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Title, picture of Etna and Contents Races Classes Feats Prestige Classes Magic Items (and assorted junk) The Dark Assembly Minions, Mounts and Special Reincarnations
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RACES OF THE DISGAEAVERSE Humans: humans get everywhere, there is no way to stamp them out. At any rate, they are mostly the same as the SRD/PHB version, with the following changes: • Their Type becomes Humanoid [Human] • Their ears are like those of an anime Elf (no actual Skill boost) Typical Classes: basically all of them. Disgaea consists of Human (Class) types and Monster (Monster) types, so any class is really made for humans.
Orcs: orcs tend to vary from setting to setting. In some sources they are a race of fungus footballhooligans who are fucking retarded. In others they are proud, noble tribal people with green skin and a love of violence. Yet others, such as the inventor of them, paint them as being black people, then giving them many negative traits. Orcs in N1 are sort of squat and piglike, and enjoy fighting in large numbers. Also, the majority of them tend to be male and really, really interested in females. The few females are just as bad when it comes to males. Medium Humanoid [Orc] Speed: 30' Reach: 5' Ability Scores: +2 Strength Vision: Darkvision 60' Skills: +2 Racial bonus to Intimidate, Gather Information, and Survival checks. Dogpile (Ex): Orcs gain an additional +2 (for a total of +4, usually) to hit when Flanking or making Aid Other actions. The bonus also applies to damage though. Simple Things (Ex): people of the appropriate sex gain a +2 Circumstance bonus on Bluff and Diplomacy checks made against orcs. Typical Classes: Assassins and Barbarians
Nekomata: the Nekomata are a race of catgirls, basically. They tend to have really bright, bold colours for their human-hair, and then a thin, light coat of fur on their body. They also enjoy having sharp claws, fangs and other traits of felines such as flexibility, laziness in sunlight and the tendency to want cheezburger. Most tend to be female, but males probably exist. Medium Humanoid Speed: 40' Reach: 5' Vision: Low-Light Vision Skills: the Nekomata is pretty skilled, gaining a +2 Racial bonus to Balance, Jump, Climb, Listen and Escape Artist checks. Pounce (Ex): the Nekomata may make a full attack when charging, but becomes Fatigued afterwards, and cannot do this when Fatigued. Natural Weapons (Ex): the Nekomata gains a secondary Claw attack as long as it has at least one free hand (1d6+Str*1/2). Scent (Ex): this works like the Scent ability for all things with Scent. Typical Classes: Monks and Samurai
They’re not necessarily evil. as well as psychically seeming slightly tweaked to the preference of those who see them). wings. sassy or slutty (pick one or more). average standards of where they come from. naughty. Ability Scores: +2 Charisma Sexy (Su): Empusae are all innately attractive (by the general. the Empusa may fly at 60' (Poor) for a total number of consecutive rounds at a time equal to her Con modifier (minimum 1). They have little horns. Tiresome (Su): a kiss or other intimate act with an Empusa can be very tiring as they take a little energy to power themselves. She may elect not to use this ability. predatory. Actually that’s precisely what they are. and tails with pointed hearts on the end. but they more or less can’t get away without being seen as evil.Empusa: Empusae are basically the Succubi of the N1 world. Beguilers and Red Mages . Telepathy (Su) out to 30' as a constant effect Typical Classes: Jesters. it requires a successful Grapple check. Medium Outsider [Extraplanar] Additional Alignment subtypes: those of the Empusa's actual alignment. big boobs. At level 4. They may cast Charm Person once per day as a Supernatural ability (DC 10 + half HD + Cha). If the target is unwilling. with a 3 round break in between. personable and good at pushing the right buttons. Yes. Speed: 30' Reach: 5' Wings: provide no flight. These temporary hit points last 1 hour and do not stack. but the ability to glide and slow-fall. It’s just their nature. and to take 1d8+Cha nonlethal damage. at level 8 she may fly (Average) as much as she wants. This causes the target to become Fatigued for one round. she can change subtypes by stabbing the right people in the face. The Empusa gains temporary HP equal to her Level or her Constitution modifier (whichever is more) when this ability inflicts any damage to a humanoid.
while they are large viny flowers from below the waist. Green Mages and Elementalists . Green (or blue. they appear to be pretty humanoid girls from the waist up. or whatever) in skin. with flowers growing in their hair. Typical Classes: Totemists. 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.Alraune: the Alraune is a plant. They’re sort of like Dryads in a way. Medium Fey [Plant] Speed: 30' Reach: 5-10' Natural Armour: +1 Skills: Alraune get a +3 bonus to Survival and Craft checks.
Touch of Fatigue and Lullaby. Moth Power (Ex): the Mothman can duplicate the following once each per day: Daze. it deals double damage for that attack. At 9th level it becomes (Good) and changes to 50' + 5' per level. Typical Classes: Assassins and Totemists . Darkvision 120’. Tremorsense 30’ Flight (Ex): at 5th level. Swoop (Ex): when a Mothman charges from a higher vantage point than its target. At 15th level it becomes 50' + 10' per level. Listen and Search checks Senses: Low-Light Vision. anyone adjacent to the Mothman must pass a Fort save (Conbased) or take Acid damage equal to the Mothman's number of Hit Dice. They have a tendency to eat cloth. about the same size as humans or even a little bigger.Mothman: mothmen are… moths. the Flight becomes (Average). and can speak just as well as anyone else. That is largely all that is needed to describe them. Giant moths. Medium Vermin Fly Speed: 25' + 5' per level (Poor) Reach: 5' Skills: the Mothman gains a +3 Racial bonus on Spot. The Save DCs are Con-based. Dancing Lights. Hell Pollen (Ex): with a Swift action.
so they can then use it. Tumble and Escape Artist checks. brought to life by demonic essence. Additionally. Typical Classes: Jesters . talking puppets. as well as on Intimidate checks because they're spooky. However they take a -3 Racial penalty on saving throws against [Compulsion] effects. It doesn’t. as they are made of wood. They are living creatures. 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. Any poison delivered to them remains inert. Marionettes are flexible. and they are also spooky. they may make unarmed strikes as natural Slam Attacks (1d4+Str). Poison Immunity (Ex): Marionettes fucking love poison.Marionette: Marionettes are human-sized wooden puppets. Puppet (Ex): being puppets. Made of Wood (Ex): Marionettes have DR X/Slashing (where X is equal to their Hit Dice). They tend to be painted in bright colours as though that offsets the creepiness of walking.
ghosts tend to sleep a lot. They interact normally with the normal world. Typical Classes: White Mages. all the time. Blue Mages. Also. They are semi-transparent and can move through objects. Ghost Body (Su): a Ghost can hold items like a Handy Haversack. Green Mages and Totemists . Additionally.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. though not [Force] effects. Red Mages. I don’t know. a Ghost taking a Move action can move their speed through intervening objects. ignoring terrain and walls and furniture (and whatever else may be in the way). and this does not protect it from attacks and so on. Like. In an Anti-Magic Field. They’re also way too indecisive. although they gain Damage Reduction X/Magic where X equals their Hit Dice. it simply cannot be accessed. Or are they? Maybe not. it does not burst open. The Ghost always benefits from a Featherfall effect. but not fully.
but only from Wooden weapons. Typical Classes: Samurai. is stored as "Blood Points". Medium Undead Speed: 30' Reach: 5' Ability Scores: Vampires retain a Constitution score Blood Drinking (Ex): The character can drain blood from a helpless or willing victim. as well as handy with a katana. 2 to make a single attack as a Swift action or 4 to generate a Daze Monster effect or Widen a Spell-like or Supernatural Ability.Vampire: vampires are not like the poorly thought out D&D vampires that can’t even be staked. However they tend to be pretty good at magic and mesmerism. Any excess Constitution. If you mention sparkling I will stamp on your colon. sadly. with more than a few being very ugly. 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). Red Mages. Vampiric Weaknesses (Ex): Vampires are "vulnerable to Sunlight" and are Fatigued whenever in actual sunlight. to a maximum of 1 per hit die. inflicting 2 points of Constitution Damage per round. Also. nor are they like the ones in Buffy or. they can take Critical hits. Rosario to Vampire. Blood Power (Su): a Vampire may spend 1 Blood Point to generate a Daze effect. Note that these are mostly just limitations on Undead strengths as opposed to true weaknesses. They tend to be pretty fierce and bat-like in N1. 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). Blue Mages and Green Mages . The character heals 5 points for each point of Constitution Damage in this way. Sleep or shape changing just because they're not quite alive.
regardless of alignment. She then adds her Charisma modifier to the attack roll (min +1) and her hit dice to the damage. Tongues (Su) as a permanent effect Protective Aura (Su): with a Standard action at will. Typical Classes: White Mages and Knights . Smite (Su): once per day. but it needn’t be. at level 8 she may fly (Average) as much as she wants. race. In theory they are serene and friendly. she can change subtypes by stabbing the right people in the face. and have a tendency to glow. with a 3 round break in between. Medium Outsider [Extraplanar] Additional Alignment subtypes: those of the Angel's actual alignment. but the ability to glide and slow-fall. the Angel may fly at 60' (Poor) for a total number of consecutive rounds at a time equal to her Con modifier (minimum 1). At level 4. Speed: 30' Reach: 5' Ability Scores: +2 Wisdom Wings: provide no flight. Yes. creed or religion. Usually their hair is metallic or blonde. all out to 20' from herself. This can be used on anyone. the Angel can create a Magic Circle Against Evil and Light effect.Angel: angels look like pretty humans. but it never turns out that way in practice. Sadly they don’t appear as zebra-striped beachballs. the Angel may make a Smite attack.
it's super hard to clean up. They are as scary as that sounds: not very during the day. and scythes. Bonus Proficiencies: A Jack is inherently proficient with shovels. In addition. rakes. these weapons in the hands of a Jack are treated as their most closely analogous martial weapon (a hoe is treated as a pole axe.Jack: Jacks are basically demon-possessed Scarecrows with pumpkins for heads. a shovel is treated as a battleaxe. Deep Roots (Ex): A Jack has Tremorsense out to 5' per point of Constitution Bonus they have (minimum 5'). Jesters and Samurai . a scythe is treated as a war scythe. a Jack has about one half of a leftover pumpkin that they aren't using any more. hoes. All Jacks get Profession: Farmer for free. Typical Classes: Assassins. and may use the Intimidate skill as a Swift Action.or just smash it against a wall. All Souls Day (Su): Each morning. They also tend to be good at yard work. The DC to Trip a Jack is increased by +4. Medium Construct [Plant] Speed: 30' Reach: 5' Ability Scores: Jacks have Constitution scores like everyone else Pump Kin (Ex): the Jack gains a +3 Racial bonus on Intimidate checks. Yard Worker (Ex): the Jack is made for yard work. and so on). so gains a +3 Racial bonus on all Craft checks. Once it dries. brick-shittingly so at night. Other creatures could eat it .
However they are still Constructs for the purpose of things like Favoured Enemy. Chaos. On a successful Ranged Touch Attack. but they still need to go into Sleep Mode for 4 hours per day. Scanner (Su): the Android may cast Detect Good. They can attach all sorts of cool devices to themselves and really like technology. Medium Construct [Living] Speed: 30' Reach: 5' Ability Scores: Androids have Con scores like everyone else.Android: Androids are basically Robot Girls. Typical Classes: Totemist. and their armoured bodies grant +1 Natural Armour and DR 5/Adamantine. and Mortalbane. she deals 3 Fire damage per Hit Die to the target. Law and Magic at will. Laser Vision (Su): once per three rounds. Electric-Powered (Ex): Androids have Electricity Resistance equal to their Hit Dice. but they aren't bad at firing lasers themselves. must eat like a human”. Maces of Smiting. Living Construct: Androids are living creatures. Star Mage . and thus have none of the automatic benefits of being constructs. and yes. that is completely awesome. They also have souls. the Android may fire EYE BEAMS out to 30' as a Standard Action. their food and sleep requirements are met for the day. and don't need to eat (though they can). Any time they take Electricity damage (even if it is all negated by Resistance or Immunity). Evil. Monk. Your MC may let you swap the Food and Sleep requirements to “needn't (but can) sleep. Skills: the Android gets a +4 Racial bonus to Search checks. or running up and punching people. They do not age.
Move Silently (Dex). Gunners.CLASSES OF THE DISGAEAVERSE Assassin: The Assassin is found in the Dungeonomicon (Frank & K). Spot (Wis). Intimidate (Cha). Disguise (Cha). Disable Device (Int). Profession (Wis). Archers. Diplomacy (Cha). Knowledge (all) (Int). meaning it evens out with a competent sneak-attacker. Jacks Alignment: An Assassin may be of any alignment. This covers the following N1 classes: Scouts. Spellcraft (Int). Saves: Fort: Good. Bluff (Cha). Swim (Str). Gather Information (Cha). Perform (Cha). Climb (Str). Tumble (Dex). Craft (Int). Hide (Dex). Skills/Level: 6 + Intelligence Bonus BAB: Medium (3/4). Mothmen. Hit Die: d6 Class Skills: The Assassin’s skills (and the key ability for each skill) are Balance (Dex). Search (Int). and has a really deadly death attack that it can generally only use once per fight. Sleight of Hand (Dex). Will: Poor . Jump (Str). Concentration (Con). Sense Motive (Wis). Races: any Starting Gold: 6d4x10 gp (150 gold) Starting Age: As Rogue. Ninja. Listen (Wis). and Use Magic Device (Cha). This class is stealthy and skilled. Reflex: Good.
Death Attack +9d6 8 Nerve of the Assassin. As long as the victim is denied their dexterity against attacks from the assassin during the study action and the attack itself. Death Attack +13d6 12 Personal Immunity. Death Attack +15d6 14 Personal Immunity. At level 14. Death Attack +4d6 3 Hide in Plain Sight. she must have an Intelligence at least equal to 10 + the Spell level. Benefit 1 Poison Use. Assassins are well trained in eliminating magical or distant opponents. Death Attack +10d6 9 Improved Uncanny Dodge. even if they are made available in a stronger strength. as well as simple weapons. her next attack is a Death Attack if she makes it within 1 round. it counts as a death attack. Death Attack +3d6. An Assassin’s spells known may be chosen from the Sorcerer/Wizard list. apply. or Necromancy. 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. Special attacks such as a coup de grace may be a Death Attack. Death Attack +5d6 4 Cloak of Discretion. Spellcasting 2 Uncanny Dodge. Death Attack +17d6 16 Exotic Method. Death Attack +16d6 15 Killer’s Proof. Death Attack +20d6 19 Exotic Method. though if a character has both sneak attack and death attack. Death Attack +14d6 13 Exotic Method. an Assassin is immune to all four of those poisons.Level. At first level. Death Attack +7d6 6 Palm Weapon. and 12 the Assassin may choose one more type of poison to become immune to. To cast an Assassin spell. they stack if the character meets the requirements of both. Death Attack +18d6 17 Death by a Thousand Cuts. Death Attack +19d6 18 Mind Blank. and must be from the schools of Divination. but only if the target is denied its Dexterity Bonus to AC against that attack. an Assassin gains proficiency with one Exotic Weapon of her choice. Poison Use (Ex): An Assassin may prepare. A Death Attack inflicts a number of extra dice of damage equal to her Assassin level plus two dice. 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. Personal Immunity (Ex): Choose four poisons. Death Attack +22d6 Weapon and Armor Proficiency: Assassins are proficient with all Light Weapons. and use poison without any chance of poisoning herself. If she does so. . an Assassin becomes immune to all poisons. Death Attack +21d6 20 Killing Strike. Death Attack +12d6 11 Poisonmaster. Spellcasting: The Assassin is an Arcane Spellcaster with the same spells per day and spells known progression as a Bard. repeating crossbows. Trapmaking. and do not have to meet the stringent requirements of a sneak attack. Death Attack +6d6 5 Traps. Personal Immunity. and hand crossbows. 7. Assassins are proficient with Light Armor but not with shields. At levels 5. Death Attack +8d6 7 Full Death Attack. Illusion. except that he gains no more than three spell slots per level. Death Attack +11d6 10 Skill Mastery. The DC of the Assassin's spells is Intelligence based and the bonus spells are Intelligence based.
