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

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

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

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

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

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

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

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

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

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

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

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). 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. Vampires do not get immunity to Ability Damage/Drain. is stored as "Blood Points". If you mention sparkling I will stamp on your colon. Typical Classes: Samurai. However they tend to be pretty good at magic and mesmerism. Any excess Constitution. 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 . but only from Wooden weapons. The character heals 5 points for each point of Constitution Damage in this way. They tend to be pretty fierce and bat-like in N1. Red Mages. Rosario to Vampire. Medium Undead Speed: 30' Reach: 5' Ability Scores: Vampires retain a Constitution score Blood Drinking (Ex): The character can drain blood from a helpless or willing victim. inflicting 2 points of Constitution Damage per round. nor are they like the ones in Buffy or. as well as handy with a katana. sadly. Note that these are mostly just limitations on Undead strengths as opposed to true weaknesses. to a maximum of 1 per hit die. Sleep or shape changing just because they're not quite alive.Vampire: vampires are not like the poorly thought out D&D vampires that can’t even be staked. they can take Critical hits. with more than a few being very ugly. Also. Blood Power (Su): a Vampire may spend 1 Blood Point to generate a Daze effect. Vampiric Weaknesses (Ex): Vampires are "vulnerable to Sunlight" and are Fatigued whenever in actual sunlight.

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

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

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

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

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

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

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

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

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

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

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

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

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

He no longer appears to age. While Active. but for a monk of 14th level. your Master Fighting Style transforms your slam attacks into Force effects that inflict Force damage. the change of seasons is as no change at all. While Active. . • • • • • • • • • Leap of the Clouds (Su): At 10th level. you may choose two regular Fighting Style Abilties. While Active. While Active. and is usable at will.Master Fighting Style (Su): At levels 9. • • • • Master Fighting Style Abilities: While Active. and provides two bonuses from the Master Fighting Style Abilities. your Master Fighting Style provides you the effect of an air walk spell. 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. your Master Fighting Style allows you to shoot fire out of your hands or mouth as a standard action. A creature so banished. There is no saving throw against this effect. the Monk learns a Master Fighting Style. When a Monk gains a new Master Fighting Style. 11. never accumulates any additional penalties for growing older and will never die of old age. 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. and gives you a +20' Competence bonus to your speed. he may replace one of his Fighting Styles with a different Fighting Style. While Active. Master of the Four Seasons: Time passes relentlessly in the world. and 13. may not return to the plane it was banished from for a year. your Master Fighting Style provides total concealment. with a caster level equal to your character level. and inflicts 1d6 of fire damage per character level if it hits. Master of the Four Winds (Su): The Monk's breath of life is carried on the winds of fate. At 12th level. The fire can be shot out to medium range. requires a ranged touch attack. 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. Each Master Fighting Style must have a name (see Naming Your Fighting Style below). lasts one round. While Active. While Active. your Master Fighting Style causes your slam attack to inflict vile damage. Each Master Fighting style requires a Swift Action to activate. Instead of gaining a Master Fighting Style Ability. 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. You are immune to Sonic damage while your Master Fighting Style is active. your Master Fighting Style affects any opponent you successfully trip or bulrush with the violent thrust version of telekinesis. While Active. Outsiders suffer a -4 penalty to their saving throw. While Active. your Master Fighting Style affects any creature struck with your slam attack with a banishment effect that transports it back to its home plane unless it succeeds at a Will save (DC 10 + ½ character level + Wisdom Modifier). he doesn't lose a level for doing so. 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. While Active. While Active. the DC for any jump check is divided by 5. if the monk is restored to life.

