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