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Title, picture of Etna and Contents Races Classes Feats Prestige Classes Magic Items (and assorted junk) The Dark Assembly Minions, Mounts and Special Reincarnations
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RACES OF THE DISGAEAVERSE Humans: humans get everywhere, there is no way to stamp them out. At any rate, they are mostly the same as the SRD/PHB version, with the following changes: • Their Type becomes Humanoid [Human] • Their ears are like those of an anime Elf (no actual Skill boost) Typical Classes: basically all of them. Disgaea consists of Human (Class) types and Monster (Monster) types, so any class is really made for humans.
Orcs: orcs tend to vary from setting to setting. In some sources they are a race of fungus footballhooligans who are fucking retarded. In others they are proud, noble tribal people with green skin and a love of violence. Yet others, such as the inventor of them, paint them as being black people, then giving them many negative traits. Orcs in N1 are sort of squat and piglike, and enjoy fighting in large numbers. Also, the majority of them tend to be male and really, really interested in females. The few females are just as bad when it comes to males. Medium Humanoid [Orc] Speed: 30' Reach: 5' Ability Scores: +2 Strength Vision: Darkvision 60' Skills: +2 Racial bonus to Intimidate, Gather Information, and Survival checks. Dogpile (Ex): Orcs gain an additional +2 (for a total of +4, usually) to hit when Flanking or making Aid Other actions. The bonus also applies to damage though. Simple Things (Ex): people of the appropriate sex gain a +2 Circumstance bonus on Bluff and Diplomacy checks made against orcs. Typical Classes: Assassins and Barbarians
Nekomata: the Nekomata are a race of catgirls, basically. They tend to have really bright, bold colours for their human-hair, and then a thin, light coat of fur on their body. They also enjoy having sharp claws, fangs and other traits of felines such as flexibility, laziness in sunlight and the tendency to want cheezburger. Most tend to be female, but males probably exist. Medium Humanoid Speed: 40' Reach: 5' Vision: Low-Light Vision Skills: the Nekomata is pretty skilled, gaining a +2 Racial bonus to Balance, Jump, Climb, Listen and Escape Artist checks. Pounce (Ex): the Nekomata may make a full attack when charging, but becomes Fatigued afterwards, and cannot do this when Fatigued. Natural Weapons (Ex): the Nekomata gains a secondary Claw attack as long as it has at least one free hand (1d6+Str*1/2). Scent (Ex): this works like the Scent ability for all things with Scent. Typical Classes: Monks and Samurai
These temporary hit points last 1 hour and do not stack. sassy or slutty (pick one or more). This causes the target to become Fatigued for one round. At level 4. and to take 1d8+Cha nonlethal damage. she can change subtypes by stabbing the right people in the face. If the target is unwilling. big boobs. but they more or less can’t get away without being seen as evil. Yes. Ability Scores: +2 Charisma Sexy (Su): Empusae are all innately attractive (by the general.Empusa: Empusae are basically the Succubi of the N1 world. They may cast Charm Person once per day as a Supernatural ability (DC 10 + half HD + Cha). personable and good at pushing the right buttons. but the ability to glide and slow-fall. and tails with pointed hearts on the end. 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. the Empusa may fly at 60' (Poor) for a total number of consecutive rounds at a time equal to her Con modifier (minimum 1). it requires a successful Grapple check. average standards of where they come from. predatory. wings. She may elect not to use this ability. naughty. at level 8 she may fly (Average) as much as she wants. They have little horns. Telepathy (Su) out to 30' as a constant effect Typical Classes: Jesters. Actually that’s precisely what they are. Medium Outsider [Extraplanar] Additional Alignment subtypes: those of the Empusa's actual alignment. They’re not necessarily evil. Beguilers and Red Mages . as well as psychically seeming slightly tweaked to the preference of those who see them). It’s just their nature. Tiresome (Su): a kiss or other intimate act with an Empusa can be very tiring as they take a little energy to power themselves. with a 3 round break in between. Speed: 30' Reach: 5' Wings: provide no flight.
Green (or blue. or whatever) in skin. 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. while they are large viny flowers from below the waist. They’re sort of like Dryads in a way. they appear to be pretty humanoid girls from the waist up. with flowers growing in their hair. Medium Fey [Plant] Speed: 30' Reach: 5-10' Natural Armour: +1 Skills: Alraune get a +3 bonus to Survival and Craft checks. Typical Classes: Totemists. Green Mages and Elementalists .Alraune: the Alraune is a plant.
it deals double damage for that attack. Moth Power (Ex): the Mothman can duplicate the following once each per day: Daze. At 15th level it becomes 50' + 10' per level. and can speak just as well as anyone else. That is largely all that is needed to describe them. Typical Classes: Assassins and Totemists . Giant moths. 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. the Flight becomes (Average). Dancing Lights. about the same size as humans or even a little bigger. Darkvision 120’. They have a tendency to eat cloth. At 9th level it becomes (Good) and changes to 50' + 5' per level. Swoop (Ex): when a Mothman charges from a higher vantage point than its target.Mothman: mothmen are… moths. Touch of Fatigue and Lullaby. The Save DCs are Con-based. anyone adjacent to the Mothman must pass a Fort save (Conbased) or take Acid damage equal to the Mothman's number of Hit Dice. Tremorsense 30’ Flight (Ex): at 5th level. Hell Pollen (Ex): with a Swift action.
Poison Immunity (Ex): Marionettes fucking love poison. Puppet (Ex): being puppets. Tumble and Escape Artist checks. they may make unarmed strikes as natural Slam Attacks (1d4+Str). It doesn’t. Typical Classes: Jesters . brought to life by demonic essence. They are living creatures.Marionette: Marionettes are human-sized wooden puppets. Additionally. talking puppets. and they are also spooky. Any poison delivered to them remains inert. as they are made of wood. so they can then use it. Made of Wood (Ex): Marionettes have DR X/Slashing (where X is equal to their Hit Dice). Marionettes are flexible. as well as on Intimidate checks because they're spooky. However they take a -3 Racial penalty on saving throws against [Compulsion] effects. Medium Humanoid [Construct] Speed: 30' Reach: 5' Feats: Marionettes gain Improved Feint as a Bonus Feat. They tend to be painted in bright colours as though that offsets the creepiness of walking. as such they are immune to poison themselves. They gain a +3 Racial bonus on Balance.
and this does not protect it from attacks and so on. though not [Force] effects. Medium Fey Speed: 20' Reach: 5' Pseudo-Ethereal (Ex): Ghosts are kinda' sorta' Ethereal. all the time. I don’t know. Like. Green Mages and Totemists . but not fully. it simply cannot be accessed. ghosts tend to sleep a lot. In an Anti-Magic Field. it does not burst open. Ghost Body (Su): a Ghost can hold items like a Handy Haversack.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. Or are they? Maybe not. They’re also way too indecisive. Typical Classes: White Mages. Additionally. Blue Mages. Red Mages. They interact normally with the normal world. although they gain Damage Reduction X/Magic where X equals their Hit Dice. They are semi-transparent and can move through objects. The Ghost always benefits from a Featherfall effect. Also. a Ghost taking a Move action can move their speed through intervening objects. ignoring terrain and walls and furniture (and whatever else may be in the way).
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. but only from Wooden weapons. is stored as "Blood Points". inflicting 2 points of Constitution Damage per round. Note that these are mostly just limitations on Undead strengths as opposed to true weaknesses. Vampiric Weaknesses (Ex): Vampires are "vulnerable to Sunlight" and are Fatigued whenever in actual sunlight. as well as handy with a katana. Also. If you mention sparkling I will stamp on your colon. Blue Mages and Green Mages . 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). They tend to be pretty fierce and bat-like in N1. Typical Classes: Samurai. they can take Critical hits. Blood Power (Su): a Vampire may spend 1 Blood Point to generate a Daze effect. Sleep or shape changing just because they're not quite alive. to a maximum of 1 per hit die. Red Mages. However they tend to be pretty good at magic and mesmerism.Vampire: vampires are not like the poorly thought out D&D vampires that can’t even be staked. Rosario to Vampire. sadly. Any excess Constitution. The character heals 5 points for each point of Constitution Damage in this way. 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. 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). nor are they like the ones in Buffy or. with more than a few being very ugly.