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

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

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

Whether it is the Spiked Chain of the Hobgoblin Khanate of Khadun or the Katana of the Human Empire of Rokugan. Ancestral Weaponry: Every culture with a Samurai tradition has a signature weapon that Samurai from that culture use. To retain this Lord. sword saints. he cannot be forced to act against his Lord or Lord's family by mind-affecting effects. Benefit 1 Ancestral Weaponry. a figure of temporal power and head of a noble family or clan. but not with shields of any kind. or simply "master swordsman" or other descriptive title. This ritual costs 100 gp in incense and offerings. -Has a minimum enhancement bonus to attack and damage equal to his level divided by three (maximum of +5 for a samurai of 20th level or lower). As long as a Samurai does these two things. they must follow this Lord's orders and uphold any Code of Conduct the Lord obeys.Level. and this weapon must be a masterwork weapon exalted by the Samurai's warrior culture. Pledge of Loyalty 2 Horde Breaker 3 Kiai! 4 Whirlwind Attack 5 Ancestral Guidance 6 Blindfighting. Samurai who have broken their vows to their lord are called ronin. and has the Ghost Touch special property. Regardless of their name. 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. Samurai are proficient with Light and Medium Armor. and once performed grants the following abilities: -Counts as his Ancestral Weapon for all Samurai abilities. while samurai who have never been pledged to a lord or are unwilling to do so are weaponmasters called kensai. Pledge of Loyalty: Samurai pledge their loyalty to a Lord. as well as a single Exotic weapon appropriate to the Samurai's tradition. -The Ancestral weapon has double HPs and +10 Hardness. Samurai without a Lord receive a +4 bonus against mind-affecting effects. He must perform a 24 hour ritual to call his ancestral spirits into the weapon and designate it as his Ancestral Weapon. the weapon serves as a symbol of the office and prowess of the Samurai. A samurai can only have one weapon designated as his Ancestral Weapon at a time. .

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

a Samurai attacking with his Ancestral Weapon ignores any AC bonuses on his targets that come from armor or natural armor. the Samurai has reached the pinnacle of his art. the Samurai gains a single bonus use of his Kiai! ability that must be used before the next sunrise. but a -8 penalty to attack the writer of the treatise. Iaijutsu Grandmaster (Ex): At 19th level. and this enemy cannot be raised. but it only dispels a 10' by 10' section of an Area of Effect spell or spell-like ability. Iaijatsu Master(Ex) : At 15th level. Anyone who reads this treatise gains a +2 competence bonus to attack characters with Samurai levels. Deny Armor(Su): At 18th level. an spell effect that would be dispelled by a successful use of the Samurai's Parry Magic ability can instead be reflected back on the caster. a Samurai attacking with his Ancestral Weapon ignores any AC bonuses on his targets that come from spells or spell-like abilities. Final Cut(Ex): At 14th level. 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). Each time the Ancestral Weapon takes a soul. any Attack of opportunity made by the Samurai is automatically a confirmed critical hit. even if it is not a slashing weapon. resurrected. any enemy killed by a Samurai's Ancestral Weapon has his soul sucked into it. In addition. Deny Caster Defenses (Ex): At 13th level. as per a spell turning effect. or otherwise returned to life until the Ancestral Blade is broken. A successful save against this effect makes the enemy immune to this effect for five rounds. a Samurai's Ancestral Weapon gains the Vorpal Special quality. Blade of Souls: At 17th level. a Samurai who writes his treatise no longer takes ability penalties for aging as long as one copy of the treatise exists. he may distribute it and spread his wisdom. This attack is handled like the Samurai's Parry Magic ability. 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. . and he may compose a treatise of his collected wisdom. Reflect Magic(Su) : At 16th level. Scrolls of Wisdom: At 20th level.Cut Magic (Su): At 12th level.

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

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

11. Some Jesters use objects with magical or alchemic effects that act in an enemy’s square to use with this ability. Sight Gag: At 7th level. This effect lasts 3 rounds.Power Slide (Ex): If a 3rd level Jester takes damage from an attack. If it succeeds. Cruel Comment (Ex) At 5th level. a Jester learns to shock and unnerve his enemies by throwing unexpected objects at them. but only if he casts them as full-round actions. He may make a Balance check with a DC equal to the damage inflicted and if she succeeds. or foolish Jesters sometime used coins or gems. Slapstick (Ex): At 8th level. and 19. the Jester can make a Bluff check opposed by the target’s level plus Charisma check. a 10th level Jester may use fabricate or major creation as a spell-like ability. the Jester may apply the Silent Spell and Still Spell metamagics spontaneously to his spells. Jester’s Feint (Ex): At 4th level. a Jester gains the ability to make sneak attacks as a rogue would. he suffers a -4 to attack rolls. As a swift action. thereby lessening the impact. he suffers a d6 of damage for each square not moved. saves. Sneak Attack (Ex): At 3rd level. he may allow herself to be flung backwards . . Jack-in-the-Box King (Sp): Twice per day. he suffers only half damage. At 3rd level. 13. 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. fruit. so abilities such as Evasion do not apply. If there is not enough space for him to move. while others use colored balls. 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. If he passes through an occupied square. 9. 17. 15. The penalty can be restored to its normal value with 10 minutes and a bar of soap. but only if he is constructing weapons or traps. If the target fails this check. At a swift action. the enemy is denied his Dex bonus for the Jester’s next attack. Wealthy. pieces of cloth or scarves. This is a skill check. and it does not increase the spell’s level or slot used. or 15’ at her choice). the Jester would have to make a tumble check to avoid attacks of opportunity. If this ability is gained from another class. and this increases by 1d6 at levels 6. Using this ability is an attack action and counts as a thrown weapon. or other cast-off materials that fit the requirement of being brightly colored. This is a language-dependant ability. Low Comedy (Ex): By using this ability. 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. desperate. then the Jester may choose to increase or decrease the total distance moved by 50% (so a Power Slide that negated 12 points of damage can cause him to move 5’. and all other checks. his sneak attacks inflict 1 extra d6 of damage. not a Saving Throw. any successful sneak attack also inflict a -2 Dex penalty to an enemy for one round. the Jester has learned to say extremely funny but hurtful things about others. 10’. This ability only works with spells on the Jester list.

