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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
with a 3 round break in between. she can change subtypes by stabbing the right people in the face. They may cast Charm Person once per day as a Supernatural ability (DC 10 + half HD + Cha). and tails with pointed hearts on the end. Actually that’s precisely what they are. She may elect not to use this ability. Telepathy (Su) out to 30' as a constant effect Typical Classes: Jesters. sassy or slutty (pick one or more).Empusa: Empusae are basically the Succubi of the N1 world. These temporary hit points last 1 hour and do not stack. at level 8 she may fly (Average) as much as she wants. Beguilers and Red Mages . the Empusa may fly at 60' (Poor) for a total number of consecutive rounds at a time equal to her Con modifier (minimum 1). but the ability to glide and slow-fall. but they more or less can’t get away without being seen as evil. Ability Scores: +2 Charisma Sexy (Su): Empusae are all innately attractive (by the general. They’re not necessarily evil. as well as psychically seeming slightly tweaked to the preference of those who see them). At level 4. it requires a successful Grapple check. naughty. They have little horns. predatory. big boobs. Tiresome (Su): a kiss or other intimate act with an Empusa can be very tiring as they take a little energy to power themselves. personable and good at pushing the right buttons. This causes the target to become Fatigued for one round. and to take 1d8+Cha nonlethal damage. Speed: 30' Reach: 5' Wings: provide no flight. Medium Outsider [Extraplanar] Additional Alignment subtypes: those of the Empusa's actual alignment. average standards of where they come from. Yes. It’s just their nature. If the target is unwilling. wings. 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.
Typical Classes: Totemists. they appear to be pretty humanoid girls from the waist up. or whatever) in skin. Medium Fey [Plant] Speed: 30' Reach: 5-10' Natural Armour: +1 Skills: Alraune get a +3 bonus to Survival and Craft checks. while they are large viny flowers from below the waist.Alraune: the Alraune is a plant. They’re sort of like Dryads in a way. 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 . Green (or blue. with flowers growing in their hair.
Medium Vermin Fly Speed: 25' + 5' per level (Poor) Reach: 5' Skills: the Mothman gains a +3 Racial bonus on Spot.Mothman: mothmen are… moths. That is largely all that is needed to describe them. and can speak just as well as anyone else. At 9th level it becomes (Good) and changes to 50' + 5' per level. At 15th level it becomes 50' + 10' per level. anyone adjacent to the Mothman must pass a Fort save (Conbased) or take Acid damage equal to the Mothman's number of Hit Dice. They have a tendency to eat cloth. Darkvision 120’. it deals double damage for that attack. Giant moths. Typical Classes: Assassins and Totemists . Hell Pollen (Ex): with a Swift action. The Save DCs are Con-based. about the same size as humans or even a little bigger. Tremorsense 30’ Flight (Ex): at 5th level. Touch of Fatigue and Lullaby. Moth Power (Ex): the Mothman can duplicate the following once each per day: Daze. Dancing Lights. the Flight becomes (Average). Swoop (Ex): when a Mothman charges from a higher vantage point than its target. Listen and Search checks Senses: Low-Light Vision.
Marionettes are flexible. Tumble and Escape Artist checks. They tend to be painted in bright colours as though that offsets the creepiness of walking. Poison Immunity (Ex): Marionettes fucking love poison. They are living creatures. Typical Classes: Jesters .Marionette: Marionettes are human-sized wooden puppets. they may make unarmed strikes as natural Slam Attacks (1d4+Str). as they are made of wood. Puppet (Ex): being puppets. so they can then use it. Medium Humanoid [Construct] Speed: 30' Reach: 5' Feats: Marionettes gain Improved Feint as a Bonus Feat. talking puppets. Additionally. and they are also spooky. brought to life by demonic essence. It doesn’t. Any poison delivered to them remains inert. as such they are immune to poison themselves. They gain a +3 Racial bonus on Balance. 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. However they take a -3 Racial penalty on saving throws against [Compulsion] effects.
Typical Classes: White Mages. and this does not protect it from attacks and so on. all the time. They’re also way too indecisive. Blue Mages. Like. it simply cannot be accessed. ghosts tend to sleep a lot. Ghost Body (Su): a Ghost can hold items like a Handy Haversack. ignoring terrain and walls and furniture (and whatever else may be in the way). Medium Fey Speed: 20' Reach: 5' Pseudo-Ethereal (Ex): Ghosts are kinda' sorta' Ethereal. although they gain Damage Reduction X/Magic where X equals their Hit Dice. Additionally. Green Mages and Totemists . though not [Force] effects. In an Anti-Magic Field. They are semi-transparent and can move through objects. They interact normally with the normal world. Red Mages. but not fully. Or are they? Maybe not. I don’t know. Also. a Ghost taking a Move action can move their speed through intervening objects. The Ghost always benefits from a Featherfall effect. it does not burst open.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.
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. Vampiric Weaknesses (Ex): Vampires are "vulnerable to Sunlight" and are Fatigued whenever in actual sunlight. Typical Classes: Samurai.Vampire: vampires are not like the poorly thought out D&D vampires that can’t even be staked. Rosario to Vampire. 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). with more than a few being very ugly. They tend to be pretty fierce and bat-like in N1. Blood Power (Su): a Vampire may spend 1 Blood Point to generate a Daze effect. Sleep or shape changing just because they're not quite alive. sadly. but only from Wooden weapons. Any excess Constitution. The character heals 5 points for each point of Constitution Damage in this way. inflicting 2 points of Constitution Damage per round. Red Mages. Also. as well as handy with a katana. is stored as "Blood Points". 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. 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). Vampires do not get immunity to Ability Damage/Drain. However they tend to be pretty good at magic and mesmerism. they can take Critical hits. nor are they like the ones in Buffy or. Blue Mages and Green Mages . If you mention sparkling I will stamp on your colon. Note that these are mostly just limitations on Undead strengths as opposed to true weaknesses. to a maximum of 1 per hit die.
the Angel may make a Smite attack. Typical Classes: White Mages and Knights . This can be used on anyone. and have a tendency to glow. she can change subtypes by stabbing the right people in the face. but it never turns out that way in practice. race. but the ability to glide and slow-fall. with a 3 round break in between. all out to 20' from herself.Angel: angels look like pretty humans. 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. In theory they are serene and friendly. Sadly they don’t appear as zebra-striped beachballs. Yes. regardless of alignment. at level 8 she may fly (Average) as much as she wants. At level 4. but it needn’t be. creed or religion. Smite (Su): once per day. 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. Speed: 30' Reach: 5' Ability Scores: +2 Wisdom Wings: provide no flight. the Angel may fly at 60' (Poor) for a total number of consecutive rounds at a time equal to her Con modifier (minimum 1).
a Jack has about one half of a leftover pumpkin that they aren't using any more.or just smash it against a wall. They are as scary as that sounds: not very during the day. In addition. All Souls Day (Su): Each morning. hoes. so gains a +3 Racial bonus on all Craft checks. it's super hard to clean up. 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. Typical Classes: Assassins. Bonus Proficiencies: A Jack is inherently proficient with shovels. Jesters and Samurai . Deep Roots (Ex): A Jack has Tremorsense out to 5' per point of Constitution Bonus they have (minimum 5'). rakes. The DC to Trip a Jack is increased by +4. Other creatures could eat it .Jack: Jacks are basically demon-possessed Scarecrows with pumpkins for heads. and scythes. and so on). a scythe is treated as a war scythe. All Jacks get Profession: Farmer for free. a shovel is treated as a battleaxe. They also tend to be good at yard work. 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. brick-shittingly so at night. Once it dries. and may use the Intimidate skill as a Swift Action. Yard Worker (Ex): the Jack is made for yard work.
Star Mage . Typical Classes: Totemist. Skills: the Android gets a +4 Racial bonus to Search checks. Monk. They do not age. that is completely awesome. Any time they take Electricity damage (even if it is all negated by Resistance or Immunity). their food and sleep requirements are met for the day. she deals 3 Fire damage per Hit Die to the target. Electric-Powered (Ex): Androids have Electricity Resistance equal to their Hit Dice. On a successful Ranged Touch Attack. Chaos. but they aren't bad at firing lasers themselves.Android: Androids are basically Robot Girls. must eat like a human”. Scanner (Su): the Android may cast Detect Good. Medium Construct [Living] Speed: 30' Reach: 5' Ability Scores: Androids have Con scores like everyone else. or running up and punching people. and their armoured bodies grant +1 Natural Armour and DR 5/Adamantine. and Mortalbane. Law and Magic at will. Evil. However they are still Constructs for the purpose of things like Favoured Enemy. They also have souls. the Android may fire EYE BEAMS out to 30' as a Standard Action. and thus have none of the automatic benefits of being constructs. Maces of Smiting. and don't need to eat (though they can). and yes. Living Construct: Androids are living creatures. but they still need to go into Sleep Mode for 4 hours per day. Your MC may let you swap the Food and Sleep requirements to “needn't (but can) sleep. Laser Vision (Su): once per three rounds. They can attach all sorts of cool devices to themselves and really like technology.
Races: any Starting Gold: 6d4x10 gp (150 gold) Starting Age: As Rogue. Knowledge (all) (Int). Spot (Wis). Perform (Cha). Hit Die: d6 Class Skills: The Assassin’s skills (and the key ability for each skill) are Balance (Dex). Climb (Str). Disable Device (Int). Mothmen. Skills/Level: 6 + Intelligence Bonus BAB: Medium (3/4). Tumble (Dex). Gather Information (Cha). Reflex: Good. Diplomacy (Cha). Will: Poor . Move Silently (Dex).CLASSES OF THE DISGAEAVERSE Assassin: The Assassin is found in the Dungeonomicon (Frank & K). meaning it evens out with a competent sneak-attacker. Swim (Str). Concentration (Con). Saves: Fort: Good. Sense Motive (Wis). Spellcraft (Int). Jacks Alignment: An Assassin may be of any alignment. Disguise (Cha). Search (Int). Ninja. Gunners. Sleight of Hand (Dex). Jump (Str). This covers the following N1 classes: Scouts. Intimidate (Cha). Hide (Dex). and Use Magic Device (Cha). This class is stealthy and skilled. Profession (Wis). Archers. Listen (Wis). and has a really deadly death attack that it can generally only use once per fight. Craft (Int). Bluff (Cha).
At level 14. Death Attack +15d6 14 Personal Immunity. or Necromancy. Death Attack +21d6 20 Killing Strike.Level. apply. Death Attack +22d6 Weapon and Armor Proficiency: Assassins are proficient with all Light Weapons. Death Attack +7d6 6 Palm Weapon. The DC of the Assassin's spells is Intelligence based and the bonus spells are Intelligence based. an Assassin is immune to all four of those poisons. Spellcasting: The Assassin is an Arcane Spellcaster with the same spells per day and spells known progression as a Bard. as well as simple weapons. Trapmaking. At first level. but only if the target is denied its Dexterity Bonus to AC against that attack. an Assassin gains proficiency with one Exotic Weapon of her choice. and 12 the Assassin may choose one more type of poison to become immune to. Death Attack +3d6. . and use poison without any chance of poisoning herself. repeating crossbows. Death Attack +19d6 18 Mind Blank. and must be from the schools of Divination. Death Attack +6d6 5 Traps. Assassins are proficient with Light Armor but not with shields. Death Attack +13d6 12 Personal Immunity. Death Attack +20d6 19 Exotic Method. At levels 5. Death Attack +10d6 9 Improved Uncanny Dodge. 7. she must have an Intelligence at least equal to 10 + the Spell level. Death Attack +9d6 8 Nerve of the Assassin. As long as the victim is denied their dexterity against attacks from the assassin during the study action and the attack itself. Death Attack +18d6 17 Death by a Thousand Cuts. they stack if the character meets the requirements of both. even if they are made available in a stronger strength. If she does so. 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. To cast an Assassin spell. Poison Use (Ex): An Assassin may prepare. Assassins are well trained in eliminating magical or distant opponents. Personal Immunity (Ex): Choose four poisons. her next attack is a Death Attack if she makes it within 1 round. Special attacks such as a coup de grace may be a Death Attack. Death Attack +16d6 15 Killer’s Proof. and do not have to meet the stringent requirements of a sneak attack. though if a character has both sneak attack and death attack. Death Attack +11d6 10 Skill Mastery. except that he gains no more than three spell slots per level. and hand crossbows. Death Attack +5d6 4 Cloak of Discretion. Death Attack +14d6 13 Exotic Method. A Death Attack inflicts a number of extra dice of damage equal to her Assassin level plus two dice. Death Attack +12d6 11 Poisonmaster. Death Attack +4d6 3 Hide in Plain Sight. Spellcasting 2 Uncanny Dodge. An Assassin’s spells known may be chosen from the Sorcerer/Wizard list. Illusion. Personal Immunity. an Assassin becomes immune to all poisons. it counts as a death attack. 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. Benefit 1 Poison Use. Death Attack +17d6 16 Exotic Method. Death Attack +8d6 7 Full Death Attack.
the Assassin learns to build simple mechanical traps in out of common materials. and may hide in areas without cover or concealment without penalty.Uncanny Dodge (Ex): Starting at 2nd level. . Hide in Plain Sight (Ex): A 3rd level Assassin can hide in unusual locations. if he has access to it. Finding a magic trap has a DC of 25 + the level of the spell used to create it. and for one round afterward. or higher if it is well hidden. have a BAB equal to his own. and bypass it (with her party) without disarming it. an Assassin is protected by a constant Nondetection effect. an Assassin gains a limited immunity to compulsion and charm effects. the Assassin learns to conceal weapons with supernatural skill. 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. Any weapon successfully concealed with Sleight of Hand cannot be found with divination magic. If an Assassin already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead. Palm Weapon (Su) At 6th level. Move Silently. As long as has access to ropes. Cloak of Discretion (Su): At 4th level. and weapon-grade materials like sharpened wooden sticks or steel weapons. and are always single-use traps. he counts as if he were within a protection from evil effect. Spellcraft. but it will dry out in an hour. Nerve of the Killer: At 8th level. Disable Device. Finding a nonmagical trap has a DC of at least 20. While studying a target for a Death Attack. However. Use Rope. figure out how it works. This ability does not remove the -10 penalty for moving at full speed. This does not confer a deflection bonus to AC. Hide. An Assassin may even hide while being observed. He may add poison to these traps. he can build an improvised trap in 10 minutes. Use Magic Device. flexible material like green wood. Trapfinding: At 5th level. Assasins can use the Disable Device skill to disarm magic traps. Search. Trapmaking: At 5th level. he still loses her Dexterity bonus to AC if immobilized. an Assassin can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. an Assassin becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. He can build any non-magical trap on the “CR 1” trap list that doesn’t involve a pit. These traps have a Search DC equal to 20 + the Assassin’s level. Skill Mastery (Ex): At 10th level. with a caster level equal to his character level. if the Assassin studies an opponent to perform a Death Attack. When making a skill check with Climb. A magic trap generally has a DC of 25 + the level of the spell used to create it. An Assassin who beats a trap’s DC by 10 or more with a Disable Device check can study a trap. or the -20 penalty for running or fighting. she may take 10 even if stress and distractions would normally prevent her from doing so. Assassins can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Full Death Attack: At 7th level. or Swim.
the Assassin learns alchemic secrets for creating short-term poisons. the Assassin can cast plane shift as a spell-like ability. • New School: The Assassin may now choose spells known from a new school. If a character already has uncanny dodge (see above) from a second class. If he is holding an onyx worth at least 100 GP when he kills an enemy. Killing Strike (Su): At 20th level. the Assassin can cast polymorph other as a swift action spell-like ability. Mind Blank (Su): At 18th level. the Assassin can cast flesh to stone as a swift action spell-like ability. • Killer Faerie Arts: Twice per day. the Assassin is protected by a constant mind blank effect. This poison degrades to uselessness in one week. unless the attacker has at least four more levels in a class that provides sneak attack than the target. the character automatically gains improved uncanny dodge instead. Killer’s Proof (Su): At 15th level. 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.Improved Uncanny Dodge (Ex): An Assassin of 9th level or higher can no longer be flanked. The duration of this effect is three rounds. and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character. he can synthesize one dose of any poison in the DMG. Poisonmaster: At 11th level. Once chosen. the assassin has learned to kill even the hardiest of foes by reducing their physical form to shambles. • Death By Plane Once per day. Exotic Method At 13th. the Assassin can cast contagion as a swift action spell-like ability. the Assassin can cast summon monster VII as a spell-like ability. • Poison of the Cockatrice: Twice per day. and 19th level the Assassin learns an exotic form of killing from the list below. 16th. the Assassin learns to steal the souls of those he kills. By expending an entire healer’s kit worth of materials and an hour of time. These penalties last one day. the Assassin can cast implosion as a spell-like ability. Death by a Thousand Cuts: At 17th level. . This defense denies another character the ability to sneak attack the character by flanking him. This effect lasts 10 minutes. the Assassin’s Death Attacks bypass his victim’s DR and hardness. • Proxy Assassin: Twice per day. • Dimesional Rip:: Once per day. he may place their soul within the gem as if he has cast soul bind on them at the moment of their death.