Speed: 30' Reach: 5' Ability Scores: +2 Wisdom Wings: provide no flight. at level 8 she may fly (Average) as much as she wants. but it never turns out that way in practice. with a 3 round break in between. Yes. Smite (Su): once per day. race. but it needn’t be. regardless of alignment. Sadly they don’t appear as zebra-striped beachballs. This can be used on anyone.Angel: angels look like pretty humans. 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 the ability to glide and slow-fall. all out to 20' from herself. Tongues (Su) as a permanent effect Protective Aura (Su): with a Standard action at will. Medium Outsider [Extraplanar] Additional Alignment subtypes: those of the Angel's actual alignment. At level 4. the Angel can create a Magic Circle Against Evil and Light effect. Usually their hair is metallic or blonde. She then adds her Charisma modifier to the attack roll (min +1) and her hit dice to the damage. and have a tendency to glow. In theory they are serene and friendly. Typical Classes: White Mages and Knights . creed or religion. she can change subtypes by stabbing the right people in the face. the Angel may make a Smite attack.
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. hoes. a shovel is treated as a battleaxe. 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. Jesters and Samurai . In addition. Deep Roots (Ex): A Jack has Tremorsense out to 5' per point of Constitution Bonus they have (minimum 5'). so gains a +3 Racial bonus on all Craft checks. Bonus Proficiencies: A Jack is inherently proficient with shovels.or just smash it against a wall. They also tend to be good at yard work. a scythe is treated as a war scythe. All Souls Day (Su): Each morning. and may use the Intimidate skill as a Swift Action. and so on). Yard Worker (Ex): the Jack is made for yard work. and scythes. All Jacks get Profession: Farmer for free. a Jack has about one half of a leftover pumpkin that they aren't using any more. They are as scary as that sounds: not very during the day. The DC to Trip a Jack is increased by +4. Other creatures could eat it . Once it dries. brick-shittingly so at night.Jack: Jacks are basically demon-possessed Scarecrows with pumpkins for heads. it's super hard to clean up. Typical Classes: Assassins. rakes.
They also have souls. Living Construct: Androids are living creatures. Medium Construct [Living] Speed: 30' Reach: 5' Ability Scores: Androids have Con scores like everyone else. or running up and punching people. They do not age. but they still need to go into Sleep Mode for 4 hours per day. and thus have none of the automatic benefits of being constructs. Your MC may let you swap the Food and Sleep requirements to “needn't (but can) sleep. Electric-Powered (Ex): Androids have Electricity Resistance equal to their Hit Dice. their food and sleep requirements are met for the day. However they are still Constructs for the purpose of things like Favoured Enemy. Skills: the Android gets a +4 Racial bonus to Search checks. the Android may fire EYE BEAMS out to 30' as a Standard Action. They can attach all sorts of cool devices to themselves and really like technology. Laser Vision (Su): once per three rounds.Android: Androids are basically Robot Girls. must eat like a human”. but they aren't bad at firing lasers themselves. Evil. and yes. Chaos. Monk. and Mortalbane. Star Mage . and their armoured bodies grant +1 Natural Armour and DR 5/Adamantine. Typical Classes: Totemist. On a successful Ranged Touch Attack. she deals 3 Fire damage per Hit Die to the target. Scanner (Su): the Android may cast Detect Good. Law and Magic at will. that is completely awesome. Any time they take Electricity damage (even if it is all negated by Resistance or Immunity). and don't need to eat (though they can). Maces of Smiting.
Mothmen. Races: any Starting Gold: 6d4x10 gp (150 gold) Starting Age: As Rogue. Knowledge (all) (Int). Bluff (Cha). Hide (Dex). Spot (Wis). Saves: Fort: Good. This class is stealthy and skilled. Spellcraft (Int). Gather Information (Cha). Tumble (Dex). Reflex: Good. Will: Poor . This covers the following N1 classes: Scouts. Move Silently (Dex). Ninja. Hit Die: d6 Class Skills: The Assassin’s skills (and the key ability for each skill) are Balance (Dex). meaning it evens out with a competent sneak-attacker. Concentration (Con). Diplomacy (Cha). Sense Motive (Wis). Skills/Level: 6 + Intelligence Bonus BAB: Medium (3/4). Search (Int). Jump (Str).CLASSES OF THE DISGAEAVERSE Assassin: The Assassin is found in the Dungeonomicon (Frank & K). and has a really deadly death attack that it can generally only use once per fight. Profession (Wis). Swim (Str). Intimidate (Cha). Jacks Alignment: An Assassin may be of any alignment. Gunners. Listen (Wis). Disguise (Cha). Disable Device (Int). Climb (Str). Craft (Int). Archers. Perform (Cha). Sleight of Hand (Dex). and Use Magic Device (Cha).
Death Attack +12d6 11 Poisonmaster. and 12 the Assassin may choose one more type of poison to become immune to. Spellcasting 2 Uncanny Dodge. and hand crossbows. Assassins are proficient with Light Armor but not with shields. and do not have to meet the stringent requirements of a sneak attack. As long as the victim is denied their dexterity against attacks from the assassin during the study action and the attack itself. The DC of the Assassin's spells is Intelligence based and the bonus spells are Intelligence based. Death Attack +9d6 8 Nerve of the Assassin. Death Attack +16d6 15 Killer’s Proof. an Assassin is immune to all four of those poisons. Death Attack +13d6 12 Personal Immunity. Spellcasting: The Assassin is an Arcane Spellcaster with the same spells per day and spells known progression as a Bard. Death Attack +4d6 3 Hide in Plain Sight. Assassins are well trained in eliminating magical or distant opponents. 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. but only if the target is denied its Dexterity Bonus to AC against that attack. and must be from the schools of Divination. apply. Death Attack +14d6 13 Exotic Method. Death Attack +3d6. Death Attack +11d6 10 Skill Mastery. Death Attack +20d6 19 Exotic Method. 7. Death Attack +5d6 4 Cloak of Discretion. Death Attack +7d6 6 Palm Weapon. as well as simple weapons. she must have an Intelligence at least equal to 10 + the Spell level. Special attacks such as a coup de grace may be a Death Attack. 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. an Assassin becomes immune to all poisons. A Death Attack inflicts a number of extra dice of damage equal to her Assassin level plus two dice. Death Attack +10d6 9 Improved Uncanny Dodge.Level. an Assassin gains proficiency with one Exotic Weapon of her choice. Death Attack +22d6 Weapon and Armor Proficiency: Assassins are proficient with all Light Weapons. An Assassin’s spells known may be chosen from the Sorcerer/Wizard list. At first level. Personal Immunity (Ex): Choose four poisons. Death Attack +8d6 7 Full Death Attack. Poison Use (Ex): An Assassin may prepare. Personal Immunity. Death Attack +17d6 16 Exotic Method. Benefit 1 Poison Use. her next attack is a Death Attack if she makes it within 1 round. To cast an Assassin spell. and use poison without any chance of poisoning herself. Death Attack +18d6 17 Death by a Thousand Cuts. repeating crossbows. though if a character has both sneak attack and death attack. even if they are made available in a stronger strength. Trapmaking. Death Attack +6d6 5 Traps. At level 14. Death Attack +21d6 20 Killing Strike. . If she does so. they stack if the character meets the requirements of both. except that he gains no more than three spell slots per level. At levels 5. it counts as a death attack. or Necromancy. Illusion. Death Attack +15d6 14 Personal Immunity. Death Attack +19d6 18 Mind Blank.
Disable Device. the Assassin learns to build simple mechanical traps in out of common materials. and may hide in areas without cover or concealment without penalty. As long as has access to ropes. if he has access to it. Cloak of Discretion (Su): At 4th level. he still loses her Dexterity bonus to AC if immobilized. This ability does not remove the -10 penalty for moving at full speed. 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. An Assassin who beats a trap’s DC by 10 or more with a Disable Device check can study a trap. the Assassin learns to conceal weapons with supernatural skill. If an Assassin already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead. and are always single-use traps. Palm Weapon (Su) At 6th level. Nerve of the Killer: At 8th level.Uncanny Dodge (Ex): Starting at 2nd level. and weapon-grade materials like sharpened wooden sticks or steel weapons. He retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. with a caster level equal to his character level. However. he can build an improvised trap in 10 minutes. or higher if it is well hidden. or the -20 penalty for running or fighting. Spellcraft. Hide in Plain Sight (Ex): A 3rd level Assassin can hide in unusual locations. Use Magic Device. . Finding a nonmagical trap has a DC of at least 20. Search. Hide. and for one round afterward. Assasins can use the Disable Device skill to disarm magic traps. he counts as if he were within a protection from evil effect. Full Death Attack: At 7th level. she may take 10 even if stress and distractions would normally prevent her from doing so. When making a skill check with Climb. This does not confer a deflection bonus to AC. figure out how it works. He may add poison to these traps. An Assassin may even hide while being observed. flexible material like green wood. He can build any non-magical trap on the “CR 1” trap list that doesn’t involve a pit. Use Rope. Skill Mastery (Ex): At 10th level. Move Silently. Finding a magic trap has a DC of 25 + the level of the spell used to create it. but it will dry out in an hour. and bypass it (with her party) without disarming it. or Swim. These traps have a Search DC equal to 20 + the Assassin’s level. Any weapon successfully concealed with Sleight of Hand cannot be found with divination magic. Assassins can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. if the Assassin studies an opponent to perform a Death Attack. Trapmaking: At 5th level. Trapfinding: At 5th level. While studying a target for a Death Attack. an Assassin can react to danger before his senses would normally allow him to do so. an Assassin becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. have a BAB equal to his own. A magic trap generally has a DC of 25 + the level of the spell used to create it. an Assassin gains a limited immunity to compulsion and charm effects.