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

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

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

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.

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

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

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

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

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

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

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

or other effects. Also. Star Magic (Ex): The Star Mage is an Intelligence based spellcaster. Cryptic Demands (Ex): A 5th level Star Mage can use their Intelligence modifier in place of their Charisma for purposes of Minions. a Star Mage can use silent image at-will. From 6th level on. Any creatures within the burst must make a Fortitude save or be blinded for 2d8 rounds. Also they are immune to the confused and dazed conditions. The Star Mage can have a number of total light sources sustained equal to her Wisdom Modifier. the Star Mage is a Wizard. they can use Knowledge (Planes) in lieu of Diplomacy when dealing with Elementals and Outsiders. The target can make a Fortitude Save Partial to halve the damage. drain. Silent Image (Sp): Beginning at 4th level. this can be done as a Swift action. Tennuous Sanity (Ex): A 6th level Star Mage does not lose mental stats. the Star Mage can make one target creature within Short Range glow as per fairie fire for one turn. +1 damage/level. Light (Sp): The Star Mage can use Dancing Lights and Glowing Orb at will. whether from damage. a Star Mage can cast searing light as an attack action. Their Caster level must be no worse than 1 less than the Sanity DC of the plane to be contacted. The Glowing Orbs do not require glass spheres to be provided for them. Day Break (Sp): A 2nd level Star Mage can awaken any sleeping creature within short range as a move action. For purposes of activating magic items. Searing Light (Sp): From 3rd level on. As a standard action. End of Sight (Sp): A 5th level Star Mage can create a 20' radius burst of light anywhere out to Medium range.Baleful Glare (Sp): The Star Mage can as a standard action blast a target with inerrant light that sears them to their core. The Baleful Glare always hits and has a Medium range. . The Star Mage's Save DCs on any of their Spell Like and Supernatural abilities is 10 + 1/2 Level + Intelligence Modifier. It inflicts d8 + Wisdom Modifier damage. Dimension Hop (Sp): A 3rd level Star Mage can teleport themselves as per a greater dimension door (Spell Compendium) effect that was always on (with themselves as the only target). all attacks against them are resolved as touch attacks. Wrath of the Heavens (Sp): When a 4th level Star Mage uses Baleful Glare. During that period. Ray of Light (Sp:) A Star Mage can use ray of light (Spell Compendium) as a standard action atwill. Each light source is otherwise permanent. Attune Form (Sp): A 2nd level Star Mage can cast attune form at will. one light source of her choice winks out. Armor Break (Sp): A 2nd level Star Mage can phase a target's armor away. If she creates another one when she has the maximum number. they may target a number of enemies with it equal to their 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.