Spot (Wis). Handle Animal (Cha).Knight: The Knight is found in Races of War (Frank & K). Diplomacy (Cha). This class is designed to be hard to significantly hurt. Perform (Cha). but plenty of Chaotic creatures can do that too. Magic Knights. and additionally provides defences to allies. Angels Alignment: Many Knights are Lawful. But not all of them. and seriously hurts enemies that choose to ignore him. Hit Die: d12 Class Skills: The Knight's class skills (and the key ability for each skill) are Climb (Str). You have to maintain your code of conduct. Heavy Knights. Intimidate (Cha). Knowledge (History. Reflex: Poor. and Swim (Str). After all. As such. Starting Gold: 6d6x10 gp (210 gold) Starting Age: As Fighter. This covers the following N1 classes: Warriors. Ride (Dex). Sense Motive (Wis). while Knights often spend tremendous amounts of time far from civilization. Saves: Fort: Poor. and Geography) (Int). they are almost exclusively recruited from the ranks of races that are highly urban in nature. a solitary creature generally has little use for honor. Therefore. Will: Good . Nobility. Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). Races: Knights require a fairly social background to receive their training. Craft (Int). Jump (Str). Listen (Wis). they encourage the enemy to attack the person who it is hard to attack.
A Knight must refuse bonuses from Aid Another actions. 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. Indeed. where X is half her Knight level. the attempt fails. rounded down. Speak to Animals 4 Immunity to Fear. 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. she may gain any Combat feat she meets the prerequisites for instead. a Knight subscribes to honor to a degree far more than that which is strictly considered necessary by other honorable characters. This energy resistance lasts until she spends a Swift Action to choose another Energy type or her Shield bonus is reduced. If the target creature inflicts ay damage on the Knight before the Knight's next turn. Knightly Spirit 5 Command 6 Defend Others. Quick Recovery 7 Bastion of Defense. and Heavy Armor. Benefit 1 Designate Opponent. Medium. any attacks the Knight uses against the opponent during her next turn inflict an extra d6 of damage for each Knight level. . whether she is impersonating a specific creature or not. a Knight may mark an opponent as their primary foe. At 2nd level. As a Swift Action.Level. If she already has Mounted Combat. Shields and Great Shields. • A Knight may not sell Magic Items. Damage Reduction (Ex): A Knight trains to suffer the unbearable with chivalry and grace. • A Knight may not voluntarily change shape. 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. This foe must be within medium range and be able to hear the Knight's challenge. Code of Conduct 2 Damage Reduction 3 Energy Resistance. Mounted Combat: A Knight gains Mounted Combat as a bonus feat at 1st level. even normally acceptable poisons such as blade toxins. • A Knight must refrain from the use poisons of any kind. Spell Shield 9 Sacrifice 10 Knightly Order Weapon and Armor Proficiency: Knights are proficient with all simple weapons and Martial Weapons. 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. Otherwise. Energy Resistance (Ex): A Knight may protect herself from energy types that she expects. Knights are proficient with Light. Code of Conduct: A Knight must fight with honor even when her opponents do not. she gains Damage Reduction of X/-. Draw Fire 8 Mettle. Designate Opponent (Ex): As a Swift Action. This effect ends at the end of her next turn.
Her steed always seems to be able to catch the thrust of anything she says. This effect ends after a number of rounds equal to the Knight's class level. Sacrifice (Ex): As an immediate action. a Knight must join or found a Knightly order. she may ignore one of the prerequisites for joining a Knightly Order prestige class. Defend Others (Ex): A 6th level Knight may use her own body to defend others. becoming a member of an order has special meaning for a 10th level Knight. Knightly Order: What is a powerful Knight without a descriptive adjective? Upon reaching 10th level. Command: A Knight gains Command as a bonus feat at level 5. though she does not. 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. With a Swift Action. From this point on. and she gains an ability related to the order she joins. Any ally adjacent to the Knight gains Evasion. All adjacent allies except the Knight gain a +2 Dodge bonus to their Armor Class and Reflex Saves. that condition ends at the end of that turn. a 4th level Knight may restore any amount of attribute damage or drain that she has suffered. a Knight becomes immune to [Fear] effects. 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. a 9th level Knight may make herself the target of an attack or targeted effect that targets any creature within her reach. there is no limit to how many tricks she can teach a creature. Immunity to Fear (Ex): At 4th level. In addition. she may pique the interest of any mindless opponent within medium range. Bastion of Defense (Ex): A 7th level Knight can defend others with great facility. and her Handle Animal checks are not penalized for attempting to get a creature to perform a trick it does not know. Mettle (Ex): An 8th level Knight who succeeds at a Fortitude Partial or Willpower Partial save takes no effect as if she had immunity. . In addition. Draw Fire (Ex): A 7th level Knight can exploit the weaknesses of unintelligent opponents.Speak to Animals (Ex): A Knight can make herself understood by beasts. Knightly Spirit (Ex): As a Move Equivalent Action. This Spell Resistance is increased by her shield bonus to AC if she has one.
from Stoic Lawfulness to Boisterous Chaos. few of the slower races turn towards these magical combat styles. Hit Die: d8 . Also they gain cool stances that allow their natural attacks to do things or make them harder to hurt. Androids Alignment: Monks may be of any alignment. Really. has a non-shit AC when unarmoured. Nekomata. Races: Because the martial paths of a Monk embrace all manners of comportment. The discipline emphasizes physical strength as much as it emphasizes perceptiveness and inner strength. other Monks will join in. some Monks will try to break it up. unlike a PHB Monk. Sinners. so orcs are as likely to become monks as Kuo-Toa are. This covers the following N1 classes: Brawlers. Starting Gold: 2d4x10 gp (50 gold) Starting Age: As Monk. and has a natural attack that can actually hit. almost every sapient race has those who take up the monk's path. If a bar brawl breaks out. Whatever.Monk: The Monk is found in the Dungeonomicon (Frank & K). With its lack of emphasis on ranged weaponry. and halflings and dwarves rarely become monks. Masked Heroes. This class is good at moving about.
Fighting Style 2 Rain of Flowers. Will: Good Level. 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. Every even numbered class level. If a Monk would be allowed to add his Dexterity modifier to a Reflex Save or Armor Class. as well any weapon defined as a special monk weapon. he may add his Wisdom bonus (if positive) instead. the shuriken. Benefit 1 Armored in Life. Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). Spot (Wis). and Tumble (Dex). such as the sai. 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. Perform (Cha). Sense Motive (Wis). . Jump (Str). the kama. Craft (Int). Concentration (Con). and has a value of +4. Wilow Step (Su): A true monk does not seek to outrun the fist. Fatal Strike (Su): A Monk has a natural weapon Slam in addition to whatever else he is capable of doing. Swim (Str). it becomes a secondary natural attack.Class Skills: The Monk's class skills (and the key ability for each skill) are Balance (Dex). Listen (Wis). Willow Step. Diplomacy (Cha). 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. Monks are not proficient with any armor or shields of any kind. and adds only half his Strength modifier to damage. Knowledge (all skills individually) (Int). If the Monk wears armor which he is proficient in (for example: normal clothing) that has an enhancement bonus. As a natural slam attack. suffers a -5 penalty to-hit. Climb (Str). Hide (Dex). Saves: Fort: Good. Reflex: Good. 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. Escape Artist (Dex). Fatal Strike. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks. but to anticipate it. Profession (Wis). the nunchuka. and the triple staff. Move Silently (Dex). the Armored in Life bonus increases by 1. If the slam is used with other weaponry. that enhancement bonus applies to his Armored in Life Armor Bonus.
• While Active. your Fighting Style provides a +4 Dodge Bonus to Saving Throws.Fighting Style (Su): At levels 1. your Fighting Style provides a +30' Insight Bonus to your movement rate. Each Fighting style requires a Swift Action to activate. At 8th level. and provides two bonuses from the Fighting Style Abilities: Fighting Style Abilities • While Active. Activating this Fighting Style is still a Swift Action. a Monk's ability to jump is unbounded by his height. a Monk of sixth level or higher may activate a Fighting Style and extend its duration to 1 round/level rather than 1 round. . In addition. • While Active. your Fighting Style causes your slam attack to inflict piercing damage and to inflict 2 points of Constitution damage. your Fighting Style provides a +4 Dodge Bonus to AC. his soul becomes immaculate and his Spell Resistance improves to 10 + character level. • While Active. • While Active. • While Active. This attack of opportunity must be a trip or disarm attempt. your Fighting Style provides any bonuses it gives to your slam attack to any attack you make with any weapon. he may elect to inflict lethal damage instead. the Monk learns a Fighting Style. • While Active. Abundant Leap (Su): At 2nd level. lasts one round. he may elect to inflict non-lethal damage instead. 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. and is usable at will. your Fighting Style provides you with concealment. Diamond Soul (Su): At 4th level. the DC for any jump check is divided by two. the Monk gains Spell Resistance equal to 5 + his character level. and at 16th level he masters his diamond soul and his spell resistance improves to 15 + character level. your Fighting Style allows your slam attacks to ignore hardness and DR. Any time a Monk inflicts non-lethal damage. 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. • While Active. Other Fighting Styles may be activated during this period. 3. your Fighting Style allows you to make an attack of opportunity against any opponent who attacks you. Walk of a Thousand Steps: Once per day. • While Active. • While Active. though their duration is normally going to be only 1 round. and 7. Each Fighting Style must have a name (see Naming Your Fighting Style below). This movement rate reduction can be healed like ability damage (treating 5' of movement as 1 point of ability damage). 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. Rain of Flowers (Su): Any time a 2nd level Monk inflicts lethal damage. • While Active. 5.
your Master Fighting Style allows you to shoot fire out of your hands or mouth as a standard action. While Active. you may choose two regular Fighting Style Abilties. While Active. While Active. your Master Fighting Style provides total concealment. 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). 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. While Active. Master of the Four Winds (Su): The Monk's breath of life is carried on the winds of fate. 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. if the monk is restored to life. When a Monk gains a new Master Fighting Style. and gives you a +20' Competence bonus to your speed. 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. 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. requires a ranged touch attack. and 13. your Master Fighting Style causes your slam attack to inflict vile damage. and provides two bonuses from the Master Fighting Style Abilities. While Active. Each Master Fighting Style must have a name (see Naming Your Fighting Style below). While Active. While Active. with a caster level equal to your character level. While Active. the Monk learns a Master Fighting Style. While Active. Instead of gaining a Master Fighting Style Ability. A creature so banished. • • • • Master Fighting Style Abilities: While Active. and is usable at will. Master of the Four Seasons: Time passes relentlessly in the world. You are immune to Sonic damage while your Master Fighting Style is active. . Outsiders suffer a -4 penalty to their saving throw. He no longer appears to age. While Active.Master Fighting Style (Su): At levels 9. There is no saving throw against this effect. your Master Fighting Style provides you the effect of an air walk spell. lasts one round. While Active. the DC for any jump check is divided by 5. 11. the change of seasons is as no change at all. your Master Fighting Style affects any opponent you successfully trip or bulrush with the violent thrust version of telekinesis. but for a monk of 14th level. and inflicts 1d6 of fire damage per character level if it hits. he doesn't lose a level for doing so. your Master Fighting Style transforms your slam attacks into Force effects that inflict Force damage. Each Master Fighting style requires a Swift Action to activate. he may replace one of his Fighting Styles with a different Fighting Style. • • • • • • • • • Leap of the Clouds (Su): At 10th level. At 12th level. The fire can be shot out to medium range. 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 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.
Unarmed or Slam attacks inflict regular damage. He gains the augmented subtype of his previous type. allowing you to open a travel version of gate with a slam attack. • While Active. • While Active. You recover a number of points of nonlethal damage each round equal to your character level. your Grand Master Fighting Style allows you to punch a hole through space and time. your Grand Master Fighting Style affects every target you strike with a slam attack with the violent thrust version of telekinesis. lasts one round. . • While Active. • Instead of gaining a Grand Master Fighting Style Ability. your Grand Master Fighting Style causes you to regenerate. 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. you do not gain an extra Swift Action during your extra actions. 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. the Monk learns a Grand Master Fighting Style. Perfect Mastery: Once per day. • While Active. and has Damage Reduction of 20/Epic. and 19. a Monk of 18th level or higher may activate a Fighting Style. • While Active. • While Active. and provides two bonuses from the Grand Master Fighting Style Abilities. Each Grand Master Fighting style requires a Swift Action to activate. There is no saving throw against this effect. with a caster level equal to your character level. and is usable at will. • While Active. with a caster level equal to your character level (DC 10 + ½ character level + Wisdom Modifier). or Grand Master Fighting Style and extend its duration to 1 round/level rather than 1 round. • While Active. Activating this style is still a Swift Action. Each Grand Master Fighting Style must have a name (see Naming Your Fighting Style below). he may replace one of his Fighting Styles or Master Fighting Style with a different Style of the same type. Grand Master Fighting Style Abilities: • While Active. • While Active. your Grand Master Fighting Style forces every creature struck with your slam attack to make a Fortitude save (DC 10 + ½ character level + Wisdom Modifier) or die. your Grand Master Fighting Style prevents all [Teleport] effects from entering or exiting within 1 mile of your location. Other styles may be activated during this period. though their duration is normally going to be only 1 round Grand Master of Flowers: At 20th level. your Grand Master Fighting Style makes you and everything you are carrying incorporeal. the Monk becomes an Outsider. your slam attacks are incorporeal touch attacks. your Grand Master Fighting Style slows down time to the point where you can act twice each round. and immortal of legend. When a Monk gains a new Grand Master Fighting Style.Grand Master Fighting Style (Su): At levels 15. your Grand Master Fighting Style affects any target you strike with your slam attack with a disintegrate effect. 17. Master Fighting Style.
Manticore 8. or choose an adjective. animals.Naming your Fighting Style: Roll a d10. . Running 2. Fortunate 7. Hungry 3. or nouns that you want. Drunken 6. Angry 4. Dance 8. and a noun: Adjective Chart: 1. Technique 6. Touch 10. Movement 9. Spinning Kick 4. Monkey 6. Attack 5. Fist 2. Fu Note from the authors: Feel free to add any adjectives. Stance 3. Powerful 10. Swift 9. Crane 5. Lazy 8. Serpent 9. Ox 2. Dragon 4. Hummingbird 10. Naked 5. Style 7. an animal. Enlightened Animal Chart: 1. Demon Noun Chart: 1. There's no reason that your character's fighting style has to be called "Naked Tiger Stance" rather than "Astonished Centaur Defense". Tiger 3. Turtle 7.
So while a Samurai himself does not have to be Lawful. Hide (Dex). and iaijutsuing people in half. Concentration (Con). Berserkers. Ninja. This covers the following N1 classes: Samurai. Swim (Str). plus one masterwork weapon Starting Age: As Fighter. Vampires. Reflex: Poor. Climb (Str). Saves: Fort: Poor. Craft (Int). Starting Gold: 4d6x10 gp (140 gold). making many attacks of opportunity.Samurai The Samurai is found in Races of War (Frank & K). Lawful races bear the vast majority of Samurai. Escape Artist (Dex). Profession (Wis). All of them must maintain the veneer of honor and civility. Move Silently (Dex). Nekomata Alignment: The Samurai can be of any alignment. Races: The Samurai is primarily found in societies where the law of the land is held in primacy over other things. Perform (Cha). Listen (Wis). though there is no reason that they have to actually be Lawful. Knowledge (all skills individually) (Int). This class is great at scoring critical hits. Hit Die: d8 Class Skills: The Samurai's class skills (and the key ability for each skill) are Balance (Dex). and Tumble (Dex). Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). Sense Motive (Wis). Jump (Str). Will: Good . Diplomacy (Cha).
and this weapon must be a masterwork weapon exalted by the Samurai's warrior culture. Samurai without a Lord receive a +4 bonus against mind-affecting effects. Terrible Blows 7 Iaijutsu 8 Parry Magic 9 Subtle Cut 10 Blade of Devastation 11 Iaijutsu Focus 12 Cut Magic 13 Deny Arcane Defenses 14 Final Cut 15 Iaijatsu Master 16 Reflect Magic 17 Blade of Souls 18 Deny Armor 19 Iaijutsu Grandmaster 20 Scrolls of Wisdom Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons. and once performed grants the following abilities: -Counts as his Ancestral Weapon for all Samurai abilities. A samurai can only have one weapon designated as his Ancestral Weapon at a time. Pledge of Loyalty: Samurai pledge their loyalty to a Lord. a figure of temporal power and head of a noble family or clan. they must follow this Lord's orders and uphold any Code of Conduct the Lord obeys. but not with shields of any kind. Ancestral Weaponry: Every culture with a Samurai tradition has a signature weapon that Samurai from that culture use. he cannot be forced to act against his Lord or Lord's family by mind-affecting effects. or simply "master swordsman" or other descriptive title. -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). sword saints. 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. As long as a Samurai does these two things. . the weapon serves as a symbol of the office and prowess of the Samurai. as well as a single Exotic weapon appropriate to the Samurai's tradition. To retain this Lord. and has the Ghost Touch special property. Benefit 1 Ancestral Weaponry. Whether it is the Spiked Chain of the Hobgoblin Khanate of Khadun or the Katana of the Human Empire of Rokugan. Pledge of Loyalty 2 Horde Breaker 3 Kiai! 4 Whirlwind Attack 5 Ancestral Guidance 6 Blindfighting.Level. This ritual costs 100 gp in incense and offerings. Regardless of their name. while samurai who have never been pledged to a lord or are unwilling to do so are weaponmasters called kensai. Samurai who have broken their vows to their lord are called ronin. -The Ancestral weapon has double HPs and +10 Hardness.