Use Rope. Move Silently. He retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. If an Assassin already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead. she may take 10 even if stress and distractions would normally prevent her from doing so. However. an Assassin gains a limited immunity to compulsion and charm effects. Finding a nonmagical trap has a DC of at least 20. have a BAB equal to his own. Trapfinding: At 5th level. an Assassin is protected by a constant Nondetection effect. When making a skill check with Climb. Assassins can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. if the Assassin studies an opponent to perform a Death Attack. This ability does not remove the -10 penalty for moving at full speed. an Assassin can react to danger before his senses would normally allow him to do so. Any weapon successfully concealed with Sleight of Hand cannot be found with divination magic. and for one round afterward. Search. Hide in Plain Sight (Ex): A 3rd level Assassin can hide in unusual locations. This does not confer a deflection bonus to AC. figure out how it works. flexible material like green wood. Finding a magic trap has a DC of 25 + the level of the spell used to create it. and weapon-grade materials like sharpened wooden sticks or steel weapons. He may add poison to these traps. he counts as if he were within a protection from evil effect. Use Magic Device. and may hide in areas without cover or concealment without penalty. or the -20 penalty for running or fighting. or higher if it is well hidden. but it will dry out in an hour. Nerve of the Killer: At 8th level. Assasins can use the Disable Device skill to disarm magic traps. An Assassin who beats a trap’s DC by 10 or more with a Disable Device check can study a trap. Full Death Attack: At 7th level. if he has access to it. with a caster level equal to his character level. the Assassin learns to build simple mechanical traps in out of common materials. 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. Spellcraft. or Swim. Hide. While studying a target for a Death Attack. and are always single-use traps. Cloak of Discretion (Su): At 4th level. As long as has access to ropes. Disable Device. He can build any non-magical trap on the “CR 1” trap list that doesn’t involve a pit. Trapmaking: At 5th level. he still loses her Dexterity bonus to AC if immobilized. Palm Weapon (Su) At 6th level.Uncanny Dodge (Ex): Starting at 2nd level. the Assassin learns to conceal weapons with supernatural skill. Skill Mastery (Ex): At 10th level. A magic trap generally has a DC of 25 + the level of the spell used to create it. and bypass it (with her party) without disarming it. These traps have a Search DC equal to 20 + the Assassin’s level. he can build an improvised trap in 10 minutes. . an Assassin becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. An Assassin may even hide while being observed.
the Assassin can cast plane shift as a spell-like ability. This defense denies another character the ability to sneak attack the character by flanking him. the Assassin can cast flesh to stone as a swift action spell-like ability. Mind Blank (Su): At 18th level. the Assassin can cast summon monster VII as a spell-like ability. Poisonmaster: At 11th level. 16th. Killer’s Proof (Su): At 15th level. 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. If he is holding an onyx worth at least 100 GP when he kills an enemy. he may place their soul within the gem as if he has cast soul bind on them at the moment of their death. • New School: The Assassin may now choose spells known from a new school.Improved Uncanny Dodge (Ex): An Assassin of 9th level or higher can no longer be flanked. the Assassin can cast implosion as a spell-like ability. the Assassin’s Death Attacks bypass his victim’s DR and hardness. the Assassin is protected by a constant mind blank effect. Once chosen. the Assassin can cast polymorph other as a swift action spell-like ability. the Assassin learns alchemic secrets for creating short-term poisons. These penalties last one day. Death by a Thousand Cuts: At 17th level. Exotic Method At 13th. • Dimesional Rip:: Once per day. unless the attacker has at least four more levels in a class that provides sneak attack than the target. this ability does not change: • Carrier: Three times per day. If a character already has uncanny dodge (see above) from a second class. . the assassin has learned to kill even the hardiest of foes by reducing their physical form to shambles. • Poison of the Cockatrice: Twice per day. the character automatically gains improved uncanny dodge instead. By expending an entire healer’s kit worth of materials and an hour of time. the Assassin learns to steal the souls of those he kills. the Assassin can cast contagion as a swift action spell-like ability. The duration of this effect is three rounds. • Killer Faerie Arts: Twice per day. Every successful Death attack inflicts a cumulative -2 Dexterity penalty to the Assassin’s victim. Killing Strike (Su): At 20th level. and 19th level the Assassin learns an exotic form of killing from the list below. • Proxy Assassin: Twice per day. This effect lasts 10 minutes. • Death By Plane Once per day. This poison degrades to uselessness in one week.
As such. You have to maintain your code of conduct. and additionally provides defences to allies. Diplomacy (Cha). This covers the following N1 classes: Warriors. Races: Knights require a fairly social background to receive their training. Hit Die: d12 Class Skills: The Knight's class skills (and the key ability for each skill) are Climb (Str). Reflex: Poor. Nobility. Ride (Dex). while Knights often spend tremendous amounts of time far from civilization. Saves: Fort: Poor. and Geography) (Int). and seriously hurts enemies that choose to ignore him. Knowledge (History. Starting Gold: 6d6x10 gp (210 gold) Starting Age: As Fighter. a solitary creature generally has little use for honor. they are almost exclusively recruited from the ranks of races that are highly urban in nature. Angels Alignment: Many Knights are Lawful. Listen (Wis). Perform (Cha). and Swim (Str). Magic Knights. Heavy Knights. Will: Good .Knight: The Knight is found in Races of War (Frank & K). Intimidate (Cha). But not all of them. Therefore. Handle Animal (Cha). they encourage the enemy to attack the person who it is hard to attack. Jump (Str). After all. Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). This class is designed to be hard to significantly hurt. Spot (Wis). Craft (Int). Sense Motive (Wis). but plenty of Chaotic creatures can do that too.
Code of Conduct 2 Damage Reduction 3 Energy Resistance. a 3rd level Knight may grant herself Energy Resistance against any energy type she chooses equal to her Knight Level plus her Shield Bonus. Shields and Great Shields. Benefit 1 Designate Opponent. Damage Reduction (Ex): A Knight trains to suffer the unbearable with chivalry and grace. Medium. At 2nd level. This energy resistance lasts until she spends a Swift Action to choose another Energy type or her Shield bonus is reduced. Indeed. Otherwise. Knights are proficient with Light. Knightly Spirit 5 Command 6 Defend Others. This effect ends at the end of her next turn. Energy Resistance (Ex): A Knight may protect herself from energy types that she expects. and Heavy Armor. If the target creature inflicts ay damage on the Knight before the Knight's next turn. • A Knight may not voluntarily change shape. . any attacks the Knight uses against the opponent during her next turn inflict an extra d6 of damage for each Knight level. 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. where X is half her Knight level. a Knight may mark an opponent as their primary foe. • A Knight may not sell Magic Items. Mounted Combat: A Knight gains Mounted Combat as a bonus feat at 1st level. 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. the attempt fails. or when she has struck her opponent a number of times equal to the number of attacks normally allotted her by her Base Attack Bonus. Draw Fire 8 Mettle. Code of Conduct: A Knight must fight with honor even when her opponents do not. A Knight must refuse bonuses from Aid Another actions. rounded down. As a Swift Action. If she already has Mounted Combat. • A Knight must refrain from the use poisons of any kind. Quick Recovery 7 Bastion of Defense. Designate Opponent (Ex): As a Swift Action. This foe must be within medium range and be able to hear the Knight's challenge. she gains Damage Reduction of X/-. Mounted Combat. a Knight subscribes to honor to a degree far more than that which is strictly considered necessary by other honorable characters. whether she is impersonating a specific creature or not. Spell Shield 9 Sacrifice 10 Knightly Order Weapon and Armor Proficiency: Knights are proficient with all simple weapons and Martial Weapons.Level. even normally acceptable poisons such as blade toxins. she may gain any Combat feat she meets the prerequisites for instead. Speak to Animals 4 Immunity to Fear.
From this point on. A 3rd level Knight gains a bonus to any of her Ride and Handle Animal checks equal to half her Knight Level. though she does not. she may ignore one of the prerequisites for joining a Knightly Order prestige class. a Knight must join or found a Knightly order. she may pique the interest of any mindless opponent within medium range. Defend Others (Ex): A 6th level Knight may use her own body to defend others. In addition. Bastion of Defense (Ex): A 7th level Knight can defend others with great facility. and her Handle Animal checks are not penalized for attempting to get a creature to perform a trick it does not know. Knightly Order: What is a powerful Knight without a descriptive adjective? Upon reaching 10th level. With a Swift Action. Quick Recovery (Ex): If a 6th level Knight is stunned or dazed during her turn. Sacrifice (Ex): As an immediate action. Mettle (Ex): An 8th level Knight who succeeds at a Fortitude Partial or Willpower Partial save takes no effect as if she had immunity. that condition ends at the end of that turn. Any ally adjacent to the Knight gains Evasion. a 4th level Knight may restore any amount of attribute damage or drain that she has suffered. becoming a member of an order has special meaning for a 10th level Knight. In addition. All adjacent allies except the Knight gain a +2 Dodge bonus to their Armor Class and Reflex Saves. . Her steed always seems to be able to catch the thrust of anything she says. Spell Shield (Ex): An 8th level Knight gains Spell Resistance of 5 + her character level. Immunity to Fear (Ex): At 4th level. there is no limit to how many tricks she can teach a creature. 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. a 9th level Knight may make herself the target of an attack or targeted effect that targets any creature within her reach.Speak to Animals (Ex): A Knight can make herself understood by beasts. Draw Fire (Ex): A 7th level Knight can exploit the weaknesses of unintelligent opponents. Knightly Spirit (Ex): As a Move Equivalent Action. This effect ends after a number of rounds equal to the Knight's class level. This Spell Resistance is increased by her shield bonus to AC if she has one. a Knight becomes immune to [Fear] effects. Command: A Knight gains Command as a bonus feat at level 5. and she gains an ability related to the order she joins.
and has a natural attack that can actually hit. so orcs are as likely to become monks as Kuo-Toa are. has a non-shit AC when unarmoured. Really. almost every sapient race has those who take up the monk's path. Whatever. If a bar brawl breaks out. The discipline emphasizes physical strength as much as it emphasizes perceptiveness and inner strength. some Monks will try to break it up.Monk: The Monk is found in the Dungeonomicon (Frank & K). This covers the following N1 classes: Brawlers. Hit Die: d8 . Masked Heroes. With its lack of emphasis on ranged weaponry. Sinners. unlike a PHB Monk. Nekomata. Races: Because the martial paths of a Monk embrace all manners of comportment. few of the slower races turn towards these magical combat styles. Starting Gold: 2d4x10 gp (50 gold) Starting Age: As Monk. Also they gain cool stances that allow their natural attacks to do things or make them harder to hurt. and halflings and dwarves rarely become monks. other Monks will join in. This class is good at moving about. Androids Alignment: Monks may be of any alignment. from Stoic Lawfulness to Boisterous Chaos.
Fatal Strike. and the triple staff. the Armored in Life bonus increases by 1. If the slam is used with other weaponry. and adds only half his Strength modifier to damage. that enhancement bonus applies to his Armored in Life Armor Bonus. Wilow Step (Su): A true monk does not seek to outrun the fist. Move Silently (Dex). Will: Good Level. Craft (Int). such as the sai. Perform (Cha). Jump (Str). Fighting Style 2 Rain of Flowers.Class Skills: The Monk's class skills (and the key ability for each skill) are Balance (Dex). Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). Benefit 1 Armored in Life. the nunchuka. Fatal Strike (Su): A Monk has a natural weapon Slam in addition to whatever else he is capable of doing. If a Monk would be allowed to add his Dexterity modifier to a Reflex Save or Armor Class. as well any weapon defined as a special monk weapon. Escape Artist (Dex). Swim (Str). suffers a -5 penalty to-hit. Sense Motive (Wis). Willow Step. Reflex: Good. Abundant Leap 3 Fighting Style 4 Diamond Soul 5 Fighting Style 6 Walk of a Thousand Steps 7 Fighting Style 8 Immaculate Diamond Soul 9 Master Fighting Style 10 Leap of the Clouds 11 Master Fighting Style 12 Master of the Four Winds 13 Master Fighting Style 14 Master of the Four Seasons 15 Grand Master Fighting Style 16 Master of Diamond Soul 17 Grand Master Fighting Style 18 Perfect Mastery 19 Grand Master Fighting Style 20 Grand Master of Flowers Weapon and Armor Proficiency: Monks are proficient with all simple weapons. Listen (Wis). but to anticipate it. 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. Diplomacy (Cha). it becomes a secondary natural attack. he may add his Wisdom bonus (if positive) instead. the shuriken. the kama. Hide (Dex). As a natural slam attack. Climb (Str). Armored in Life (Su): A Monk has a special Armor bonus whenever they are not using armor or shields that he is not proficient in. if 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. and Tumble (Dex). Profession (Wis). Every even numbered class level. . If the Monk wears armor which he is proficient in (for example: normal clothing) that has an enhancement bonus. Spot (Wis). This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks. Saves: Fort: Good. Knowledge (all skills individually) (Int). and has a value of +4. Concentration (Con). Monks are not proficient with any armor or shields of any kind.
Abundant Leap (Su): At 2nd level. • While Active. your Fighting Style provides any bonuses it gives to your slam attack to any attack you make with any weapon. • While Active. 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. a Monk's ability to jump is unbounded by his height. This attack of opportunity must be a trip or disarm attempt. Each Fighting style requires a Swift Action to activate. Walk of a Thousand Steps: Once per day. your Fighting Style allows your slam attacks to ignore hardness and DR. and provides two bonuses from the Fighting Style Abilities: Fighting Style Abilities • While Active. and at 16th level he masters his diamond soul and his spell resistance improves to 15 + character level. • While Active. and 7. At 8th level. he may elect to inflict lethal damage instead. • While Active. your Fighting Style allows you to make an attack of opportunity against any opponent who attacks you. your Fighting Style provides you with concealment. • While Active. Activating this Fighting Style is still a Swift Action. lasts one round. your Fighting Style causes your slam attack to inflict piercing damage and to inflict 2 points of Constitution damage. your Fighting Style provides a +4 Dodge Bonus to AC. Other Fighting Styles may be activated during this period. Diamond Soul (Su): At 4th level. your Fighting Style provides a +4 Dodge Bonus to Saving Throws. he may elect to inflict non-lethal damage instead. • While Active. • While Active. • While Active.Fighting Style (Su): At levels 1. the Monk learns a Fighting Style. his soul becomes immaculate and his Spell Resistance improves to 10 + character level. 5. 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. Each Fighting Style must have a name (see Naming Your Fighting Style below). though their duration is normally going to be only 1 round. the DC for any jump check is divided by two. 3. a Monk of sixth level or higher may activate a Fighting Style and extend its duration to 1 round/level rather than 1 round. • While Active. • While Active. and is usable at will. the Monk gains Spell Resistance equal to 5 + his character level. your Fighting Style allows you to move through occupied spaces as if they were unoccupied and you provoke no attacks of opportunity for your movement. your Fighting Style provides a +30' Insight Bonus to your movement rate. Any time a Monk inflicts non-lethal damage. In addition. Rain of Flowers (Su): Any time a 2nd level Monk inflicts lethal damage. This movement rate reduction can be healed like ability damage (treating 5' of movement as 1 point of ability damage). .
requires a ranged touch attack. your Master Fighting Style allows you to shoot fire out of your hands or mouth as a standard action. . but for a monk of 14th level. 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. if the monk is restored to life. 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. lasts one round. 11. The fire can be shot out to medium range. your Master Fighting Style transforms your slam attacks into Force effects that inflict Force damage. There is no saving throw against this effect. While Active. While Active. the change of seasons is as no change at all. your Master Fighting Style affects any creature struck with your slam attack with a banishment effect that transports it back to its home plane unless it succeeds at a Will save (DC 10 + ½ character level + Wisdom Modifier). the DC for any jump check is divided by 5. At 12th level.Master Fighting Style (Su): At levels 9. and inflicts 1d6 of fire damage per character level if it hits. Each Master Fighting Style must have a name (see Naming Your Fighting Style below). • • • • Master Fighting Style Abilities: While Active. While Active. When a Monk gains a new Master Fighting Style. While Active. You are immune to Sonic damage while your Master Fighting Style is active. your Master Fighting Style provides you the effect of an air walk spell. A creature so banished. He no longer appears to age. While Active. may not return to the plane it was banished from for a year. and 13. never accumulates any additional penalties for growing older and will never die of old age. While Active. and provides two bonuses from the Master Fighting Style Abilities. your Master Fighting Style affects any opponent you successfully trip or bulrush with the violent thrust version of telekinesis. your Master Fighting Style provides total concealment. 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. you may choose two regular Fighting Style Abilties. he doesn't lose a level for doing so. Instead of gaining a Master Fighting Style Ability. and is usable at will. 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. • • • • • • • • • Leap of the Clouds (Su): At 10th level. he may replace one of his Fighting Styles with a different Fighting Style. Master of the Four Seasons: Time passes relentlessly in the world. with a caster level equal to your character level. While Active. While Active. Each Master Fighting style requires a Swift Action to activate. your Master Fighting Style causes 5d6 of Sonic damage to everything within 30 feet of you when you inflict damage with your slam attack against any target. your Master Fighting Style causes your slam attack to inflict vile damage. the Monk learns a Master Fighting Style. and gives you a +20' Competence bonus to your speed. While Active. While Active. Master of the Four Winds (Su): The Monk's breath of life is carried on the winds of fate. Outsiders suffer a -4 penalty to their saving throw.