the Assassin can cast contagion as a swift action spell-like ability.Improved Uncanny Dodge (Ex): An Assassin of 9th level or higher can no longer be flanked. the Assassin can cast implosion as a spell-like ability. Once chosen. the Assassin can cast summon monster VII as a spell-like ability. Exotic Method At 13th. the Assassin can cast polymorph other as a swift action spell-like ability. This poison degrades to uselessness in one week. 16th. This effect lasts 10 minutes. the character automatically gains improved uncanny dodge instead. the Assassin can cast plane shift as a spell-like ability. the Assassin can cast flesh to stone as a swift action spell-like ability. Death by a Thousand Cuts: At 17th level. he can synthesize one dose of any poison in the DMG. and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character. Killer’s Proof (Su): At 15th level. unless the attacker has at least four more levels in a class that provides sneak attack than the target. Every successful Death attack inflicts a cumulative -2 Dexterity penalty to the Assassin’s victim. • Poison of the Cockatrice: Twice per day. • Death By Plane Once per day. If he is holding an onyx worth at least 100 GP when he kills an enemy. By expending an entire healer’s kit worth of materials and an hour of time. the Assassin’s Death Attacks bypass his victim’s DR and hardness. The duration of this effect is three rounds. • Killer Faerie Arts: Twice per day. the Assassin learns to steal the souls of those he kills. These penalties last one day. If a character already has uncanny dodge (see above) from a second class. and 19th level the Assassin learns an exotic form of killing from the list below. Poisonmaster: At 11th level. this ability does not change: • Carrier: Three times per day. • Dimesional Rip:: Once per day. he may place their soul within the gem as if he has cast soul bind on them at the moment of their death. • New School: The Assassin may now choose spells known from a new school. • Proxy Assassin: Twice per day. the assassin has learned to kill even the hardiest of foes by reducing their physical form to shambles. . Killing Strike (Su): At 20th level. This defense denies another character the ability to sneak attack the character by flanking him. Mind Blank (Su): At 18th level. the Assassin is protected by a constant mind blank effect. the Assassin learns alchemic secrets for creating short-term poisons.
Listen (Wis). Intimidate (Cha). Heavy Knights. This class is designed to be hard to significantly hurt. Handle Animal (Cha). But not all of them.Knight: The Knight is found in Races of War (Frank & K). Craft (Int). Hit Die: d12 Class Skills: The Knight's class skills (and the key ability for each skill) are Climb (Str). Angels Alignment: Many Knights are Lawful. After all. Diplomacy (Cha). Starting Gold: 6d6x10 gp (210 gold) Starting Age: As Fighter. Sense Motive (Wis). Magic Knights. Therefore. they are almost exclusively recruited from the ranks of races that are highly urban in nature. Spot (Wis). and seriously hurts enemies that choose to ignore him. and additionally provides defences to allies. As such. Nobility. Ride (Dex). Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). Will: Good . they encourage the enemy to attack the person who it is hard to attack. while Knights often spend tremendous amounts of time far from civilization. You have to maintain your code of conduct. Reflex: Poor. Perform (Cha). Jump (Str). Races: Knights require a fairly social background to receive their training. Knowledge (History. a solitary creature generally has little use for honor. Saves: Fort: Poor. and Swim (Str). This covers the following N1 classes: Warriors. and Geography) (Int). but plenty of Chaotic creatures can do that too.
she may gain any Combat feat she meets the prerequisites for instead. she gains Damage Reduction of X/-. This energy resistance lasts until she spends a Swift Action to choose another Energy type or her Shield bonus is reduced. 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. Energy Resistance (Ex): A Knight may protect herself from energy types that she expects. Quick Recovery 7 Bastion of Defense. Draw Fire 8 Mettle. a Knight subscribes to honor to a degree far more than that which is strictly considered necessary by other honorable characters. Damage Reduction (Ex): A Knight trains to suffer the unbearable with chivalry and grace. or when she has struck her opponent a number of times equal to the number of attacks normally allotted her by her Base Attack Bonus. Otherwise. Indeed. and Heavy Armor. any attacks the Knight uses against the opponent during her next turn inflict an extra d6 of damage for each Knight level. Code of Conduct 2 Damage Reduction 3 Energy Resistance. This effect ends at the end of her next turn. • A Knight may not voluntarily change shape. Speak to Animals 4 Immunity to Fear. If she already has Mounted Combat. Designate Opponent (Ex): As a Swift Action. Mounted Combat: A Knight gains Mounted Combat as a bonus feat at 1st level. Mounted Combat. At 2nd level. Knightly Spirit 5 Command 6 Defend Others. Shields and Great Shields. • A Knight may not sell Magic Items. rounded down. Benefit 1 Designate Opponent. This foe must be within medium range and be able to hear the Knight's challenge. the attempt fails. even normally acceptable poisons such as blade toxins. . where X is half her Knight level. Spell Shield 9 Sacrifice 10 Knightly Order Weapon and Armor Proficiency: Knights are proficient with all simple weapons and Martial Weapons. A Knight must refuse bonuses from Aid Another actions. As a Swift Action. Code of Conduct: A Knight must fight with honor even when her opponents do not. • A Knight must refrain from the use poisons of any kind. 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. whether she is impersonating a specific creature or not. a Knight may mark an opponent as their primary foe. Knights are proficient with Light.Level. Medium. If the target creature inflicts ay damage on the Knight before the Knight's next turn. a 3rd level Knight may grant herself Energy Resistance against any energy type she chooses equal to her Knight Level plus her Shield Bonus.
Knightly Order: What is a powerful Knight without a descriptive adjective? Upon reaching 10th level. Immunity to Fear (Ex): At 4th level. Quick Recovery (Ex): If a 6th level Knight is stunned or dazed during her turn. a Knight must join or found a Knightly order. she may ignore one of the prerequisites for joining a Knightly Order prestige class. that condition ends at the end of that turn. Any ally adjacent to the Knight gains Evasion. . and she gains an ability related to the order she joins. Bastion of Defense (Ex): A 7th level Knight can defend others with great facility. Spell Shield (Ex): An 8th level Knight gains Spell Resistance of 5 + her character level.Speak to Animals (Ex): A Knight can make herself understood by beasts. a Knight becomes immune to [Fear] effects. a 4th level Knight may restore any amount of attribute damage or drain that she has suffered. A 3rd level Knight gains a bonus to any of her Ride and Handle Animal checks equal to half her Knight Level. Command: A Knight gains Command as a bonus feat at level 5. With a Swift Action. Sacrifice (Ex): As an immediate action. From this point on. In addition. becoming a member of an order has special meaning for a 10th level Knight. 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. there is no limit to how many tricks she can teach a creature. Mettle (Ex): An 8th level Knight who succeeds at a Fortitude Partial or Willpower Partial save takes no effect as if she had immunity. she may pique the interest of any mindless opponent within medium range. a 9th level Knight may make herself the target of an attack or targeted effect that targets any creature within her reach. Her steed always seems to be able to catch the thrust of anything she says. All adjacent allies except the Knight gain a +2 Dodge bonus to their Armor Class and Reflex Saves. Defend Others (Ex): A 6th level Knight may use her own body to defend others. though she does not. This Spell Resistance is increased by her shield bonus to AC if she has one. This effect ends after a number of rounds equal to the Knight's class level. Draw Fire (Ex): A 7th level Knight can exploit the weaknesses of unintelligent opponents. Knightly Spirit (Ex): As a Move Equivalent Action. and her Handle Animal checks are not penalized for attempting to get a creature to perform a trick it does not know. In addition.