Whirlwind Attack: A Samurai gains Whirlwind Attack as a bonus feat at 4th level. He may use this ability a number of times per day equal to his half his Samurai level +2. If he can make an attack roll against an AC equal to the spell or effect's DC with this Attack of Opportunity. but only if he meets the prerequisites of that feat. but only if he meets the prerequisites of that feat. but before damage is rolled. Kiai! (Ex): At 3rd level. he can also destroy unattended objects of any Hardness with a successful Ancestral weapon attack. Ancestral Guidance(Sp): At 5th level. Terrible Blows (Su): At 6th level. Subtle Cut A Samurai gains Subtle Cut as a bonus feat at 9th level. or dispel up to a 10' by 10' section of a [force] effect. he may take an attack of opportunity against that opponent as an immediate action at any time. Iaijutsu Focus (Ex): At 11th level. a Samurai may use his Ancestral Weapon to parry magic targeted at him. Blade of Devastation (Su) At 10th level. If the Samurai already has this feat. the Samurai may attack enemies within his reach through objects and walls. As a standard action. This counts as a commune effect that can be used once a day. . Parry Magic (Su): At 8th level. the effect does not affect him. a Samurai may convert a successful strike into a confirmed critical hit. If the Samurai already has this feat. This works like a speak with dead effect that may be used once per day. If the Samurai already has this feat. enemies do not gain cover bonuses against an attacking Samurai. Iaijutsu (Ex): When a 7th level Samurai has the Edge on an opponent. As a result. A samurai can also seek guidance from other peoples' ancestors if they are available. his Ancestral Weapon automatically destroying any unattended object or wall in the way with a Hardness less than 20. he may take an Attacks of Opportunity against the targeted effect. a Samurai may seek guidance from his ancestors. Blindfighting: A Samurai gains Blindfighting as a bonus feat at 6th level. This effect can also pierce [force] effects. he may choose a [Combat] Feat instead. a Samurai's Ancestral Weapon bypasses Damage Reduction and ignores Hardness. This ability cannot be used on Attacks of Opportunity. but only if he meets the prerequisites of that feat. This ability is a free action that is declared after the strike is rolled and confirmed as a hit. he may choose another [Combat] Feat instead.Horde Breaker: A Samurai gains Horde Breaker as a bonus feat at 2nd level. he may choose a [Combat] Feat instead. When the Samurai is targeted by a spell or supernatural ability. a Samurai may make up to his per round limit of Attacks of Opportunity against any opponent(s) that he threatens as an immediate action.
or otherwise returned to life until the Ancestral Blade is broken. but a -8 penalty to attack the writer of the treatise. the Samurai has reached the pinnacle of his art. A successful save against this effect makes the enemy immune to this effect for five rounds. . In addition. resurrected. a Samurai's Ancestral Weapon gains the Vorpal Special quality. Blade of Souls: At 17th level. any Attack of opportunity made by the Samurai is automatically a confirmed critical hit. a Samurai who writes his treatise no longer takes ability penalties for aging as long as one copy of the treatise exists. 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. Iaijutsu Grandmaster (Ex): At 19th level. a Samurai attacking with his Ancestral Weapon ignores any AC bonuses on his targets that come from spells or spell-like abilities. Each time the Ancestral Weapon takes a soul. but it only dispels a 10' by 10' section of an Area of Effect spell or spell-like ability. Anyone who reads this treatise gains a +2 competence bonus to attack characters with Samurai levels. the Samurai gains a single bonus use of his Kiai! ability that must be used before the next sunrise.Cut Magic (Su): At 12th level. This attack is handled like the Samurai's Parry Magic ability. Iaijatsu Master(Ex) : At 15th level. Final Cut(Ex): At 14th level. Deny Armor(Su): At 18th level. a Samurai attacking with his Ancestral Weapon ignores any AC bonuses on his targets that come from armor or natural armor. and this enemy cannot be raised. 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). Deny Caster Defenses (Ex): At 13th level. he may distribute it and spread his wisdom. Scrolls of Wisdom: At 20th level. If he spends one month composing this treatise. as per a spell turning effect. 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. even if it is not a slashing weapon. Reflect Magic(Su) : At 16th level. and he may compose a treatise of his collected wisdom. any enemy killed by a Samurai's Ancestral Weapon has his soul sucked into it.
Hide (Dex). Spot (Wis). ways to debilitate foes. Bluff (Cha). Disguise (Cha). Tumble (Dex). a little Sneak Attack damage. Move Silently (Dex). Sense Motive (Wis). quirky combat and evasive abilities. Intimidate (Cha). This covers the following N1 classes: Thieves. This class is a little bit like a Bard. Disable Device (Int). Masked Heroes. Sleight of Hand (Dex). Swim (Str). Skills/Level: 6 + Intelligence Bonus . Marionettes Translation of note written: “Boobies” Alignment: A Jester may be of any non-Lawful alignment. except useful. Races: Jesters appear in all cultures and all races have need of buffoons. Concentration (Con).Jester The Jester is found in Dungeonomicon (Frank & K). and Use Magic Device (Cha). Climb (Str). Craft (Int). Search (Int). Diplomacy (Cha). Gather Information (Cha). They gain skill points. Profession (Wis). Hit Die: d6 Class Skills: The Jester’s skills (and the key ability for each skill) are Balance (Dex). Spellcraft (Int). and limited spell-casting. Listen (Wis). Starting Gold: 6d4x10 gp (150 gold) Starting Age: As Rogue. Jump (Str). Empusae. Perform (Cha).
a Jester may add his Charisma modifier as a morale bonus to his saves. Poison Use (Ex): A Jester may prepare. Spellcasting: The Jester is an Arcane Spellcaster with the same spells per day progression as a Bard. Even. He can cast any spell he knows without preparing them ahead of time. and use poison without any chance of poisoning himself. Reflex: Good. . he must have a Charisma at least equal to 10 + the Spell level. 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. apply. Ignore Components: A Jester may cast spells from the Jester list without using material components. improvised weapons may be used without the usual -4 penalty. The DC of the Jester's spells is Charisma based and the bonus spells are Charisma based. and Jesters certainly adopt the role of fools. Benefit 1 Harlequin’s Mask. regardless of whether they are costly or not. Ignore Components. Will: Poor Level. 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. or adorned in the manner of a harlequin or other comedic figure. Laugh It Off (Ex): Fate protects fools and little children. masked. Power Slide 4 Jester’s Fient 5 Cruel Comment 6 +2d6 sneak Attack 7 Sight Gag 8 Low Comedy. provided that spell slots of an appropriate level are still available. he is immune to compulsion effects. Poison Use. A Jester is proficient with no weapons. To cast a Jester spell. At 2nd level. perhaps especially. Saves: Fort: Poor.BAB: Medium (3/4). A Jester automatically knows every spell on his spell list. Spellcasting 2 Laugh It Off 3 +1d6 Sneak Attack. Harlequin’s Mask (Ex): As long as a Jester’s face is painted. A Jester casts spells from the Jester Spell List (below). This has no effect on any spells that a Jester casts from any other spell-list.
Wealthy. 11. This is a language-dependant ability. any successful sneak attack also inflict a -2 Dex penalty to an enemy for one round. the Jester may apply the Silent Spell and Still Spell metamagics spontaneously to his spells. the Jester can make a Bluff check opposed by the target’s level plus Charisma check. and all other checks. or 15’ at her choice). not a Saving Throw. or foolish Jesters sometime used coins or gems. pieces of cloth or scarves. 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. 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. 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’. As a swift action. At a swift action. Low Comedy (Ex): By using this ability. If it succeeds. Jester’s Feint (Ex): At 4th level. thereby lessening the impact. but only if he casts them as full-round actions. Slapstick (Ex): At 8th level. his sneak attacks inflict 1 extra d6 of damage. Some Jesters use objects with magical or alchemic effects that act in an enemy’s square to use with this ability. and this increases by 1d6 at levels 6. fruit. he may allow herself to be flung backwards . he suffers a d6 of damage for each square not moved. 10’. saves. If there is not enough space for him to move. Using this ability is an attack action and counts as a thrown weapon. 13.Power Slide (Ex): If a 3rd level Jester takes damage from an attack. Sight Gag: At 7th level. The penalty can be restored to its normal value with 10 minutes and a bar of soap. a 10th level Jester may use fabricate or major creation as a spell-like ability. and it does not increase the spell’s level or slot used. the Jester has learned to say extremely funny but hurtful things about others. Sneak Attack (Ex): At 3rd level. while others use colored balls. 9. This is a skill check. so abilities such as Evasion do not apply. he suffers a -4 to attack rolls. This effect lasts 3 rounds. . He may make a Balance check with a DC equal to the damage inflicted and if she succeeds. At 3rd level. he suffers only half damage. If this ability is gained from another class. Cruel Comment (Ex) At 5th level. a Jester gains the ability to make sneak attacks as a rogue would. If he passes through an occupied square. and 19. Jack-in-the-Box King (Sp): Twice per day. If the target fails this check. 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. a Jester learns to shock and unnerve his enemies by throwing unexpected objects at them. the enemy is denied his Dex bonus for the Jester’s next attack. 17. but only if he is constructing weapons or traps. desperate. This ability only works with spells on the Jester list. 15. or other cast-off materials that fit the requirement of being brightly colored. the Jester would have to make a tumble check to avoid attacks of opportunity.
Symbol of Sleep. Tasha's Uncontrollable Hideous Laughter. Touch of Idiocy. 4th Level: Globe of Invulnerability. the Jester can make a free Trip attack that does not provoke an Attack of Opportunity. Glitterdust. this check causes the enemy to suffer the panicked condition for a round per Jester level. Last Trick (Su): At 18th level. Prat Fall (Ex): At 16th level. Nightmare. so long as he meets the requirements of his Harlequin’s face ability. Minor Globe of Invulnerability. he does not age and is under the effects of a mind blank effect. Modify Memory. Any time the Jester is killed or knocked unconscious. Symbol of Stunning. Jester Spells: 0th Level: Alarm. Detect Magic. Explosive Runes. Wood Rot. The Jester may substitute his Dexterity modifier for his Strength modifier for the opposed test to trip his foe. Eternal Trickster (Ex) At 20th level. Greater Glyph of Warding. Jesters must learn to avoid the curses and transformations of enemies with a sense of humor. the Jester can become a personification of the Laughing God Who has No Temples. Misdirection. Rope Trick. This is a mindeffecting fear effect. Annoy the Gods (Su): As world-class pranksters. the Jester can make a special Intimidate check as a move action. Shrink Item. Screen. Grease. Teleport Trap. . Persistent Image. the effect is removed. Detect Poison. Symbol of Insanity. sepia snake sigil. Telekinesis. Ventriloquism. 5th Level: Bigby's Interposing Hand.Killer Clown (Ex): At 12th level. 3rd Level: Feeblemind. Secret Page. Mordenkainen's Faithful Hound. Refuge. Reduce Person. 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. Servant Horde. Repulsion. If successful. Energy Immunity. and it may be used with ranged sneak attacks. Insanity. Eyebite. Unseen Servant. This ability cannot be used on any one enemy more than once a round. Insect Plague. Magic Mouth. While meeting the requirements of his Harlequin’s Mask ability. Temporal Stasis. Unluck. Tree Shape. Sword of Deception. Symbol of Weakness. Sleet Storm. any time a Jester strikes an enemy with a sneak attack. Glyph of Warding. 1stLevel: Fire Trap. Pyrotechnics. the Jester can turn even his death into a joke. The Jester may not be tripped if this fails. 2nd Level: Baleful Transposition. Rage. 6th Level: Creeping Doom. one of his spells known is cast as if it were spell in a contingency effect.
Craft (Int). Red Skull. Concentration (Con). But they don't have to be. Thanks go to Frank Trollman. Intimidate (Cha). Skills/Level: 4 + Intelligence Bonus BAB: Medium (as Cleric). Reflex: Good. Survival (Wis). Hit Die: d8 Class Skills: The Fire Mage's class skills (and the key ability for each skill) are Bluff (Cha). Will: Good . and a lot of Fire Mages are Chaotic. Saves: Fort: Good. Spellcraft (Int). Jump (Str). Spot (Wis). Magic Knight. Profession (-). Handle Animal (Cha). Recommended for those who like to set people on fire. Magician. Climb (Str). Search (Int). and still remain relevant in the game. This covers the following N1 classes: Red Mage. Listen (Wis). Disguise (Cha). Vampire. Escape Artist (Dex). Ride (Dex).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. though significant portions of many races live in areas where being a Fire Mage is illegal. Starting Gold: 6d6x10 gp (210 gold) Starting Age: As Rogue. Move Silently (Dex). Empusa Alignment: Fire is a destructive force. Races: Fire Mages appear in all races. and Use Rope (Dex). Ghost.
A Fire Bolt strikes its target with a ranged touch attack. Fire Burst. No more than ½ of the damage inflicted by his fire damage can be negated by hardness or immunity or resistance to Fire. Hand of Fire 4 Fire Immunity. Ray of Light 15 Sending. Impress Flames (Ex): Every time a Fire Mage inflicts Fire damage on any target. A Fire Bolt tavels out to short range. 303). Ignite (Sp): As a standard action. Piercing Flames (Ex): From 3rd level on. with an allowed Reflex Save for half (DC 10 + ½ Level + Charisma Modifier). whether with his class abilities or another source of fire. A creature on fire suffers 1d6 of Fire damage per round (the Mage's Impress Flames ability applies to each round of course). and inflicts 1d6 of Fire damage per level. all martial axes. a Fire Mage's Fire cuts through Fire Resistance. Impress Flames. Fire Bolts (Sp): A Fire Mage can throw bolts of fire as an attack action. 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. Fire Resistance (Ex): A Fire Mage has a Resistance to Fire equal to twice his level. and Immunity. as well as the whip. This burst of flames inflicts 1d6 of fire damage. Rain of Fire Weapon and Armor Proficiency: Fire Mages are proficient with all simple weapons. he inflicts an amount of extra Fire Damage equal to his class level or his Charisma modifier. and it always hits. a Fire Mage can emit a burst of flame from his body. striking all creatures and objects within 10' of his position except himself. . In addition. hardness. whichever is less. and all sizes and varieties of scimitar (including falchions). Smokeless Flame 5 Fireballs 6 Mindfire 7 Visions of Flame 8 Soul of Cinders 9 Sculpt Flames 10 Conflagration 11 Beacon. a 2nd level Fire Mage can cause any creature or object to burst into flame. Fire Burst (Sp): As a standard action. This ability can be used out to Medium range. Fire Mages are proficient with light armor but not with shields of any kind. Benefit 1 Fire Resistance. p. the Fire Mage ignores the first 5 points of Fire Resistance that a target has. Fire Bolts.Level. and the creature can attempt to put itself out with a DC 15 Reflex save (see the DMG. Firewalk 12 Bonds of Fire 13 Fire Clouds 14 Searing Light. Fire Magic 2 Ignite 3 Piercing Flames.
