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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

the Star Mage can make one target creature within Short Range glow as per fairie fire for one turn. or other effects. Tennuous Sanity (Ex): A 6th level Star Mage does not lose mental stats. a Star Mage can cast searing light as an attack action. For purposes of activating magic items. Light (Sp): The Star Mage can use Dancing Lights and Glowing Orb at will. Star Magic (Ex): The Star Mage is an Intelligence based spellcaster. Armor Break (Sp): A 2nd level Star Mage can phase a target's armor away. Ray of Light (Sp:) A Star Mage can use ray of light (Spell Compendium) as a standard action atwill. As a standard action. . Also. The Star Mage's Save DCs on any of their Spell Like and Supernatural abilities is 10 + 1/2 Level + Intelligence Modifier. Day Break (Sp): A 2nd level Star Mage can awaken any sleeping creature within short range as a move action. this can be done as a Swift action. It inflicts d8 + Wisdom Modifier damage. Cryptic Demands (Ex): A 5th level Star Mage can use their Intelligence modifier in place of their Charisma for purposes of Minions. The Star Mage can have a number of total light sources sustained equal to her Wisdom Modifier. +1 damage/level. Attune Form (Sp): A 2nd level Star Mage can cast attune form at will. During that period. Also they are immune to the confused and dazed conditions. Wrath of the Heavens (Sp): When a 4th level Star Mage uses Baleful Glare. a Star Mage can use silent image at-will. whether from damage. all attacks against them are resolved as touch attacks. The Glowing Orbs do not require glass spheres to be provided for them. The Baleful Glare always hits and has a Medium range. Silent Image (Sp): Beginning at 4th level. the Star Mage is a Wizard. drain.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. Any creatures within the burst must make a Fortitude save or be blinded for 2d8 rounds. From 6th level on. Dimension Hop (Sp): A 3rd level Star Mage can teleport themselves as per a greater dimension door (Spell Compendium) effect that was always on (with themselves as the only target). End of Sight (Sp): A 5th level Star Mage can create a 20' radius burst of light anywhere out to Medium range. they may target a number of enemies with it equal to their level. they can use Knowledge (Planes) in lieu of Diplomacy when dealing with Elementals and Outsiders. one light source of her choice winks out. Searing Light (Sp): From 3rd level on. Each light source is otherwise permanent. 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. The target can make a Fortitude Save Partial to halve the damage. If she creates another one when she has the maximum number.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

-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.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. the 6HD one is automatically spent on Large Size) Natural Armour: +4 Spell Resistance 18 (improves with levels) Acid Immunity Telepathy to 100' Damage Reduction 8/Good (improves with levels) Energy Resistances: Cold. +4 Constitution. floating beasts with many eyes that seem to gaze out into the cosmos. -2 Dexterity. Although they’re not great spellcasters. 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. they still carry immense power and are resistant to many forms of harm. .

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