a 10th level Star Mage can summon a rampaging monster from the far realm. Flashburst (Sp): An 8th level Star Mage can use flashburst (Spell Compendium) at will. All creatures (even undead and constructs) within that area must make a Fortitude Save or Die. Dimension Door (Sp): A 7th level Star Mage can cast dimension door at will. and if they fail they are dead. The target makes a Fortitude save. 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. 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. . Delaying Light: From 8th level on. any target who fails their save against the Star Mage's Baleful Glare also suffers 4 points of Strength Damage. It fights her enemies and breaks stuff for an hour and then vanishes. Creatures are entitled to a Will Save to avoid being banished to a plane of the Star Mage's choice. Aid from Beyond (Sp:) Once per day. Even if they survive. any target who fails their save against the Star Mage's Baleful Glare is also slowed for 1 round. Resist Break (Ex:) From 10th level onwards.Draining Light From 6th level on. End of Life (Sp:) As a standard action. a 9th level Star Mage can target an enemy within medium range and cause them to die. End of Time (Sp:) A 15th level Star Mage can open up a rift to the very end of everything. True Seeing (Sp:) An 11th level Star Mage benefits from true seeing at all times. The far realm beast has a CR lower than the star mage's level. This is a [Death] effect. The Star Mage chooses a spot within long range and a column 40' in radius and 120' high erupts in doom. a Star Mage can open up the portal version of gate a number of times per day equal to her Wisdom modifier. At the Star Mage's option. Those who pass their save merely suffer 1d6/level in damage. Prismatic Spray (Sp:) A 14th level. Gateway (Sp:) At 12th level. a Star Mage can use prismatic spray at will. they still suffer 1d8/2 levels in damage. causing the very ultimate of termini to be unleashed upon those underneath its dread regard.

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

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

However. and at 9th level she is immune to disease and poison and also no longer needs to eat or drink. To cast a White Mage spell. Planar Immunity (Ex): A White Mage’s physiology starts off fairly normal. and cannot damage Positive Energy Plane natives. At 5th level. the White Mage may either deal damage or restore hit points equal to 1d6 + her Wisdom modifier to a touched target. and Chain) apply to Abjurations. This ability only applies to her White Mage spells. At 4th level the Empower Spell metamagic is applied to all (Healing) spells and all prior effects of the Brilliance ability (uncapped bonuses. Equilibrium (Ex): At 2nd level. at 8th level all (Healing) and Abjuration spells are Heightened to the highest castable White Mage spell level. Additionally. it does not benefit from Brilliance. If the White Mage so wishes. A White Mage automatically knows every spell on her spell list. she must have a Charisma at least equal to 10 + the Spell Level. Turn Undead (Su): The White Mage can turn undead as a Cleric of her class level. if she is able to cast any other arcane spells. Because this is not a spell. At 7th level. she also does not gain temporary hit points from the Major Positive-Dominant trait. a White Mage no longer needs to sleep and gains immunity to sleep effects. the White Mage equilibriates just as well with surrounding negative energy and is under a continuous death ward effect. 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). the levels stack. does not affect many constructs. 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). Brilliance: White Mages are directly linked to a dimension of raw energy. those are affected by arcane spell failure as normal. and this makes them very shiny. If she gains turning or rebuking from more than one class. . 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. the White Mage’s body is accustomed to way more positive energy than most people can handle. This is a positive energy-based effect. At 2nd level. She can cast any spell she knows without preparing them ahead of time. It also means their energy powers get all over the place. even if caster level exceeds 5) and her Healing spells automatically have Reach Spell applied. but she is not affected by the arcane spell failure of any armor or shield she is proficient with. 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. provided that spell slots of an appropriate level are still available.Spellcasting: The White Mage is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. The DC of the White Mage’s spells is Wisdom based and the bonus spells are Charisma based. Armored Casting: A White Mage casts arcane spells. Reach. they may use their Dexterity to determine the attack bonus instead of Strength. Magic Hands (Su): As an attack action. and at 10th level all (Healing) spells are Maximized. any Healing spell a 2nd-level White Mage casts can affect a number of additional targets up to her Wisdom modifier (subject to the restrictions of Chain Spell). but it slowly shuts down and discards systems that are redundant due to her overwhelming lifeforce. and thus cannot heal undead (without spark of life applied).