Hand of Fire (Su): A 3rd level Fire Mage can set fire to their own body, causing them to count as armed at all times, even with unarmed attacks. The Fire Mage also causes an extra 1d6 of Fire damage with all melee attacks. Fire Immunity (Ex): A 4th level Fire Mage is immune to Fire. Smokeless Flame (Sp): A 4th level Fire Mage can create fires that produce no heat and do not burn. These fires can be anything from the size of a torch to a bonfire, and produce light accordingly. Each lasts until the next time the sun rises. Smokeless Flame can be created anywhere within Medium range. Fireballs (Sp): A 5th level Fire Mage can hurl explosive fire anywhere within Long Range as a Full Round Action. This Fire explodes into a 20' radius burst and inflicts 1d6 of Fire Damage per level. All creatures within the area are entitled to a Reflex save to halve damage (DC 10 + ½ Level + Charisma Modifier). Mindfire (Sp): A 6th level Fire Mage can start a Fire in a creature's mind, duplicating the effects of rage or confusion for a number of minutes equal to his Level. The victim must be within Medium Range, and is entitled to a Will Save to negate this effect (DC 10 + ½ Level + Charisma Modifier). This is a Mind influencing Compulsion effect. Visions of Flame (Sp): A 7th level Fire Mage can contact other plane to communicate with the denizens of the Elemental Plane of Fire. A Fire Mage is in no danger of becoming insane or damaged by this experience. Soul of Cinders (Sp): An 8th level Fire Mage has burnt his soul to ash, and is no longer susceptible to Energy Drain or Fear. Sculpt Flames (Sp): A 9th level Fire Mage can create delicate shapes and walls made of fire. The Fire is fully shapeable, but cannot pass through more than 2 squares per level. Any creature passing through a square with fire in it suffers 1d6 of fire damage per level. A creature which is in a square that is being filled with fire is entitled to a Reflex Save (DC 10 + ½ Level + Charisma Modifier) to move to the nearest non-flaming square as an immediate action. These fires persist for 1 round per level. Alternately, the Fire Mage can replicate a wall of fire which persists for 1 minute per level. Conflagration (Sp): At 10th level, a Fire Mage can surround himself with a nimbus of flames that extends for 10' in all directions from his person. All other targets in this area suffer a d10 of Fire Damage per level, but are entitled to a Reflex Save (DC 10 + ½ Level + Charisma Modifier). In addition, a Fire Mage can cast fireshield at will (Hot Shield only). Beacon (Sp): An 11th level Fire Mage can create a magically permanent bonfire as a standard action. He always knows exactly where each Beacon he has created is and will know if it is put out by any means. Firewalk (Sp): At 11th level a Fire Mae can walk into any fire large enough to fit his person and appear in any other fire that is likewise of sufficient size anywhere on any plane of existence. The Fire Mage must know where the target fire is. The Fire Mage can take any number of willing creatures or carried objects that are also able to fit in both flames.
Bonds of Fire (Sp): A 12th level Fire Mage can craft solid fire and entrap a victim in it. The bonds will immobilize a creature which fails a Reflex Save (DC 10 + ½ Level + Charisma Modifier), and will entangle the creature unless it succeeds in its save by more than 5. A creature can attempt to escape by taking a Full round action to make a Strength or Escape Artist test with a DC equal to the Use Rope Skill Result of the Fire Mage. The victim suffers 20 points of Fire Damage per round, and the bonds of fire last until the victim escapes or the Fire Mage dismisses them. Fire Clouds (Sp): As a Full Round Action, a 13th level Fire Mage can create huge billowing clouds of Fire. The Fire Clouds must be created within Long range, and persist for 3 rounds whether they are still in range or not. The cloud is shapeable, and covers at most 3 10' cubes per Level. Each round, everyone and everything inside the cloud suffers 1d6 of Fire damage per level, but is entitled to a Reflex save for half damage (DC 10 + ½ Level + Charisma Modifier). Searing Light (Sp): A 14th level Fire Mage can call levels of illumination that are painful and destructive as the unmitigated baleful glare of the sun itself. All darkness within 5 miles is dispelled, and everything is illuminated. All undead suffer a 10 points of damage per round. All creatures specifically vulnerable to light suffer 10 damage per round (thus, vampires suffer 20 damage per round). All creatures are dazzled. Creatures must pass a Fortitude save (DC 10 + ½ Level + Charisma Modifier) every minute or become blind for the remainder of the effect. Creatures that are blinded when the effect ends are entitled to another Fort save to get their vision back, but if they fail this save the blinding is permanent. This effect lasts until the Fire Mage dismisses it or he is incapacitated. Ray of Light (Sp): As an attack action, a 14th level Fire Mage can fire a ray of Light at any target within Short Range. It inflicts 1d6 of Light Damage per level if it hits with a Ranged Tuuch Attack. Undead take 10 extra damage. Creatures specifically vulnerable to Light suffer an additional 10 damage. Sending (Sp): A 15th level Fire Mage can send a message, as the sending spell to any creature on any plane of existence with a standard action and receive a reply even if they are on different planes of existence. Rain of Fire (Sp): At 15th level, the Fire Mage can open the skies and dump raw inferno upon all who would oppose him. The fires inflict 1d6 of Fire Damage per level, and victims are permitted a Reflex save (DC 10 + ½ level + Charisma Modifier). The Fire Mage chooses which squares are struck with fire, and the only limits to how many squares can burn is how many squares the Fire Mage can see. There are no range limits to this power save line of sight.
Blue Mage The Snowscaper (Blue Mage) gains a variety of ice-themed spell-like and supernatural abilities at will that make it easy to learn and use for a beginner, and still remain relevant in the game. Good for freezing suckers. Thanks go to Maxus. This covers the following N1 classes: Blue Mage, Blue Skull, Magic Knight, Ghost, Vampire, Magician
Hit Die: d8 Class Skills: The Snowscaper's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (-), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex). Skills/Level: 4 + Intelligence Bonus BAB: Medium (as Cleric), Saves: Fort: Good; Reflex: Good; Will: Good Level Special 1 Coldfire, Cold Resistance, Cold Magic, Pall of Frost, Frozen Heart 2 Brittling, Create Ice, Skate 3 Frost’s Bite, Ice Skating, Ground Freeze. 4 Cold Immunity, Encumber 5 Icebeam, Let It Snow 6 Freeze, Never-melt Ice 7 Skate on Air, Create More Ice 8 Wall of Ice 9 Blizzard, Mirror Mirror On The Wall 10 Through the Looking Glass 11 Animate Snow 12 Create Tons of Ice 13 Wintersmith, The Great Blizzard of '52.
Weapon and Armor Proficiency: The Snowscaper is proficient with all simple weapons, all martial swords and piercing weapons, and any three exotic piercing or slashing weapons he wants. The Snowscaper is proficient with light armor but not with shields. Cold Resistance (Ex): At level 1, the Snowscaper gains Cold Resistance equal to her character level Cold Magic (Ex): All Cold spells are considered spells known for the purposes of magic item activation. Coldfire (Su): At level 1, the Snowscaper may form a semi-solid ball of pure cold energy and then throw it at an enemy as an standard action, where it'll burst upon impact. This is a ranged touch attack with a Short range, and does 1d6 cold damage per level Pall of Frost (Su): At level 1, the Snowscaper may frost herself over and chill the air around herself within 10 feet, inflicting 1d6 cold damage to everyone within the radius. While frosted, the Snowscaper is considered armed, and all of her melee attacks do 1d6 extra cold damage. Frozen Heart (Su): A Snowscaper gets her Charisma bonus or her character level (whichever is lower) to Cold damage. Brittling (Su): At level 2 the Snowscaper may concentrate her will upon a person or object within medium range, and chill the target. This always hits, and does 1d6 cold damage, and makes the target lose their Dex bonus to AC for one round (two if the target is Cold-vulnerable). Objects have their hardness halved for 1d4 rounds; this goes for any creature which also has a Hardness score. Create Ice Object (Su): At level 2 a Snowscaper may use a standard action to create any object or objects she's seen seen before--out of ice. They may be created in the air or in a square of your choice (within range), 10 lbs per character level, short range, a number of objects equal to your character level. Hardness equal to 10 + ½ Character level + Charisma Modifier, but takes 1d6 damage each round it’s in non-freezing temperature (which the Snowscaper can get around). Treat it as having the HP of a material of a similar hardness, if you care that much about sundering. Also, creating your maximum amount is a full-round action. Skate (Su): At level 2, The Snowscaper may skate at will, as per the psionic power, on a line of ice she creates ahead of her as she moves. The trail remains iced over for one round. This may also be used on natural ice. Frost’s Bite (Su): At level 3, the Snowscaper’s ice abilities generate a bitter cold. Her cold abilities penetrate Cold immunity, resistance, and hardness. Ice Skating (Su): At level 3, you may use Skate to cross liquid surfaces. The ice trail still disappears after a round, so you'd better keep moving, especially if you're crossing lava or acid. Ground Freeze (Su): At level 3, the Snowscaper may freeze four 5-foot squares per character level as a standard action. The ice in any square can be thawed using a fire spell. Also, the Snowscaper may now fix Ice objects onto horizontal and vertical surfaces and be sure they'll support a decent amount of weight.
Mirror Mirror on the Wall (Su): All of the Snowscaper’s ice creations come from the Plane of Ice. wherever it may be. the Snowscaper’s creation abilities are getting better. chooses one of her other mirrors. 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. and also does 1d6 Slashing and Piercing damage/three character levels. At level 9. Create More Ice (Su): At level 7. it will endure even beyond the snowscaper's death. in as wide or as small an area as you want (within the radius). are linked and can be linked. allowing her to do more and more things. Long-range ray as a standard action. the Snowscaper gains Wall of Ice as an at-will spell-like ability. Freeze (Su): At level 6. Treat as a non-mind-affecting Hold Monster with a Reflex save. That is to say. the Snowscaper does not fear cold. Encumber (Su): At level 4. Never-melt Ice (Su): At level 6. A Blizzard is a short-range Cone. Wall of Ice (Sp): At level 8. Icebeam (Su): The Snowscaper's mastery of coldfire has expanded to allow her to fire a ray of it. the Snowscaper may bind someone or something up with ice. and is immune to it. 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). the Snowscaper may it snow in a medium-range radius. The largest angle at which the Snowscaper can travel upwards is 45 degrees (as per Air Walk). and. a Snowscaper has gained enough mastery to link any two smooth reflective surfaces made from her ice like a window as standard action.Cold Immunity (Su): At level 4. and then may see out the other mirror as if looking through a window. She may spend a standard action to attempt to wrap someone in heavy. If a permanency spell is cast on a Never-melt Ice item. and goes up a foot every round until you tell it to stop. It starts off with a foot of snow. with a Reflex save for half the weight. She may now make three separate objects per character level. Let It Snow (Su): As a standard action. restricting ice—as much as she can make with Create Ice--encumbering them with the weight. Skate In Air (Su): At level 7. as such. the Snowscaper’s ice creations are immune to all fire and won’t melt unless the Snowscaper allows it or the Snowscaper dies. the Snowscaper may create 100 lbs of ice per character level within medium range. the Snowscaper may now skate through the air by creating a sheet of ice to travel across. Only two surfaces may be linked as such at a time. . It does 1d6 Cold damage per character level. Anyone or anything present on the other side can likewise see and communicate through their mirror. the Snowscaper stands in front of a mirror. 1d6 Cold Damage per character level.
Animate Snow (Sp): At level 11. When she first gets this ability. At character level 15. The Great Blizzard of '52 (Sp): The Snowscaper's blizzards are now of legendary proportions. as long they form a chain by holding hands and the first person through is the Snowscaper. this is not Never-melt Ice. she may create large amounts of snow and icicles and all that. because now your body parts will be separated by the distance between the mirrors. as the spell. Unlike most of her creations. This can have effects like Let it Snow and Ground Freeze. a Snowscaper using her Mirror Mirror On The Wall ability may pass through the mirrors as easily as climbing through a window.000 lbs of ice per character level as full-round action. or until she is killed. or falling down a hole. the Snowscaper may use Animate Snow.Through the Looking Glass (Su): At level 9. stepping through an open door. Wintersmith (Su): At level 13. The Snowscaper may now plunge an area into winter. the Snowscaper can create 1. It inflicts (Character Level + Cha Modifier)d6 in Cold damage. Others may also come. she may do it as far as she can see. It can be created within long range. . for one day per character level. at will. She may create a blizzard which is a Medium-ranged Cone. Create Tons of Ice (Su): At level 12. At level 17. and (1/3 Character Level + Cha Modifier) in Slashing and Piercing damage. It is not advisable to let go of the chain when you're halfway through the mirror. but must be created on the ground. the wintery conditions she creates do not melt normally and last until she relents and lets them thaw away. out to Long Range.
Listen. Green Skull. and that magic is based on Charisma. Starting Age: As Sorcerer Starting Equipment: 5d4x10gp Alignment: Green Mages favor secrecy and conniving. But since the game rants extensively on how conniving can be Lawful or Chaotic. Hit Die: d8 Base Attack Bonus: Medium (as Rogue) Good Saving Throws: Reflex and Will Skill Points: 4+Int Class Skills: Balance. But they are also a heavy user of ranged attacks. but that since theirs is the only one you can't see coming. Spot. so can they. Many people think this element is "weak" or "childish" compared to the more visible powers of Fire and Ice. Sense Motive. Vampire. Survival. Search. Heal. But Wind users suggest that all magic is equally powerful. and those manipulations are Dexterity based. Concentration. Playing a Green Mage: The Green Mage is a user of magic. Magician. Move Silently.Green Mage Green Mags use the power of Wind. Knowledge (Any). that perhaps you should fear it most of all. Alraune . Diplomacy. Ghost. Craft. Thanks go to Frank Trollman. Bluff. Hide. Magic Knight. Jump. Sleight of Hand. Green Mages have a strong tendency to use staves. Use Magic Device. This covers the following N1 classes: Green Mage. Climb.
A Green Mage may add the masterwork or enhancement bonus (if any) of any staff they are wielding to any attack or damage rolls they make with their Supernatural and Spell Like abilities. A Shocking Grasp attack can be made with a staff. Calming Voice 15: Storm of Vengeance. 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. Sending 11: Speed of the Wind. Wind Tunnel 10: Gaseous Form. . 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. the Green Mage can make a touch attack that inflicts 1d6 of Electricity damage per level. Air Magic 2: Gust of Wind. at will.Level. Ghost Sound. she treats wind as being one step less intense. Ghost Sound (Sp): A Green Mage can use ghost sound at will. Windwalk 13: Control Winds 14: Breath of Life. Shocking Grasp 3: Wall of Air. A Green Mage's caster level is always equal to her character level. Weather Control 12: Animate Air. A Wind Blast strikes its target with a ranged touch attack. Wind Resistance. Secrets on the Wind 9: Chain Lightning. Message (Sp): A Green Mage can cast message at will. Message. Gust of Wind (Sp): A 2nd level Green Mage can cast Gust of Wind as a standard action. Clairaudience 5: Air Walk 6: Thunder Clap. Wind Resistance (Ex): A Green Mage has resistance to Sonic and Electricity equal to her level. In addition. Wind Blast (Sp): A Green Mage can throw blasts of wind as an attack action. A Green Mage's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. Whispering Winds 4: More Resistance. A Wind Blast travels out to short range. Shocking Grasp (Su): A 2nd level Green Mage can shock people with a touch. As a melee attack action. and inflicts 1d4 of Sonic damage per level. Pin Drops 8: Slow. Abilities: 1: Wind Blast. Silence 7: Scary Noises.
Silence (Sp): A 6th level Green Mage can create a zone of silence. Chain Lightning (Sp): A 9th level Green Mage can use chain lightning as a standard action. doing an extra d8 of damage and having a radius of 30 feet. Clairaudience (Sp): At 4th level. Slow (Sp): A Green Mage of 8th level can cast slow as a Swift Action at will. If she creates a new wall while she is already at her maximum. Gaseous Form (Sp): A 10th level Green Mage can use gaseous form at will. The Thunder Clap can be created within Medium range. The Green Mage can only have 1 such wall in existence at a time for every three whole levels she has. Scary Noises (Sp): A 7th level Green Mage can use fear as a spell-like ability. a Green Mage may invoke wind tunnel (Spell Compendium) once per day as a Swift Action. . and it inflicts 1d8 + 1d8/2 levels in Sonic Damage (Fortitude save partial for half damage). as a standard action. Wind Tunnel (Sp): At 9th level. one wall of her choice dissipates. It is a 20 foot radius burst. The Save DC of any of her effects is DC 10 + ½ Level + Charisma Modifier. a Green Mage can create a tremendous clap of thunder that damages and deafens. Whispering Winds (Sp): A 3rd level Green Mage can use whispering winds at will. There is no literal sensor in this case. Thunder Clap (Sp): At 6th level. a Green Mage can hear things at great distances. Secrets on the Wind (Sp): An 8th level Green Mage can scry at will with a minute's concentration. but instead can hear from that area as if sh was there herself. as per silence. The Green Mage can only have one such zone active for every three full levels she has attained. but only the audio version. Pin Drop (Ex): A 7th level Green Mage gains a bonus to her Listen checks equal to her ranks in Listen. Those creatures that fail their save are knocked prone and deafened for 1 round/level. Unlike a normal scrying. Air Walk (Su): From 5th level on. More Resistance (Ex): At 4th level a Green Mage may personally ignore Wind Effects. Scary Noises is a [Sonic] ability. the Wind Mage may make her Thunder Clap larger. 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.Wall of Air (Sp): A 3rd level Green Mage can create a wall of air at will. Also her Sonic Resistance improves to twice her level. the Green Mage cannot see through to the target. and Green Mages often use it to bottle captured enemies. Gaseous Form used by a Green Mage is permanent until dismissed. a Green Mage constantly benefits from air walk. At 11th level. the scrying is entirely passive. She can use clairvoyance/clairaudience at will as a free action. at will. Once she has used it.
and if she creates a new one. Storm of Vengeance (Sp): Once per hour. her Elemental can be made as a Greater Elemental instead. a Green Mage can animate the very air. Weather Control (Sp): An 11th level Green Mage can control the weather every day. This ability can only be invoked once per hour. Control Winds (Sp): A 13th level Green Mage can cast control winds as a Druid of her level. Animate Air (Sp): At 12th level. it can be an Elder Elemental. a 15th level Green Mage can invoke a Storm of Vengeance as per the Druid spell of the same name. Whirlwind (Sp): A 15th level Green Mage can use whirlwind or greater whirlwind (Spell Compendium) at will. By spending a Standard Action. At 20th level. She can only create one an hour in any case. At 16th level.Sending (Sp): A 10th level Green Mage can use sending at will simply by speaking into the wind. . a 14th level Green Mage can cast charm monster. Wind Walk (Sp): A 12th level Green Mage can invoke or terminate wind walk at will as a Swift Action. the old one dissipates. Calming Voice (Sp): Once per hour. She can only have one at a time. she essentially creates a Huge Air Elemental that follows her orders. Breath of Life (Sp): A 14th level Green Mage can raise the dead a number of times per day equal to her Charisma modifier. Speed of the Wind (Sp): An 11th level Green Mage can use haste as a Swift Action once per hour.