and 19. your Grand Master Fighting Style slows down time to the point where you can act twice each round.Grand Master Fighting Style (Su): At levels 15. the Monk becomes an Outsider. your Grand Master Fighting Style affects any target you strike with your slam attack with a disintegrate effect. 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. with a caster level equal to your character level (DC 10 + ½ character level + Wisdom Modifier). you do not gain an extra Swift Action during your extra actions. the Monk learns a Grand Master Fighting Style. though their duration is normally going to be only 1 round Grand Master of Flowers: At 20th level. he may replace one of his Fighting Styles or Master Fighting Style with a different Style of the same type. • Instead of gaining a Grand Master Fighting Style Ability. Each Grand Master Fighting Style must have a name (see Naming Your Fighting Style below). and immortal of legend. Activating this style is still a Swift Action. your Grand Master Fighting Style causes you to regenerate. Unarmed or Slam attacks inflict regular damage. your Grand Master Fighting Style affects every target you strike with a slam attack with the violent thrust version of telekinesis. Grand Master Fighting Style Abilities: • While Active. . You recover a number of points of nonlethal damage each round equal to your character level. • While Active. • While Active. and provides two bonuses from the Grand Master Fighting Style Abilities. Other styles may be activated during this period. your Grand Master Fighting Style makes you and everything you are carrying incorporeal. a Monk of 18th level or higher may activate a Fighting Style. • While Active. your Grand Master Fighting Style allows you to punch a hole through space and time. Perfect Mastery: Once per day. • While Active. allowing you to open a travel version of gate with a slam attack. He gains the augmented subtype of his previous type. with a caster level equal to your character level. Master Fighting Style. or Grand Master Fighting Style and extend its duration to 1 round/level rather than 1 round. you may choose two Master Fighting Style Abilties. your Grand Master Fighting Style prevents all [Teleport] effects from entering or exiting within 1 mile of your location. and has Damage Reduction of 20/Epic. There is no saving throw against this effect. Each Grand Master Fighting style requires a Swift Action to activate. • While Active. and is usable at will. 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. When a Monk gains a new Grand Master Fighting Style. 17. • While Active. 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. lasts one round. your slam attacks are incorporeal touch attacks. • While Active. • While Active. • While Active.
and a noun: Adjective Chart: 1. Running 2. or choose an adjective. Stance 3. Tiger 3. Ox 2. Movement 9. Demon Noun Chart: 1. Turtle 7. Fu Note from the authors: Feel free to add any adjectives. Dragon 4. Naked 5. Angry 4. . Crane 5. Technique 6. There's no reason that your character's fighting style has to be called "Naked Tiger Stance" rather than "Astonished Centaur Defense". Dance 8. Powerful 10. or nouns that you want. animals. Touch 10.Naming your Fighting Style: Roll a d10. Drunken 6. Style 7. Fist 2. Hungry 3. Swift 9. Fortunate 7. Attack 5. Hummingbird 10. Spinning Kick 4. Lazy 8. Serpent 9. Monkey 6. Enlightened Animal Chart: 1. Manticore 8. an animal.
So while a Samurai himself does not have to be Lawful. Sense Motive (Wis). Reflex: Poor. Hit Die: d8 Class Skills: The Samurai's class skills (and the key ability for each skill) are Balance (Dex). Will: Good . Nekomata Alignment: The Samurai can be of any alignment. Berserkers. This covers the following N1 classes: Samurai. Climb (Str). Races: The Samurai is primarily found in societies where the law of the land is held in primacy over other things. Jump (Str). and Tumble (Dex). Starting Gold: 4d6x10 gp (140 gold). Concentration (Con). plus one masterwork weapon Starting Age: As Fighter.Samurai The Samurai is found in Races of War (Frank & K). Ninja. making many attacks of opportunity. Lawful races bear the vast majority of Samurai. Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). Profession (Wis). Move Silently (Dex). Craft (Int). Hide (Dex). This class is great at scoring critical hits. and iaijutsuing people in half. All of them must maintain the veneer of honor and civility. Vampires. Diplomacy (Cha). though there is no reason that they have to actually be Lawful. Perform (Cha). Listen (Wis). Swim (Str). Saves: Fort: Poor. Knowledge (all skills individually) (Int). Escape Artist (Dex).
Benefit 1 Ancestral Weaponry. Pledge of Loyalty: Samurai pledge their loyalty to a Lord. He must perform a 24 hour ritual to call his ancestral spirits into the weapon and designate it as his Ancestral Weapon. A samurai can only have one weapon designated as his Ancestral Weapon at a time. This ritual costs 100 gp in incense and offerings. or simply "master swordsman" or other descriptive title. as well as a single Exotic weapon appropriate to the Samurai's tradition. Samurai who have broken their vows to their lord are called ronin. Regardless of their name. and has the Ghost Touch special property. sword saints. To retain this Lord. while samurai who have never been pledged to a lord or are unwilling to do so are weaponmasters called kensai. and this weapon must be a masterwork weapon exalted by the Samurai's warrior culture. a figure of temporal power and head of a noble family or clan. they must follow this Lord's orders and uphold any Code of Conduct the Lord obeys. As long as a Samurai does these two things. Ancestral Weaponry: Every culture with a Samurai tradition has a signature weapon that Samurai from that culture use. -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). -The Ancestral weapon has double HPs and +10 Hardness.Level. Samurai without a Lord receive a +4 bonus against mind-affecting effects. but not with shields of any kind. Whether it is the Spiked Chain of the Hobgoblin Khanate of Khadun or the Katana of the Human Empire of Rokugan. he cannot be forced to act against his Lord or Lord's family by mind-affecting effects. Pledge of Loyalty 2 Horde Breaker 3 Kiai! 4 Whirlwind Attack 5 Ancestral Guidance 6 Blindfighting. the weapon serves as a symbol of the office and prowess of the Samurai. Terrible Blows 7 Iaijutsu 8 Parry Magic 9 Subtle Cut 10 Blade of Devastation 11 Iaijutsu Focus 12 Cut Magic 13 Deny Arcane Defenses 14 Final Cut 15 Iaijatsu Master 16 Reflect Magic 17 Blade of Souls 18 Deny Armor 19 Iaijutsu Grandmaster 20 Scrolls of Wisdom Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons. and once performed grants the following abilities: -Counts as his Ancestral Weapon for all Samurai abilities. Samurai are proficient with Light and Medium Armor. .
his Ancestral Weapon automatically destroying any unattended object or wall in the way with a Hardness less than 20. As a standard action. As a result. Blindfighting: A Samurai gains Blindfighting as a bonus feat at 6th level. If the Samurai already has this feat. but before damage is rolled. but only if he meets the prerequisites of that feat. Kiai! (Ex): At 3rd level. he can also destroy unattended objects of any Hardness with a successful Ancestral weapon attack. a Samurai's Ancestral Weapon bypasses Damage Reduction and ignores Hardness. If he can make an attack roll against an AC equal to the spell or effect's DC with this Attack of Opportunity. He may 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. he may choose a [Combat] Feat instead. the effect does not affect him. . When the Samurai is targeted by a spell or supernatural ability. but only if he meets the prerequisites of that feat. a Samurai may convert a successful strike into a confirmed critical hit. Blade of Devastation (Su) At 10th level. he may take an attack of opportunity against that opponent as an immediate action at any time. he may choose another [Combat] Feat instead. Iaijutsu Focus (Ex): At 11th level. If the Samurai already has this feat. Parry Magic (Su): At 8th level. a Samurai may make up to his per round limit of Attacks of Opportunity against any opponent(s) that he threatens as an immediate action. he may choose a [Combat] Feat instead. enemies do not gain cover bonuses against an attacking Samurai. a Samurai may seek guidance from his ancestors. but only if he meets the prerequisites of that feat. Ancestral Guidance(Sp): At 5th level. Whirlwind Attack: A Samurai gains Whirlwind Attack as a bonus feat at 4th level. This effect can also pierce [force] effects. or dispel up to a 10' by 10' section of a [force] effect. This counts as a commune effect that can be used once a day. Terrible Blows (Su): At 6th level. Subtle Cut A Samurai gains Subtle Cut as a bonus feat at 9th level. Iaijutsu (Ex): When a 7th level Samurai has the Edge on an opponent. If the Samurai already has this feat. This ability cannot be used on Attacks of Opportunity. A samurai can also seek guidance from other peoples' ancestors if they are available. This ability is a free action that is declared after the strike is rolled and confirmed as a hit. he may take an Attacks of Opportunity against the targeted effect.Horde Breaker: A Samurai gains Horde Breaker as a bonus feat at 2nd level. 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.
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). he may distribute it and spread his wisdom. Scrolls of Wisdom: At 20th level. a Samurai who writes his treatise no longer takes ability penalties for aging as long as one copy of the treatise exists. Iaijatsu Master(Ex) : At 15th level. . If he spends one month composing this treatise. but a -8 penalty to attack the writer of the treatise. the Samurai has reached the pinnacle of his art. any enemy killed by a Samurai's Ancestral Weapon has his soul sucked into it. the Samurai gains a single bonus use of his Kiai! ability that must be used before the next sunrise.Cut Magic (Su): At 12th level. as per a spell turning effect. a Samurai attacking with his Ancestral Weapon ignores any AC bonuses on his targets that come from armor or natural armor. In addition. a Samurai attacking with his Ancestral Weapon ignores any AC bonuses on his targets that come from spells or spell-like abilities. or otherwise returned to life until the Ancestral Blade is broken. a Samurai's Ancestral Weapon gains the Vorpal Special quality. and he may compose a treatise of his collected wisdom. Reflect Magic(Su) : At 16th level. A successful save against this effect makes the enemy immune to this effect for five rounds. any enemy struck by a Samurai's Attacks of Opportunity must make a Fortitude save against a DC equal to 10 + half the Samurai's HD +the Samurai's Wisdom bonus or be dazed for one round. Each time the Ancestral Weapon takes a soul. even if it is not a slashing weapon. 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. but it only dispels a 10' by 10' section of an Area of Effect spell or spell-like ability. Anyone who reads this treatise gains a +2 competence bonus to attack characters with Samurai levels. Deny Armor(Su): At 18th level. Deny Caster Defenses (Ex): At 13th level. and this enemy cannot be raised. any Attack of opportunity made by the Samurai is automatically a confirmed critical hit. Final Cut(Ex): At 14th level. Iaijutsu Grandmaster (Ex): At 19th level. Blade of Souls: At 17th level. resurrected. This attack is handled like the Samurai's Parry Magic ability.
Move Silently (Dex). Listen (Wis). Search (Int). This covers the following N1 classes: Thieves. and Use Magic Device (Cha). Marionettes Translation of note written: “Boobies” Alignment: A Jester may be of any non-Lawful alignment.Jester The Jester is found in Dungeonomicon (Frank & K). Intimidate (Cha). Bluff (Cha). Hit Die: d6 Class Skills: The Jester’s skills (and the key ability for each skill) are Balance (Dex). Races: Jesters appear in all cultures and all races have need of buffoons. Gather Information (Cha). ways to debilitate foes. Skills/Level: 6 + Intelligence Bonus . Sleight of Hand (Dex). Diplomacy (Cha). except useful. Starting Gold: 6d4x10 gp (150 gold) Starting Age: As Rogue. Concentration (Con). Jump (Str). a little Sneak Attack damage. Tumble (Dex). and limited spell-casting. Climb (Str). quirky combat and evasive abilities. Hide (Dex). Empusae. Sense Motive (Wis). Spellcraft (Int). Spot (Wis). This class is a little bit like a Bard. Disguise (Cha). Profession (Wis). Masked Heroes. They gain skill points. Disable Device (Int). Craft (Int). Perform (Cha). Swim (Str).
and use poison without any chance of poisoning himself. The DC of the Jester's spells is Charisma based and the bonus spells are Charisma based. he is immune to compulsion effects. provided that spell slots of an appropriate level are still available. apply. regardless of whether they are costly or not. Spellcasting 2 Laugh It Off 3 +1d6 Sneak Attack.BAB: Medium (3/4). masked. Ignore Components: A Jester may cast spells from the Jester list without using material components. Power Slide 4 Jester’s Fient 5 Cruel Comment 6 +2d6 sneak Attack 7 Sight Gag 8 Low Comedy. Saves: Fort: Poor. Ignore Components. Reflex: Good. Poison Use. Laugh It Off (Ex): Fate protects fools and little children. He can cast any spell he knows without preparing them ahead of time. and Jesters certainly adopt the role of fools. A Jester casts spells from the Jester Spell List (below). Even. A Jester automatically knows every spell on his spell list. At 2nd level. perhaps especially. Harlequin’s Mask (Ex): As long as a Jester’s face is painted. Spellcasting: The Jester is an Arcane Spellcaster with the same spells per day progression as a Bard. a Jester may add his Charisma modifier as a morale bonus to his saves. he must have a Charisma at least equal to 10 + the Spell level. Poison Use (Ex): A Jester may prepare. To cast a Jester spell. Will: Poor Level. or adorned in the manner of a harlequin or other comedic figure. A Jester is proficient with no weapons. . 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. improvised weapons may be used without the usual -4 penalty. This has no effect on any spells that a Jester casts from any other spell-list. 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. Benefit 1 Harlequin’s Mask.
and all other checks. Sneak Attack (Ex): At 3rd level. If the target fails this check. Sight Gag: At 7th level. or 15’ at her choice). but only if he is constructing weapons or traps. the Jester can make a Bluff check opposed by the target’s level plus Charisma check. a 10th level Jester may use fabricate or major creation as a spell-like ability. thereby lessening the impact. . 10’. Jack-in-the-Box King (Sp): Twice per day. 13. saves. 11. desperate. If this ability is gained from another class. 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. 9. and this increases by 1d6 at levels 6. he suffers a d6 of damage for each square not moved. 17. or foolish Jesters sometime used coins or gems. If he passes through an occupied square. fruit. the enemy is denied his Dex bonus for the Jester’s next attack. so abilities such as Evasion do not apply. At 3rd level. not a Saving Throw. the Jester has learned to say extremely funny but hurtful things about others. he suffers a -4 to attack rolls. Wealthy. Using this ability is an attack action and counts as a thrown weapon. If there is not enough space for him to move. This is a skill check. he may allow herself to be flung backwards . his sneak attacks inflict 1 extra d6 of damage.Power Slide (Ex): If a 3rd level Jester takes damage from an attack. The penalty can be restored to its normal value with 10 minutes and a bar of soap. a Jester learns to shock and unnerve his enemies by throwing unexpected objects at them. while others use colored balls. any successful sneak attack also inflict a -2 Dex penalty to an enemy for one round. a Jester gains the ability to make sneak attacks as a rogue would. As a swift action. Jester’s Feint (Ex): At 4th level. the Jester would have to make a tumble check to avoid attacks of opportunity. 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. 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. Cruel Comment (Ex) At 5th level. This is a language-dependant ability. Some Jesters use objects with magical or alchemic effects that act in an enemy’s square to use with this ability. At a swift action. 15. then the Jester may choose to increase or decrease the total distance moved by 50% (so a Power Slide that negated 12 points of damage can cause him to move 5’. and 19. He may make a Balance check with a DC equal to the damage inflicted and if she succeeds. pieces of cloth or scarves. This ability only works with spells on the Jester list. the Jester may apply the Silent Spell and Still Spell metamagics spontaneously to his spells. or other cast-off materials that fit the requirement of being brightly colored. This effect lasts 3 rounds. and it does not increase the spell’s level or slot used. he suffers only half damage. Slapstick (Ex): At 8th level. If it succeeds. Low Comedy (Ex): By using this ability. but only if he casts them as full-round actions.