Really. If a bar brawl breaks out. With its lack of emphasis on ranged weaponry. Whatever. other Monks will join in. has a non-shit AC when unarmoured. almost every sapient race has those who take up the monk's path. Androids Alignment: Monks may be of any alignment. unlike a PHB Monk. and has a natural attack that can actually hit. Hit Die: d8 . The discipline emphasizes physical strength as much as it emphasizes perceptiveness and inner strength. some Monks will try to break it up. Also they gain cool stances that allow their natural attacks to do things or make them harder to hurt. so orcs are as likely to become monks as Kuo-Toa are. This class is good at moving about. This covers the following N1 classes: Brawlers. Masked Heroes.Monk: The Monk is found in the Dungeonomicon (Frank & K). Nekomata. few of the slower races turn towards these magical combat styles. Races: Because the martial paths of a Monk embrace all manners of comportment. and halflings and dwarves rarely become monks. from Stoic Lawfulness to Boisterous Chaos. Starting Gold: 2d4x10 gp (50 gold) Starting Age: As Monk. Sinners.
suffers a -5 penalty to-hit.Class Skills: The Monk's class skills (and the key ability for each skill) are Balance (Dex). If the slam is used with other weaponry. 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. and Tumble (Dex). and adds only half his Strength modifier to damage. Jump (Str). as well any weapon defined as a special monk weapon. Reflex: Good. Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). Escape Artist (Dex). Perform (Cha). Will: Good Level. but to anticipate it. 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. Climb (Str). and has a value of +4. Hide (Dex). Wilow Step (Su): A true monk does not seek to outrun the fist. Listen (Wis). Swim (Str). 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. Profession (Wis). that enhancement bonus applies to his Armored in Life Armor Bonus. Fatal Strike (Su): A Monk has a natural weapon Slam in addition to whatever else he is capable of doing. Fighting Style 2 Rain of Flowers. such as the sai. Saves: Fort: Good. Armored in Life (Su): A Monk has a special Armor bonus whenever they are not using armor or shields that he is not proficient in. If the Monk wears armor which he is proficient in (for example: normal clothing) that has an enhancement bonus. and the triple staff. Diplomacy (Cha). the kama. . Benefit 1 Armored in Life. Move Silently (Dex). Craft (Int). he may add his Wisdom bonus (if positive) instead. Concentration (Con). Every even numbered class level. Fatal Strike. the nunchuka. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks. Spot (Wis). Knowledge (all skills individually) (Int). Sense Motive (Wis). Willow Step. the Armored in Life bonus increases by 1. Monks are not proficient with any armor or shields of any kind. As a natural slam attack. If a Monk would be allowed to add his Dexterity modifier to a Reflex Save or Armor Class. the shuriken. it becomes a secondary natural attack.
Any time a Monk inflicts non-lethal damage. • While Active. lasts one round. and is usable at will. your Fighting Style provides a +4 Dodge Bonus to AC. Activating this Fighting Style is still a Swift Action. 3. • While Active.Fighting Style (Su): At levels 1. This attack of opportunity must be a trip or disarm attempt. and 7. though their duration is normally going to be only 1 round. • While Active. the Monk gains Spell Resistance equal to 5 + his character level. a Monk's ability to jump is unbounded by his height. • While Active. In addition. a Monk of sixth level or higher may activate a Fighting Style and extend its duration to 1 round/level rather than 1 round. his soul becomes immaculate and his Spell Resistance improves to 10 + character level. • While Active. At 8th level. the DC for any jump check is divided by two. and at 16th level he masters his diamond soul and his spell resistance improves to 15 + character level. • While Active. your Fighting Style allows you to move through occupied spaces as if they were unoccupied and you provoke no attacks of opportunity for your movement. your Fighting Style allows your slam attacks to ignore hardness and DR. your Fighting Style provides a +30' Insight Bonus to your movement rate. the Monk learns a Fighting Style. Walk of a Thousand Steps: Once per day. he may elect to inflict lethal damage instead. • While Active. Each Fighting Style must have a name (see Naming Your Fighting Style below). This movement rate reduction can be healed like ability damage (treating 5' of movement as 1 point of ability damage). your Fighting Style allows you to make an attack of opportunity against any opponent who attacks you. your Fighting Style provides a +4 Dodge Bonus to Saving Throws. your Fighting Style causes your slam attack to inflict piercing damage and to inflict 2 points of Constitution damage. your Fighting Style provides any bonuses it gives to your slam attack to any attack you make with any weapon. Rain of Flowers (Su): Any time a 2nd level Monk inflicts lethal damage. • While Active. • While Active. Each Fighting style requires a Swift Action to activate. 5. Other Fighting Styles may be activated during this period. he may elect to inflict non-lethal damage instead. and provides two bonuses from the Fighting Style Abilities: Fighting Style Abilities • While Active. your Fighting Style causes your slam attack to inflict slashing damage and to reduce your opponent's movement rate by 10' every time they suffer damage from it. . Abundant Leap (Su): At 2nd level. Diamond Soul (Su): At 4th level. your Fighting Style provides you with concealment. 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. • While Active.
Instead of gaining a Master Fighting Style Ability. he may replace one of his Fighting Styles with a different Fighting Style. never accumulates any additional penalties for growing older and will never die of old age. 11. he doesn't lose a level for doing so. A creature so banished. While Active. the DC for any jump check is divided by 5. While Active. 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. While Active. Each Master Fighting Style must have a name (see Naming Your Fighting Style below). your Master Fighting Style provides total concealment. While Active. if the monk is restored to life. • • • • • • • • • Leap of the Clouds (Su): At 10th level. may not return to the plane it was banished from for a year. . but for a monk of 14th level. Outsiders suffer a -4 penalty to their saving throw. While Active. and inflicts 1d6 of fire damage per character level if it hits. you may choose two regular Fighting Style Abilties. The fire can be shot out to medium range. your Master Fighting Style allows you to shoot fire out of your hands or mouth as a standard action. and is usable at will. When a Monk gains a new Master Fighting Style. your Master Fighting Style transforms your slam attacks into Force effects that inflict Force damage. with a caster level equal to your character level. and 13. and gives you a +20' Competence bonus to your speed.Master Fighting Style (Su): At levels 9. While Active. your Master Fighting Style affects any target you strike with your slam attack with a targeted version greater dispelling with a caster level equal to your character level. lasts one round. At 12th level. your Master Fighting Style allows you to teleport yourself and everything you are physically carrying 60 feet in any direction as a free action usable once per round. your Master Fighting Style forces every creature within 10 feet of you to make a Will save (DC 10 + ½ character level + Wisdom Modifier) or become panicked for one minute. and provides two bonuses from the Master Fighting Style Abilities. your Master Fighting Style provides you the effect of an air walk spell. There is no saving throw against this effect. While Active. your Master Fighting Style causes your slam attack to inflict vile damage. Master of the Four Winds (Su): The Monk's breath of life is carried on the winds of fate. 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). requires a ranged touch attack. He no longer appears to age. Master of the Four Seasons: Time passes relentlessly in the world. your Master Fighting Style affects any opponent you successfully trip or bulrush with the violent thrust version of telekinesis. While Active. While Active. the change of seasons is as no change at all. the Monk learns a Master Fighting Style. Each Master Fighting style requires a Swift Action to activate. • • • • Master Fighting Style Abilities: While Active. your Master Fighting Style forces any creature struck by your slam attack to make a Reflex Save (DC 10 + ½ character level + Wisdom Modifier) or be helpless for one round. While Active. While Active. You are immune to Sonic damage while your Master Fighting Style is active.
your Grand Master Fighting Style forces any opponent you strike with your slam attack to make a Willpower save (DC 10 + ½ character level + Wisdom Modifier) or become feeble minded. • Instead of gaining a Grand Master Fighting Style Ability.Grand Master Fighting Style (Su): At levels 15. and is usable at will. • While Active. Other styles may be activated during this period. and provides two bonuses from the Grand Master Fighting Style Abilities. lasts one round. your Grand Master Fighting Style affects any target you strike with your slam attack with a disintegrate effect. Grand Master Fighting Style Abilities: • While Active. the Monk becomes an Outsider. the Monk learns a Grand Master Fighting Style. your Grand Master Fighting Style makes you and everything you are carrying incorporeal. . with a caster level equal to your character level (DC 10 + ½ character level + Wisdom Modifier). your slam attacks are incorporeal touch attacks. your Grand Master Fighting Style slows down time to the point where you can act twice each round. Activating this style is still a Swift Action. When a Monk gains a new Grand Master Fighting Style. • While Active. or Grand Master Fighting Style and extend its duration to 1 round/level rather than 1 round. Each Grand Master Fighting style requires a Swift Action to activate. your Grand Master Fighting Style affects every target you strike with a slam attack with the violent thrust version of telekinesis. He gains the augmented subtype of his previous type. • While Active. You recover a number of points of nonlethal damage each round equal to your character level. with a caster level equal to your character level. There is no saving throw against this effect. you do not gain an extra Swift Action during your extra actions. a Monk of 18th level or higher may activate a Fighting Style. Perfect Mastery: Once per day. he may replace one of his Fighting Styles or Master Fighting Style with a different Style of the same type. • While Active. • While Active. and immortal of legend. 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. 17. • While Active. your Grand Master Fighting Style prevents all [Teleport] effects from entering or exiting within 1 mile of your location. you may choose two Master Fighting Style Abilties. Unarmed or Slam attacks inflict regular damage. • While Active. though their duration is normally going to be only 1 round Grand Master of Flowers: At 20th level. Each Grand Master Fighting Style must have a name (see Naming Your Fighting Style below). allowing you to open a travel version of gate with a slam attack. and has Damage Reduction of 20/Epic. your Grand Master Fighting Style causes your slam attacks to reduce the spell resistance of enemies by an equal amount to the damage the slam attack inflicts. • While Active. your Grand Master Fighting Style causes you to regenerate. Master Fighting Style. • While Active. and 19. your Grand Master Fighting Style allows you to punch a hole through space and time.