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

and it is fully expected that White Mages at this point are capable of coming back from the dead without that even being a big deal. This may be suppressed or resumed as a swift action. which is triggered by their death. and no more than one active on any given creature. although they are dismissible as normal for contingency. Note that for the purposes of Inner Fire. Planar Aura (Su): At 12th level. which is not bypassed by any form of damage. the White Mage may still use any of their abilities so long as it doesn't require actual movement to perform. being dead is a harmful status effect. and only spells affected by Brilliance. the White Mage may cast any of its specialized spells as an Immediate Action.In Darkest Night (Su): At 8th level. Minor. . but doesn't lose things like viability as an organism. the White Mage is now almost completely composed of essentially cancerous cells. and spells which are used via Inner Fire. For 1 minute per character level after they die. which increases to 5/day at 16th level and becomes usable at-will at 19th level. Reraise (Sp): A 13th level White Mage gains the ability to cast a contingent true resurrection on a target creature. The White Mage may not have more such effects active at a time than they may cast per day. the White Mage may cast it 3/day. the White Mage may radiate the Minor Positive-Dominant trait out to 60 feet. and so long as some portion of her body still exists she can't actually die and will regenerate from that portion within one round as with a clone spell. and her previous type as an Augmented subtype. the White Mage gains Improved Mettle. This is actually pretty bizarre to people in the setting. At 15th level. Improved Mettle (Ex): At 11th level. This functions as Mettle. and no aura as a move action. As a swift action. At this point the White Mage has pretty much won D&D. the Native or Extraplanar subtype as appropriate for her home plane. and the White Mage can freely switch between Major. These do not count against the "You can use only one contingency spell at a time" restriction of the contingency spell. the White Mage’s death ward effect extends to all allies within 30 feet. 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. Ascension (Ex): At 12th level the White Mage ascends to supernatural power and becomes immune to petrification. Instant Brilliance: At 17th level. don't worry about it too much. this may be increased to the Major Positive-Dominant trait. she can create a Planar Breach to the Positive Energy Plane as with precipitate breach. she still only takes the partial effect. This ability can be activated and deactivated as a move action. except that if the White Mage fails on a Will partial or Fortitude partial saving throw. Planar Bubble (Su): At 14th level the White Mage gains the ability to create even more conduits to the Positive Energy Plane. She gains the Outsider type. Aspect of the Wolverine (Ex): At 20th level. She gains Regeneration 10. This includes (but is not necessarily limited to) their spell-like abilities. This applies to spells which are affected by Brilliance. When she first gains this ability.

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

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

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

This ability only applies to her Elementalist spells. At 13th level. Animate Snow. she gains additional move speeds equal to her base land speed: fly on the Plane of Air (good maneuverability). Heart of Stone. Summon Elemental VIII. Small Water Elemental: +4 bonus to Swim checks. Ironguard. Summon Elemental IX. Bombardment 9th— Elemental Swarm. Advanced Learning: At 3rd level and every two levels afterwards. and swim on the Plane of water. Tsunami Armored Casting: An Elementalist casts arcane spells. Summon Elemental VII. or energy plane. Storm of Vengeance. the Elementalist may permanently add one spell to her spell list. Create Fire (Su): At 9th level. Create Air (Su): At 4th level an Elementalist can create air at will as if she was an open Bottle of Air. are non-magical. Summon Elemental VI. Stone Tell. The Positive Energy Plane never gives her temporary hit points. This spell must be of a level she can already cast. Freezing Fog. The flames. this general resistance increases to 10 points. Elemental Body. paraelemental. and elemental and energy traits that would do her damage instead don't. Excavate. A victim can attempt to extinguish itself as a full-round action by making a Reflex Save (DC 15). At 19th level. Fire Storm. Transmute Rock to Lava. . an Elementalist can set a creature or object on fire at will as a standard action. Summon Elemental Monolith. Whirlwind. Waterspout 8th—Earthquake. you may take 10 on swim checks at any time. Greater Whirlwind. Field of Icy Razors. Meteor Swarm. whether the attacker or defender. Storm of Elemental Fury. an Elementalist can acquire a familiar in the same manner as a Sorcerer. Fire Spiders. an Elementalist has accumulated an inherent resilience in the face of all manners of elemental adversity. and may not be of the Illusion or Necromancy school. Flesh to Stone. if she is able to cast any other arcane spells.6th—Control Plants. She has an Energy Resistance of 5 against any form of energy damage she is exposed to. she is able to ignore any harmful elemental and energy traits and moves through any of these planes without impediment. burrow on the Plane of Earth. Elemental Familiar: At 5th level. Obedient Avalanche. • Small Wood Elemental: +2 to Survival and Climb checks. Specifically. Stone Body. Transmute Rock to Lava. Drown. once begun. they are affected by arcane spell failure normally. The target must be within short range. 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. • • • • Resistance to Energy (Ex): At 7th level. Stone to Flesh. Cloak of the Sea. Lightning Ring. Greater Scrying. Whenever on any elemental. but she is not affected by the arcane spell failure of any armor or shield she is proficient with. Elemental Survival (Ex): An Elementalist of 2nd level or higher survives in elemental planes as easily as on the prime. Only spells from the Druid or Wu Jen[2] spell list may be added in this way. Unlike a Sorcerer. and suffers 2d6 of fire damage every round until the fire is extinguished. the Elementalist has only 5 choices for her familiar: Small Air Elemental: +2 to Tumble and Jump Checks. Small Earth Elemental: +3 on Bullrush checks. Greater Stoneshape. Small Fire Elemental: +3 to Intimidate checks. Frozen Stillness. Energy Immunity. Greater Fire Breath. 7th—Control Weather. Maelstrom. Sunburst. the resistance increases to 15.