Minor Globe of Invulnerability. the effect is removed. This is a mindeffecting fear effect. Unseen Servant. Detect Poison. Eyebite. Annoy the Gods (Su): As world-class pranksters. Magic Mouth. Temporal Stasis. Symbol of Weakness. Glitterdust. 3rd Level: Feeblemind. 1stLevel: Fire Trap. Symbol of Sleep. Servant Horde. 5th Level: Bigby's Interposing Hand. so long as he meets the requirements of his Harlequin’s face ability. Jesters must learn to avoid the curses and transformations of enemies with a sense of humor. Grease. Nightmare. Eternal Trickster (Ex) At 20th level. Misdirection. Pyrotechnics. The Jester may substitute his Dexterity modifier for his Strength modifier for the opposed test to trip his foe. he does not age and is under the effects of a mind blank effect. Tree Shape. Prat Fall (Ex): At 16th level. Energy Immunity. Mordenkainen's Faithful Hound. Explosive Runes. the Jester can make a special Intimidate check as a move action. Sword of Deception. The Jester may not be tripped if this fails. Screen. sepia snake sigil. Reduce Person. the Jester can become a personification of the Laughing God Who has No Temples. one of his spells known is cast as if it were spell in a contingency effect.Killer Clown (Ex): At 12th level. Modify Memory. If successful. Touch of Idiocy. Refuge. Sleet Storm. Last Trick (Su): At 18th level. While meeting the requirements of his Harlequin’s Mask ability. Telekinesis. Greater Glyph of Warding. Glyph of Warding. Insect Plague. Shrink Item. Rage. Secret Page. and it may be used with ranged sneak attacks. This ability cannot be used on any one enemy more than once a round. 4th Level: Globe of Invulnerability. Symbol of Insanity. 2nd Level: Baleful Transposition. 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. Teleport Trap. Repulsion. Persistent Image. Detect Magic. any time a Jester strikes an enemy with a sneak attack. Wood Rot. the Jester can turn even his death into a joke. 6th Level: Creeping Doom. Jester Spells: 0th Level: Alarm. Unluck. the Jester can make a free Trip attack that does not provoke an Attack of Opportunity. Ventriloquism. Insanity. this check causes the enemy to suffer the panicked condition for a round per Jester level. Rope Trick. Any time the Jester is killed or knocked unconscious. . Tasha's Uncontrollable Hideous Laughter. Symbol of Stunning.
Survival (Wis). Climb (Str). Jump (Str). Empusa Alignment: Fire is a destructive force. This covers the following N1 classes: Red Mage. Spot (Wis). Escape Artist (Dex). Starting Gold: 6d6x10 gp (210 gold) Starting Age: As Rogue. Recommended for those who like to set people on fire. Thanks go to Frank Trollman. Handle Animal (Cha). and Use Rope (Dex). Magic Knight. Move Silently (Dex). Red Skull. Listen (Wis). Intimidate (Cha). Races: Fire Mages appear in all races. Disguise (Cha). and still remain relevant in the game. Ride (Dex). Search (Int). Concentration (Con). Vampire. Ghost. Will: Good . Saves: Fort: Good. Reflex: Good. Craft (Int). Profession (-). though significant portions of many races live in areas where being a Fire Mage is illegal. But they don't have to be. Skills/Level: 4 + Intelligence Bonus BAB: Medium (as Cleric). and a lot of Fire Mages are Chaotic.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. Magician. Spellcraft (Int). Hit Die: d8 Class Skills: The Fire Mage's class skills (and the key ability for each skill) are Bluff (Cha).
Fire Bolts. A creature on fire suffers 1d6 of Fire damage per round (the Mage's Impress Flames ability applies to each round of course). whichever is less. a Fire Mage can emit a burst of flame from his body. and the creature can attempt to put itself out with a DC 15 Reflex save (see the DMG. p. the Fire Mage ignores the first 5 points of Fire Resistance that a target has. Fire Burst (Sp): As a standard action. striking all creatures and objects within 10' of his position except himself. . A Fire Bolt tavels out to short range. as well as the whip. and inflicts 1d6 of Fire damage per level. Fire Resistance (Ex): A Fire Mage has a Resistance to Fire equal to twice his level. This burst of flames inflicts 1d6 of fire damage. Fire Magic 2 Ignite 3 Piercing Flames. Piercing Flames (Ex): From 3rd level on. with an allowed Reflex Save for half (DC 10 + ½ Level + Charisma Modifier). and it always hits. No more than ½ of the damage inflicted by his fire damage can be negated by hardness or immunity or resistance to Fire. Fire Mages are proficient with light armor but not with shields of any kind. Firewalk 12 Bonds of Fire 13 Fire Clouds 14 Searing Light. and Immunity. 303). This ability can be used out to Medium range. Fire Bolts (Sp): A Fire Mage can throw bolts of fire as an attack action. a Fire Mage's Fire cuts through Fire Resistance. a 2nd level Fire Mage can cause any creature or object to burst into flame. Impress Flames (Ex): Every time a Fire Mage inflicts Fire damage on any target. Impress Flames. all martial axes. In addition. Ignite (Sp): As a standard action. hardness. whether with his class abilities or another source of fire. Hand of Fire 4 Fire Immunity. A Fire Bolt strikes its target with a ranged touch attack. Fire Burst. 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. Rain of Fire Weapon and Armor Proficiency: Fire Mages are proficient with all simple weapons. Benefit 1 Fire Resistance. Smokeless Flame 5 Fireballs 6 Mindfire 7 Visions of Flame 8 Soul of Cinders 9 Sculpt Flames 10 Conflagration 11 Beacon.Level. Ray of Light 15 Sending. he inflicts an amount of extra Fire Damage equal to his class level or his Charisma modifier. and all sizes and varieties of scimitar (including falchions).
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.
and then may see out the other mirror as if looking through a window. 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. wherever it may be. it will endure even beyond the snowscaper's death. Only two surfaces may be linked as such at a time. The largest angle at which the Snowscaper can travel upwards is 45 degrees (as per Air Walk). It starts off with a foot of snow. and is immune to it. the Snowscaper’s creation abilities are getting better. Never-melt Ice (Su): At level 6. Freeze (Su): At level 6. the Snowscaper may it snow in a medium-range radius. the Snowscaper does not fear cold. If a permanency spell is cast on a Never-melt Ice item. the Snowscaper stands in front of a mirror. Treat as a non-mind-affecting Hold Monster with a Reflex save. Let It Snow (Su): As a standard action. allowing her to do more and more things. Long-range ray as a standard action. Anyone or anything present on the other side can likewise see and communicate through their mirror. and goes up a foot every round until you tell it to stop. 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). Skate In Air (Su): At level 7. A Blizzard is a short-range Cone. and. and also does 1d6 Slashing and Piercing damage/three character levels. That is to say. Wall of Ice (Sp): At level 8. the Snowscaper’s ice creations are immune to all fire and won’t melt unless the Snowscaper allows it or the Snowscaper dies. are linked and can be linked. a Snowscaper has gained enough mastery to link any two smooth reflective surfaces made from her ice like a window as standard action. restricting ice—as much as she can make with Create Ice--encumbering them with the weight. She may now make three separate objects per character level. Encumber (Su): At level 4. as such.Cold Immunity (Su): At level 4. Create More Ice (Su): At level 7. Mirror Mirror on the Wall (Su): All of the Snowscaper’s ice creations come from the Plane of Ice. the Snowscaper gains Wall of Ice as an at-will spell-like ability. At level 9. Icebeam (Su): The Snowscaper's mastery of coldfire has expanded to allow her to fire a ray of it. chooses one of her other mirrors. in as wide or as small an area as you want (within the radius). She may spend a standard action to attempt to wrap someone in heavy. It does 1d6 Cold damage per character level. the Snowscaper may create 100 lbs of ice per character level within medium range. the Snowscaper may now skate through the air by creating a sheet of ice to travel across. . the Snowscaper may bind someone or something up with ice. with a Reflex save for half the weight. 1d6 Cold Damage per character level.
It inflicts (Character Level + Cha Modifier)d6 in Cold damage. the Snowscaper can create 1. Create Tons of Ice (Su): At level 12. At character level 15. At level 17. Others may also come. or until she is killed. for one day per character level. as long they form a chain by holding hands and the first person through is the Snowscaper. It can be created within long range. stepping through an open door. Wintersmith (Su): At level 13. a Snowscaper using her Mirror Mirror On The Wall ability may pass through the mirrors as easily as climbing through a window. and (1/3 Character Level + Cha Modifier) in Slashing and Piercing damage. . It is not advisable to let go of the chain when you're halfway through the mirror. Unlike most of her creations. the wintery conditions she creates do not melt normally and last until she relents and lets them thaw away. or falling down a hole. When she first gets this ability. The Snowscaper may now plunge an area into winter.000 lbs of ice per character level as full-round action. She may create a blizzard which is a Medium-ranged Cone. as the spell. the Snowscaper may use Animate Snow. but must be created on the ground. because now your body parts will be separated by the distance between the mirrors. she may create large amounts of snow and icicles and all that. this is not Never-melt Ice. Animate Snow (Sp): At level 11. out to Long Range. she may do it as far as she can see. The Great Blizzard of '52 (Sp): The Snowscaper's blizzards are now of legendary proportions.Through the Looking Glass (Su): At level 9. This can have effects like Let it Snow and Ground Freeze. at will.
Jump. Listen. Thanks go to Frank Trollman. Ghost. Diplomacy. and that magic is based on Charisma. Vampire. Use Magic Device. Knowledge (Any). This covers the following N1 classes: Green Mage. Magician. Move Silently. and those manipulations are Dexterity based. Magic Knight. Sense Motive. Alraune . Survival. Green Mages have a strong tendency to use staves. Green Skull. Spot. But since the game rants extensively on how conniving can be Lawful or Chaotic. but that since theirs is the only one you can't see coming. Starting Age: As Sorcerer Starting Equipment: 5d4x10gp Alignment: Green Mages favor secrecy and conniving. so can they. Hide. But Wind users suggest that all magic is equally powerful. Sleight of Hand. Many people think this element is "weak" or "childish" compared to the more visible powers of Fire and Ice. But they are also a heavy user of ranged attacks. Playing a Green Mage: The Green Mage is a user of magic. Search. Bluff. Craft.Green Mage Green Mags use the power of Wind. Concentration. Heal. that perhaps you should fear it most of all. Climb. Hit Die: d8 Base Attack Bonus: Medium (as Rogue) Good Saving Throws: Reflex and Will Skill Points: 4+Int Class Skills: Balance.
A Green Mage's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. Clairaudience 5: Air Walk 6: Thunder Clap. Wind Resistance. Wind Blast (Sp): A Green Mage can throw blasts of wind as an attack action. Wind Tunnel 10: Gaseous Form. Abilities: 1: Wind Blast. A Green Mage's caster level is always equal to her character level. Secrets on the Wind 9: Chain Lightning. the Green Mage can make a touch attack that inflicts 1d6 of Electricity damage per level. A Wind Blast travels out to short range. Ghost Sound.Level. Silence 7: Scary Noises. Shocking Grasp 3: Wall of Air. . Shocking Grasp (Su): A 2nd level Green Mage can shock people with a touch. Wind Resistance (Ex): A Green Mage has resistance to Sonic and Electricity equal to her level. Weather Control 12: Animate Air. and inflicts 1d4 of Sonic damage per 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. A Green Mage may add the masterwork or enhancement bonus (if any) of any staff they are wielding to any attack or damage rolls they make with their Supernatural and Spell Like abilities. A Shocking Grasp attack can be made with a staff. Windwalk 13: Control Winds 14: Breath of Life. Calming Voice 15: Storm of Vengeance. Ghost Sound (Sp): A Green Mage can use ghost sound at will. The Green Mage can use her Dexterity modifier instead of her Strength modifier on her attack roll. at will. she treats wind as being one step less intense. A Wind Blast strikes its target with a ranged touch attack. As a melee attack action. Pin Drops 8: Slow. Whirlwind Weapon and Armor Proficiency: Green Mages are proficient with Simple Weapons. Whispering Winds 4: More Resistance. Message. Air Magic 2: Gust of Wind. Gust of Wind (Sp): A 2nd level Green Mage can cast Gust of Wind as a standard action. In addition. Sending 11: Speed of the Wind. Message (Sp): A Green Mage can cast message at will.
Gaseous Form used by a Green Mage is permanent until dismissed. There is no literal sensor in this case. but instead can hear from that area as if sh was there herself. Thunder Clap (Sp): At 6th level. one wall of her choice dissipates. Clairaudience (Sp): At 4th level. at will. she may not use t again for 10 rounds. Gaseous Form (Sp): A 10th level Green Mage can use gaseous form at will. The Green Mage can only have one such zone active for every three full levels she has attained. Secrets on the Wind (Sp): An 8th level Green Mage can scry at will with a minute's concentration. the Wind Mage may make her Thunder Clap larger. Wind Tunnel (Sp): At 9th level. Also her Sonic Resistance improves to twice her level. a Green Mage can create a tremendous clap of thunder that damages and deafens. The Green Mage can only have 1 such wall in existence at a time for every three whole levels she has. She can use clairvoyance/clairaudience at will as a free action. as per silence. Air Walk (Su): From 5th level on. Chain Lightning (Sp): A 9th level Green Mage can use chain lightning as a standard action. and Green Mages often use it to bottle captured enemies. Whispering Winds (Sp): A 3rd level Green Mage can use whispering winds at will. a Green Mage may invoke wind tunnel (Spell Compendium) once per day as a Swift Action. a Green Mage constantly benefits from air walk. Slow (Sp): A Green Mage of 8th level can cast slow as a Swift Action at will. . and if she creates a new one when she already has her maximum she chooses one to be dispelled. More Resistance (Ex): At 4th level a Green Mage may personally ignore Wind Effects. Pin Drop (Ex): A 7th level Green Mage gains a bonus to her Listen checks equal to her ranks in Listen. It is a 20 foot radius burst. and it inflicts 1d8 + 1d8/2 levels in Sonic Damage (Fortitude save partial for half damage). as a standard action. Silence (Sp): A 6th level Green Mage can create a zone of silence. Once she has used it. If she creates a new wall while she is already at her maximum. Scary Noises (Sp): A 7th level Green Mage can use fear as a spell-like ability. Those creatures that fail their save are knocked prone and deafened for 1 round/level. the scrying is entirely passive. The Save DC of any of her effects is DC 10 + ½ Level + Charisma Modifier.Wall of Air (Sp): A 3rd level Green Mage can create a wall of air at will. Scary Noises is a [Sonic] ability. the Green Mage cannot see through to the target. The Thunder Clap can be created within Medium range. At 11th level. Unlike a normal scrying. doing an extra d8 of damage and having a radius of 30 feet. a Green Mage can hear things at great distances. but only the audio version.
Whirlwind (Sp): A 15th level Green Mage can use whirlwind or greater whirlwind (Spell Compendium) at will. she essentially creates a Huge Air Elemental that follows her orders. This ability can only be invoked once per hour. . a 14th level Green Mage can cast charm monster. She can only have one at a time. it can be an Elder Elemental. her Elemental can be made as a Greater Elemental instead. Animate Air (Sp): At 12th level. a Green Mage can animate the very air. the old one dissipates. Breath of Life (Sp): A 14th level Green Mage can raise the dead a number of times per day equal to her Charisma modifier. At 20th level. and if she creates a new one. Calming Voice (Sp): Once per hour. Control Winds (Sp): A 13th level Green Mage can cast control winds as a Druid of her level. At 16th level. Storm of Vengeance (Sp): Once per hour. She can only create one an hour in any case. Speed of the Wind (Sp): An 11th level Green Mage can use haste as a Swift Action once per hour. a 15th level Green Mage can invoke a Storm of Vengeance as per the Druid spell of the same name. By spending a Standard Action. Wind Walk (Sp): A 12th level Green Mage can invoke or terminate wind walk at will as a Swift Action.Sending (Sp): A 10th level Green Mage can use sending at will simply by speaking into the wind. Weather Control (Sp): An 11th level Green Mage can control the weather every day.