Heal. Magic Knight. Use Magic Device. Wrath of the Heavens 5: Cryptic Demands. 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. Draining Light 7: Dimension Door 8: Flashburst. Star Magic. Star Mages have a strong tendency to use staves. Geomancer. Armour Break. This covers the following N1 classes: Star Mage. and that magic is based on Intelligence. Day Break 3: Searing Light. A Star Mage's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. Survival.Star Mage Star Mages use the inexplicable elemental magic of "Star. Star Skull. Star Mages are distant and anti-social compared with other mages. Android Level. Playing a Star Mage: The Star Mage is a user of magic. . Magician. These abilities help them become creepier and more in to crazy space stuff. Sense Motive. Tenuous Sanity. Starting Age: As Wizard Starting Equipment: 5d4x10gp Alignment: Star Mages are totally inscrutable and come from every alignment. Star Mages also have access to a number of secondary abilities that revolve around Wisdom. Knowledge (Any). Craft. Ray of Light 2: Attune Form. Spot. End of Sight 6: Contact Other Plane. The great sages of the Star Mages say that it will persist long after matter itself is a distant memory. 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. Delaying Light 9: End of Life 10: Aid From Beyond. Jump. Search. Abilities: 1: Baleful Glare. Diplomacy. Hit Die: d6 Base Attack Bonus: Poor (as Wizard) Good Saving Throws: Will Skill Points: 2+Int Class Skills: Concentration. Thanks go to Frank Trollman." It is the harsh light of space and also that which existed before matter. Light. Dimension Hop 4: Silent Image.
Wrath of the Heavens (Sp): When a 4th level Star Mage uses Baleful Glare. The Baleful Glare always hits and has a Medium range. If she creates another one when she has the maximum number. Tennuous Sanity (Ex): A 6th level Star Mage does not lose mental stats. Searing Light (Sp): From 3rd level on. a Star Mage can cast searing light as an attack action. Attune Form (Sp): A 2nd level Star Mage can cast attune form at will. one light source of her choice winks out. 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. For purposes of activating magic items. Ray of Light (Sp:) A Star Mage can use ray of light (Spell Compendium) as a standard action atwill. Armor Break (Sp): A 2nd level Star Mage can phase a target's armor away. they can use Knowledge (Planes) in lieu of Diplomacy when dealing with Elementals and Outsiders. Star Magic (Ex): The Star Mage is an Intelligence based spellcaster. The Star Mage's Save DCs on any of their Spell Like and Supernatural abilities is 10 + 1/2 Level + Intelligence Modifier. whether from damage. Each light source is otherwise permanent. From 6th level on. . or other effects. Day Break (Sp): A 2nd level Star Mage can awaken any sleeping creature within short range as a move action. 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. Silent Image (Sp): Beginning at 4th level. all attacks against them are resolved as touch attacks. Light (Sp): The Star Mage can use Dancing Lights and Glowing Orb at will. the Star Mage is a Wizard. they may target a number of enemies with it equal to their level. drain. a Star Mage can use silent image at-will. Any creatures within the burst must make a Fortitude save or be blinded for 2d8 rounds. The Glowing Orbs do not require glass spheres to be provided for them. +1 damage/level. As a standard action. this can be done as a Swift action. the Star Mage can make one target creature within Short Range glow as per fairie fire for one turn.Baleful Glare (Sp): The Star Mage can as a standard action blast a target with inerrant light that sears them to their core. Their Caster level must be no worse than 1 less than the Sanity DC of the plane to be contacted. The target can make a Fortitude Save Partial to halve the damage. 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). During that period. End of Sight (Sp): A 5th level Star Mage can create a 20' radius burst of light anywhere out to Medium range. Also they are immune to the confused and dazed conditions. The Star Mage can have a number of total light sources sustained equal to her Wisdom Modifier.
Resist Break (Ex:) From 10th level onwards. End of Hope (Sp:) A 13th level Star Mage can open up a vortex within Long Range that transports all creatures within a 30' burst from its center to the far reaches of the multiverse. a 10th level Star Mage can summon a rampaging monster from the far realm. Gateway (Sp:) At 12th level. and if they fail they are dead. True Seeing (Sp:) An 11th level Star Mage benefits from true seeing at all times. Flashburst (Sp): An 8th level Star Mage can use flashburst (Spell Compendium) at will. . End of Time (Sp:) A 15th level Star Mage can open up a rift to the very end of everything. Even if they survive. causing the very ultimate of termini to be unleashed upon those underneath its dread regard. It fights her enemies and breaks stuff for an hour and then vanishes. Aid from Beyond (Sp:) Once per day. any creature so transported can be returned to the point they were before the vortex opened with a Swift Action. The far realm beast has a CR lower than the star mage's level. a 9th level Star Mage can target an enemy within medium range and cause them to die. a Star Mage can use prismatic spray at will. Dimension Door (Sp): A 7th level Star Mage can cast dimension door at will. a Star Mage can open up the portal version of gate a number of times per day equal to her Wisdom modifier. All creatures (even undead and constructs) within that area must make a Fortitude Save or Die. End of Life (Sp:) As a standard action. This is a [Death] effect. Those who pass their save merely suffer 1d6/level in damage. The target makes a Fortitude save. they still suffer 1d8/2 levels in damage. any target who fails their save against the Star Mage's Baleful Glare is also slowed for 1 round. Prismatic Spray (Sp:) A 14th level. any target who fails their save against the Star Mage's Baleful Glare also suffers 4 points of Strength Damage.Draining Light From 6th level on. Creatures are entitled to a Will Save to avoid being banished to a plane of the Star Mage's choice. creatures who have Spell Resistance or Energy Resistance have those abilities negated for 10 combat rounds if they fail a save against Baleful Glare. Delaying Light: From 8th level on. The Star Mage chooses a spot within long range and a column 40' in radius and 120' high erupts in doom. At the Star Mage's option.
but usually only when the White Mage is solo. White Mages use their powers to reverse or prevent afflictions. Thanks go to Quantumboost. Lucky Idol. Lucky Doll. This covers the following N1 classes: Cleric/Priest. Occasionally there may be [Light] spells involved. and their single-minded focus on channeling positive energy allows them to exceed even the most devoted priests in that regard. The same is true of most monsters that get class levels. Alignment: White Mages’ powers come directly from positive energy. tomb-tainted and creatures like xeg-ya which are powered by or made of negative energy. and experience. and white mages can be of any alignment if they really try. Normally channeling its power to focused effect is the providence of very skilled necromancers and devotees of the gods after great training. and channeling its power heals and restores the living. and look all shiny. Angel. so their alignment tendencies depend on how negative energy is treated. They’re balanced around the idea that healing is fundamentally action denial. Races: Every group of humanoids has individuals who walk the path of healing. Empusa. That said. Ghost. Offspring of celestials are more likely to become white mages than most people. as are the occasional genasi tied to positivealigned planes. Cheerleader . They mostly fire off Healing and occasional Abjuration spells all over the place. every side has use for people who can heal. Playing a White Mage: White Mages are specifically designed to let people actually play a character whose primary job is healing. These are known as White Mages. focus. due to their connection to planes such as Elysium and Ysgard. with the exception of undead. even if you use The Crawling Darkness (an evil White Mage in that case would just have to be an incredible bastard). but sometimes a person just rips open a portal through their soul and runs with it.White Mage The Positive Energy Plane is the source of all life. and the baseline comparison for what a 5th-level White Mage does is casting hold person on whatever comes along. and some of them become White Mages.
Planar Immunity (paralysis. Sense Motive (Wis). Diplomacy (Cha). Magic Hands. the sap. False Divinity 7 Flashes of Light. as well as the warhammer. even if using the variant rules in Tome of Necromancy. Advanced Learning 10 Brilliance (Maximize). Listen (Wis). Craft (Int). Advanced Learning 12 Ascension. Advanced Learning 6 Friggin’ Lasers.) 11 Improved Mettle. Reach). Equilibrium (positive energy). Reflex: Good. Advanced Learning 18 Still Alive 19 Reraise at will. For the purposes of these abilities. In Brightest Day. Brilliance (uncapped level bonuses. hunger. thirst). we suggest simply relocating the Healing subschool to Necromancy. Move Silently (Dex). Equilibrium (negative energy).Sidebar: Healing Spells Some of the White Mage’s abilities are described as applying to “(Healing)” spells. Spellcraft (Int). Hit die: d8 Class skills: Bluff (Cha). fear). Advanced Learning 8 Pew Pew. Knowledge (any) (Int). Advanced Learning 4 Status Check.). Planar Aura (minor positive-dominant) 13 Reraise 3/day. Profession (-). Advanced Learning 16 Reraise 5/day 17 Instant Brilliance. Advanced Learning 20 Aspect of the Wolverine Weapon and Armor Proficiency: White Mages are proficient with all simple weapons. Inner Fire. Heal (Wis). Brilliance (Heighten) 9 Planar Immunity (disease. Brilliance (Empower) 5 Lifesense (blindsense 40 ft. Jump (Str). Lifesense (blindsight 40 ft. and the sandvich. Will: Good Level. Planar Immunity (sleep) 3 Instant Ward. Concentration (Con). and Spot (Wis) Skills/Level: 4 + Intelligence Bonus BAB: Medium (3/4). poison. Starting Gold: 6d6x10 gp (210 gold) Starting Age: As Rogue. Turn Undead 2 Brilliance (Chain). Lifesense (blindsight 120 ft. Advanced Learning 14 Planar Bubble 15 Planar Aura (major positive-dominant). Armored Casting. Saves: Fort: Good. Benefit 1 Spellcasting.). Climb (Str). Search (Int). Mettle. In Darkest Night. White Mages are proficient with light armor but not with shields of any kind. These are any spells which are listed as being of the Conjuration (Healing) subschool. . Handle Animal (Cha). Ride (Dex).
This is a positive energy-based effect. if she is able to cast any other arcane spells. even if caster level exceeds 5) and her Healing spells automatically have Reach Spell applied. provided that spell slots of an appropriate level are still available. She can cast any spell she knows without preparing them ahead of time. . Magic Hands (Su): As an attack action.Spellcasting: The White Mage is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. At 5th level. Turn Undead (Su): The White Mage can turn undead as a Cleric of her class 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). at 8th level all (Healing) and Abjuration spells are Heightened to the highest castable White Mage spell level. and cannot damage Positive Energy Plane natives. it does not benefit from Brilliance. 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). does not affect many constructs. Brilliance: White Mages are directly linked to a dimension of raw energy. a White Mage no longer needs to sleep and gains immunity to sleep effects. At 2nd level. those are affected by arcane spell failure as normal. Additionally. and at 9th level she is immune to disease and poison and also no longer needs to eat or drink. Because this is not a spell. the levels stack. She is treated as native to the Positive Energy Plane in addition to whatever planes where she is already a native. To cast a White Mage spell. This ability only applies to her White Mage spells. she also does not gain temporary hit points from the Major Positive-Dominant trait. this immunity extends to paralysis and fear. Planar Immunity (Ex): A White Mage’s physiology starts off fairly normal. they may use their Dexterity to determine the attack bonus instead of Strength. A White Mage automatically knows every spell on her spell list. but it slowly shuts down and discards systems that are redundant due to her overwhelming lifeforce. The DC of the White Mage’s spells is Wisdom based and the bonus spells are Charisma based. Metamagic effects applied via this ability do not cause the spells to require a higher-level slot nor do they increase the casting time. Equilibrium (Ex): At 2nd level. she must have a Charisma at least equal to 10 + the Spell Level. the White Mage’s body is accustomed to way more positive energy than most people can handle. and Chain) apply to Abjurations. If she gains turning or rebuking from more than one class. A White Mage casts spells from the White Mage Spell List (below). However. the White Mage may either deal damage or restore hit points equal to 1d6 + her Wisdom modifier to a touched target. Armored Casting: A White Mage casts arcane spells. and thus cannot heal undead (without spark of life applied). Reach. If the White Mage so wishes. but she is not affected by the arcane spell failure of any armor or shield she is proficient with. the White Mage equilibriates just as well with surrounding negative energy and is under a continuous death ward effect. and this makes them very shiny. It also means their energy powers get all over the place. 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. At 7th level. and at 10th level all (Healing) spells are Maximized. At 4th level the Empower Spell metamagic is applied to all (Healing) spells and all prior effects of the Brilliance ability (uncapped bonuses.
Instant Ward (Su): At 3rd level. giving greater turning 1/day and adding Sun domain spells to her spell list. and must be from either the Abjuration school. 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 may grant any ally within 30 ft. the White Mage can channel her positive energy even more quickly. and may be used even while unconscious (but not actually dead). Spells cast under this ability require the expenditure of any XP or material components as normal. The metamagic effects of this ability don’t increase the spell slot required nor the casting time. Lifesense (Su): At 5th level. Pew Pew: At 8th level. a +5 bonus to AC and saves for one round as an immediate action. At 6th level her White Mage spellcasting counts as both arcane and divine for the purposes of taking prestige classes. she may select a different valid domain for that source. If she already has the Sun domain from a non-selectable source. the White Mage is familiar enough with the flow of positive energy that she can see it in other beings. False Divinity: A White Mage’s magic is similar to many sources of divine power. Status Check (Sp): At 4th level. this sense extends out to 120 ft. as the Hexblade ability. and Abjuration spells as a swift action. At 10th level. the (Healing) subschool. Flashes of Light: At 7th level. this ability is equivalent to blindsight. Mettle (Ex): At 4th level. She gains the Sun domain. Any [Light] spells she casts are also Empowered. She does not gain more than one White Mage caster level from any given level of a prestige class using this ability. such as Attune Domain or Arcane Disciple. In Brightest Day (Su): At 7th level. She gains blindsense out to 40 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. She may cast status at will as a swift action spell-like ability. If she has already added the Sun domain’s spells from some other selectable source. Any spell used in this way only affects the White Mage and does not provoke attacks of opportunity. and knows how healthy they are as with deathwatch. she may cast (Healing). the White Mage gains a supernatural intuition about how her allies are faring. such components must be in the White Mage’s possession. 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). This spell must be of a level she can already cast. she can cast any [Light] or Cure spell as an attack action. even when her other senses fail. or have the [Light] descriptor. close enough to mimic true divinity. Inner Fire: At 3rd level a White Mage learns to channel healing power into herself without the normal gestures and words. a White Mage 6/Mystic Theurge 5 would only cast as an 11th-level White Mage. You probably shouldn’t try to do that. Friggin’ Lasers: At 6th level. the White Mage gains Mettle. to detect living or undead creatures.Advanced Learning: At 3rd level and every two levels thereafter. [Light]. as though they had the Quicken Spell metamagic applied. any [Light] spells the White Mage casts gain a +2 bonus to caster level. At 15th level. . the White Mage's ability to siphon raw light energy has become natural and almost effortless. the White Mage may permanently add one spell to her spell list. Only spells from the Cleric or Wizard spell lists may be learned in this way.