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

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

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

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

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

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

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

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

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

and in departing from physicality lets off a huge thunderclap that breaks things in all directions. Triumph Promised by Ancestors (Su): At 20th level. the Totemist can call on any of her displayed Totems that she did not call last turn. Roll/choose Adjective 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Crushing Rising Fierce Dimming Clutching Gnawing Grasping Devastating Expansive Secret Protective Monstrous Horrendous Awesome Wicked Depressive Repetitive Vengeful Gorgeous Futile Colour Azure Beryl Aqueous Blue Cerulean Cobalt Electric Midnight Indigo Navy Ocean Sapphire Teal Turquoise Ultramarine Sky Steel Cyan Pale Red Thingy Claws Mantle Cloak Wings Armour Mask Gloves Sleeves Robe Helm Hat Horns Gauntlets Cape Belt Boots Trail Eyes Braids Amulet . Limitless Favor of the Totems: At 18th level.• Thunder Worm: The Totemist becomes Incorporeal for the next 4 rounds. the Totemist wins D&D. 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.Geomancer The Geomancer is one of the more advanced character classes. clever people and jerks. This covers the following N1 classes: Geomancer .Geomancers are people who are in touch with nature and the elements in a bizarre fashion. and can also change the very landscape to suit them. and is made by me. generally so that it hurts other people. They become one with the world such that they needn't fear thorns and fire. So.

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

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

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

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

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

It restores 1d4 HP per HD to the consumer. Available starting level 3 Carrot Cake (consumable) This cake is still delicious.MAGIC ITEMS (AND ASSORTED JUNK) The Disgaeaverse game assumes the Tome approach to magic items is being taken – Wish economy and everything. 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. sticky cake becomes immune to the following for the next hour: Poison. but causes the consumer to feel bloated. but slightly healthier than Chocolate Cake. Available starting level 3 Teacake (consumable) Anyone who eats this delicious. counting as Sickened for half an hour. Disease & Ability Damage. as well as granting Fast Healing 1 for one minute. but very filling. It provides 5 Temporary HP per HD which last for one hour or until used up or replaced by new Temporary HP. They will also be cured of any of those conditions. Available starting level 5 .

3. The target(s) must also. Effect: There are several uses of this wand. 2. It may cast Hypnotic Pattern once per hour. but what it hides is more important. with a winged red heart at the end. It can cast the Shadowspray spell at will. Small ribbons flow from the heart. each once per day. Aid Rod (Minor Magic Item) This is a magenta coloured stick. As a standard action at will. and it radiates magic.Sexy Underwear (Moderate Magic Item) This lacy. functioning as a Scorching Ray (CL 11) spell. it can fire a stream of exploding pink hearts. pink in colour. based on the Hit Dice of the wearer: HD 3 6 9 12 15 18 20 Spell Entice Gift Torrent of Tears Greater Rebuke Endless Slumber Dominate Monster Wrathful Castigation True Domination Magic Wand (Moderate Magic Item) This is a Magic Light Mace A Red Mage. skimpy garment is a lot like statistics: what it reveals is significant. Green Mage or Star Mage may add its Enhancement bonus to the Attack and Damage rolls of their Supernatural and Spell-Like abilities. Blue Mage. if hit. make a Will save (DC 10 + half the user's level + her Charisma modifier) or be Charmed for 1 minute. Appearance: A 2' long. 1" diameter stick. +1 Enhancement bonus to Charisma per 3 HD A variety of Supernatural abilities are granted. 1. except spraying brightly coloured ribbons. • Resistance may be cast as a Swift action at will • Guidance may be cast as an Immediate action at will .