Sense Motive. Geomancer. This covers the following N1 classes: Star Mage. Magician." It is the harsh light of space and also that which existed before matter. Thanks go to Frank Trollman. Day Break 3: Searing Light. Survival. 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. Playing a Star Mage: The Star Mage is a user of magic. Wrath of the Heavens 5: Cryptic Demands. Dimension Hop 4: Silent Image. Star Magic. A Star Mage's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. Search. . Use Magic Device. Delaying Light 9: End of Life 10: Aid From Beyond. The great sages of the Star Mages say that it will persist long after matter itself is a distant memory. and that magic is based on Intelligence. Jump. Star Skull. Diplomacy. Hit Die: d6 Base Attack Bonus: Poor (as Wizard) Good Saving Throws: Will Skill Points: 2+Int Class Skills: Concentration. Ray of Light 2: Attune Form. Spot.Star Mage Star Mages use the inexplicable elemental magic of "Star. Star Mages also have access to a number of secondary abilities that revolve around Wisdom. Craft. Abilities: 1: Baleful Glare. Starting Age: As Wizard Starting Equipment: 5d4x10gp Alignment: Star Mages are totally inscrutable and come from every alignment. Magic Knight. Knowledge (Any). Heal. These abilities help them become creepier and more in to crazy space stuff. Armour Break. Draining Light 7: Dimension Door 8: Flashburst. Star Mages are distant and anti-social compared with other mages. End of Sight 6: Contact Other Plane. Star Mages have a strong tendency to use staves. Light. 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. Tenuous Sanity. Android Level.
the Star Mage is a Wizard. 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 Star Mage's Save DCs on any of their Spell Like and Supernatural abilities is 10 + 1/2 Level + Intelligence Modifier. a Star Mage can cast searing light as an attack action. the Star Mage can make one target creature within Short Range glow as per fairie fire for one turn. a Star Mage can use silent image at-will. Day Break (Sp): A 2nd level Star Mage can awaken any sleeping creature within short range as a move action. From 6th level on. It inflicts d8 + Wisdom Modifier damage. drain. they can use Knowledge (Planes) in lieu of Diplomacy when dealing with Elementals and Outsiders. one light source of her choice winks out. . Each light source is otherwise permanent. Silent Image (Sp): Beginning at 4th level. 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. all attacks against them are resolved as touch attacks. The target can make a Fortitude Save Partial to halve the damage. As a standard action. The Glowing Orbs do not require glass spheres to be provided for them. Any creatures within the burst must make a Fortitude save or be blinded for 2d8 rounds. Attune Form (Sp): A 2nd level Star Mage can cast attune form at will. For purposes of activating magic items. they may target a number of enemies with it equal to their level. The Baleful Glare always hits and has a Medium range. End of Sight (Sp): A 5th level Star Mage can create a 20' radius burst of light anywhere out to Medium range. Cryptic Demands (Ex): A 5th level Star Mage can use their Intelligence modifier in place of their Charisma for purposes of Minions. 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). or other effects. Tennuous Sanity (Ex): A 6th level Star Mage does not lose mental stats. Wrath of the Heavens (Sp): When a 4th level Star Mage uses Baleful Glare. Searing Light (Sp): From 3rd level on. +1 damage/level. During that period. Their Caster level must be no worse than 1 less than the Sanity DC of the plane to be contacted. If she creates another one when she has the maximum number. Also. whether from damage.Baleful Glare (Sp): The Star Mage can as a standard action blast a target with inerrant light that sears them to their core. this can be done as a Swift action. Armor Break (Sp): A 2nd level Star Mage can phase a target's armor away. The Star Mage can have a number of total light sources sustained equal to her Wisdom Modifier. Also they are immune to the confused and dazed conditions. Ray of Light (Sp:) A Star Mage can use ray of light (Spell Compendium) as a standard action atwill.
The target makes a Fortitude save. causing the very ultimate of termini to be unleashed upon those underneath its dread regard. Gateway (Sp:) At 12th level. 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. End of Life (Sp:) As a standard action. Delaying Light: From 8th level on.Draining Light From 6th level on. any target who fails their save against the Star Mage's Baleful Glare is also slowed for 1 round. a 10th level Star Mage can summon a rampaging monster from the far realm. a Star Mage can use prismatic spray at will. Prismatic Spray (Sp:) A 14th level. any target who fails their save against the Star Mage's Baleful Glare also suffers 4 points of Strength Damage. creatures who have Spell Resistance or Energy Resistance have those abilities negated for 10 combat rounds if they fail a save against Baleful Glare. any creature so transported can be returned to the point they were before the vortex opened with a Swift Action. a 9th level Star Mage can target an enemy within medium range and cause them to die. a Star Mage can open up the portal version of gate a number of times per day equal to her Wisdom modifier. True Seeing (Sp:) An 11th level Star Mage benefits from true seeing at all times. 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. It fights her enemies and breaks stuff for an hour and then vanishes. Resist Break (Ex:) From 10th level onwards. At the Star Mage's option. The far realm beast has a CR lower than the star mage's level. Creatures are entitled to a Will Save to avoid being banished to a plane of the Star Mage's choice. The Star Mage chooses a spot within long range and a column 40' in radius and 120' high erupts in doom. Flashburst (Sp): An 8th level Star Mage can use flashburst (Spell Compendium) at will. . and if they fail they are dead. they still suffer 1d8/2 levels in damage. Even if they survive. Those who pass their save merely suffer 1d6/level in damage. Dimension Door (Sp): A 7th level Star Mage can cast dimension door at will. This is a [Death] effect. All creatures (even undead and constructs) within that area must make a Fortitude Save or Die.
as are the occasional genasi tied to positivealigned planes. even if you use The Crawling Darkness (an evil White Mage in that case would just have to be an incredible bastard). and the baseline comparison for what a 5th-level White Mage does is casting hold person on whatever comes along. Playing a White Mage: White Mages are specifically designed to let people actually play a character whose primary job is healing. They’re balanced around the idea that healing is fundamentally action denial. The same is true of most monsters that get class levels. They mostly fire off Healing and occasional Abjuration spells all over the place. Alignment: White Mages’ powers come directly from positive energy. Empusa. tomb-tainted and creatures like xeg-ya which are powered by or made of negative energy. and their single-minded focus on channeling positive energy allows them to exceed even the most devoted priests in that regard. Ghost. Lucky Idol. so their alignment tendencies depend on how negative energy is treated. every side has use for people who can heal. These are known as White Mages. focus. Offspring of celestials are more likely to become white mages than most people. and channeling its power heals and restores the living. due to their connection to planes such as Elysium and Ysgard. That said. Angel. Occasionally there may be [Light] spells involved. White Mages use their powers to reverse or prevent afflictions. This covers the following N1 classes: Cleric/Priest. Cheerleader . and some of them become White Mages.White Mage The Positive Energy Plane is the source of all life. with the exception of undead. and look all shiny. but sometimes a person just rips open a portal through their soul and runs with it. but usually only when the White Mage is solo. Normally channeling its power to focused effect is the providence of very skilled necromancers and devotees of the gods after great training. Races: Every group of humanoids has individuals who walk the path of healing. Thanks go to Quantumboost. Lucky Doll. and experience. and white mages can be of any alignment if they really try.
). fear). Advanced Learning 18 Still Alive 19 Reraise at will. Advanced Learning 8 Pew Pew. Lifesense (blindsight 40 ft. Reach). Listen (Wis). hunger.Sidebar: Healing Spells Some of the White Mage’s abilities are described as applying to “(Healing)” spells. Heal (Wis). Move Silently (Dex). For the purposes of these abilities. Equilibrium (positive energy). Handle Animal (Cha). Mettle. False Divinity 7 Flashes of Light. Brilliance (Empower) 5 Lifesense (blindsense 40 ft. we suggest simply relocating the Healing subschool to Necromancy. . Benefit 1 Spellcasting. as well as the warhammer. Advanced Learning 6 Friggin’ Lasers. Armored Casting. Planar Immunity (sleep) 3 Instant Ward. the sap. even if using the variant rules in Tome of Necromancy. Reflex: Good. Knowledge (any) (Int). Starting Gold: 6d6x10 gp (210 gold) Starting Age: As Rogue. Hit die: d8 Class skills: Bluff (Cha). Search (Int). Planar Aura (minor positive-dominant) 13 Reraise 3/day. Concentration (Con). Turn Undead 2 Brilliance (Chain). Advanced Learning 16 Reraise 5/day 17 Instant Brilliance. In Brightest Day. Saves: Fort: Good. Jump (Str). Advanced Learning 4 Status Check. These are any spells which are listed as being of the Conjuration (Healing) subschool. Craft (Int). Advanced Learning 14 Planar Bubble 15 Planar Aura (major positive-dominant). Magic Hands. and the sandvich. Advanced Learning 10 Brilliance (Maximize). poison. Diplomacy (Cha). Ride (Dex). Advanced Learning 12 Ascension. Equilibrium (negative energy). Spellcraft (Int). Climb (Str).). Sense Motive (Wis). Will: Good Level. In Darkest Night. Advanced Learning 20 Aspect of the Wolverine Weapon and Armor Proficiency: White Mages are proficient with all simple weapons. thirst). Brilliance (uncapped level bonuses. and Spot (Wis) Skills/Level: 4 + Intelligence Bonus BAB: Medium (3/4). Planar Immunity (paralysis. Profession (-). Inner Fire. Lifesense (blindsight 120 ft. White Mages are proficient with light armor but not with shields of any kind.) 11 Improved Mettle. Brilliance (Heighten) 9 Planar Immunity (disease.
This is a positive energy-based effect. and thus cannot heal undead (without spark of life applied). Magic Hands (Su): As an attack action. she must have a Charisma at least equal to 10 + the Spell Level. To cast a White Mage spell. the levels stack. Reach. Because this is not a spell. they may use their Dexterity to determine the attack bonus instead of Strength. At 5th level. and this makes them very shiny. and at 9th level she is immune to disease and poison and also no longer needs to eat or drink. if she is able to cast any other arcane spells. a White Mage no longer needs to sleep and gains immunity to sleep effects. It also means their energy powers get all over the place. . and cannot damage Positive Energy Plane natives. Equilibrium (Ex): At 2nd level. She is unaffected by any harmful effect due to positive energy (including spells such as bolt of glory or exploding due to being on a Major Positive-Dominant plane). even if caster level exceeds 5) and her Healing spells automatically have Reach Spell applied. this immunity extends to paralysis and fear. she also does not gain temporary hit points from the Major Positive-Dominant trait. She can cast any spell she knows without preparing them ahead of time. the White Mage equilibriates just as well with surrounding negative energy and is under a continuous death ward effect. Planar Immunity (Ex): A White Mage’s physiology starts off fairly normal. However. Metamagic effects applied via this ability do not cause the spells to require a higher-level slot nor do they increase the casting time. the White Mage may either deal damage or restore hit points equal to 1d6 + her Wisdom modifier to a touched target. Additionally.Spellcasting: The White Mage is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. A White Mage automatically knows every spell on her spell list. Brilliance: White Mages are directly linked to a dimension of raw energy. 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. At 4th level the Empower Spell metamagic is applied to all (Healing) spells and all prior effects of the Brilliance ability (uncapped bonuses. A White Mage casts spells from the White Mage Spell List (below). it does not benefit from Brilliance. and Chain) apply to Abjurations. At 2nd level. but she is not affected by the arcane spell failure of any armor or shield she is proficient with. provided that spell slots of an appropriate level are still available. at 8th level all (Healing) and Abjuration spells are Heightened to the highest castable White Mage spell level. and at 10th level all (Healing) spells are Maximized. Armored Casting: A White Mage casts arcane spells. If the White Mage so wishes. This ability only applies to her White Mage 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. Turn Undead (Su): The White Mage can turn undead as a Cleric of her class level. does not affect many constructs. At 7th level. If she gains turning or rebuking from more than one class. the White Mage’s body is accustomed to way more positive energy than most people can handle. 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). but it slowly shuts down and discards systems that are redundant due to her overwhelming lifeforce. The DC of the White Mage’s spells is Wisdom based and the bonus spells are Charisma based.
This spell must be of a level she can already cast. any [Light] spells the White Mage casts gain a +2 bonus to caster level. or have the [Light] descriptor. Flashes of Light: At 7th level. such components must be in the White Mage’s possession. Pew Pew: At 8th level. such as Attune Domain or Arcane Disciple. giving greater turning 1/day and adding Sun domain spells to her spell list. and Abjuration spells as a swift action. She gains the Sun domain. as though they had the Quicken Spell metamagic applied. At 10th level. You probably shouldn’t try to do that. The metamagic effects of this ability don’t increase the spell slot required nor the casting time. She does not gain more than one White Mage caster level from any given level of a prestige class using this ability. Lifesense (Su): At 5th level. she can cast any [Light] or Cure spell as an attack action. the White Mage emits a constant radiance equivalent to a daylight effect which may be suppressed or resumed as a swift action. the White Mage may permanently add one spell to her spell list. She gains blindsense out to 40 ft. If she already has the Sun domain from a non-selectable source. the White Mage is familiar enough with the flow of positive energy that she can see it in other beings. the White Mage gains a supernatural intuition about how her allies are faring. At 6th level her White Mage spellcasting counts as both arcane and divine for the purposes of taking prestige classes. Mettle (Ex): At 4th level. Spells cast under this ability require the expenditure of any XP or material components as normal. and must be from either the Abjuration school. a White Mage 6/Mystic Theurge 5 would only cast as an 11th-level White Mage. She may cast status at will as a swift action spell-like ability. she may cast (Healing). Only spells from the Cleric or Wizard spell lists may be learned in this way. 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). Inner Fire: At 3rd level a White Mage learns to channel healing power into herself without the normal gestures and words. a +5 bonus to AC and saves for one round as an immediate action. she may select a different valid domain for that source. this sense extends out to 120 ft. [Light]. the White Mage's ability to siphon raw light energy has become natural and almost effortless. and knows how healthy they are as with deathwatch. close enough to mimic true divinity. the (Healing) subschool. In Brightest Day (Su): At 7th level. as the Hexblade ability. False Divinity: A White Mage’s magic is similar to many sources of divine power. and may be used even while unconscious (but not actually dead). . the White Mage gains Mettle. the White Mage may grant any ally within 30 ft. to detect living or undead creatures. Friggin’ Lasers: At 6th level. Instant Ward (Su): At 3rd 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. 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. Status Check (Sp): At 4th level. At 15th level. even when her other senses fail. the White Mage can channel her positive energy even more quickly. this ability is equivalent to blindsight. Any [Light] spells she casts are also Empowered. Any spell used in this way only affects the White Mage and does not provoke attacks of opportunity.
don't worry about it too much. the White Mage’s death ward effect extends to all allies within 30 feet. When she first gains this ability. Improved Mettle (Ex): At 11th level. She gains Regeneration 10. This ability can be activated and deactivated as a move action. This applies to spells which are affected by Brilliance. which is not bypassed by any form of damage. and only spells affected by Brilliance. the Native or Extraplanar subtype as appropriate for her home plane. but doesn't lose things like viability as an organism. As a swift action. Reraise (Sp): A 13th level White Mage gains the ability to cast a contingent true resurrection on a target creature. This may be suppressed or resumed as a swift action. At 15th level. she can create a Planar Breach to the Positive Energy Plane as with precipitate breach. 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. the White Mage gains Improved Mettle. For 1 minute per character level after they die. the White Mage may cast any of its specialized spells as an Immediate Action. and her previous type as an Augmented subtype. the White Mage may cast it 3/day. Minor. being dead is a harmful status effect. This functions as Mettle. she still only takes the partial effect. Ascension (Ex): At 12th level the White Mage ascends to supernatural power and becomes immune to petrification. The White Mage may not have more such effects active at a time than they may cast per day. Aspect of the Wolverine (Ex): At 20th level. Note that for the purposes of Inner Fire. This includes (but is not necessarily limited to) their spell-like abilities. and it is fully expected that White Mages at this point are capable of coming back from the dead without that even being a big deal. This is actually pretty bizarre to people in the setting. although they are dismissible as normal for contingency. Instant Brilliance: At 17th level. which is triggered by their death. Planar Aura (Su): At 12th level. Planar Bubble (Su): At 14th level the White Mage gains the ability to create even more conduits to the Positive Energy Plane. . and the White Mage can freely switch between Major. She gains the Outsider type. this may be increased to the Major Positive-Dominant trait. the White Mage may still use any of their abilities so long as it doesn't require actual movement to perform. which increases to 5/day at 16th level and becomes usable at-will at 19th level. except that if the White Mage fails on a Will partial or Fortitude partial saving throw. At this point the White Mage has pretty much won D&D. and no aura as a move action. the White Mage may radiate the Minor Positive-Dominant trait out to 60 feet. These do not count against the "You can use only one contingency spell at a time" restriction of the contingency spell. and spells which are used via Inner Fire. 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.In Darkest Night (Su): At 8th level. the White Mage is now almost completely composed of essentially cancerous cells. and no more than one active on any given creature.
greater vigor. mass heal. remove disease. stoneskin 5th level: break enchantment. freedom. bless water. wall of force 6th level: animate objects. resurrection. shield of faith 2nd level: aid. ray of light. Otiluke’s resilient sphere. cure light wounds. remove blindness/deafness. produce flame. virtue 1st level: avoid planar effects. globe of invulnerability. regenerate. stone to flesh. unbinding . mind blank. resist energy. sunbeam 8th level: greater spell immunity. mass death ward. plane shift (willing targets only). Otiluke’s telekinetic sphere 9th level: astral projection. delay disease. mass cure serious wounds. lucent lance. disrupt undead. spell resistance. mass cure light wounds. continual flame. spark of life. deathwatch. daylight. dancing lights. flare. mass restoration. calm emotions. neutralize poison. greater restoration. revivify. light. protection from negative energy. vigor 4th level: astral hospice. revenance. faerie fire. delay poison. make whole. death ward. purify food and drink. resistance. lesser vigor. energy immunity. revive outsider. life’s grace. blistering radiance. protection from energy. planar tolerance. cure critical wounds. lesser restoration. mass cure critical wounds. protection from spells. mass cure moderate wounds. undeath to death. good hope. protection from chaos/evil/good/law. contingency. delay death. radiant assault. close wounds. spell turning. heal. bolt of glory. magic circle against chaos/evil/good/law. cure serious wounds. remove paralysis. mass shield of faith. cure moderate wounds. mass spell resistance. endure elements. word of recall 7th level: fortunate fate.0th level: cure minor wounds. shield other 3rd level: attune form. rainbow beam. mending. raise dead. searing light. detect magic. Leomund’s tiny hut. true resurrection. heroes’ feast. sunburst. restoration. greater dispel magic. spell immunity. create food and water. gentle repose. remove fear. freedom of movement.