Minor. Instant Brilliance: At 17th level. being dead is a harmful status effect. this may be increased to the Major Positive-Dominant trait. . This includes (but is not necessarily limited to) their spell-like abilities. Reraise (Sp): A 13th level White Mage gains the ability to cast a contingent true resurrection on a target creature. As a swift action. This applies to spells which are affected by Brilliance. the White Mage may still use any of their abilities so long as it doesn't require actual movement to perform. Planar Aura (Su): At 12th level. At 15th level. although they are dismissible as normal for contingency. she can create a Planar Breach to the Positive Energy Plane as with precipitate breach. Aspect of the Wolverine (Ex): At 20th level. don't worry about it too much. the White Mage gains Improved Mettle. The White Mage may not have more such effects active at a time than they may cast per day. and spells which are used via Inner Fire. This is actually pretty bizarre to people in the setting. which increases to 5/day at 16th level and becomes usable at-will at 19th level. This functions as Mettle. Still Alive (Ex): A White Mage of 18th level is so full of life that they're alive for a while even after they die. the White Mage may cast it 3/day. the White Mage’s death ward effect extends to all allies within 30 feet. and no aura as a move action. This ability can be activated and deactivated as a move action. At this point the White Mage has pretty much won D&D. When she first gains this ability. the White Mage is now almost completely composed of essentially cancerous cells. which is triggered by their death. 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. These do not count against the "You can use only one contingency spell at a time" restriction of the contingency spell. This may be suppressed or resumed as a swift action. and no more than one active on any given creature. but doesn't lose things like viability as an organism. 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. She gains Regeneration 10. Planar Bubble (Su): At 14th level the White Mage gains the ability to create even more conduits to the Positive Energy Plane. For 1 minute per character level after they die. which is not bypassed by any form of damage. the White Mage may radiate the Minor Positive-Dominant trait out to 60 feet. except that if the White Mage fails on a Will partial or Fortitude partial saving throw. and her previous type as an Augmented subtype. and the White Mage can freely switch between Major. Ascension (Ex): At 12th level the White Mage ascends to supernatural power and becomes immune to petrification. Improved Mettle (Ex): At 11th level. she still only takes the partial effect. the Native or Extraplanar subtype as appropriate for her home plane. the White Mage may cast any of its specialized spells as an Immediate Action. She gains the Outsider type. Note that for the purposes of Inner Fire.In Darkest Night (Su): At 8th level. and only spells affected by Brilliance.
shield other 3rd level: attune form. daylight. continual flame. mass heal. planar tolerance. heal. lesser vigor. death ward. mass cure critical wounds. vigor 4th level: astral hospice. cure moderate wounds. calm emotions. heroes’ feast. wall of force 6th level: animate objects. Otiluke’s telekinetic sphere 9th level: astral projection. mass cure moderate wounds. protection from energy. cure critical wounds. revive outsider. greater restoration. raise dead.0th level: cure minor wounds. remove paralysis. plane shift (willing targets only). greater vigor. remove blindness/deafness. resistance. neutralize poison. dancing lights. spell immunity. resist energy. mass shield of faith. word of recall 7th level: fortunate fate. globe of invulnerability. undeath to death. spell turning. true resurrection. lesser restoration. contingency. mass death ward. delay death. regenerate. stone to flesh. bless water. radiant assault. unbinding . faerie fire. gentle repose. lucent lance. sunbeam 8th level: greater spell immunity. cure light wounds. protection from negative energy. mind blank. stoneskin 5th level: break enchantment. mass spell resistance. protection from spells. greater dispel magic. cure serious wounds. delay poison. energy immunity. light. make whole. close wounds. sunburst. revenance. magic circle against chaos/evil/good/law. mending. endure elements. ray of light. blistering radiance. virtue 1st level: avoid planar effects. produce flame. restoration. detect magic. mass cure light wounds. resurrection. flare. shield of faith 2nd level: aid. Leomund’s tiny hut. create food and water. revivify. delay disease. deathwatch. mass cure serious wounds. Otiluke’s resilient sphere. protection from chaos/evil/good/law. remove fear. bolt of glory. remove disease. rainbow beam. spell resistance. mass restoration. life’s grace. disrupt undead. freedom of movement. freedom. purify food and drink. searing light. good hope. spark of life.
Nature. NG. but races that have more draconic heritage mixed in have decidedly more elementalists. Decipher Script (Int). ×4 at 1st level) Concentration (Con). Diplomacy (Cha). Profession (Wis). Handle Animal (Cha). Intimidate (Cha). Disable Device (Int). and special abilities linked to them as well. Craft (Int). Prism Mage. It is relatively easy to learn. This covers the following N1 classes: Alraune. Prism Skull. Geomancer. Starting Gold: 4d4x10 gp (100 gold) Starting Age: As Druid. LN. The Planes) (Int). while still being your typical caster. This class gains spellcasting related to the various elements. Heal (Wis). Escape Artist (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. Spellcraft (Int) . Knowledge (Arcana. Dwarves have a natural affinity for stone and often choose the route of the Elementalist. Shaman Alignment: A prospective Elementalist must be of a neutral alignment (N. nothing prevents her from changing alignment.Elementalist The Elementalist is found on the Gaming Den (and is made by Frank and K). or CN) in order to learn the secrets of Elementalism. Ride (Dex). Search (Int). Once a character already has at least one level of Elementalist. NE. Races: Every race has elementalists. Hit Die: d6 Base Attack Bonus: Poor Good Saving Throws: Will Class Skills (4 + Int modifier per level.
An Elementalist automatically knows every spell on her spell list. Wind Walk. Wind Wall 4th—Briar Web. Create Water 2: Elemental Survival 3:Advanced Learning 4:Create Air 5:Elemental Familiar. Stone Sphere. as well as the scimitar. Xorn Movement. Earth Lock. and the longbow (including composite longbows). Summon Elemental V. Fly. Fire Breath. Summon Elementite Swarm. Plant Growth. Fire Shield. Special: 1: Armoured Casting. she must have an Intelligence at least equal to 10 + the Spell level. Advanced Learning 12: 13: Resistance to Energy 10. Anticold Sphere. the trident. Light 1st—Air Breathing. Stoneskin. Caltrops. Control Water. Fog Cloud. Creeping Cold. Blast of Flame. Earthen Grace. Spells: The Elementalist is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. An Elementalist casts spells from the Elementalist Spell List (below). Detect Poison. Stone Shatter. the battle axe. Greater Stone Shape. Cyclonic Burst. Summon Elemental I. 5th—Animate Plants. Gust of Wind. She can cast any spell she knows without preparing it ahead of time. Advanced Learning 10: Timelessness 11: Elemental Traits. Wall of Thorns. Advanced Learning 18: Elemental Wildshape 2/day 19: Resistance to Energy 15. Explosive Cascade. Elementalists are proficient with light armor but not with shields of any kind. Pass Without Trace. Warp Wood. Wall of Fire. Protection From Arrows. To cast an Elementalist spell. Wall of Water. Stone Shape. Stone Tell. Scrying. Advanced Learning 14: Create Wood 15: Advanced Learning.Level. Discern Portal Destination. Inferno . Wood Shape 3rd—Blight. Investigate Portal. Advanced Learning 8: 9: Create Fire. Summon Elemental IV. Detect Magic. Move Earth. Soften Earth and Stone. Water Breathing 2nd—Binding Winds. Summon Elemental III. provided that a spell slot of an appropriate level is still available. Command Plants. Obscuring Mist. Entangle. Wall of Sand. Lesser Fire Breath. Spell Casting. Summon Elemental II. Summon 16: Elemental Wildshape 1/day 17:Create Earth. the pick (heavy and light). Shroud of Flame. Earth Reaver. Advanced Learning 20: Elemental Wildshape 3/day Weapon and Armor Proficiency: Elementalists are proficient with all simple weapons. Produce Flame. Advanced Learning 6: 7: Resistance to Energy 5. Heat Metal. Swamp Stride. Wall of Sand. Blistering Radiance. Speak With Plants. The DC of the Elementalist's spells is Wisdom based and the bonus spells are Intelligence based. Predict Stability. Wall of Smoke. Elementalists choose their spells from the following list: 0—Attune Form. Wall of Stone.
Stone Tell. Summon Elemental VII. Heart of Stone. Bombardment 9th— Elemental Swarm. Elemental Survival (Ex): An Elementalist of 2nd level or higher survives in elemental planes as easily as on the prime. Lightning Ring. and elemental and energy traits that would do her damage instead don't. the Elementalist has only 5 choices for her familiar: Small Air Elemental: +2 to Tumble and Jump Checks. Greater Whirlwind. Create Air (Su): At 4th level an Elementalist can create air at will as if she was an open Bottle of Air. and may not be of the Illusion or Necromancy school. this general resistance increases to 10 points. Summon Elemental VIII. and swim on the Plane of water. Small Earth Elemental: +3 on Bullrush checks. you may take 10 on swim checks at any time. Greater Fire Breath. an Elementalist can acquire a familiar in the same manner as a Sorcerer. or energy plane. Stone to Flesh. . Greater Stoneshape. Drown. Field of Icy Razors. Transmute Rock to Lava. she is able to ignore any harmful elemental and energy traits and moves through any of these planes without impediment. Maelstrom. but she is not affected by the arcane spell failure of any armor or shield she is proficient with. Waterspout 8th—Earthquake. an Elementalist can set a creature or object on fire at will as a standard action. Fire Storm. 7th—Control Weather. The target must be within short range. At 19th level. Excavate. she gains additional move speeds equal to her base land speed: fly on the Plane of Air (good maneuverability). Meteor Swarm. Elemental Body. • Small Wood Elemental: +2 to Survival and Climb checks. Obedient Avalanche. Cloak of the Sea. Summon Elemental IX. The Positive Energy Plane never gives her temporary hit points. Stone Body.6th—Control Plants. Storm of Vengeance. burrow on the Plane of Earth. She has an Energy Resistance of 5 against any form of energy damage she is exposed to. Transmute Rock to Lava. Summon Elemental VI. This ability only applies to her Elementalist spells. 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. Flesh to Stone. once begun. This spell must be of a level she can already cast. if she is able to cast any other arcane spells. Ironguard. paraelemental. they are affected by arcane spell failure normally. A victim can attempt to extinguish itself as a full-round action by making a Reflex Save (DC 15). Whenever on any elemental. At 13th level. Unlike a Sorcerer. Specifically. Small Water Elemental: +4 bonus to Swim checks. Frozen Stillness. • • • • Resistance to Energy (Ex): At 7th level. Greater Scrying. Whirlwind. Tsunami Armored Casting: An Elementalist casts arcane spells. are non-magical. Animate Snow. Energy Immunity. an Elementalist has accumulated an inherent resilience in the face of all manners of elemental adversity. Small Fire Elemental: +3 to Intimidate checks. whether the attacker or defender. Elemental Familiar: At 5th level. the Elementalist may permanently add one spell to her spell list. Freezing Fog. Summon Elemental Monolith. Only spells from the Druid or Wu Jen spell list may be added in this way. Create Fire (Su): At 9th level. The flames. Sunburst. Advanced Learning: At 3rd level and every two levels afterwards. and suffers 2d6 of fire damage every round until the fire is extinguished. the resistance increases to 15. Storm of Elemental Fury. Fire Spiders.
and her body immolates whenever desired. the Elemental Wildshape may be activated an extra time each day. as if using a Quaal's Feather Token (Tree). Create Earth (Su): At 17th level. a Water Elemental. and a swim speed equal to her walking speed. a 30 foot Tremor Sense. a 60 foot Woodsense. • Earth Elemental: Gains Earth Mastery. • Fire Elemental: Gains Immunity to Fire. Once per day. • Water Elemental: Gains Water Mastery. The alternate form may be dismissed at will. the amphibious special quality. . Only True Elemental forms may be assumed. a Fire Elemental. an Earth Elemental. and a Climb Speed equal to her walking speed. an Elementalist attunes herself to a specific element. or a Wood Elemental as a standard action.Timelessness: At 10th level. This is an at-will ability. the (Aquatic) subtype. Create Wood (Su): At 14th level. Summoning another creature of the same character level has a 40% chance of success. an Elementalist can assume an Alternate Form of an Air Elemental. but otherwise persists for 24 hours. and a Burrowing Speed equal to half her walking speed. becoming in some way like the element of her choice: • Air Elemental: Gains Air Mastery and a Flight Speed (perfect maneuverability) equal to her walking speed. an Elementalist can attempt to summon creatures from the elemental planes. She stops aging and never dies of old age. an Elementalist is infused with the uncompromising nature of the raw elements themselves. an Elementalist can create a full sized tree as a standard action. the Elementalist can actually become an Elemental in a manner simply to wildshape. Every 2 levels. an Elementalist can create a wall of stone at any time as a standard action. 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. • Wood Elemental: Gains Immunity to Polymorphing. and the forms in question must be smaller than Greater (Small to Huge Size is acceptable). Summon (Sp): At 15th level. inflicting an additional 4d6 of fire damage on any creature struck with her unarmed strikes or which strike her with an unarmed strike. Elemental Traits: At 11th level.
Totemist The Totemist is found on the Gaming Den. . Mothman. Hide. Cheerleader. Sleight of Hand. Hit Die: d8 Base Attack Bonus: 3/4 Good Saving Throws: Will Skill Points: 4+Int Class Skills: Balance. Move Silently. Ride. They behave a lot like animals. Spot. Diplomacy. Totemists hardly detect a non-neutral alignment at all even if they have one. Bluff. Android. Craft. This covers the following N1 classes: Ghost. Climb. Knowledge (Any). but like Magical Beasts that alignment is largely to be taken with a grain of salt. Search. Swim. Use Magic Device. This strange class gains the ability to converse with animals (and similar effects). Intimidate. while also gaining various powers that sort of shift their form and grant monstrous characteristics. Handle Animal. Alraune. 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. Jump. Survival. Listen. Thanks go to Frank Trollman. Beast Master Starting Age: As Druid Starting Equipment: 6d4x10gp Alignment: Totemists can be of any alignment. Shaman.
4 at 5th. 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. A Totemist can only show a fraction of the Soulmelds they have at a time. the net. 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. Soulmelds shed light as a torch. 8 at 16th. which is 2 at first level. as well as the Trident. Wild Empathy Respect for the Dead. 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. and should have its own name (check the Soulmeld chart below in order to name it). 5 at 8th. At first level. and the guisarme. and finally 9 at 19th. the longbow. It takes 1 minute of meditation to change which Soulmelds are available (up to the character's number of Chakras). the light and heavy pick. Soulmelds. Call Totems. but only a Swift Action to activate and display any or all of them. Totemists are proficient with light and medium armor. Woodland Stride Arcane Sight Better Soulmelds Blood of Soulfire Beast Companion Advanced Soulmelds Speak With Souls Corpse Fashion. Actually calling upon the Totem's power is usually a Standard Action. Each Soulmeld is unique. the pincerstaff. rising to 3 at 2nd. Each Soulmeld has a Basic bonus and a Totemic Power. the shortsword. 7 at 14th. The number of Soulmelds that can actually be used at one time is the character's number of Chakras. the gladius. the Totemist "knows" 3 Soulmelds and learns two additional Soulmelds every time they gain a Totemist level. the Kukri. 6 at 11th.
• Howler: Scream causes Wisdom Damage. • Blood Ape: The character increases in size by 1 size category. • Blood Hawks: The Totemist makes a ranged touch attack against up to one enemy within Medium Range per level. 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). • Krenshar: Screech causes target within Short Range to be panicked for a d4 rounds if they fail a Will save. • Stirge: Melee Touch Attack causes d4 damage/level and heals the Totemist an equal amount as to the damage inflicted on a living creature. Ranged Touch Attack. • Mephit: Breath Weapon of something weird and noxious. rounded up) Enhancement Bonus to an attribute (1/3 level. but all light is blocked and it provides complete concealment. 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. each Soulmeld is attached to a Basic Totem. and their attributes are adjusted as normal. Burst out to Short Range. This change lasts for 4 rounds. Each target struck suffers 1d3 of Force damage and 2 points of Constitution Damage from blood loss. and creatures other than the Totemist suffer 1 point of Fire damage per round that they are in the ashy haze. rounded up) Enhancement Bonus to a Skill other than Use Magic Device (Level + 2) Enhancement Bonus to Natural Armor Bonus (1/3 Level. • Ash Rat: Heavy Smoke extends around the Totemist like obscuring mist. • Rust Monster: As rusting grasp. and the power delivered when called upon is as such: • Ankheg: Spit soul acid out to Short Range. rounded up) Spell Resistance (8 + Level) Energy Resistance to one Energy type (3 points per level) Basic Totems: At first. • Flame Snake: Touch forces target to take d4 Fire Damage/level and to make a Fortitude Save against Poison or lose 1d6 Strength. Creatures in the cone must make a Will save or be stunned for 1d2 rounds. Totemist is immune. • Owlbear: Melee Touch Attack Pins target for 1 round. this is a [Mind Affecting] [Sonic] effect. and Constitution. Dexterity. Ranged Touch Attack. This is a [Sonic] [Mind Affecting] [Fear] Effect. • Dark Mantle: As darkness. which is defined when the Soulmld is learned: • • • • • • • Deflection bonus to AC (1/3 level. Extends to a cone out to Short Range. . All creatures in the area must pass a Fortitude Save or be nauseated for 1d2 rounds. This is a [Mind Affecting] [Pattern].Basic Bonuses: Every Soulmeld (even Advanced or Giant-Size Soulmelds) has exactly one Basic Bonus. Or 3e darkness if you prefer. • Harpoon Spider: A soul harpoon is sent after an enemy within Short Range. • Corollax: Rainbow colors shoot off into a Short Ranged Cone. • Shocker Lizard: Melee touch attack inflicts d8/level Subdual Electricity damage. • Carrion Crawler: Touch forces target to make a Fortitude save or be paralyzed for a minute. On a hit. The mists last for 4 rounds. Will Save or suffer d6 Wisdom damage. rounded up) Resistance Bonus to Saving Throws (1/3 level.
a Soulborn benefits at all times from Arcane Sight. so they could call upon two different powers in the first two rounds of combat. Wild Empathy (Ex): Totemists can use Handle Animal as if it was frickin Diplomacy and they were speaking the Queen's Bloody English with any Animal or Magical Beast. whether that creature has a language or not. Respect for the Dead (Ex): At 2nd level. The Save DC of any save a Totem's power offers is 10 + 1/2 Level + Charisma Modifier. even really jacked up ones. but then they would be unable to use either one again in the next two rounds of combat. forcing them to fall back on weaponry or hiding. . Totemists treat any armor made out of animal parts as if it was a lot easier to use. So at first level a Totemist has only 2 Chakras bound.Call Totems (Su): A Totemist can use the Totem Powers of any active Soulmelds any number of times in a day. However. making it a lot more likely that they can move at full speed while wearing someone's mother as a breastplate. Arcane Sight (Su): At 3rd level. and reduce the Armor Check Penalty and Armor Stealth Penalty of such armors by 4. Woodland Stride (Ex): Totemists of 2nd level and up are totally at home in natural environments. And every power is used at the Totemist's Character Level. they may not call on the same Totem for the next three rounds. They ignore naturally occurring difficult terrain and don't take damage from crap like thorns. upon calling upon such a Totem.