Demon Noun Chart: 1. and a noun: Adjective Chart: 1. an animal. . Monkey 6. Spinning Kick 4. Turtle 7. Drunken 6. Manticore 8. Serpent 9. or choose an adjective. Technique 6. Fist 2. Fu Note from the authors: Feel free to add any adjectives. Touch 10. Crane 5. Tiger 3. There's no reason that your character's fighting style has to be called "Naked Tiger Stance" rather than "Astonished Centaur Defense". Hummingbird 10. Ox 2. Dragon 4. Hungry 3. animals. Naked 5.Naming your Fighting Style: Roll a d10. Powerful 10. Running 2. Lazy 8. Swift 9. or nouns that you want. Dance 8. Fortunate 7. Attack 5. Angry 4. Style 7. Movement 9. Enlightened Animal Chart: 1. Stance 3.
and Tumble (Dex). plus one masterwork weapon Starting Age: As Fighter. though there is no reason that they have to actually be Lawful. making many attacks of opportunity. Climb (Str). Ninja. Berserkers. Swim (Str). Nekomata Alignment: The Samurai can be of any alignment. Knowledge (all skills individually) (Int). Starting Gold: 4d6x10 gp (140 gold). Profession (Wis). Hit Die: d8 Class Skills: The Samurai's class skills (and the key ability for each skill) are Balance (Dex). This covers the following N1 classes: Samurai. Will: Good . Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). Races: The Samurai is primarily found in societies where the law of the land is held in primacy over other things. Saves: Fort: Poor. Perform (Cha). Lawful races bear the vast majority of Samurai. Vampires. Escape Artist (Dex). Jump (Str). Diplomacy (Cha). This class is great at scoring critical hits. Sense Motive (Wis). Hide (Dex).Samurai The Samurai is found in Races of War (Frank & K). Move Silently (Dex). and iaijutsuing people in half. So while a Samurai himself does not have to be Lawful. Reflex: Poor. Craft (Int). Listen (Wis). Concentration (Con). All of them must maintain the veneer of honor and civility.
He must perform a 24 hour ritual to call his ancestral spirits into the weapon and designate it as his Ancestral Weapon. a figure of temporal power and head of a noble family or clan. Whether it is the Spiked Chain of the Hobgoblin Khanate of Khadun or the Katana of the Human Empire of Rokugan. Samurai are proficient with Light and Medium Armor. -The Ancestral weapon has double HPs and +10 Hardness. sword saints. he cannot be forced to act against his Lord or Lord's family by mind-affecting effects. or simply "master swordsman" or other descriptive title. 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. the weapon serves as a symbol of the office and prowess of the Samurai. but not with shields of any kind. Samurai without a Lord receive a +4 bonus against mind-affecting effects. A samurai can only have one weapon designated as his Ancestral Weapon at a time. Benefit 1 Ancestral Weaponry. and has the Ghost Touch special property. as well as a single Exotic weapon appropriate to the Samurai's tradition. while samurai who have never been pledged to a lord or are unwilling to do so are weaponmasters called kensai. and this weapon must be a masterwork weapon exalted by the Samurai's warrior culture.Level. Pledge of Loyalty: Samurai pledge their loyalty to a Lord. Ancestral Weaponry: Every culture with a Samurai tradition has a signature weapon that Samurai from that culture use. and once performed grants the following abilities: -Counts as his Ancestral Weapon for all Samurai abilities. -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). Regardless of their name. they must follow this Lord's orders and uphold any Code of Conduct the Lord obeys. 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. This ritual costs 100 gp in incense and offerings. As long as a Samurai does these two things. . To retain this Lord.
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. Blindfighting: A Samurai gains Blindfighting as a bonus feat at 6th level. he may choose another [Combat] Feat instead. A samurai can also seek guidance from other peoples' ancestors if they are available. This effect can also pierce [force] effects. he can also destroy unattended objects of any Hardness with a successful Ancestral weapon attack. Terrible Blows (Su): At 6th level. He may use this ability a number of times per day equal to his half his Samurai level +2.Horde Breaker: A Samurai gains Horde Breaker as a bonus feat at 2nd level. a Samurai's Ancestral Weapon bypasses Damage Reduction and ignores Hardness. This ability cannot be used on Attacks of Opportunity. a Samurai may use his Ancestral Weapon to parry magic targeted at him. the effect does not affect him. Iaijutsu (Ex): When a 7th level Samurai has the Edge on an opponent. but only if he meets the prerequisites of that feat. Subtle Cut A Samurai gains Subtle Cut as a bonus feat at 9th level. Ancestral Guidance(Sp): At 5th level. Parry Magic (Su): At 8th level. the Samurai may attack enemies within his reach through objects and walls. If the Samurai already has this feat. his Ancestral Weapon automatically destroying any unattended object or wall in the way with a Hardness less than 20. As a result. This counts as a commune effect that can be used once a day. If the Samurai already has this feat. Kiai! (Ex): At 3rd level. he may take an attack of opportunity against that opponent as an immediate action at any time. he may choose a [Combat] Feat instead. a Samurai may seek guidance from his ancestors. Whirlwind Attack: A Samurai gains Whirlwind Attack as a bonus feat at 4th level. If he can make an attack roll against an AC equal to the spell or effect's DC with this Attack of Opportunity. Blade of Devastation (Su) At 10th level. he may take an Attacks of Opportunity against the targeted effect. . This works like a speak with dead effect that may be used once per day. he may choose a [Combat] Feat instead. Iaijutsu Focus (Ex): At 11th level. When the Samurai is targeted by a spell or supernatural ability. but only if he meets the prerequisites of that feat. but only if he meets the prerequisites of that feat. enemies do not gain cover bonuses against an attacking Samurai. This ability is a free action that is declared after the strike is rolled and confirmed as a hit. As a standard action. a Samurai may convert a successful strike into a confirmed critical hit. If the Samurai already has this feat. but before damage is rolled. or dispel up to a 10' by 10' section of a [force] effect.
Final Cut(Ex): At 14th level. Deny Caster Defenses (Ex): At 13th level. the Samurai gains a single bonus use of his Kiai! ability that must be used before the next sunrise. even if it is not a slashing weapon. If he spends one month composing this treatise. Scrolls of Wisdom: At 20th level. In addition. any Attack of opportunity made by the Samurai is automatically a confirmed critical hit. Anyone who reads this treatise gains a +2 competence bonus to attack characters with Samurai levels. resurrected. 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. and he may compose a treatise of his collected wisdom. 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. Blade of Souls: At 17th level. 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. . as per a spell turning effect. Iaijutsu Grandmaster (Ex): At 19th level.Cut Magic (Su): At 12th 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). Iaijatsu Master(Ex) : At 15th level. a Samurai attacking with his Ancestral Weapon ignores any AC bonuses on his targets that come from spells or spell-like abilities. but a -8 penalty to attack the writer of the treatise. Each time the Ancestral Weapon takes a soul. a Samurai attacking with his Ancestral Weapon ignores any AC bonuses on his targets that come from armor or natural armor. a Samurai's Ancestral Weapon gains the Vorpal Special quality. This attack is handled like the Samurai's Parry Magic ability. the Samurai has reached the pinnacle of his art. Deny Armor(Su): At 18th level. any enemy struck by a Samurai's Attacks of Opportunity must make a Fortitude save against a DC equal to 10 + half the Samurai's HD +the Samurai's Wisdom bonus or be dazed for one round. any enemy killed by a Samurai's Ancestral Weapon has his soul sucked into it. a Samurai who writes his treatise no longer takes ability penalties for aging as long as one copy of the treatise exists. Reflect Magic(Su) : At 16th level. he may distribute it and spread his wisdom.
