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. Tenuous Sanity. Hit Die: d6 Base Attack Bonus: Poor (as Wizard) Good Saving Throws: Will Skill Points: 2+Int Class Skills: Concentration. Craft. Geomancer. Diplomacy. Dimension Hop 4: Silent Image. End of Sight 6: Contact Other Plane. Day Break 3: Searing Light.Star Mage Star Mages use the inexplicable elemental magic of "Star. . Heal. Armour Break. Magic Knight. These abilities help them become creepier and more in to crazy space stuff. Ray of Light 2: Attune Form. Spot. Star Mages have a strong tendency to use staves. Abilities: 1: Baleful Glare. Magician. Knowledge (Any). Star Magic. Star Mages also have access to a number of secondary abilities that revolve around Wisdom.

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

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

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

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

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

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

Improved Mettle (Ex): At 11th level. the White Mage may cast any of its specialized spells as an Immediate Action. Ascension (Ex): At 12th level the White Mage ascends to supernatural power and becomes immune to petrification. At this point the White Mage has pretty much won D&D. This may be suppressed or resumed as a swift action. the White Mage gains Improved Mettle. As a swift action. which is triggered by their death. She gains the Outsider type. but doesn't lose things like viability as an organism. except that if the White Mage fails on a Will partial or Fortitude partial saving throw. Aspect of the Wolverine (Ex): At 20th level. Planar Aura (Su): At 12th level. 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. don't worry about it too much. this may be increased to the Major Positive-Dominant trait. and spells which are used via Inner Fire.In Darkest Night (Su): At 8th level. She gains Regeneration 10. the White Mage’s death ward effect extends to all allies within 30 feet. and no aura as a move action. which is not bypassed by any form of damage. the White Mage is now almost completely composed of essentially cancerous cells. and only spells affected by Brilliance. and no more than one active on any given creature. This includes (but is not necessarily limited to) their spell-like abilities. the White Mage may still use any of their abilities so long as it doesn't require actual movement to perform. although they are dismissible as normal for contingency. Instant Brilliance: At 17th level. Planar Bubble (Su): At 14th level the White Mage gains the ability to create even more conduits to the Positive Energy Plane. the Native or Extraplanar subtype as appropriate for her home plane. This is actually pretty bizarre to people in the setting. This applies to spells which are affected by Brilliance. When she first gains this ability. Note that for the purposes of Inner Fire. 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. This ability can be activated and deactivated as a move action. . For 1 minute per character level after they die. Minor. the White Mage may radiate the Minor Positive-Dominant trait out to 60 feet. This functions as Mettle. These do not count against the "You can use only one contingency spell at a time" restriction of the contingency spell. Reraise (Sp): A 13th level White Mage gains the ability to cast a contingent true resurrection on a target creature. At 15th level. and the White Mage can freely switch between Major. which increases to 5/day at 16th level and becomes usable at-will at 19th level. being dead is a harmful status effect. and her previous type as an Augmented subtype. the White Mage may cast it 3/day. 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 may not have more such effects active at a time than they may cast per day. she can create a Planar Breach to the Positive Energy Plane as with precipitate breach. she still only takes the partial effect.

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

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

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

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

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

Intimidate. Hit Die: d8 Base Attack Bonus: 3/4 Good Saving Throws: Will Skill Points: 4+Int Class Skills: Balance. This strange class gains the ability to converse with animals (and similar effects). Spot. . Android. They behave a lot like animals. Move Silently. Listen. Beast Master Starting Age: As Druid Starting Equipment: 6d4x10gp Alignment: Totemists can be of any alignment. Swim. Jump. 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. Use Magic Device. Handle Animal. Shaman. but like Magical Beasts that alignment is largely to be taken with a grain of salt. Sleight of Hand. Survival. Thanks go to Frank Trollman. Search. Craft. Totemists hardly detect a non-neutral alignment at all even if they have one. This covers the following N1 classes: Ghost. while also gaining various powers that sort of shift their form and grant monstrous characteristics. Hide. Alraune. Bluff. Diplomacy. Mothman. Cheerleader. Ride.Totemist The Totemist is found on the Gaming Den. Climb. Knowledge (Any).

