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