Jester The Jester is found in Dungeonomicon (Frank & K). and Use Magic Device (Cha). Craft (Int). Concentration (Con). Climb (Str). Gather Information (Cha). Jump (Str). They gain skill points. Profession (Wis). Empusae. Sleight of Hand (Dex). quirky combat and evasive abilities. Spellcraft (Int). Hide (Dex). a little Sneak Attack damage. Swim (Str). Diplomacy (Cha). Perform (Cha). This covers the following N1 classes: Thieves. Starting Gold: 6d4x10 gp (150 gold) Starting Age: As Rogue. Skills/Level: 6 + Intelligence Bonus . Tumble (Dex). Hit Die: d6 Class Skills: The Jester’s skills (and the key ability for each skill) are Balance (Dex). Intimidate (Cha). Search (Int). ways to debilitate foes. Disable Device (Int). This class is a little bit like a Bard. Sense Motive (Wis). Marionettes Translation of note written: “Boobies” Alignment: A Jester may be of any non-Lawful alignment. Bluff (Cha). Disguise (Cha). Masked Heroes. Listen (Wis). Spot (Wis). except useful. Move Silently (Dex). and limited spell-casting. Races: Jesters appear in all cultures and all races have need of buffoons.
Spellcasting 2 Laugh It Off 3 +1d6 Sneak Attack. Saves: Fort: Poor. A Jester is proficient with no weapons. At 2nd level. apply. Power Slide 4 Jester’s Fient 5 Cruel Comment 6 +2d6 sneak Attack 7 Sight Gag 8 Low Comedy. masked. Ignore Components: A Jester may cast spells from the Jester list without using material components. Ignore Components. Harlequin’s Mask (Ex): As long as a Jester’s face is painted. Poison Use. perhaps especially. provided that spell slots of an appropriate level are still available. Reflex: Good. Benefit 1 Harlequin’s Mask. Will: Poor Level.BAB: Medium (3/4). he is immune to compulsion effects. Poison Use (Ex): A Jester may prepare. Laugh It Off (Ex): Fate protects fools and little children. Even. 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. or adorned in the manner of a harlequin or other comedic figure. A Jester automatically knows every spell on his spell list. and use poison without any chance of poisoning himself. This has no effect on any spells that a Jester casts from any other spell-list. Spellcasting: The Jester is an Arcane Spellcaster with the same spells per day progression as a Bard. he must have a Charisma at least equal to 10 + the Spell level. regardless of whether they are costly or not. The DC of the Jester's spells is Charisma based and the bonus spells are Charisma based. a Jester may add his Charisma modifier as a morale bonus to his saves. A Jester casts spells from the Jester Spell List (below). . To cast a Jester spell. 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 Jesters certainly adopt the role of fools. He can cast any spell he knows without preparing them ahead of time. improvised weapons may be used without the usual -4 penalty.
Cruel Comment (Ex) At 5th level. Slapstick (Ex): At 8th level. or other cast-off materials that fit the requirement of being brightly colored. his sneak attacks inflict 1 extra d6 of damage. . As a swift action. If there is not enough space for him to move. This effect lasts 3 rounds. If he passes through an occupied square. He is moved away from the source of damage by 5' for every 5 points of damage (or part there of) negated in this way. If the target fails this check. 13. thereby lessening the impact. At 3rd level. At a swift action. 10’. and it does not increase the spell’s level or slot used. Low Comedy (Ex): By using this ability. Jester’s Feint (Ex): At 4th level. 11. pieces of cloth or scarves. he may allow herself to be flung backwards . but only if he casts them as full-round actions. but only if he is constructing weapons or traps. This ability only works with spells on the Jester list. and all other checks. He may make a Balance check with a DC equal to the damage inflicted and if she succeeds. Sneak Attack (Ex): At 3rd level. Wealthy. This is a language-dependant ability. and 19. This is a skill check. saves. he suffers only half damage. the Jester would have to make a tumble check to avoid attacks of opportunity. the Jester has learned to say extremely funny but hurtful things about others. so abilities such as Evasion do not apply. If this ability is gained from another class. If it succeeds. he suffers a d6 of damage for each square not moved. Using this ability is an attack action and counts as a thrown weapon. the enemy is denied his Dex bonus for the Jester’s next attack. the Jester can make a Bluff check opposed by the target’s level plus Charisma check. or foolish Jesters sometime used coins or gems. 17. 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. and this increases by 1d6 at levels 6. The penalty can be restored to its normal value with 10 minutes and a bar of soap. a Jester of 8th level or higher can double the armor check penalty of an opponent within 50 feet that he hits with a ranged touch attack. not a Saving Throw. fruit. while others use colored balls. the Jester may apply the Silent Spell and Still Spell metamagics spontaneously to his spells. 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’. 9. a Jester gains the ability to make sneak attacks as a rogue would. Some Jesters use objects with magical or alchemic effects that act in an enemy’s square to use with this ability. a Jester learns to shock and unnerve his enemies by throwing unexpected objects at them. any successful sneak attack also inflict a -2 Dex penalty to an enemy for one round. a 10th level Jester may use fabricate or major creation as a spell-like ability. desperate. Sight Gag: At 7th level. he suffers a -4 to attack rolls.Power Slide (Ex): If a 3rd level Jester takes damage from an attack. or 15’ at her choice). 15. Jack-in-the-Box King (Sp): Twice per day.
Temporal Stasis. Tasha's Uncontrollable Hideous Laughter. Last Trick (Su): At 18th level. Rope Trick. Glitterdust. Jesters must learn to avoid the curses and transformations of enemies with a sense of humor. 1stLevel: Fire Trap. one of his spells known is cast as if it were spell in a contingency effect. If successful. Shrink Item. the Jester can make a free Trip attack that does not provoke an Attack of Opportunity. Touch of Idiocy. Tree Shape. Misdirection. Detect Poison. Prat Fall (Ex): At 16th level. Ventriloquism. Screen. This is a mindeffecting fear effect. 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. Sword of Deception. Detect Magic. Rage. 4th Level: Globe of Invulnerability. Symbol of Stunning. Jester Spells: 0th Level: Alarm. Minor Globe of Invulnerability. Insanity. 2nd Level: Baleful Transposition. this check causes the enemy to suffer the panicked condition for a round per Jester level. 5th Level: Bigby's Interposing Hand. Any time the Jester is killed or knocked unconscious. Greater Glyph of Warding. he does not age and is under the effects of a mind blank effect. Symbol of Weakness. Unluck. Telekinesis. Repulsion. Explosive Runes. Servant Horde. The Jester may not be tripped if this fails. sepia snake sigil. Annoy the Gods (Su): As world-class pranksters. Persistent Image. Unseen Servant. While meeting the requirements of his Harlequin’s Mask ability. the Jester can turn even his death into a joke. Magic Mouth. Eternal Trickster (Ex) At 20th level. Wood Rot. 6th Level: Creeping Doom. Reduce Person. . This ability cannot be used on any one enemy more than once a round. Modify Memory. Refuge. Symbol of Sleep. Grease. Eyebite. Pyrotechnics. 3rd Level: Feeblemind. Mordenkainen's Faithful Hound. so long as he meets the requirements of his Harlequin’s face ability. the effect is removed.Killer Clown (Ex): At 12th level. Glyph of Warding. Symbol of Insanity. any time a Jester strikes an enemy with a sneak attack. Nightmare. Sleet Storm. Energy Immunity. Insect Plague. and it may be used with ranged sneak attacks. Teleport Trap. the Jester can become a personification of the Laughing God Who has No Temples. the Jester can make a special Intimidate check as a move action. Secret Page. The Jester may substitute his Dexterity modifier for his Strength modifier for the opposed test to trip his foe.
Disguise (Cha). Concentration (Con). Craft (Int). But they don't have to be. Survival (Wis). Empusa Alignment: Fire is a destructive force. Listen (Wis). Will: Good . Starting Gold: 6d6x10 gp (210 gold) Starting Age: As Rogue. Ride (Dex). Intimidate (Cha). Climb (Str). Red Skull. Jump (Str). Magic Knight. Spellcraft (Int). Thanks go to Frank Trollman. Escape Artist (Dex). Ghost. Move Silently (Dex). Search (Int). and still remain relevant in the game. Profession (-). Races: Fire Mages appear in all races. Hit Die: d8 Class Skills: The Fire Mage's class skills (and the key ability for each skill) are Bluff (Cha). Magician.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. Reflex: Good. Vampire. This covers the following N1 classes: Red Mage. Recommended for those who like to set people on fire. though significant portions of many races live in areas where being a Fire Mage is illegal. and Use Rope (Dex). Saves: Fort: Good. Handle Animal (Cha). Skills/Level: 4 + Intelligence Bonus BAB: Medium (as Cleric). and a lot of Fire Mages are Chaotic. Spot (Wis).