• Manticore: The Totemist launches a number of spikes of soul energy as their Level distributed between one or more targets within Medium Range. • Ahuizotl: Melee Touch Attack causes he target to be blind. It does 1d6 Electricity Damage/level and allows a Reflex Save for half damage. Beast Companion: At 6th level. The Totemist need not concentrate on the images. Targets in the area suffer a d4 Acid Damage/level (Reflex Half). a Totemist is entitled to a companion. Each attempt inflicts 1 hit point of damage whether it succeeds or fails. • Digester: A cone of Acid is spat out to short range. • Cloaker: Creates images equivalent to major image within Short Range. the target suffers 2d6 Force Damage. • Winter Wolf: The Totemist breathes a cone of Cold out to Short Range. There are then thorns of force crawling in their skin like a Linkin Park Song. and the power delivered when called upon is as such: • Aranea: Can throw a soul Web. Their companion is a Magical Beast with a CR 2 less than their character level. • Phase Wasp: The Totemist gains the benefits of true seeing for 4 rounds. • Pegasus: Totemist gains a 90' Flight Speed with Good Maneuverability for the next 4 rounds. The web dissipates in 1 minute/level or when dismissed. • Briarvex: With a melee touch attack. Each spike inflicts 1d6 damage. When the Totemist gains a level. This ongoing damage can be halted by taking a Standard Action to make a DC 15 Heal check to gauge out the force thorns. each Soulmeld can be attached to a Better Totem. but they vanish in 4 rounds. and they take 2d6 of Force Damage each round on the Totemist's turn for 1 round/level. and then the following turn suffer the same amount of damage unless they have cleaned themselves off. 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. Blood of Soulfire (Su): A 5th level Totemist is immune to poison and when they suffer damage from physical attacks they cause 1 point of Force Damage to all creatures within 5' of them as Soulfire splashes out. and does not burn. • Shadow Mastiff: All other creatures within Short Range must make a Will Save or become Panicked for 1d6 rounds. This is a [Sonic] [Mind Affecting] [Fear] effect. • Cockatrice: Touch forces target to make a Fortitude Save or be petrified. Activating this is a Swift Action. • Behir: A line of electricity extends out to short range from the Totemist's mouth. Either way.Better Soulmelds: At fourth 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. This ability can be invoked as a Swift action. Creatures within or moving within a 15' burst within short range must make a Reflex Save or be entangled and anchored in place. It does 1d6 Fire Damage/level and allows a Reflex Save for half damage. . • Cloaked Ape: The Totemist gains Fast Healing equal to their level for 4 rounds. It inflicts d6/level Cold Damage. An entangled creature may make an Escape Artist or Strength check (DC 20) as a full-round action to wriggle or break free. with Reflex save for half damage. • Chimera: A cone of fire is breathed out to short range. • Unicorn: Heal a touched target by 1d6/level and remove any poisons they are afflicted with. their companion either gets more powerful for no reason or their companion wanders off and they get a new companion.
Advanced Soulmelds: At seventh level. Any creature touched is pinned for 1 round. Corpse Fashion (Su): Three times a day. a 9th level Totemist can fabricate things out of animal parts. Reincarnate (Su): Three times a week. • Brood Keeper: A spectral swarm races out to engulf your enemies. • Blink Dog: As dimension door. and the power delivered when called upon is as such: • Basilisk: Target within medium range must make a Fortitude save or be petrified. and heals when they would suffer fire damage. • Nymph: Short Ranged Burst. 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. each Soulmeld can be attached to an Advanced Totem. • Umber Hulk: One target within Short Range must make a Will Save or be confused as per the spell confusion. This effect lasts 4 rounds. • Frost Salamander: The Totemist exudes an aura of cold. a 9th level Totemist can bring someone back from the dead in a new body. The character can tunnel out up to a 10'x10'x40' area. Fortitude half. and persists for four rounds. • Ethereal Marauder: The Totemist and everything they carry is shifted to the Ethereal Plane or back to the Material from the Ethereal. Like reincarnation. The Totemist can speak with the souls of the dead as if the dead were still alive. the Totemist is immune to Fire. • Mudmaw: Two soul tendrils lash out and grab enemies. • Wyvern: Melee Touch Attack causes target to suffer 3d6 Constitution Damage from Poison. All creatures in area that can see the Totemist must make a Fortitude Save or be blind. The swarm summoned uses your save DC (10 + 1/2 level + Cha modifier) for its abilities. The Totemist can make two melee touch attacks against one or two creatures within 10'. Every end must be within short range. The Totemist makes 4 melee touch attacks. This can make things as respectable as hide armor or as creepy as human bone swords. Speak with Souls (Su): A Totemist of 8th level can see the souls of the living and the dead. consumed. The souls depart in about a week unless they get transformed. • Yrthak: Target within Medium Range suffers d6/level Sonic damage. • Displacer Beast: The Totemist gains full displacement and a 50% miss chance for 4 rounds. • Remorhaz: The Totemist catches on fire. All creatures that begin their turns within 15' of the Totemist suffer d6/2 levels of Cold Damage. and yes you can create holes under enemies and drop them in. inflicts force damage rather than normal damage. • Bulette: The ground trembles as earth and stone excavate themselves at the Totemist's urging. . and each is a claw that inflicts 1d6 Damage / 2 levels. 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). • Lamia: As Charm Monster. Fortitude Save for Half. They are apparently little blue flamy things like in Soul Eater. and that heals the Totemist because it is Fire Damage. This is a Swift Action to activate. as summon swarm. is incorporeal. • Girallon: Spectral arms rip the target to pieces. This effect lasts 4 rounds. or returned to life before that point. • Phoenix: For the next 4 rounds.
they return to normal size. they reincarnate into a new body unless something has happened to their soul in the meantime. Favor of the Totems: From 13th level on. Each Strand is a Ranged Touch Attack that inflicts 1d8 Strength Damage. Target suffers 4d8 Acid damage a round and cannot free themselves. • Pixie: All creatures in a 15' burst within Medium range must make a Will Save or fall asleep for 10 minutes/level. • Nightmare Beast: A creature that is asleep within 5 miles that the Totemist is aware of makes a Fortitude save or dies. Emanation extends to Medium range and affects every creature except the Totemist. it's just slightly disconcerting. • Sphinx: The Totemist lets out a mighty roar. All creatures suffer 1d8 + Level Fire Damage every round they begin in the area of the web. Creatures within or moving within a 15' burst within short range must make a Reflex Save or be entangled and anchored in place. If they are transported out of the Totemist or the Totemist dies. and the power delivered when called upon is as such: • Avalancher: As Transmute Rock to Mud. . • Roper: The Totemist can fire 6 soul strands at one or more targets within Short Range. Creatures can hold onto their weapons and whatnot by making a Reflex save. • Purple Worm: Touch Attack shrinks the target to the size of a walnut and swallows them whole. An entangled creature may make an Escape Artist or Strength check (DC 20) as a full-round action to wriggle or break free. Creatures wearing metal armor are subjected to a strong gale. • Inferno Spider: Can throw a flaming soul Web. Auto-Life (Su): If a 12th level Totemist has been dead for a whole day. Even creatures that succeed in their save are shaken.Astounding Soulmelds: At tenth level. • Frost Worm: A strange trill forces everyone to stand still. This is a [Sonic] effect. Dazed creatures have locusts made of blue soulfire chewing on them for 2d6 Force damage per round until they snap out of it. • Peryton: Touch attack inflicts 10 points of damage per level. • Lodestone Marauder: Magnetic pulse yoinks all freestanding and handheld metal objects in a Medium Cone and piles them at the Totemist's feet. 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. • Nightmare: Can plane shift into a different realm of existence. Creatures that fail a Will Save are stunned for a d4 rounds. This is a [Mind Affecting] [Sonic] [Fear] effect. • Cloud Ray: As telekinesis. Successful save still results in d8 Poison damage to Constitution. The web dissipates in 1 minute/level or when dismissed. This is a [Mind Affecting] effect. This is a [Death] effect. • Naga: Target within short range must make a Fortitude Save against Poison or Die. • Rapture Locust: All creatures within Short Range must make a Will save or be dazed for a d6 rounds. each Soulmeld can be attached to an Astounding Totem. but if they move out of their square into another square with soul web in it they'll have to make another Reflex save or be caught again. and is on fire. and all creatures within Long Range must make a Willpower Save or become Panicked for 2d6 rounds. This does not cost them a level.
a 15th level Totemist can transform into one of the creatures that is one of their displayed totems. • Gorgon: The Totemist breathes a cone out to Short Range. • Chaos Roc: All creatures in a Medium Range Cone are struck with 2 colors from a prismatic spray. • Lammasu: As heal. Giant-size Soulmelds: At Seventeenth level. and enemies are pushed out of their area (for another d20 of damage per 5' square pushed) as the Totemist moves. and the power delivered when called upon is as such: • Beholder: The Totemis can create a conical emanation of anti-magic field that extends from their body in any direction and can be rotated each turn. All other creatures and standing objects in a 40' radius are subjected to a d8/level in Force Damage and are knocked prone. • Sky Bleeder: Acid rains from the sky for a mile in every direction. • 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. • Spirit of the Air: The Totemist decides what the weather is. • Megapede: wave of force precedes the Totemist as they stampede enemies. each Soulmeld can be attached to an Exciting Totem. targets are allowed a Reflex Save as normal. • Catoblepas: Target within Medium Range must make a Fortitude Save or die. You can argue with the DM as to how Wildshape works. Embody Totem (Su): With a standard action. This Totem is invoked as a Swift Action. • Tarrasque: The Totemist is restored to full health and all baleful conditions end. • Quanlos: As Dominate Monster. This is a [Mind Affecting] [Compulsion]. • Gravorg: As Reverse Gravity. All creatures in the cone must make a Fortitude Save or be petrified. The fog lasts for 4 rounds. but you get all the Extraordinary. Supernatural. Any creatures and freestanding objects within 20 feet are pushed out of the area. each Soulmeld can be attached to a Giant-size Totem. A successful Reflex save halves the damage and negates the prone effect. causing 3d4 Acid damage a round for the next 4 rounds. suffering a d20 of force damage per 5' moved. 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. This is a [Mind Affecting] [Psionic] effect. • Fiendwurm: The Totemist vomits forth a creature compatible with summon monster VIII. It persists for 4 rounds. • Greenvice: As acid fog. This Totem is invoked as a Swift Action. This is a [Death] effect. • Leviathan: The Totemist is Colossal as per the spell giany size for four rounds.Exciting Soulmelds: At fourteenth level. and goes out to short range. Even if the target succeeds. 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. they still take 1d8 damage/2 levels. and Spell-like abilities whether they are Attacks or Qualities or whatever. • Razor Boar: Touch attack decapitates target. • Chronotyrin: The Totemist takes a second round of action after her normal one. The force lasts until the beginning of next turn. . • Titanic Toad: The Totemist stamps on the ground and flattens everything around them. Target is entitled to a Will Save.
the Totemist can call on any of her displayed Totems that she did not call last turn. 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. Triumph Promised by Ancestors (Su): At 20th level. the Totemist wins D&D. and in departing from physicality lets off a huge thunderclap that breaks things in all directions. Everything around the Totemist in a Medium Ranged Burst is subjected to a d8/level Sonic damage (Reflex Half).• Thunder Worm: The Totemist becomes Incorporeal for the next 4 rounds.
and is made by me.Geomancers are people who are in touch with nature and the elements in a bizarre fashion. This covers the following N1 classes: Geomancer . clever people and jerks. They become one with the world such that they needn't fear thorns and fire. and can also change the very landscape to suit them.Geomancer The Geomancer is one of the more advanced character classes. So. generally so that it hurts other people. 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.
Starting Age: As Wizard Starting Equipment: 5d4x10gp Alignment: Geomancers can be any alignment. They also tend to be a huge pain. Craft. They are also unaffected by their own area of effect powers with the exception that they cannot move through physical barriers they create. Heal. Tumble Level. Abilities: 1: Hard Feet. This lasts for one round per level. Nonmagical ranged attacks that cross any of these squares burn up uselessly. they may select a number of contiguous 10' tall 5' squares up to their hit dice. Concentration. 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. Melting Feet 4: Stone Spikes. Sense Motive. Cold Feet 3: Vertigo Field. . as such a good Dex or Con will not hurt. though there is an incorrect belief that they tend towards Neutrality. even really jacked up ones. Jump. They ignore naturally occurring difficult terrain and don't take damage from crap like thorns. A Geomancer's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. all within Medium Range. and affect them with the red glow. Climb. Anyone entering any of these squares takes 1d8 Fire damage per level (Ref half). Hot Feet 2: Entangling Floor. As a Standard action. Spot. 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. Hot Feet (Su): Geomancers start with the ability to make nearby ground glow with red light and warmth. Survival. Geomancers often use Staves or Crossbows. Hard Feet (Ex): Geomancers are totally at home in natural environments. That's Switzerland they're thinking of. and that magic is based on Wisdom.Playing a Geomancer: The Geomancer is a user of magic. Knowledge (Any). and their attacks are still blocked by the other Feet abilities. so enemies try to kill them first. Hit Die: d6 Base Attack Bonus: Poor (as Wizard) Good Saving Throws: Fort and Ref Skill Points: 4+Int Class Skills: Balance.
As a Standard action. consumed harmlessly. they may select a number of contiguous 10' tall 5' squares up to their hit dice. Zapped Feet (Su):at seventh level. Only one of these squares may exist at a time. This lasts for one round per level. Geomancers levitate. and affect them with the orange glow. Geomancers gain the ability to make nearby ground crackle with yellow light and electric sparks. As a Standard action. though only one such effect may be active at a time. Levitation (Su): starting at fourth level. or that target and alter the terrain. Geomancers can cast Entangle at will. Geomancers may lay down a 20' by 20' patch of glowing energy within Short range as a Swift action. no secondary damage). both as Immediate actions.Entangling Floor (Sp): starting at second level. Geomancers may cast Path of Frost (Dragon Magic) at will. not spells targeted at creatures. Damage: Instant Death. they may select a number of contiguous 10' tall 5' squares up to their hit dice. Anyone entering any of these squares is Poisoned (DC 10 + half HD + Wis. all within Medium Range. Geomancers gain the ability to make nearby ground bubble with green light and fumes. Geomancers can cast Stone Spikes as an Immediate action at will. . they may select a number of contiguous 10' tall 5' squares up to their hit dice. This lasts for one round per level. Melting Feet (Su):at third level. though only one such effect may be active at a time. though only one such effect may be active at a time. all within Medium Range. They may also Levitate at will as per the spell. however the effects only last until the beginning of their next turn. Stone Spikes (Sp): starting at fourth level. crackling away harmlessly. Cold Feet (Sp): starting at second level. Geomancers gain the ability to make nearby ground glow with orange light and pain. with no limit to the Caster Level bonus. Geomancers gain the ability to cast Vertigo Field (PHB 2) at will. 1d6 Con damage on a successful save. Clear the Field (Sp): fifth level Geomancers gain the ability to cast Dispel Magic. Icky Feet (Su):at ninth level. Breath Weapons cannot pass these squares. This may not be active at the same time as Hot Feet. Magical ranged attacks that cross any of these squares are harmlessly dissolved. This may not be active at the same time as Hot Feet or Cold Feet. Poisons. Cold Feet or Zapped Feet. Anyone entering any of these squares takes 1d8 Acid damage per level (Ref half). Anyone entering any of these squares takes 1d8 Electricity damage per level (Ref half). This lasts for three rounds. and affect them with the green glow. Walls of Fire and Ice (Sp): sixth level Geomancers learn how to cast Wall of Fire and Wall of Ice. and affect them with the yellow glow. hovering above the ground. but the effect will only last until the beginning of their next turn. and anyone who enters any of the squares immediately regains 3d6 HP plus the Geomancer's Wisdom modifier. however it only targets spells with an area of effect. Gases and Petrification effects cannot pass these squares. This lasts for one round per level. all within Medium Range. This may not be active at the same time as Hot Feet. Soothing Floor (Su): starting at level eight. Vertigo Field (Sp): at third level. As a Standard action.