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. Profession (Wis). Decipher Script (Int). Prism Skull. Disable Device (Int).Elementalist The Elementalist is found on the Gaming Den (and is made by Frank and K). This class gains spellcasting related to the various elements. nothing prevents her from changing alignment. Craft (Int). Geomancer. Diplomacy (Cha). It is relatively easy to learn. and special abilities linked to them as well. Starting Gold: 4d4x10 gp (100 gold) Starting Age: As Druid. Escape Artist (Dex). or CN) in order to learn the secrets of Elementalism. This covers the following N1 classes: Alraune. Search (Int). Races: Every race has elementalists. Once a character already has at least one level of Elementalist. Knowledge (Arcana. Ride (Dex). Hit Die: d6 Base Attack Bonus: Poor Good Saving Throws: Will Class Skills (4 + Int modifier per level. Nature. but races that have more draconic heritage mixed in have decidedly more elementalists. Dwarves have a natural affinity for stone and often choose the route of the Elementalist. Intimidate (Cha). LN. Shaman Alignment: A prospective Elementalist must be of a neutral alignment (N. ×4 at 1st level) Concentration (Con). NG. while still being your typical caster. Prism Mage. Handle Animal (Cha). Spellcraft (Int) . Heal (Wis). NE. The Planes) (Int).
Scrying. Spell Casting. Explosive Cascade. Detect Poison. Stone Shape. Summon Elemental II. Caltrops. Advanced Learning 18: Elemental Wildshape 2/day 19: Resistance to Energy 15. Wall of Smoke. Wind Wall 4th—Briar Web. Plant Growth. Entangle. Stoneskin. Predict Stability. Light 1st—Air Breathing. Move Earth. Fire Shield. Wood Shape 3rd—Blight. Water Breathing 2nd—Binding Winds. Soften Earth and Stone. as well as the scimitar. Advanced Learning 6: 7: Resistance to Energy 5. Xorn Movement. Control Water. Stone Sphere. Special: 1: Armoured Casting. Wall of Fire. provided that a spell slot of an appropriate level is still available. Wall of Stone. Wind Walk. she must have an Intelligence at least equal to 10 + the Spell level. Produce Flame. Summon Elemental III. Blast of Flame. the battle axe. Inferno . the pick (heavy and light). Earth Lock. Advanced Learning 14: Create Wood 15: Advanced Learning. Earth Reaver. Earthen Grace. Warp Wood. Greater Stone Shape. Protection From Arrows. Gust of Wind. Wall of Water. Elementalists are proficient with light armor but not with shields of any kind. 5th—Animate Plants. Summon Elementite Swarm. and the longbow (including composite longbows). An Elementalist casts spells from the Elementalist Spell List (below). Spells: The Elementalist is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. Stone Tell. Elementalists choose their spells from the following list: 0—Attune Form. Command Plants. Pass Without Trace. Wall of Thorns. Blistering Radiance. Wall of Sand. Stone Shatter. Creeping Cold. Heat Metal. Shroud of Flame. Obscuring Mist. Lesser Fire Breath. Fire Breath. Speak With Plants. Investigate Portal. Summon Elemental IV. Fly. Summon Elemental V. Discern Portal Destination. To cast an Elementalist spell. Summon Elemental I. Wall of Sand.Level. She can cast any spell she knows without preparing it ahead of time. Advanced Learning 8: 9: Create Fire. Cyclonic Burst. Create Water 2: Elemental Survival 3:Advanced Learning 4:Create Air 5:Elemental Familiar. The DC of the Elementalist's spells is Wisdom based and the bonus spells are Intelligence based. the trident. An Elementalist automatically knows every spell on her spell list. Detect Magic. Fog Cloud. Summon 16: Elemental Wildshape 1/day 17:Create Earth. Swamp Stride. Advanced Learning 12: 13: Resistance to Energy 10. Anticold Sphere. Advanced Learning 10: Timelessness 11: Elemental Traits. Advanced Learning 20: Elemental Wildshape 3/day Weapon and Armor Proficiency: Elementalists are proficient with all simple weapons.
and may not be of the Illusion or Necromancy school. Greater Fire Breath. Unlike a Sorcerer. Drown. she is able to ignore any harmful elemental and energy traits and moves through any of these planes without impediment. Create Fire (Su): At 9th level. 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. Frozen Stillness. Greater Whirlwind. Lightning Ring. Stone Body. Energy Immunity. At 13th level. • Small Wood Elemental: +2 to Survival and Climb checks. Elemental Survival (Ex): An Elementalist of 2nd level or higher survives in elemental planes as easily as on the prime. paraelemental. A victim can attempt to extinguish itself as a full-round action by making a Reflex Save (DC 15). Field of Icy Razors. . once begun. Summon Elemental VI. Only spells from the Druid or Wu Jen spell list may be added in this way. Maelstrom. • • • • Resistance to Energy (Ex): At 7th level. Storm of Elemental Fury. Specifically. the Elementalist has only 5 choices for her familiar: Small Air Elemental: +2 to Tumble and Jump Checks. you may take 10 on swim checks at any time. an Elementalist can acquire a familiar in the same manner as a Sorcerer. The Positive Energy Plane never gives her temporary hit points. but she is not affected by the arcane spell failure of any armor or shield she is proficient with. Greater Stoneshape. Summon Elemental Monolith. Tsunami Armored Casting: An Elementalist casts arcane spells. Meteor Swarm. Elemental Familiar: At 5th level. Heart of Stone. At 19th level. The flames. Transmute Rock to Lava. Obedient Avalanche. Small Water Elemental: +4 bonus to Swim checks. she gains additional move speeds equal to her base land speed: fly on the Plane of Air (good maneuverability).6th—Control Plants. Summon Elemental IX. Create Air (Su): At 4th level an Elementalist can create air at will as if she was an open Bottle of Air. Bombardment 9th— Elemental Swarm. whether the attacker or defender. an Elementalist has accumulated an inherent resilience in the face of all manners of elemental adversity. Fire Storm. This ability only applies to her Elementalist spells. the resistance increases to 15. Advanced Learning: At 3rd level and every two levels afterwards. Cloak of the Sea. 7th—Control Weather. if she is able to cast any other arcane spells. Excavate. Whenever on any elemental. Summon Elemental VIII. Flesh to Stone. The target must be within short range. they are affected by arcane spell failure normally. are non-magical. Elemental Body. Storm of Vengeance. burrow on the Plane of Earth. Waterspout 8th—Earthquake. Small Fire Elemental: +3 to Intimidate checks. Whirlwind. Stone to Flesh. an Elementalist can set a creature or object on fire at will as a standard action. Small Earth Elemental: +3 on Bullrush checks. She has an Energy Resistance of 5 against any form of energy damage she is exposed to. Sunburst. Freezing Fog. Ironguard. and elemental and energy traits that would do her damage instead don't. and swim on the Plane of water. this general resistance increases to 10 points. Greater Scrying. the Elementalist may permanently add one spell to her spell list. and suffers 2d6 of fire damage every round until the fire is extinguished. Transmute Rock to Lava. Stone Tell. or energy plane. Animate Snow. Summon Elemental VII. Fire Spiders. This spell must be of a level she can already cast.
Timelessness: At 10th level. a Water Elemental. the Elementalist can actually become an Elemental in a manner simply to wildshape. and a Climb Speed equal to her walking speed. Elemental Traits: At 11th level. as if using a Quaal's Feather Token (Tree). an Elementalist is infused with the uncompromising nature of the raw elements themselves. Once per day. The alternate form may be dismissed at will. a 30 foot Tremor Sense. and the forms in question must be smaller than Greater (Small to Huge Size is acceptable). Every 2 levels. or a Wood Elemental as a standard action. the (Aquatic) subtype. but otherwise persists for 24 hours. an Elementalist can assume an Alternate Form of an Air Elemental. • Fire Elemental: Gains Immunity to Fire. inflicting an additional 4d6 of fire damage on any creature struck with her unarmed strikes or which strike her with an unarmed strike. and summoning a creature of a lower level increases the chances of success by 10% for every level the summoner's level exceeds the CR of the target Elemental Wildshape (Su): At 16th level. an Earth Elemental. 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. • Water Elemental: Gains Water Mastery. and her body immolates whenever desired. Only True Elemental forms may be assumed. and a Burrowing Speed equal to half her walking speed. a Fire Elemental. an Elementalist can create a wall of stone at any time as a standard action. the Elemental Wildshape may be activated an extra time each day. an Elementalist can create a full sized tree as a standard action. and a swim speed equal to her walking speed. This is an at-will ability. a 60 foot Woodsense. . Summoning another creature of the same character level has a 40% chance of success. Create Earth (Su): At 17th level. Create Wood (Su): At 14th level. the amphibious special quality. • Wood Elemental: Gains Immunity to Polymorphing. an Elementalist attunes herself to a specific element. She stops aging and never dies of old age. an Elementalist can attempt to summon creatures from the elemental planes. Summon (Sp): At 15th level. • Earth Elemental: Gains Earth Mastery.
Search. Bluff. Ride. Totemists hardly detect a non-neutral alignment at all even if they have one. Move Silently. Knowledge (Any). They behave a lot like animals. Mothman. Cheerleader. Intimidate. Use Magic Device. Swim. Hit Die: d8 Base Attack Bonus: 3/4 Good Saving Throws: Will Skill Points: 4+Int Class Skills: Balance. Beast Master Starting Age: As Druid Starting Equipment: 6d4x10gp Alignment: Totemists can be of any alignment. Survival. Hide. so even if they are totally all chaotic evil and torture fools it's more like how cats spend an hour killing a mouse if they aren't hungry than any depraved sadism. Jump. Shaman. Climb. but like Magical Beasts that alignment is largely to be taken with a grain of salt. Spot. Sleight of Hand. Listen. . This strange class gains the ability to converse with animals (and similar effects). Diplomacy.Totemist The Totemist is found on the Gaming Den. This covers the following N1 classes: Ghost. while also gaining various powers that sort of shift their form and grant monstrous characteristics. Thanks go to Frank Trollman. Craft. Alraune. Handle Animal. Android.
the gladius. Each Soulmeld has a Basic bonus and a Totemic Power.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. and the guisarme. the shortsword. the shortbow. Each Soulmeld is unique. but only a Swift Action to activate and display any or all of them. The number of Soulmelds that can actually be used at one time is the character's number of Chakras. 4 at 5th. Call Totems. as well as the Trident. A Totemist can only show a fraction of the Soulmelds they have at a time. Soulmelds shed light as a torch. and finally 9 at 19th. . Wild Empathy Respect for the Dead. which is 2 at first level. It takes 1 minute of meditation to change which Soulmelds are available (up to the character's number of Chakras). 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. 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. 8 at 16th. 5 at 8th. At first level. 6 at 11th. the light and heavy pick. rising to 3 at 2nd. the longbow. Actually calling upon the Totem's power is usually a Standard Action. 7 at 14th. the net. the Totemist "knows" 3 Soulmelds and learns two additional Soulmelds every time they gain a Totemist level. Soulmelds. and should have its own name (check the Soulmeld chart below in order to name it). the Kukri. Woodland Stride Arcane Sight Better Soulmelds Blood of Soulfire Beast Companion Advanced Soulmelds Speak With Souls Corpse Fashion. Totemists are proficient with light and medium armor.
and Constitution. and the power delivered when called upon is as such: • Ankheg: Spit soul acid out to Short Range. but all light is blocked and it provides complete concealment. • Stirge: Melee Touch Attack causes d4 damage/level and heals the Totemist an equal amount as to the damage inflicted on a living creature. Dexterity. On a hit. This is a [Sonic] [Mind Affecting] [Fear] Effect. rounded up) Enhancement Bonus to a Skill other than Use Magic Device (Level + 2) Enhancement Bonus to Natural Armor Bonus (1/3 Level. The mists last for 4 rounds. Totemist is immune. Extends to a cone out to Short Range. • Flame Snake: Touch forces target to take d4 Fire Damage/level and to make a Fortitude Save against Poison or lose 1d6 Strength. • Shocker Lizard: Melee touch attack inflicts d8/level Subdual Electricity damage. • Harpoon Spider: A soul harpoon is sent after an enemy within Short Range.Basic Bonuses: Every Soulmeld (even Advanced or Giant-Size Soulmelds) has exactly one Basic Bonus. and their attributes are adjusted as normal. Ranged Touch Attack. • Krenshar: Screech causes target within Short Range to be panicked for a d4 rounds if they fail a Will save. All creatures in the area must pass a Fortitude Save or be nauseated for 1d2 rounds. • Corollax: Rainbow colors shoot off into a Short Ranged Cone. each Soulmeld is attached to a Basic Totem. rounded up) Resistance Bonus to Saving Throws (1/3 level. Burst out to Short Range. . Will Save or suffer d6 Wisdom damage. This is a [Mind Affecting] [Pattern]. 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. Or 3e darkness if you prefer. • 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. Creatures in the cone must make a Will save or be stunned for 1d2 rounds. 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. this is a [Mind Affecting] [Sonic] effect. • Mephit: Breath Weapon of something weird and noxious. • Ash Rat: Heavy Smoke extends around the Totemist like obscuring mist. 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). Each target struck suffers 1d3 of Force damage and 2 points of Constitution Damage from blood loss. which is defined when the Soulmld is learned: • • • • • • • Deflection bonus to AC (1/3 level. • Blood Hawks: The Totemist makes a ranged touch attack against up to one enemy within Medium Range per level. • Howler: Scream causes Wisdom Damage. • Rust Monster: As rusting grasp. • Blood Ape: The character increases in size by 1 size category. rounded up) Enhancement Bonus to an attribute (1/3 level. rounded up) Spell Resistance (8 + Level) Energy Resistance to one Energy type (3 points per level) Basic Totems: At first. This change lasts for 4 rounds. Ranged Touch Attack.
Call Totems (Su): A Totemist can use the Totem Powers of any active Soulmelds any number of times in a day. they may not call on the same Totem for the next three rounds. upon calling upon such a Totem. The Save DC of any save a Totem's power offers is 10 + 1/2 Level + Charisma Modifier. And every power is used at the Totemist's Character Level. a Soulborn benefits at all times from Arcane Sight. Arcane Sight (Su): At 3rd level. 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. making it a lot more likely that they can move at full speed while wearing someone's mother as a breastplate. So at first level a Totemist has only 2 Chakras bound. . Respect for the Dead (Ex): At 2nd level. However. and reduce the Armor Check Penalty and Armor Stealth Penalty of such armors by 4. so they could call upon two different powers in the first two rounds of combat. but then they would be unable to use either one again in the next two rounds of combat. even really jacked up ones. whether that creature has a language or not. They ignore naturally occurring difficult terrain and don't take damage from crap like thorns. forcing them to fall back on weaponry or hiding. 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.