Benefit 1 Fire Resistance.Level. Fire Bolts. In addition. p. with an allowed Reflex Save for half (DC 10 + ½ Level + Charisma Modifier). 303). Fire Bolts (Sp): A Fire Mage can throw bolts of fire as an attack action. A Fire Bolt tavels out to short range. whether with his class abilities or another source of fire. and all sizes and varieties of scimitar (including falchions). This ability can be used out to Medium range. striking all creatures and objects within 10' of his position except himself. and inflicts 1d6 of Fire damage per level. the Fire Mage ignores the first 5 points of Fire Resistance that a target has. Fire Burst. hardness. Firewalk 12 Bonds of Fire 13 Fire Clouds 14 Searing Light. A creature on fire suffers 1d6 of Fire damage per round (the Mage's Impress Flames ability applies to each round of course). Fire Magic 2 Ignite 3 Piercing Flames. This burst of flames inflicts 1d6 of fire damage. all martial axes. Ray of Light 15 Sending. Fire Burst (Sp): As a standard action. Hand of Fire 4 Fire Immunity. Fire Mages are proficient with light armor but not with shields of any kind. Rain of Fire Weapon and Armor Proficiency: Fire Mages are proficient with all simple weapons. Impress Flames (Ex): Every time a Fire Mage inflicts Fire damage on any target. No more than ½ of the damage inflicted by his fire damage can be negated by hardness or immunity or resistance to Fire. Smokeless Flame 5 Fireballs 6 Mindfire 7 Visions of Flame 8 Soul of Cinders 9 Sculpt Flames 10 Conflagration 11 Beacon. Fire Magic (Ex): A Fire Mage is considered to have every spell with the Fire Descriptor on his spell list for the purpose of activating magic items. Impress Flames. and Immunity. . a Fire Mage's Fire cuts through Fire Resistance. A Fire Bolt strikes its target with a ranged touch attack. a Fire Mage can emit a burst of flame from his body. a 2nd level Fire Mage can cause any creature or object to burst into flame. Fire Resistance (Ex): A Fire Mage has a Resistance to Fire equal to twice his level. as well as the whip. and it always hits. Ignite (Sp): As a standard action. whichever is less. he inflicts an amount of extra Fire Damage equal to his class level or his Charisma modifier. Piercing Flames (Ex): From 3rd level on. and the creature can attempt to put itself out with a DC 15 Reflex save (see the DMG.
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.
the Snowscaper may bind someone or something up with ice. wherever it may be. and. in as wide or as small an area as you want (within the radius). Freeze (Su): At level 6. allowing her to do more and more things. Treat as a non-mind-affecting Hold Monster with a Reflex save. are linked and can be linked. the Snowscaper does not fear cold. A Blizzard is a short-range Cone. the Snowscaper may create 100 lbs of ice per character level within medium range. Icebeam (Su): The Snowscaper's mastery of coldfire has expanded to allow her to fire a ray of it. The largest angle at which the Snowscaper can travel upwards is 45 degrees (as per Air Walk). Long-range ray as a standard action. chooses one of her other mirrors. Create More Ice (Su): At level 7. the Snowscaper’s creation abilities are getting better. If a permanency spell is cast on a Never-melt Ice item. That is to say. Skate In Air (Su): At level 7. Only two surfaces may be linked as such at a time. restricting ice—as much as she can make with Create Ice--encumbering them with the weight. 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). Mirror Mirror on the Wall (Su): All of the Snowscaper’s ice creations come from the Plane of Ice.Cold Immunity (Su): At level 4. At level 9. with a Reflex save for half the weight. the Snowscaper may it snow in a medium-range radius. and goes up a foot every round until you tell it to stop. Wall of Ice (Sp): At level 8. Let It Snow (Su): As a standard action. the Snowscaper may now skate through the air by creating a sheet of ice to travel across. the Snowscaper stands in front of a mirror. the Snowscaper’s ice creations are immune to all fire and won’t melt unless the Snowscaper allows it or the Snowscaper dies. She may now make three separate objects per character level. Never-melt Ice (Su): At level 6. it will endure even beyond the snowscaper's death. Anyone or anything present on the other side can likewise see and communicate through their mirror. as such. She may spend a standard action to attempt to wrap someone in heavy. . 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. and then may see out the other mirror as if looking through a window. and is immune to it. 1d6 Cold Damage per character level. the Snowscaper gains Wall of Ice as an at-will spell-like ability. It starts off with a foot of snow. It does 1d6 Cold damage per character level. a Snowscaper has gained enough mastery to link any two smooth reflective surfaces made from her ice like a window as standard action. and also does 1d6 Slashing and Piercing damage/three character levels. Encumber (Su): At level 4.
and (1/3 Character Level + Cha Modifier) in Slashing and Piercing damage. It is not advisable to let go of the chain when you're halfway through the mirror.000 lbs of ice per character level as full-round action. When she first gets this ability. It can be created within long range. Others may also come. Animate Snow (Sp): At level 11. the wintery conditions she creates do not melt normally and last until she relents and lets them thaw away. Unlike most of her creations. this is not Never-melt Ice. The Snowscaper may now plunge an area into winter. or until she is killed. but must be created on the ground. at will. as long they form a chain by holding hands and the first person through is the Snowscaper. Create Tons of Ice (Su): At level 12. stepping through an open door. she may create large amounts of snow and icicles and all that. This can have effects like Let it Snow and Ground Freeze. because now your body parts will be separated by the distance between the mirrors. She may create a blizzard which is a Medium-ranged Cone. At level 17. the Snowscaper may use Animate Snow.Through the Looking Glass (Su): At level 9. out to Long Range. At character level 15. as the spell. or falling down a hole. It inflicts (Character Level + Cha Modifier)d6 in Cold damage. Wintersmith (Su): At level 13. the Snowscaper can create 1. she may do it as far as she can see. a Snowscaper using her Mirror Mirror On The Wall ability may pass through the mirrors as easily as climbing through a window. The Great Blizzard of '52 (Sp): The Snowscaper's blizzards are now of legendary proportions. for one day per character level. .
and those manipulations are Dexterity based. Listen. Jump. But they are also a heavy user of ranged attacks. Sense Motive. But Wind users suggest that all magic is equally powerful. Hide. Craft. Diplomacy. but that since theirs is the only one you can't see coming. Green Skull.Green Mage Green Mags use the power of Wind. that perhaps you should fear it most of all. Vampire. Starting Age: As Sorcerer Starting Equipment: 5d4x10gp Alignment: Green Mages favor secrecy and conniving. This covers the following N1 classes: Green Mage. Sleight of Hand. Hit Die: d8 Base Attack Bonus: Medium (as Rogue) Good Saving Throws: Reflex and Will Skill Points: 4+Int Class Skills: Balance. Many people think this element is "weak" or "childish" compared to the more visible powers of Fire and Ice. so can they. But since the game rants extensively on how conniving can be Lawful or Chaotic. Use Magic Device. Survival. Ghost. Spot. Thanks go to Frank Trollman. Knowledge (Any). Concentration. Playing a Green Mage: The Green Mage is a user of magic. Heal. Green Mages have a strong tendency to use staves. Alraune . Magic Knight. Climb. Search. Bluff. Move Silently. Magician. and that magic is based on Charisma.
Wind Resistance. she treats wind as being one step less intense. Pin Drops 8: Slow. Wind Tunnel 10: Gaseous Form. the Green Mage can make a touch attack that inflicts 1d6 of Electricity damage per level. Whirlwind Weapon and Armor Proficiency: Green Mages are proficient with Simple Weapons. Weather Control 12: Animate Air. Silence 7: Scary Noises. Shocking Grasp (Su): A 2nd level Green Mage can shock people with a touch. Secrets on the Wind 9: Chain Lightning. The Green Mage can use her Dexterity modifier instead of her Strength modifier on her attack roll. A Shocking Grasp attack can be made with a staff. Message (Sp): A Green Mage can cast message at will. As a melee attack action. Ghost Sound. A Wind Blast travels out to short range. Wind Blast (Sp): A Green Mage can throw blasts of wind as an attack action. . A Wind Blast strikes its target with a ranged touch attack. and inflicts 1d4 of Sonic damage per level. Sending 11: Speed of the Wind. In addition. Air Magic 2: Gust of Wind. A Green Mage's caster level is always equal to her character level. Calming Voice 15: Storm of Vengeance. Abilities: 1: Wind Blast. Windwalk 13: Control Winds 14: Breath of Life. Shocking Grasp 3: Wall of Air. Whispering Winds 4: More Resistance. Gust of Wind (Sp): A 2nd level Green Mage can cast Gust of Wind as a standard action. Wind Resistance (Ex): A Green Mage has resistance to Sonic and Electricity equal to her level. Clairaudience 5: Air Walk 6: Thunder Clap. A Green Mage's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. Ghost Sound (Sp): A Green Mage can use ghost sound at will. 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. at will. 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.Level.
