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

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

Medium Fey [Plant] Speed: 30' Reach: 5-10' Natural Armour: +1 Skills: Alraune get a +3 bonus to Survival and Craft checks. with flowers growing in their hair. or whatever) in skin. they appear to be pretty humanoid girls from the waist up. 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. Green Mages and Elementalists . They’re sort of like Dryads in a way. Green (or blue.Alraune: the Alraune is a plant. while they are large viny flowers from below the waist. Typical Classes: Totemists.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Fatal Strike. Diplomacy (Cha). Perform (Cha). that enhancement bonus applies to his Armored in Life Armor Bonus. 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. If the Monk wears armor which he is proficient in (for example: normal clothing) that has an enhancement bonus. and has a value of +4. as well any weapon defined as a special monk weapon. Hide (Dex). Concentration (Con). Move Silently (Dex). Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). Knowledge (all skills individually) (Int). Reflex: Good. Listen (Wis). the Armored in Life bonus increases by 1. Climb (Str). Saves: Fort: Good. . Swim (Str). As a natural slam attack. Craft (Int). and the triple staff. such as the sai. 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. the kama. Every even numbered class level. Benefit 1 Armored in Life. the nunchuka. and Tumble (Dex). If the slam is used with other weaponry. If a Monk would be allowed to add his Dexterity modifier to a Reflex Save or Armor Class. Jump (Str). Sense Motive (Wis). Spot (Wis). and adds only half his Strength modifier to damage. Escape Artist (Dex).Class Skills: The Monk's class skills (and the key ability for each skill) are Balance (Dex). Profession (Wis). Will: Good Level. Monks are not proficient with any armor or shields of any kind. Wilow Step (Su): A true monk does not seek to outrun the fist. suffers a -5 penalty to-hit. Willow Step. 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. he may add his Wisdom bonus (if positive) instead. the shuriken. Fatal Strike (Su): A Monk has a natural weapon Slam in addition to whatever else he is capable of doing. but to anticipate it. it becomes a secondary natural attack. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks. if he uses no other natural or manufactured weapons he adds his Strength and a half to damage and may make iterative attacks if he has sufficient BAB.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

This covers the following N1 classes: Geomancer .Geomancers are people who are in touch with nature and the elements in a bizarre fashion. 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. So. and is made by me.Geomancer The Geomancer is one of the more advanced character classes. They become one with the world such that they needn't fear thorns and fire. generally so that it hurts other people. and can also change the very landscape to suit them. clever people and jerks.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

the target catches fire (Ref negates). 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. whenever it deals Fire damage with a Spell-like ability. +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. Fiendish Brutes and Elemental Weirds Special: may take Dragon Type Hit Dice instead. +4 Constitution. Also. Red Mages. Typical Efreeti: Knights. with no other changes . Anyone who fails the save catches fire. Con-based).

. floating beasts with many eyes that seem to gaze out into the cosmos. Fire and Electricity 10 Immune to Nonmagical Poisons Advanced Access to the Sphere of Terror Typical Galactic Demons: True Fiends Galactic Demons are large. -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. 3 and 6 HD. 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. -2 Dexterity. they still carry immense power and are resistant to many forms of harm. +4 Constitution. Although they’re not great spellcasters.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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