Activating this is a Swift Action. It does 1d6 Fire Damage/level and allows a Reflex Save for half damage. a Totemist is entitled to a companion. Each attempt inflicts 1 hit point of damage whether it succeeds or fails. It inflicts d6/level Cold Damage. and then the following turn suffer the same amount of damage unless they have cleaned themselves off. • Winter Wolf: The Totemist breathes a cone of Cold out to Short Range. the target suffers 2d6 Force Damage. Beast Companion: At 6th level. but they vanish in 4 rounds. Targets in the area suffer a d4 Acid Damage/level (Reflex Half). Creatures within or moving within a 15' burst within short range must make a Reflex Save or be entangled and anchored in place. • Phase Wasp: The Totemist gains the benefits of true seeing for 4 rounds. This ability can be invoked as a Swift action. 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. • Cloaked Ape: The Totemist gains Fast Healing equal to their level for 4 rounds. This is a [Sonic] [Mind Affecting] [Fear] effect. • Chimera: A cone of fire is breathed out to short range. This ongoing damage can be halted by taking a Standard Action to make a DC 15 Heal check to gauge out the force thorns. It does 1d6 Electricity Damage/level and allows a Reflex Save for half damage. and does not burn. • Shadow Mastiff: All other creatures within Short Range must make a Will Save or become Panicked for 1d6 rounds. and they take 2d6 of Force Damage each round on the Totemist's turn for 1 round/level. When the Totemist gains a level. • Cockatrice: Touch forces target to make a Fortitude Save or be petrified. Either way. • Unicorn: Heal a touched target by 1d6/level and remove any poisons they are afflicted with.Better Soulmelds: At fourth level. There are then thorns of force crawling in their skin like a Linkin Park Song. their companion either gets more powerful for no reason or their companion wanders off and they get a new companion. • Ahuizotl: Melee Touch Attack causes he target to be blind. Their companion is a Magical Beast with a CR 2 less than their character level. each Soulmeld can be attached to a Better Totem. The Totemist need not concentrate on the images. • Manticore: The Totemist launches a number of spikes of soul energy as their Level distributed between one or more targets within Medium Range. • Cloaker: Creates images equivalent to major image within Short Range. and the power delivered when called upon is as such: • Aranea: Can throw a soul Web. • Pegasus: Totemist gains a 90' Flight Speed with Good Maneuverability for the next 4 rounds. • Joystealer: Target within Medium Range must make a Will Save or suffer a d6 of Charisma Damage and be afflicted as per crushing despair. with Reflex save for half damage. The web dissipates in 1 minute/level or when dismissed. . • Briarvex: With a melee touch attack. • Behir: A line of electricity extends out to short range from the Totemist's mouth. Each spike inflicts 1d6 damage. • Digester: A cone of Acid is spat out to short range. 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. An entangled creature may make an Escape Artist or Strength check (DC 20) as a full-round action to wriggle or break free.
a 9th level Totemist can fabricate things out of animal parts. All creatures that begin their turns within 15' of the Totemist suffer d6/2 levels of Cold Damage. This is a Swift Action to activate. • Yrthak: Target within Medium Range suffers d6/level Sonic damage. is incorporeal. Speak with Souls (Su): A Totemist of 8th level can see the souls of the living and the dead. • Wyvern: Melee Touch Attack causes target to suffer 3d6 Constitution Damage from Poison. Like reincarnation. All creatures in area that can see the Totemist must make a Fortitude Save or be blind. 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. Any creature touched is pinned for 1 round. • Ethereal Marauder: The Totemist and everything they carry is shifted to the Ethereal Plane or back to the Material from the Ethereal. • Brood Keeper: A spectral swarm races out to engulf your enemies. inflicts force damage rather than normal damage. The Totemist can speak with the souls of the dead as if the dead were still alive. • Remorhaz: The Totemist catches on fire. This can make things as respectable as hide armor or as creepy as human bone swords. • Lamia: As Charm Monster.Advanced Soulmelds: At seventh level. This can be invoked as a Swift Action. • Nymph: Short Ranged Burst. and that heals the Totemist because it is Fire Damage. the Totemist is immune to Fire. The swarm summoned uses your save DC (10 + 1/2 level + Cha modifier) for its abilities. and yes you can create holes under enemies and drop them in. • Girallon: Spectral arms rip the target to pieces. a 9th level Totemist can bring someone back from the dead in a new body. and anything she touches or that even hits her in melee suffers 1d6/level of fire damage from the experience. This effect lasts 4 rounds. Fortitude half. The Totemist can make two melee touch attacks against one or two creatures within 10'. Every end must be within short range. as summon swarm. The character can tunnel out up to a 10'x10'x40' area. each Soulmeld can be attached to an Advanced Totem. • Umber Hulk: One target within Short Range must make a Will Save or be confused as per the spell confusion. . Fortitude Save for Half. The souls depart in about a week unless they get transformed. or returned to life before that point. • Bulette: The ground trembles as earth and stone excavate themselves at the Totemist's urging. • Displacer Beast: The Totemist gains full displacement and a 50% miss chance for 4 rounds. • Blink Dog: As dimension door. Corpse Fashion (Su): Three times a day. The Totemist makes 4 melee touch attacks. This effect lasts 4 rounds. and each is a claw that inflicts 1d6 Damage / 2 levels. Also there is a 5' burst of flame centered on the Totemist that inflicts d6/level Fire Damage (Reflex Half). • Frost Salamander: The Totemist exudes an aura of cold. • Phoenix: For the next 4 rounds. They are apparently little blue flamy things like in Soul Eater. This is a [Mind Affecting] [Compulsion] and allows a Will Save. consumed. Reincarnate (Su): Three times a week. and heals when they would suffer fire damage. • Mudmaw: Two soul tendrils lash out and grab enemies.
Creatures wearing metal armor are subjected to a strong gale. Dazed creatures have locusts made of blue soulfire chewing on them for 2d6 Force damage per round until they snap out of it. Creatures that fail a Will Save are stunned for a d4 rounds. • Purple Worm: Touch Attack shrinks the target to the size of a walnut and swallows them whole. • Cloud Ray: As telekinesis. Target suffers 4d8 Acid damage a round and cannot free themselves. Successful save still results in d8 Poison damage to Constitution. it's just slightly disconcerting. Emanation extends to Medium range and affects every creature except the Totemist.Astounding Soulmelds: At tenth level. If they are transported out of the Totemist or the Totemist dies. Even creatures that succeed in their save are shaken. they reincarnate into a new body unless something has happened to their soul in the meantime. This is a [Death] effect. • Roper: The Totemist can fire 6 soul strands at one or more targets within Short Range. they return to normal size. • Sphinx: The Totemist lets out a mighty roar. • Frost Worm: A strange trill forces everyone to stand still. • Nightmare Beast: A creature that is asleep within 5 miles that the Totemist is aware of makes a Fortitude save or dies. An entangled creature may make an Escape Artist or Strength check (DC 20) as a full-round action to wriggle or break free. . • Lodestone Marauder: Magnetic pulse yoinks all freestanding and handheld metal objects in a Medium Cone and piles them at the Totemist's feet. This is a [Mind Affecting] [Sonic] [Fear] effect. • Naga: Target within short range must make a Fortitude Save against Poison or Die. All creatures suffer 1d8 + Level Fire Damage every round they begin in the area of the web. each Soulmeld can be attached to an Astounding Totem. This does not cost them a level. Favor of the Totems: From 13th level on. • Peryton: Touch attack inflicts 10 points of damage per level. • Rapture Locust: All creatures within Short Range must make a Will save or be dazed for a d6 rounds. Creatures can hold onto their weapons and whatnot by making a Reflex save. and is on fire. and all creatures within Long Range must make a Willpower Save or become Panicked for 2d6 rounds. • Inferno Spider: Can throw a flaming soul Web. Creatures within or moving within a 15' burst within short range must make a Reflex Save or be entangled and anchored in place. • Nightmare: Can plane shift into a different realm of existence. This is a [Mind Affecting] effect. The web dissipates in 1 minute/level or when dismissed. Each Strand is a Ranged Touch Attack that inflicts 1d8 Strength 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. 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. and the power delivered when called upon is as such: • Avalancher: As Transmute Rock to Mud. 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. Auto-Life (Su): If a 12th level Totemist has been dead for a whole day.
This is a [Death] effect. • Lammasu: As heal. 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. 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. • Titanic Toad: The Totemist stamps on the ground and flattens everything around them. suffering a d20 of force damage per 5' moved. and goes out to short range. Giant-size Soulmelds: At Seventeenth level. • Greenvice: As acid fog. • Tarrasque: The Totemist is restored to full health and all baleful conditions end. each Soulmeld can be attached to an Exciting Totem. • Gravorg: As Reverse Gravity. Any creatures and freestanding objects within 20 feet are pushed out of the area. • Fiendwurm: The Totemist vomits forth a creature compatible with summon monster VIII. a 15th level Totemist can transform into one of the creatures that is one of their displayed totems. • Leviathan: The Totemist is Colossal as per the spell giany size for four rounds. and enemies are pushed out of their area (for another d20 of damage per 5' square pushed) as the Totemist moves. This Totem is invoked as a Swift Action. • Spirit of the Air: The Totemist decides what the weather is. • Chronotyrin: The Totemist takes a second round of action after her normal one. The fog lasts for 4 rounds. • Megapede: wave of force precedes the Totemist as they stampede enemies. This is a [Mind Affecting] [Psionic] effect. A successful Reflex save halves the damage and negates the prone effect. • Chaos Roc: All creatures in a Medium Range Cone are struck with 2 colors from a prismatic spray. This is a [Death] effect. All creatures in the cone must make a Fortitude Save or be petrified. It persists for 4 rounds. targets are allowed a Reflex Save as normal. each Soulmeld can be attached to a Giant-size Totem. 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. All other creatures and standing objects in a 40' radius are subjected to a d8/level in Force Damage and are knocked prone. • Gorgon: The Totemist breathes a cone out to Short Range. but you get all the Extraordinary. You can argue with the DM as to how Wildshape works. • Razor Boar: Touch attack decapitates target. Target is entitled to a Will Save. • Sky Bleeder: Acid rains from the sky for a mile in every direction. and Spell-like abilities whether they are Attacks or Qualities or whatever. Supernatural. Embody Totem (Su): With a standard action. • 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. they still take 1d8 damage/2 levels. causing 3d4 Acid damage a round for the next 4 rounds. . Even if the target succeeds. • Quanlos: As Dominate Monster. This is a [Mind Affecting] [Compulsion].Exciting Soulmelds: At fourteenth level. The force lasts until the beginning of next turn. This Totem is invoked as a Swift Action. • Catoblepas: Target within Medium Range must make a Fortitude Save or die.
Triumph Promised by Ancestors (Su): At 20th level. Roll/choose Adjective 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Crushing Rising Fierce Dimming Clutching Gnawing Grasping Devastating Expansive Secret Protective Monstrous Horrendous Awesome Wicked Depressive Repetitive Vengeful Gorgeous Futile Colour Azure Beryl Aqueous Blue Cerulean Cobalt Electric Midnight Indigo Navy Ocean Sapphire Teal Turquoise Ultramarine Sky Steel Cyan Pale Red Thingy Claws Mantle Cloak Wings Armour Mask Gloves Sleeves Robe Helm Hat Horns Gauntlets Cape Belt Boots Trail Eyes Braids Amulet .• 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). and in departing from physicality lets off a huge thunderclap that breaks things in all directions. the Totemist can call on any of her displayed Totems that she did not call last turn. Limitless Favor of the Totems: At 18th level. the Totemist wins D&D.
They become one with the world such that they needn't fear thorns and fire. clever people and jerks. and can also change the very landscape to suit them. This covers the following N1 classes: Geomancer .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. 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. So. generally so that it hurts other people.
They ignore naturally occurring difficult terrain and don't take damage from crap like thorns. so enemies try to kill them first. though there is an incorrect belief that they tend towards Neutrality. Melting Feet 4: Stone Spikes. Anyone entering any of these squares takes 1d8 Fire damage per level (Ref half).Playing a Geomancer: The Geomancer is a user of magic. and their attacks are still blocked by the other Feet abilities. 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. Concentration. They also tend to be a huge pain. They are also unaffected by their own area of effect powers with the exception that they cannot move through physical barriers they create. Tumble Level. and affect them with the red glow. That's Switzerland they're thinking of. all within Medium Range. as such a good Dex or Con will not hurt. and that magic is based on Wisdom. Hit Die: d6 Base Attack Bonus: Poor (as Wizard) Good Saving Throws: Fort and Ref Skill Points: 4+Int Class Skills: Balance. Jump. Survival. they may select a number of contiguous 10' tall 5' squares up to their hit dice. Abilities: 1: Hard Feet. Geomancers often use Staves or Crossbows. Craft. This lasts for one round per level. Hot Feet (Su): Geomancers start with the ability to make nearby ground glow with red light and warmth. Spot. Hot Feet 2: Entangling Floor. A Geomancer's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. Cold Feet 3: Vertigo Field. Starting Age: As Wizard Starting Equipment: 5d4x10gp Alignment: Geomancers can be any alignment. even really jacked up ones. Hard Feet (Ex): Geomancers are totally at home in natural environments. As a Standard action. Sense Motive. 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. Knowledge (Any). Heal. Climb. . Nonmagical ranged attacks that cross any of these squares burn up uselessly.
all within Medium Range. not spells targeted at creatures. however the effects only last until the beginning of their next turn. Geomancers gain the ability to cast Vertigo Field (PHB 2) at will. and affect them with the orange glow. though only one such effect may be active at a time. Melting Feet (Su):at third level. Stone Spikes (Sp): starting at fourth level. 1d6 Con damage on a successful save. Magical ranged attacks that cross any of these squares are harmlessly dissolved. This lasts for one round per level. but the effect will only last until the beginning of their next turn. both as Immediate actions. This may not be active at the same time as Hot Feet. Anyone entering any of these squares takes 1d8 Acid damage per level (Ref half). and anyone who enters any of the squares immediately regains 3d6 HP plus the Geomancer's Wisdom modifier. they may select a number of contiguous 10' tall 5' squares up to their hit dice. consumed harmlessly. no secondary damage). all within Medium Range. This may not be active at the same time as Hot Feet or Cold Feet. Geomancers may lay down a 20' by 20' patch of glowing energy within Short range as a Swift action. crackling away harmlessly. As a Standard action. Damage: Instant Death. As a Standard action. This lasts for one round per level. This lasts for three rounds. Zapped Feet (Su):at seventh level. . Breath Weapons cannot pass these squares. This lasts for one round per level. Geomancers gain the ability to make nearby ground bubble with green light and fumes. Geomancers levitate. all within Medium Range. Anyone entering any of these squares takes 1d8 Electricity damage per level (Ref half). They may also Levitate at will as per the spell. Vertigo Field (Sp): at third level. Poisons. As a Standard action. hovering above the ground.Entangling Floor (Sp): starting at second level. and affect them with the yellow glow. they may select a number of contiguous 10' tall 5' squares up to their hit dice. Gases and Petrification effects cannot pass these squares. Cold Feet (Sp): starting at second level. Walls of Fire and Ice (Sp): sixth level Geomancers learn how to cast Wall of Fire and Wall of Ice. This may not be active at the same time as Hot Feet. though only one such effect may be active at a time. Soothing Floor (Su): starting at level eight. Clear the Field (Sp): fifth level Geomancers gain the ability to cast Dispel Magic. Geomancers can cast Stone Spikes as an Immediate action at will. Geomancers can cast Entangle at will. Geomancers gain the ability to make nearby ground glow with orange light and pain. with no limit to the Caster Level bonus. Geomancers may cast Path of Frost (Dragon Magic) at will. and affect them with the green glow. Icky Feet (Su):at ninth level. Geomancers gain the ability to make nearby ground crackle with yellow light and electric sparks. though only one such effect may be active at a time. they may select a number of contiguous 10' tall 5' squares up to their hit dice. Cold Feet or Zapped Feet. Levitation (Su): starting at fourth level. Only one of these squares may exist at a time. Anyone entering any of these squares is Poisoned (DC 10 + half HD + Wis. however it only targets spells with an area of effect. or that target and alter the terrain.
all within Medium Range. Cold Feet. Cold Feet. Divinations and Mental Attacks cannot pass this barrier. though the effect ends at the start of their next turn. Absent Feet (Su):at level thirteen. and affect them with the indigo glow. but still with the same pool of contiguous squares. Geomancers gain the ability to make nearby ground pulse with blue light. Power of the Prism (Su): fifteenth level Geomancers may mix their fields of Feet up with any of the colours when creating them. Anyone entering any of these squares is permanently turned insane as per Insanity (Will negates). objects and effects passing through are destroyed and have no effect. Additionally they may cast Prismatic Wall as an Immediate action at will. Anyone entering any of these squares is permanently turned to stone (Fort negates). Heavy Feet or Tangled Feet. Zapped Feet or Icky Feet. This may not be active at the same time as Hot Feet. This may not be active at the same time as Hot Feet. Anyone entering any of these squares is banished to another plane (Will negates). Geomancers gain the ability to make nearby ground warp and waver with violet light. Geomancers benefit from Freedom of Movement at all times. Heavy Feet (Su):at level eleven. This lasts for one round per level. Cold Feet. Freedom of Movement (Su): starting at level fourteen. they may select a number of contiguous 10' tall 5' squares up to their hit dice. . Zapped Feet. as though it were an anti-magic field. all within Medium Range. Icky Feet. all within Medium Range. Zapped Feet. and affect them with the violet glow. they may select a number of contiguous 10' tall 5' squares up to their hit dice. Geomancers gain the ability to make nearby ground shimmer with indigo light. This lasts for one round per level. This may not be active at the same time as Hot Feet. and affect them with the blue glow. Tangled Feet (Su):at level twelve. they may select a number of contiguous 10' tall 5' squares up to their hit dice. This lasts for one round per level.The Floor Is Lava (Sp): tenth level Geomancers gain the ability to cast Transmute Rock to Lava (SC) at will. Icky Feet or Heavy Feet. As a Standard action. As a Standard action. All spells. in effect being able to activate all at once. As a Standard action. Spells cannot pass this barrier.
and even regular WotC feats if there's one you consider worth taking. you gain an Armour Bonus equal to your Strength modifier or BAB. Prinny Commander [Skill] You rule lots of stupid penguin demons. their major goals and fears.. If it hits. 9 ranks: with 6 hours. minus 3. 10 HD: with a Standard action. you count as having Improved Unarmed Strike. Here are a few more feats. 5 HD: when you use your Tiresome ability on someone. 1 soul and a DC 15+HD Craft check. each with a caster level equal to your BAB. you gain a +2 Enhancement bonus to Charisma for one minute. See: Majin Evilty. Benefits: all allied Prinnies within 30' of you gain a +2 Morale penalty to Attacks and Damage. Likewise Combat School covering Weapon Focus and so on and so forth. and any important secrets they are keeping from you.. they must succeed on a Will save (DC 10 + half HD + Cha) against a Suggestion for "more" (accept another kiss. Note that you will often have to use equivalency. and if you have a Slam or Claw. spellcasters tend to get distracted. This feat scales with your ranks in Craft. and must make a Fort save (DC 10 + half HD + Con). you may blow a kiss. others for this game specifically: Gymnos Defence: [Combat] You fight best when not weighed down by armour. +16: you may generate an Ironskin effect once per day (Ex) and a Stoneskin effect once per day (Ex). and must make Concentration checks when casting spells at you (DC 15 + Spell Level + your Str mod). however you must use an Immediate action to flex your muscles to do this. . Requirements: Human or Raised by Humans Benefits: when effectively nude. Upon using this ability. generally). you also gain basic knowledge about the target. Life Drain [Monster] You're great at kissing people to steal their life. The most you may command at a time in this manner is equal to your Hit Dice. which sadly must consist at least 50% of Prinnies. then great. some from random stuff I made in the past. requiring a Ranged Touch Attack out to 30 feet.FEATS AVAILABLE: All “Tome” feats are allowed. Improved Evasion and Mettle when fighting in the buff. you may make a Prinny that serves you in a somewhat loyal manner. such as their real name. whichever is lower (minimum +1). otherwise the spell fails and is lost. 14 ranks: you gain access to Minions. 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. overcome by Adamantine. 15 HD: those affected by your Tiresome ability also suffer from a poison. you gain Spell Resistance 11 + HD for one round. the effects of the Tiresome ability all apply. Damage is 1d6 Wis/1d6 Int. and they may each have a CR no higher than your own level. If they fail this save. you gain Damage Reduction equal to your Con modifier + Str modifier. +6: when you are clad in little more than a light oil coating. Requirements: Empusa Benefits: whenever you drain someone using your Tiresome ability. for instance all characters count as having Power Attack in Tome. +1: when effectively nude and oiled up. Or clothes.