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

Also.or easily angered by the bribing of those of a conflicted party. Because they're dicks. Nobody may attempt to influence the same person more than once per session.THE DARK ASSEMBLY Whenever people want something out of the Dark Assembly. DC 25 will actually let the PCs know who is for and against. The number of turns varies. If merely Strongly opposed/in favour. a number of Senators will feel like showing up. . unless you convince them otherwise. except if the majority of their party votes the other way they might change their mind (100% to stand their ground. There will be a number of "turns" in which each party member gets a single attempt at persuasion. Drunk people are unreliable. -10% per person their side is outnumbered by). and DC 30 will show by how much: Love Strongly In Favour Of In Favour Of Asleep Indifferent Drunk Opposed To Strongly Opposed To Loathe Guaranteed “Aye” Votes “Aye” sans Peer Pressure 75% likely to vote “Aye” Will Not Vote Will Abstain/Vote Randomly Totally Random 75% to vote “Nay” Votes “Nay” sans Peer Pressure Guaranteed “Nay” No need to bribe Bribing has little effect Susceptible to bribes Cannot be bribed Very susceptible to bribes Does not recognise bribes well Susceptible to bribes Bribing has little effect Impossible to bribe Guaranteed is guaranteed. so bribery is of little use. their first course of action is to actually step forward with their request.. This can vary between 5 and 20. Indifferent can be easily bribed . they don’t know what they want from one moment to the next. It's a coin-toss. do it gently or they may Loathe you. A regular Opposed/In Favour is basically a dice roll at 75%. When waking someone up. in which case they'll vote the other. but is often between 2 and 3. it is treated as a guarantee.. and 5% Aye for every Strongly in Favour/Love in their party. Sleeping people don't vote. When they do this. unless all of their party is voting one way. and are more susceptible to bribes. but they won’t notice you bribing anyone else at least. Except they shift 5% Nay for every Strongly Opposed/Loathe in their party. based on how important they consider the issue. 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.

DC 10 if they're hinting. this is worth at least one shift in attitude. *Or Jump. using the same Knowledge. Sweet-Talk a Senator: this requires a Diplomancy check against the Senator. +1 for each 10 you beat it by. you may flat out use an ability that could change people's reactions. Note: some Senators are flat-out resistant or susceptible to certain approaches. Make it at least half-way appropriate. as a general rule: • • • • • Orcs. Sense Motive checks and simply remembering this shit and writing it down as you deal with them can help you in future. with a DC of 10 + their HD + their Wis or something. then you need to actually give them what they want. Based on the value.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. a Charm or Compulsion could be an automatic Diplomancy success. Failure by 10 or more worsens their attitude. So an Illusion could be an automatic Bluff success. Failure by 10 or more worsens their attitude. Vampires and Succubi should start one step friendlier to members of the opposite sex Rifle Demons have at least a 50% chance of being drunk Cockatrices start one step “friendlier” to anyone more powerful than they are Alraune start one step friendlier to anyone less powerful than they are Ghosts have a 50% chance of being asleep (and a 20% chance. A note for Mister Cavern: keep the records of the various senators to re-use in future. Be Clever: this requires an opposed Knowledge check against a Senator. of being Indifferent) . a Fear effect could be an automatic Intimidation success and so on. Use a Spell/Spell-Like Ability/Supernatural Ability/Extraordinary Ability: as long as it takes less than a minute to use. And abuse them. Defeating them improves their attitude by 1 step. Failure by 10 or more worsens their attitude. Tumble or something else you feel will wow them. Failure by 10 or more worsens their attitude. automatic if they flat-out tell you). +1 for each 10 you beat it by. so you get to learn the personalities and defects of the senators. with a DC of 10 + their HD + their Wis or something. Success improves their attitude by 1 step. +1 for each 10 you beat it by. Offer Candy to Mistern Cavern: if this is done. Impress a Senator: this requires a Perform* check against the Senator. Simply possessing the right Profession may also serve to work in this case. Bully/Blackmail a Senator: this requires an Intimidate check against the Senator. automatically improving their attitude by 1 step. Failure by 10 or more worsens their attitude. +1 for each 10 you beat it by. Success improves their attitude by 1 step. Success improves their attitude by 1 step. +1 for each 10 you beat it by. with a DC of 10 + their HD + their Wis or something. Success improves their attitude by 1 step. Also. if awake. with a DC of 10 + their HD + their Wis or something. Lie to a Senator: this requires a Bluff check against the Senator. you may automatically improve the attitude of a Senator by one step.