Geomancers gain the ability to make nearby ground pulse with blue light. Cold Feet. Absent Feet (Su):at level thirteen. Tangled Feet (Su):at level twelve. This may not be active at the same time as Hot Feet.The Floor Is Lava (Sp): tenth level Geomancers gain the ability to cast Transmute Rock to Lava (SC) at will. all within Medium Range. As a Standard action. Zapped Feet or Icky Feet. This lasts for one round per level. Zapped Feet. Icky Feet or Heavy Feet. This lasts for one round per level. they may select a number of contiguous 10' tall 5' squares up to their hit dice. and affect them with the blue glow. Freedom of Movement (Su): starting at level fourteen. Spells cannot pass this barrier. Anyone entering any of these squares is permanently turned insane as per Insanity (Will negates). all within Medium Range. All spells. Geomancers gain the ability to make nearby ground shimmer with indigo light. This may not be active at the same time as Hot Feet. objects and effects passing through are destroyed and have no effect. Cold Feet. Zapped Feet. As a Standard action. Cold Feet. As a Standard action. . as though it were an anti-magic field. they may select a number of contiguous 10' tall 5' squares up to their hit dice. but still with the same pool of contiguous squares. Icky Feet. Divinations and Mental Attacks cannot pass this barrier. Heavy Feet (Su):at level eleven. Power of the Prism (Su): fifteenth level Geomancers may mix their fields of Feet up with any of the colours when creating them. Geomancers gain the ability to make nearby ground warp and waver with violet light. they may select a number of contiguous 10' tall 5' squares up to their hit dice. and affect them with the indigo glow. Anyone entering any of these squares is permanently turned to stone (Fort negates). Heavy Feet or Tangled Feet. Anyone entering any of these squares is banished to another plane (Will negates). This lasts for one round per level. in effect being able to activate all at once. and affect them with the violet glow. This may not be active at the same time as Hot Feet. Geomancers benefit from Freedom of Movement at all times. all within Medium Range. Additionally they may cast Prismatic Wall as an Immediate action at will. though the effect ends at the start of their next turn.
you also gain basic knowledge about the target. overcome by Adamantine. 10 HD: with a Standard action. If they fail this save. each with a caster level equal to your BAB. Or clothes. minus 3. and they may each have a CR no higher than your own level. such as their real name. spellcasters tend to get distracted. you gain an Armour Bonus equal to your Strength modifier or BAB. others for this game specifically: Gymnos Defence: [Combat] You fight best when not weighed down by armour. you gain a +2 Enhancement bonus to Charisma for one minute. +16: you may generate an Ironskin effect once per day (Ex) and a Stoneskin effect once per day (Ex). which sadly must consist at least 50% of Prinnies. and if you have a Slam or Claw. If it hits. however you must use an Immediate action to flex your muscles to do this. some from random stuff I made in the past. 5 HD: when you use your Tiresome ability on someone. Upon using this ability. +6: when you are clad in little more than a light oil coating. requiring a Ranged Touch Attack out to 30 feet. Prinny Commander [Skill] You rule lots of stupid penguin demons. generally). you gain Damage Reduction equal to your Con modifier + Str modifier. otherwise the spell fails and is lost. Requirements: Empusa Benefits: whenever you drain someone using your Tiresome ability. Note that you will often have to use equivalency. Here are a few more feats. This feat scales with your ranks in Craft. Improved Evasion and Mettle when fighting in the buff. 9 ranks: with 6 hours. Requirements: Human or Raised by Humans Benefits: when effectively nude. The most you may command at a time in this manner is equal to your Hit Dice. you may blow a kiss.. . you may make a Prinny that serves you in a somewhat loyal manner. 15 HD: those affected by your Tiresome ability also suffer from a poison. +1: when effectively nude and oiled up. Likewise Combat School covering Weapon Focus and so on and so forth.FEATS AVAILABLE: All “Tome” feats are allowed. 14 ranks: you gain access to Minions. the effects of the Tiresome ability all apply. See: Majin Evilty. and must make Concentration checks when casting spells at you (DC 15 + Spell Level + your Str mod). and must make a Fort save (DC 10 + half HD + Con). Life Drain [Monster] You're great at kissing people to steal their life. for instance all characters count as having Power Attack in Tome. you count as having Improved Unarmed Strike. 1 soul and a DC 15+HD Craft check. you gain Spell Resistance 11 + HD for one round. their major goals and fears. Benefits: all allied Prinnies within 30' of you gain a +2 Morale penalty to Attacks and Damage. 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. Damage is 1d6 Wis/1d6 Int. whichever is lower (minimum +1). they must succeed on a Will save (DC 10 + half HD + Cha) against a Suggestion for "more" (accept another kiss. and even regular WotC feats if there's one you consider worth taking. then great. and any important secrets they are keeping from you..
Prism Mage: Use the powers of Fire. Also lasers.). It's good to be the King. Beast Lord: Take Pokemastery to the level of whole rooms full of squirrels and shit. Shadow Master: A shadowy killer who manipulates shadows and kills. Carnage Princess: Produce huge piles of bodies with a sword. Prism Ranger. we’ll make them up as we go along. Doom Speaker: Release a dark miasma of misfortune for no good reason. Orc King: Even Orcs need a King. Get a theme song. Beat people until money comes out. Plasma Professor: design and build terrifying mecha in a labcoat. Thieves that steal stats and concepts). Felon. not the submission hold. and Wind. And spooky. Pumpkin King: you’re the king of all the Jacks. Genocidaire: Kill peoples' whole families with an axe. Ice. but consider just about anything fair game – the advanced names for the classes (Valkyrie. the classes that are practically prestige classes already (Magic Knight. Singing optional. and form a team. Sinner: punch people so hard it’s a crime! Trickster: steal even concepts from people. . Magic Knight: Use your magic on people you are stabbing in the face with a sword. And this isn't the beam sword. Sharpshooter: the gun wielder. Orc King etc. Cupid: Shoot people with the power of Love. Kensei: Stab people with a beam sword. Mad Scientist: Make robots. Explodes when thrown. breasts apparently optional. Beauty Queen. Here is just a list of some possibilities: Valkyrie: Fly around and totally stab people. Senator) and so on. Also arrows.PRESTIGE CLASSES OF THE DISGAEAVERSE Honestly. Prism Mage. Lovely Idol: Cheer on allies. Galactic Hero: Save the day. Titles (Overlord. Defender of the Earth: take a number and defend the Earth! Prism Ranger: get a colour and lycra. Beauty Queen: Get your way. Master Kunoichi: hit people with ninja moves and status effects. Defender of the Earth. Idol. Overlord: Get demonic powers. Soul Invoker: Bring the blue soul flames of your enemies into battle against them. Walking Hive: fight with the power of BEEEEEEEEES. Assassin Doll: kill people and pull their strings… as a puppet. Chart at #3 for several weeks.
sticky cake becomes immune to the following for the next hour: Poison. Available starting level 3 Teacake (consumable) Anyone who eats this delicious. but slightly healthier than Chocolate Cake.MAGIC ITEMS (AND ASSORTED JUNK) The Disgaeaverse game assumes the Tome approach to magic items is being taken – Wish economy and everything. They will also be cured of any of those conditions. It provides 5 Temporary HP per HD which last for one hour or until used up or replaced by new Temporary HP. counting as Sickened for half an hour. Disease & Ability Damage. but causes the consumer to feel bloated. Available starting level 5 . It restores 1d4 HP per HD to the consumer. Available starting level 3 Carrot Cake (consumable) This cake is still delicious. but very filling. as well as granting Fast Healing 1 for one minute. 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.
skimpy garment is a lot like statistics: what it reveals is significant. make a Will save (DC 10 + half the user's level + her Charisma modifier) or be Charmed for 1 minute. +1 Enhancement bonus to Charisma per 3 HD A variety of Supernatural abilities are granted. 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. Blue Mage. As a standard action at will.Sexy Underwear (Moderate Magic Item) This lacy. Aid Rod (Minor Magic Item) This is a magenta coloured stick. each once per day. it can fire a stream of exploding pink hearts. functioning as a Scorching Ray (CL 11) spell. but what it hides is more important. It may cast Hypnotic Pattern once per hour. It can cast the Shadowspray spell at will. Appearance: A 2' long. Effect: There are several uses of this wand. except spraying brightly coloured ribbons. • Resistance may be cast as a Swift action at will • Guidance may be cast as an Immediate action at will . 2. 1. 3. and it radiates magic. with a winged red heart at the end. The target(s) must also. 1" diameter stick. Green Mage or Star Mage may add its Enhancement bonus to the Attack and Damage rolls of their Supernatural and Spell-Like abilities. if hit. pink in colour. Small ribbons flow from the heart.
The following may be cast at will: • • • • • • Bull's Strength Cat's Grace Bear's Endurance Fox' Cunning Owl's Wisdom Eagle's Splendour .Aid Staff (Moderate Magic Item) Magic Quarterstaff This is an impressive looking gold and magenta staff. given it is not linked to death magic. and skulls are always smiling. It has a skull at the top. Maybe it's because it makes people happy. which is odd.
their first course of action is to actually step forward with their request. There will be a number of "turns" in which each party member gets a single attempt at persuasion. Drunk people are unreliable. and are more susceptible to bribes. The number of turns varies. 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. a number of Senators will feel like showing up. A regular Opposed/In Favour is basically a dice roll at 75%. It's a coin-toss. Nobody may attempt to influence the same person more than once per session.THE DARK ASSEMBLY Whenever people want something out of the Dark Assembly. Because they're dicks. and 5% Aye for every Strongly in Favour/Love in their party. DC 25 will actually let the PCs know who is for and against.. If merely Strongly opposed/in favour. -10% per person their side is outnumbered by). When waking someone up. . but they won’t notice you bribing anyone else at least. This can vary between 5 and 20. unless you convince them otherwise. but is often between 2 and 3. do it gently or they may Loathe you. When they do this. so bribery is of little use. unless all of their party is voting one way. based on how important they consider the issue. in which case they'll vote the other.. Except they shift 5% Nay for every Strongly Opposed/Loathe in their party. except if the majority of their party votes the other way they might change their mind (100% to stand their ground. Also. Sleeping people don't vote. 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.or easily angered by the bribing of those of a conflicted party. they don’t know what they want from one moment to the next. it is treated as a guarantee. Indifferent can be easily bribed .
Success improves their attitude by 1 step. Simply possessing the right Profession may also serve to work in this case. Also. +1 for each 10 you beat it by. automatically improving their attitude by 1 step. Sweet-Talk a Senator: this requires a Diplomancy check against the Senator. Success improves their attitude by 1 step. Failure by 10 or more worsens their attitude.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. +1 for each 10 you beat it by. this is worth at least one shift in attitude. DC 10 if they're hinting. A note for Mister Cavern: keep the records of the various senators to re-use in future. Offer Candy to Mistern Cavern: if this is done. Failure by 10 or more worsens their attitude. a Charm or Compulsion could be an automatic Diplomancy success. with a DC of 10 + their HD + their Wis or something. Be Clever: this requires an opposed Knowledge check against a 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. +1 for each 10 you beat it by. And abuse them. as a general rule: • • • • • Orcs. a Fear effect could be an automatic Intimidation success and so on. So an Illusion could be an automatic Bluff success. Failure by 10 or more worsens their attitude. so you get to learn the personalities and defects of the senators. Failure by 10 or more worsens their attitude. with a DC of 10 + their HD + their Wis or something. using the same Knowledge. if awake. with a DC of 10 + their HD + their Wis or something. Tumble or something else you feel will wow them. *Or Jump. Impress a Senator: this requires a Perform* check against the Senator. you may flat out use an ability that could change people's reactions. automatic if they flat-out tell you). Success improves their attitude by 1 step. Sense Motive checks and simply remembering this shit and writing it down as you deal with them can help you in future. Failure by 10 or more worsens their attitude. with a DC of 10 + their HD + their Wis or something. then you need to actually give them what they want. of being Indifferent) . Use a Spell/Spell-Like Ability/Supernatural Ability/Extraordinary Ability: as long as it takes less than a minute to use. Lie to a Senator: this requires a Bluff check against the Senator. you may automatically improve the attitude of a Senator by one step. Based on the value. Defeating them improves their attitude by 1 step. Bully/Blackmail a Senator: this requires an Intimidate check against the Senator. Note: some Senators are flat-out resistant or susceptible to certain approaches. +1 for each 10 you beat it by. Success improves their attitude by 1 step. Make it at least half-way appropriate. +1 for each 10 you beat it by.
Once all turns are over. mind you. then congratulations. in a manner of speaking. then you can go home and try again later or you may attempt to. 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” . it passes! If it is denied. rather than “Make the store sell shoes”. Those who did not vote Nay won't help. Bills will tend to be things like “Open the gateway to _____ Netherworld”. dissolve the senate. and people remember being stabbed when they come back to life. By which I mean "murder everyone who voted Nay". the votes are in. If the bill passes. locking you in a vicious circle of DENIED and face stabbing.
MOUNTS AND SPECIAL REINCARNATIONS If the players are ever in a position of power – gaining the [Overlord] or [Demon Lord] Title.MINIONS. or having a proper mansion or castle to call their own or someone taking the Leadership feat – then they may have minions. or maybe the FF) Treants: Orcworts (one of the Monster Manuals) Slimes: pick an Ooze. except for the magical ones Giant Bats: Dire Bats (Monster Manual) Prinnies: see below. any Ooze. dood. The group collectively has one pool of minions between them. for instance. going by the following chart: Note that the chart is modified as though it were a “Spells per Day” list. 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. . with bonus Minions for a high Charisma score (using the best Charisma in the party).
Evil. .Prinny (CR 1) Small Construct [Extraplanar. Stone.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). Suggestion Death Throes (Su): when thrown or reduced to 0 HP. as the [Combat] Feat basic ability Dood (Ex): Prinnies take a -1 Racial penalty on saves vs Confusion/Insanity/Suggestion. 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. Prinnies are not Immune to the following Mind-Affecting Effects: Confusion. they instead just get +1 to Hit and Damage Special: Two-Weapon Fighting. Dood] Str 10 Dex 8 Con . It explodes in a 30' radius. dealing 1d6 Fire damage per HD (Ref half. ** Requires “I want to ride something scary!” bill to be passed. or just really seems to deserve one (such as being a rider-type class). if a character is entitled to a Cohort from something like the Leadership feat. As such. -1 more for every Prinny within 30'. Chaotic. You can only create these by spending Mana Power (see: relevant planar currency that you can’t just get by selling turnips). Str-based). 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. Insanity. the Prinny is instantly destroyed. Adamantine) (as per the MM) Treants (as per the MM) Rifle Demons (see below) Other minions are effectively mounts or Cohorts. They are: Golems (Iron.
it deals 5d6 Force damage. The Critical value is 19-20/x2 Energy Blast (Su): the Rifle Demon may fire a blast of energy with a Standard action. Str is only 20. It can go out to 90 feet and requires a Ranged Touch Attack (+13). War Slug: This is a Frost Worm that has the following changes:CR 10. 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. +4 Dex. This may be done at will. It never gains more feats. If it hits. though it provides a +4 Enhancement bonus to Intimidate checks for the owner Feats: it is built with Improved Toughness. Skills: none. “Cold” replaced with “Shocking”. it deals 5d6 Force damage plus one and a half times its Strength modifier (+3). If it hits. it gains a 5' radius Anti-Magic Field (doesn't affect self) . Extinction Beam (Su): once per minute. This is a 5' wide. After gaining an additional 6 HD. M-M-MONSTER Toughness (+20 HP).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. making a Melee Attack (+11) as a Standard action. and by egg I mean Delayed Blast Fireball. +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. only 10 HD Lose Death Throes. DC 19). Great Fortitude (crappy PHB version) and Improved Initiative. and all in the area take 10d6 Force damage (Ref half. the Rifle Demon may fire an Extinction Beam as a Standard action. Trill and Breath Weapon Electro-Charge (Su): the War Slug may spend a Standard action to Haste itself and its rider for three rounds. 60' long line.
Red Mages.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. the target catches fire (Ref negates). 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. whenever it deals Fire damage with a Spell-like ability. with no other changes . Fiendish Brutes and Elemental Weirds Special: may take Dragon Type Hit Dice instead. Anyone who fails the save catches fire. Con-based). Breath Weapon (Su): the Efreet has a Breath Weapon 1/4 rounds. +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. +4 Constitution. Typical Efreeti: Knights. Also. It is a 30' cone that deals 2d6 Fire damage per hit die (Ref half.
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.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. +4 Constitution. -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. Fire and Electricity 10 Immune to Nonmagical Poisons Advanced Access to the Sphere of Terror Typical Galactic Demons: True Fiends Galactic Demons are large. Although they’re not great spellcasters. -2 Dexterity. floating beasts with many eyes that seem to gaze out into the cosmos. they still carry immense power and are resistant to many forms of harm. .
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