Explodes when thrown. And this isn't the beam sword. It's good to be the King. Walking Hive: fight with the power of BEEEEEEEEES. Beauty Queen: Get your way. Defender of the Earth. and Wind. but consider just about anything fair game – the advanced names for the classes (Valkyrie. the classes that are practically prestige classes already (Magic Knight. Plasma Professor: design and build terrifying mecha in a labcoat. Cupid: Shoot people with the power of Love. Sinner: punch people so hard it’s a crime! Trickster: steal even concepts from people. and form a team. Magic Knight: Use your magic on people you are stabbing in the face with a sword. Thieves that steal stats and concepts). Beauty Queen. Prism Mage. we’ll make them up as we go along. Singing optional.PRESTIGE CLASSES OF THE DISGAEAVERSE Honestly. Lovely Idol: Cheer on allies. Carnage Princess: Produce huge piles of bodies with a sword. Soul Invoker: Bring the blue soul flames of your enemies into battle against them. Here is just a list of some possibilities: Valkyrie: Fly around and totally stab people. Get a theme song. Ice. Orc King etc. Idol. Doom Speaker: Release a dark miasma of misfortune for no good reason. Beast Lord: Take Pokemastery to the level of whole rooms full of squirrels and shit. Defender of the Earth: take a number and defend the Earth! Prism Ranger: get a colour and lycra. Chart at #3 for several weeks. Kensei: Stab people with a beam sword. not the submission hold. Senator) and so on. Titles (Overlord. Master Kunoichi: hit people with ninja moves and status effects. Prism Mage: Use the powers of Fire. Galactic Hero: Save the day. Beat people until money comes out. Prism Ranger.). Mad Scientist: Make robots. Genocidaire: Kill peoples' whole families with an axe. Felon. Shadow Master: A shadowy killer who manipulates shadows and kills. . And spooky. Assassin Doll: kill people and pull their strings… as a puppet. Also lasers. Overlord: Get demonic powers. Also arrows. breasts apparently optional. Pumpkin King: you’re the king of all the Jacks. Sharpshooter: the gun wielder. Orc King: Even Orcs need a King.
Available starting level 3 Teacake (consumable) Anyone who eats this delicious. sticky cake becomes immune to the following for the next hour: Poison. Available starting level 3 Carrot Cake (consumable) This cake is still delicious. It restores 1d4 HP per HD to the consumer. counting as Sickened for half an hour. They will also be cured of any of those conditions. TABLE: Magic items and Inherent ability score boosts (all scores) by level: Level 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 2 2 3 3 4 4 4 X X X X X X X X X Minor 1 1 2 2 2 3 3 3 4 4 4 4 X X X Moderate 1 1 1 2 2 2 3 3 3 Awesome Plus 1 Plus 2 Plus 3 Plus 4 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Stat+ Items to be handed out with no rhyme or reason: Chocolate Cake (consumable) This cake is delicious. but slightly healthier than Chocolate Cake. but very filling. Available starting level 5 . but causes the consumer to feel bloated. Disease & Ability Damage.MAGIC ITEMS (AND ASSORTED JUNK) The Disgaeaverse game assumes the Tome approach to magic items is being taken – Wish economy and everything. It provides 5 Temporary HP per HD which last for one hour or until used up or replaced by new Temporary HP. as well as granting Fast Healing 1 for one minute.
1" diameter stick. if hit. As a standard action at will. except spraying brightly coloured ribbons. Small ribbons flow from the heart. each once per day. functioning as a Scorching Ray (CL 11) spell. 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. +1 Enhancement bonus to Charisma per 3 HD A variety of Supernatural abilities are granted. with a winged red heart at the end. 1. make a Will save (DC 10 + half the user's level + her Charisma modifier) or be Charmed for 1 minute. it can fire a stream of exploding pink hearts. Appearance: A 2' long. • Resistance may be cast as a Swift action at will • Guidance may be cast as an Immediate action at will . but what it hides is more important. and it radiates magic. Blue Mage. It can cast the Shadowspray spell at will. The target(s) must also.Sexy Underwear (Moderate Magic Item) This lacy. Effect: There are several uses of this wand. It may cast Hypnotic Pattern once per hour. skimpy garment is a lot like statistics: what it reveals is significant. pink in colour. 2. 3. Aid Rod (Minor Magic Item) This is a magenta coloured stick. Green Mage or Star Mage may add its Enhancement bonus to the Attack and Damage rolls of their Supernatural and Spell-Like abilities.
It has a skull at the top. given it is not linked to death magic. which is odd.Aid Staff (Moderate Magic Item) Magic Quarterstaff This is an impressive looking gold and magenta staff. The following may be cast at will: • • • • • • Bull's Strength Cat's Grace Bear's Endurance Fox' Cunning Owl's Wisdom Eagle's Splendour . Maybe it's because it makes people happy. and skulls are always smiling.
Nobody may attempt to influence the same person more than once per session. and 5% Aye for every Strongly in Favour/Love in their party. When they do this.. and are more susceptible to bribes. The number of turns varies. so bribery is of little use. they don’t know what they want from one moment to the next. Indifferent can be easily bribed . Except they shift 5% Nay for every Strongly Opposed/Loathe in their party. based on how important they consider the issue. but is often between 2 and 3. but they won’t notice you bribing anyone else at least. and DC 30 will show by how much: Love Strongly In Favour Of In Favour Of Asleep Indifferent Drunk Opposed To Strongly Opposed To Loathe Guaranteed “Aye” Votes “Aye” sans Peer Pressure 75% likely to vote “Aye” Will Not Vote Will Abstain/Vote Randomly Totally Random 75% to vote “Nay” Votes “Nay” sans Peer Pressure Guaranteed “Nay” No need to bribe Bribing has little effect Susceptible to bribes Cannot be bribed Very susceptible to bribes Does not recognise bribes well Susceptible to bribes Bribing has little effect Impossible to bribe Guaranteed is guaranteed. Drunk people are unreliable. . -10% per person their side is outnumbered by). Sleeping people don't vote. Because they're dicks. a number of Senators will feel like showing up. This can vary between 5 and 20. DC 25 will actually let the PCs know who is for and against. Also. unless you convince them otherwise. it is treated as a guarantee. A regular Opposed/In Favour is basically a dice roll at 75%. There will be a number of "turns" in which each party member gets a single attempt at persuasion. their first course of action is to actually step forward with their request. unless all of their party is voting one way. A DC 20 Sense Motive check will give a general idea as to whether the bill is likely pass or fail without action on their part. When waking someone up. If merely Strongly opposed/in favour.. It's a coin-toss. do it gently or they may Loathe you.THE DARK ASSEMBLY Whenever people want something out of the Dark Assembly. except if the majority of their party votes the other way they might change their mind (100% to stand their ground. in which case they'll vote the other.or easily angered by the bribing of those of a conflicted party.
+1 for each 10 you beat it by. Success improves their attitude by 1 step. Failure by 10 or more worsens their attitude. Based on the value. 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. Failure by 10 or more worsens their attitude. *Or Jump. Also.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. of being Indifferent) . you may flat out use an ability that could change people's reactions. Offer Candy to Mistern Cavern: if this is done. Sense Motive checks and simply remembering this shit and writing it down as you deal with them can help you in future. Success improves their attitude by 1 step. Success improves their attitude by 1 step. automatic if they flat-out tell you). Lie to a Senator: this requires a Bluff check against the Senator. you may automatically improve the attitude of a Senator by one step. Impress a Senator: this requires a Perform* check against the Senator. then you need to actually give them what they want. Simply possessing the right Profession may also serve to work in this case. Success improves their attitude by 1 step. Be Clever: this requires an opposed Knowledge check against a Senator. +1 for each 10 you beat it by. a Fear effect could be an automatic Intimidation success and so on. so you get to learn the personalities and defects of the senators. +1 for each 10 you beat it by. automatically improving their attitude by 1 step. if awake. this is worth at least one shift in attitude. Failure by 10 or more worsens their attitude. Note: some Senators are flat-out resistant or susceptible to certain approaches. with a DC of 10 + their HD + their Wis or something. Sweet-Talk a Senator: this requires a Diplomancy check against the Senator. as a general rule: • • • • • Orcs. And abuse them. a Charm or Compulsion could be an automatic Diplomancy success. So an Illusion could be an automatic Bluff success. Use a Spell/Spell-Like Ability/Supernatural Ability/Extraordinary Ability: as long as it takes less than a minute to use. Make it at least half-way appropriate. Defeating them improves their attitude by 1 step. using the same Knowledge. +1 for each 10 you beat it by. Bully/Blackmail a Senator: this requires an Intimidate check against the Senator. Failure by 10 or more worsens their attitude. Failure by 10 or more worsens their attitude. Tumble or something else you feel will wow them. with a DC of 10 + their HD + their Wis or something. with a DC of 10 + their HD + their Wis or something. +1 for each 10 you beat it by. DC 10 if they're hinting. A note for Mister Cavern: keep the records of the various senators to re-use in future. with a DC of 10 + their HD + their Wis or something.
it passes! If it is denied. and people remember being stabbed when they come back to life. rather than “Make the store sell shoes”. the votes are in. in a manner of speaking. then congratulations. mind you. 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 you can go home and try again later or you may attempt to. dissolve the senate. locking you in a vicious circle of DENIED and face stabbing.Once all turns are over. By which I mean "murder everyone who voted Nay". Bills will tend to be things like “Open the gateway to _____ Netherworld”. If the bill passes. Those who did not vote Nay won't help.
or having a proper mansion or castle to call their own or someone taking the Leadership feat – then they may have minions. dood. for instance.MINIONS. The group collectively has one pool of minions between them. or maybe the FF) Treants: Orcworts (one of the Monster Manuals) Slimes: pick an 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. with bonus Minions for a high Charisma score (using the best Charisma in the party). any Ooze. except for the magical ones Giant Bats: Dire Bats (Monster Manual) Prinnies: see below. going by the following chart: Note that the chart is modified as though it were a “Spells per Day” list. . MOUNTS AND SPECIAL REINCARNATIONS If the players are ever in a position of power – gaining the [Overlord] or [Demon Lord] Title.
if a character is entitled to a Cohort from something like the Leadership feat. Evil. ** 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).Int 4 Wis 4 Cha 10 Speed: 20' Reach: 5' Init -1 HD: 2d10 (11 HP) AC: 11 (-1 Dex +1 Size +1 Natural Armour). they instead just get +1 to Hit and Damage Special: Two-Weapon Fighting. Prinnies are not Immune to the following Mind-Affecting Effects: Confusion. 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. dealing 1d6 Fire damage per HD (Ref half. Stone. Chaotic.Prinny (CR 1) Small Construct [Extraplanar. the Prinny is instantly destroyed. Suggestion Death Throes (Su): when thrown or reduced to 0 HP. . 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. As such. Insanity. Str-based). -1 more for every Prinny within 30'. They are: Golems (Iron. Advancement: 3-20 HD (Small) More Powerful Minions: Some minions are effectively magical equipment. Dood] Str 10 Dex 8 Con . as the [Combat] Feat basic ability Dood (Ex): Prinnies take a -1 Racial penalty on saves vs Confusion/Insanity/Suggestion. It explodes in a 30' radius. Adamantine) (as per the MM) Treants (as per the MM) Rifle Demons (see below) Other minions are effectively mounts or Cohorts. or just really seems to deserve one (such as being a rider-type class).
This may be done at will. it deals 5d6 Force damage plus one and a half times its Strength modifier (+3). If it hits. After gaining an additional 6 HD. If it hits. It never gains more feats. only 10 HD Lose Death Throes. and all in the area take 10d6 Force damage (Ref half. the Rifle Demon may fire an Extinction Beam as a Standard action. Skills: none. +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. “Cold” replaced with “Shocking”. 60' long line. War Slug: This is a Frost Worm that has the following changes:CR 10. Great Fortitude (crappy PHB version) and Improved Initiative. This is a 5' wide. The Critical value is 19-20/x2 Energy Blast (Su): the Rifle Demon may fire a blast of energy with a Standard action. +4 Dex. and by egg I mean Delayed Blast Fireball. Extinction Beam (Su): once per minute. it deals 5d6 Force damage. making a Melee Attack (+11) as a Standard action. it gains a 5' radius Anti-Magic Field (doesn't affect self) . though it provides a +4 Enhancement bonus to Intimidate checks for the owner Feats: it is built with Improved Toughness. M-M-MONSTER Toughness (+20 HP). Trill and Breath Weapon Electro-Charge (Su): the War Slug may spend a Standard action to Haste itself and its rider for three rounds.Rifle Demon (CR 9 Large Outsider) Str 15 Dex 18 Con 16 Int 3 Wis 10 Cha 3 HD: 10d8+60 (105 HP) Initiative: +8 Speed: 30' Reach: 10' AC: 23 (-1 Size. 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. DC 19). Str is only 20. It can go out to 90 feet and requires a Ranged Touch Attack (+13).
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. Typical Efreeti: Knights.There are two special races that players can later on Reincarnate into if they pass a bill at the Dark Assembly: Efreet: Large Outsider [Fire] Requirement: "I want to be a Lord of Flames" Speed: 30' Reach: 10' Ability Scores: +4 Strength. the target catches fire (Ref negates). with no other changes . It is a 30' cone that deals 2d6 Fire damage per hit die (Ref half. Fiendish Brutes and Elemental Weirds Special: may take Dragon Type Hit Dice instead. +4 Constitution. Also. +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. Red Mages. whenever it deals Fire damage with a Spell-like ability. Breath Weapon (Su): the Efreet has a Breath Weapon 1/4 rounds. Anyone who fails the save catches fire. Con-based).
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. Fire and Electricity 10 Immune to Nonmagical Poisons Advanced Access to the Sphere of Terror Typical Galactic Demons: True Fiends Galactic Demons are large. -2 Intelligence Level 8 True Fiend: 8+7d12 plus (Con*8) HP BAB +8 Base Saves: Fort +6 Ref +6 Will +6 (8+Int)*11 Skill Points 3 Feats (1. they still carry immense power and are resistant to many forms of harm.Galactic Demon: Large Outsider [Extraplanar] Additional Subtypes: same as its Alignment Requirement: "I want to be All Powerful!" Speed: 30' Fly Speed: 10' (Perfect) Reach: 10' Ability Scores: +6 Strength. . +4 Constitution. 3 and 6 HD. floating beasts with many eyes that seem to gaze out into the cosmos. -2 Dexterity. Although they’re not great spellcasters.