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

any Ooze.MINIONS. Level <5 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CR 1 1 2 2 3 3 4 4 4 4 4 4 4 4 4 4 4 4 CR 2 1 2 2 3 3 4 4 4 4 4 4 4 4 4 4 CR 3 1 2 2 3 3 4 4 4 4 4 4 4 4 CR 4 1 2 2 3 3 4 4 4 4 4 4 CR 5 1 2 2 3 3 4 4 4 4 CR 6 1 2 2 3 3 4 4 CR 7 1 2 2 3 3 CR 8 1 2 2 CR 9 1 Minion Creatures: Zombies: use basic Zombie types at the given CR (Monster Manual) Eringi: these are Myconids (MM2 or 3. or maybe the FF) Treants: Orcworts (one of the Monster Manuals) Slimes: pick an Ooze. going by the following chart: Note that the chart is modified as though it were a “Spells per Day” list. dood. or having a proper mansion or castle to call their own or someone taking the Leadership feat – then they may have minions. MOUNTS AND SPECIAL REINCARNATIONS If the players are ever in a position of power – gaining the [Overlord] or [Demon Lord] Title. except for the magical ones Giant Bats: Dire Bats (Monster Manual) Prinnies: see below. The group collectively has one pool of minions between them. with bonus Minions for a high Charisma score (using the best Charisma in the party). . for instance.

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

Skills: none. 60' long line. only 10 HD Lose Death Throes. “Cold” replaced with “Shocking”. Str is only 20. It never gains more feats. If it hits. Cockatrice: This is an Achierai with the following changes: The CR is 1 higher Gains the Petrification ability of a MM Cockatrice Once per day may lay a large egg. it deals 5d6 Force damage. it gains a 5' radius Anti-Magic Field (doesn't affect self) . it deals 5d6 Force damage plus one and a half times its Strength modifier (+3). If it hits. The Critical value is 19-20/x2 Energy Blast (Su): the Rifle Demon may fire a blast of energy with a Standard action. and all in the area take 10d6 Force damage (Ref half. After gaining an additional 6 HD. M-M-MONSTER Toughness (+20 HP). DC 19). Great Fortitude (crappy PHB version) and Improved Initiative. Trill and Breath Weapon Electro-Charge (Su): the War Slug may spend a Standard action to Haste itself and its rider for three rounds. making a Melee Attack (+11) as a Standard action. though it provides a +4 Enhancement bonus to Intimidate checks for the owner Feats: it is built with Improved Toughness. War Slug: This is a Frost Worm that has the following changes:CR 10. and by egg I mean Delayed Blast Fireball. the Rifle Demon may fire an Extinction Beam as a Standard action.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). This is a 5' wide. +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. Extinction Beam (Su): once per minute. This may be done at will. +4 Dex.

Con-based). 3 and 6 HD) Natural Armour: +6 Natural Weapons: -Primary Bite 1d8+Str -Primary Gore 2d6+Str (double Str bonus on a charge) -2 Secondary Slams 1d6+Str*1/2 Fiery Wrath (Su): all of the Efreet's natural weapons deal +1d6 Fire damage when they successfully hit. Typical Efreeti: Knights. Red Mages. Also. Breath Weapon (Su): the Efreet has a Breath Weapon 1/4 rounds. with no other changes . Anyone who fails the save catches fire. the target catches fire (Ref negates). It is a 30' cone that deals 2d6 Fire damage per hit die (Ref half. whenever it deals Fire damage with a Spell-like ability.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. +4 Constitution. +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. Fiendish Brutes and Elemental Weirds Special: may take Dragon Type Hit Dice instead.

+4 Constitution. -2 Intelligence Level 8 True Fiend: 8+7d12 plus (Con*8) HP BAB +8 Base Saves: Fort +6 Ref +6 Will +6 (8+Int)*11 Skill Points 3 Feats (1. -2 Dexterity.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. 3 and 6 HD. they still carry immense power and are resistant to many forms of harm. the 6HD one is automatically spent on Large Size) Natural Armour: +4 Spell Resistance 18 (improves with levels) Acid Immunity Telepathy to 100' Damage Reduction 8/Good (improves with levels) Energy Resistances: Cold. Fire and Electricity 10 Immune to Nonmagical Poisons Advanced Access to the Sphere of Terror Typical Galactic Demons: True Fiends Galactic Demons are large. floating beasts with many eyes that seem to gaze out into the cosmos. Although they’re not great spellcasters. .