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

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

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

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

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

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

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

• Thunder Worm: The Totemist becomes Incorporeal for the next 4 rounds. and in departing from physicality lets off a huge thunderclap that breaks things in all directions. the Totemist can call on any of her displayed Totems that she did not call last turn. Triumph Promised by Ancestors (Su): At 20th level. Everything around the Totemist in a Medium Ranged Burst is subjected to a d8/level Sonic damage (Reflex Half). 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 wins D&D. Limitless Favor of the Totems: At 18th level.

They become one with the world such that they needn't fear thorns and fire. This covers the following N1 classes: Geomancer . So. and can also change the very landscape to suit them.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. clever people and jerks. and is made by me. 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.

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

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

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

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

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

It provides 5 Temporary HP per HD which last for one hour or until used up or replaced by new Temporary HP. Disease & Ability Damage. They will also be cured of any of those conditions. 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. but slightly healthier than Chocolate Cake. Available starting level 3 Carrot Cake (consumable) This cake is still delicious.MAGIC ITEMS (AND ASSORTED JUNK) The Disgaeaverse game assumes the Tome approach to magic items is being taken – Wish economy and everything. Available starting level 5 . but very filling. but causes the consumer to feel bloated. sticky cake becomes immune to the following for the next hour: Poison. as well as granting Fast Healing 1 for one minute. Available starting level 3 Teacake (consumable) Anyone who eats this delicious. counting as Sickened for half an hour. It restores 1d4 HP per HD to the consumer.

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

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

but is often between 2 and 3. and 5% Aye for every Strongly in Favour/Love in their party. This can vary between 5 and 20. unless you convince them otherwise. Drunk people are unreliable. It's a coin-toss. Also. Nobody may attempt to influence the same person more than once per session. Sleeping people don't vote. but they won’t notice you bribing anyone else at least. The number of turns varies. so bribery is of little use. DC 25 will actually let the PCs know who is for and against. 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. unless all of their party is voting one way. they don’t know what they want from one moment to the next. . -10% per person their side is outnumbered by). When waking someone up. There will be a number of "turns" in which each party member gets a single attempt at persuasion. When they do this. based on how important they consider the issue. their first course of action is to actually step forward with their request. do it gently or they may Loathe you. and are more susceptible to bribes. Except they shift 5% Nay for every Strongly Opposed/Loathe in their party. a number of Senators will feel like showing up. 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.. in which case they'll vote the other.THE DARK ASSEMBLY Whenever people want something out of the Dark Assembly.or easily angered by the bribing of those of a conflicted party. A regular Opposed/In Favour is basically a dice roll at 75%. except if the majority of their party votes the other way they might change their mind (100% to stand their ground.. it is treated as a guarantee. Because they're dicks. If merely Strongly opposed/in favour. Indifferent can be easily bribed .

Make it at least half-way appropriate. Failure by 10 or more worsens their attitude. of being Indifferent) . DC 10 if they're hinting. Impress a Senator: this requires a Perform* check against the Senator. Success improves their attitude by 1 step. with a DC of 10 + their HD + their Wis or something. +1 for each 10 you beat it by. 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. a Fear effect could be an automatic Intimidation success and so on. A note for Mister Cavern: keep the records of the various senators to re-use in future. Offer Candy to Mistern Cavern: if this is done. Failure by 10 or more worsens their attitude. Note: some Senators are flat-out resistant or susceptible to certain approaches. automatically improving their attitude by 1 step.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. with a DC of 10 + their HD + their Wis or something. you may automatically improve the attitude of a Senator by one step. as a general rule: • • • • • Orcs. *Or Jump. then you need to actually give them what they want. a Charm or Compulsion could be an automatic Diplomancy success. if awake. +1 for each 10 you beat it by. Based on the value. Use a Spell/Spell-Like Ability/Supernatural Ability/Extraordinary Ability: as long as it takes less than a minute to 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. Success improves their attitude by 1 step. with a DC of 10 + their HD + their Wis or something. Bully/Blackmail a Senator: this requires an Intimidate check against the Senator. And abuse them. Success improves their attitude by 1 step. +1 for each 10 you beat it by. Sweet-Talk a Senator: this requires a Diplomancy check against the Senator. Defeating them improves their attitude by 1 step. +1 for each 10 you beat it by. Tumble or something else you feel will wow them. So an Illusion could be an automatic Bluff success. Lie to a Senator: this requires a Bluff check against the Senator. Also. Failure by 10 or more worsens their attitude. Be Clever: this requires an opposed Knowledge check against a Senator. you may flat out use an ability that could change people's reactions. automatic if they flat-out tell you). Sense Motive checks and simply remembering this shit and writing it down as you deal with them can help you in future. this is worth at least one shift in attitude. Failure by 10 or more worsens their attitude. Failure by 10 or more worsens their attitude. with a DC of 10 + their HD + their Wis or something. +1 for each 10 you beat it by. using the same Knowledge. Success improves their attitude by 1 step.

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

for instance. The group collectively has one pool of minions between them. going by the following chart: Note that the chart is modified as though it were a “Spells per Day” list. or maybe the FF) Treants: Orcworts (one of the Monster Manuals) Slimes: pick an Ooze.MINIONS. MOUNTS AND SPECIAL REINCARNATIONS If the players are ever in a position of power – gaining the [Overlord] or [Demon Lord] Title. with bonus Minions for a high Charisma score (using the best Charisma in the party). except for the magical ones Giant Bats: Dire Bats (Monster Manual) Prinnies: see below. any Ooze. . dood. 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.

or just really seems to deserve one (such as being a rider-type class). -1 more for every Prinny within 30'. You can only create these by spending Mana Power (see: relevant planar currency that you can’t just get by selling turnips). It explodes in a 30' radius. Adamantine) (as per the MM)  Treants (as per the MM)  Rifle Demons (see below) Other minions are effectively mounts or Cohorts. Suggestion Death Throes (Su): when thrown or reduced to 0 HP. they instead just get +1 to Hit and Damage Special: Two-Weapon Fighting. Chaotic. ** Requires “I want to ride something scary!” bill to be passed.Prinny (CR 1) Small Construct [Extraplanar. Dood] Str 10 Dex 8 Con . Str-based). dealing 1d6 Fire damage per HD (Ref half. As such. Evil. as the [Combat] Feat basic ability Dood (Ex): Prinnies take a -1 Racial penalty on saves vs Confusion/Insanity/Suggestion. if a character is entitled to a Cohort from something like the Leadership feat. 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. .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. Insanity. Prinnies are not Immune to the following Mind-Affecting Effects: Confusion. Stone. 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. the Prinny is instantly destroyed. Advancement: 3-20 HD (Small) More Powerful Minions: Some minions are effectively magical equipment.

Extinction Beam (Su): once per minute. M-M-MONSTER Toughness (+20 HP). War Slug: This is a Frost Worm that has the following changes:CR 10. +4 Dex. it deals 5d6 Force damage plus one and a half times its Strength modifier (+3). It never gains more feats. 60' long line. This may be done at will. Skills: none.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. DC 19). It can go out to 90 feet and requires a Ranged Touch Attack (+13). Great Fortitude (crappy PHB version) and Improved Initiative. it deals 5d6 Force damage. making a Melee Attack (+11) as a Standard action. After gaining an additional 6 HD. This is a 5' wide. Trill and Breath Weapon Electro-Charge (Su): the War Slug may spend a Standard action to Haste itself and its rider for three rounds. it gains a 5' radius Anti-Magic Field (doesn't affect self) . +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. though it provides a +4 Enhancement bonus to Intimidate checks for the owner Feats: it is built with Improved Toughness. only 10 HD Lose Death Throes. “Cold” replaced with “Shocking”. If it hits. If it hits. Str is only 20. 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. the Rifle Demon may fire an Extinction Beam as a Standard action. and by egg I mean Delayed Blast Fireball. The Critical value is 19-20/x2 Energy Blast (Su): the Rifle Demon may fire a blast of energy with a Standard action. and all in the area take 10d6 Force damage (Ref half.

with no other changes . Also. Fiendish Brutes and Elemental Weirds Special: may take Dragon Type Hit Dice instead. whenever it deals Fire damage with a Spell-like ability. 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. 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. It is a 30' cone that deals 2d6 Fire damage per hit die (Ref half. Typical Efreeti: Knights. Breath Weapon (Su): the Efreet has a Breath Weapon 1/4 rounds.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. +4 Constitution. Con-based). Anyone who fails the save catches fire.

3 and 6 HD. -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. they still carry immense power and are resistant to many forms of harm. . +4 Constitution. 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. Although they’re not great spellcasters. 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.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.

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