Air Walk (Su): From 5th level on. At 11th level. Those creatures that fail their save are knocked prone and deafened for 1 round/level. It is a 20 foot radius burst. she may not use t again for 10 rounds. Gaseous Form (Sp): A 10th level Green Mage can use gaseous form at will. Wind Tunnel (Sp): At 9th level. Once she has used it. as per silence. If she creates a new wall while she is already at her maximum. Chain Lightning (Sp): A 9th level Green Mage can use chain lightning as a standard action. Gaseous Form used by a Green Mage is permanent until dismissed. Silence (Sp): A 6th level Green Mage can create a zone of silence. Whispering Winds (Sp): A 3rd level Green Mage can use whispering winds at will. Pin Drop (Ex): A 7th level Green Mage gains a bonus to her Listen checks equal to her ranks in Listen. at will. . The Thunder Clap can be created within Medium range. a Green Mage can create a tremendous clap of thunder that damages and deafens. The Save DC of any of her effects is DC 10 + ½ Level + Charisma Modifier. The Green Mage can only have one such zone active for every three full levels she has attained. one wall of her choice dissipates. Also her Sonic Resistance improves to twice her level. Unlike a normal scrying. doing an extra d8 of damage and having a radius of 30 feet. Thunder Clap (Sp): At 6th level. but instead can hear from that area as if sh was there herself. and it inflicts 1d8 + 1d8/2 levels in Sonic Damage (Fortitude save partial for half damage). the Green Mage cannot see through to the target. There is no literal sensor in this case. the Wind Mage may make her Thunder Clap larger. Scary Noises (Sp): A 7th level Green Mage can use fear as a spell-like ability. She can use clairvoyance/clairaudience at will as a free action. the scrying is entirely passive. Secrets on the Wind (Sp): An 8th level Green Mage can scry at will with a minute's concentration. as a standard action.Wall of Air (Sp): A 3rd level Green Mage can create a wall of air at will. Slow (Sp): A Green Mage of 8th level can cast slow as a Swift Action at will. Scary Noises is a [Sonic] ability. a Green Mage can hear things at great distances. a Green Mage constantly benefits from air walk. but only the audio version. and Green Mages often use it to bottle captured enemies. and if she creates a new one when she already has her maximum she chooses one to be dispelled. Clairaudience (Sp): At 4th level. More Resistance (Ex): At 4th level a Green Mage may personally ignore Wind Effects. The Green Mage can only have 1 such wall in existence at a time for every three whole levels she has. a Green Mage may invoke wind tunnel (Spell Compendium) once per day as a Swift Action.
she essentially creates a Huge Air Elemental that follows her orders. This ability can only be invoked once per hour. She can only have one at a time. At 16th level. . Weather Control (Sp): An 11th level Green Mage can control the weather every day. her Elemental can be made as a Greater Elemental instead. Speed of the Wind (Sp): An 11th level Green Mage can use haste as a Swift Action once per hour. Breath of Life (Sp): A 14th level Green Mage can raise the dead a number of times per day equal to her Charisma modifier. Wind Walk (Sp): A 12th level Green Mage can invoke or terminate wind walk at will as a Swift Action. the old one dissipates. Calming Voice (Sp): Once per hour. a Green Mage can animate the very air. At 20th level. a 15th level Green Mage can invoke a Storm of Vengeance as per the Druid spell of the same name. Storm of Vengeance (Sp): Once per hour. it can be an Elder Elemental. 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. By spending a Standard Action.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. Whirlwind (Sp): A 15th level Green Mage can use whirlwind or greater whirlwind (Spell Compendium) at will. She can only create one an hour in any case. Animate Air (Sp): At 12th level.
Draining Light 7: Dimension Door 8: Flashburst. These abilities help them become creepier and more in to crazy space stuff. Star Magic.Star Mage Star Mages use the inexplicable elemental magic of "Star. Dimension Hop 4: Silent Image. Heal. Hit Die: d6 Base Attack Bonus: Poor (as Wizard) Good Saving Throws: Will Skill Points: 2+Int Class Skills: Concentration. Playing a Star Mage: The Star Mage is a user of magic. Android Level. Thanks go to Frank Trollman. Geomancer. This covers the following N1 classes: Star Mage. Magic Knight." It is the harsh light of space and also that which existed before matter. 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. Star Skull. 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. Star Mages also have access to a number of secondary abilities that revolve around Wisdom. . Spot. Magician. Survival. and that magic is based on Intelligence. The great sages of the Star Mages say that it will persist long after matter itself is a distant memory. Star Mages are distant and anti-social compared with other mages. Sense Motive. Wrath of the Heavens 5: Cryptic Demands. End of Sight 6: Contact Other Plane. Tenuous Sanity. Light. Ray of Light 2: Attune Form. Day Break 3: Searing Light. Star Mages have a strong tendency to use staves. Jump. Knowledge (Any). Use Magic Device. A Star Mage's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. Armour Break. Diplomacy. Search. Craft. Abilities: 1: Baleful Glare. Starting Age: As Wizard Starting Equipment: 5d4x10gp Alignment: Star Mages are totally inscrutable and come from every alignment. Delaying Light 9: End of Life 10: Aid From Beyond.
Each light source is otherwise permanent. Silent Image (Sp): Beginning at 4th level. Also they are immune to the confused and dazed conditions. one light source of her choice winks out. the Star Mage is a Wizard. For purposes of activating magic items. Armor Break (Sp): A 2nd level Star Mage can phase a target's armor away. The Star Mage's Save DCs on any of their Spell Like and Supernatural abilities is 10 + 1/2 Level + Intelligence Modifier. Light (Sp): The Star Mage can use Dancing Lights and Glowing Orb at will. End of Sight (Sp): A 5th level Star Mage can create a 20' radius burst of light anywhere out to Medium range. this can be done as a Swift action. the Star Mage can make one target creature within Short Range glow as per fairie fire for one turn. Searing Light (Sp): From 3rd level on. Their Caster level must be no worse than 1 less than the Sanity DC of the plane to be contacted. whether from damage. a Star Mage can use silent image at-will. The Baleful Glare always hits and has a Medium range. . drain. Also. From 6th level on. Dimension Hop (Sp): A 3rd level Star Mage can teleport themselves as per a greater dimension door (Spell Compendium) effect that was always on (with themselves as the only target). Day Break (Sp): A 2nd level Star Mage can awaken any sleeping creature within short range as a move action. +1 damage/level. Attune Form (Sp): A 2nd level Star Mage can cast attune form at will. they can use Knowledge (Planes) in lieu of Diplomacy when dealing with Elementals and Outsiders. Ray of Light (Sp:) A Star Mage can use ray of light (Spell Compendium) as a standard action atwill.Baleful Glare (Sp): The Star Mage can as a standard action blast a target with inerrant light that sears them to their core. or other effects. Any creatures within the burst must make a Fortitude save or be blinded for 2d8 rounds. 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 Star Mage can cast searing light as an attack action. Tennuous Sanity (Ex): A 6th level Star Mage does not lose mental stats. all attacks against them are resolved as touch attacks. The Glowing Orbs do not require glass spheres to be provided for them. they may target a number of enemies with it equal to their level. The Star Mage can have a number of total light sources sustained equal to her Wisdom Modifier. Cryptic Demands (Ex): A 5th level Star Mage can use their Intelligence modifier in place of their Charisma for purposes of Minions. The target can make a Fortitude Save Partial to halve the damage. Wrath of the Heavens (Sp): When a 4th level Star Mage uses Baleful Glare. It inflicts d8 + Wisdom Modifier damage. As a standard action. Star Magic (Ex): The Star Mage is an Intelligence based spellcaster. If she creates another one when she has the maximum number. During that period.
All creatures (even undead and constructs) within that area must make a Fortitude Save or Die. This is a [Death] effect. Gateway (Sp:) At 12th level. they still suffer 1d8/2 levels in damage. Prismatic Spray (Sp:) A 14th level. a Star Mage can use prismatic spray at will.Draining Light From 6th level on. The Star Mage chooses a spot within long range and a column 40' in radius and 120' high erupts in doom. any target who fails their save against the Star Mage's Baleful Glare also suffers 4 points of Strength Damage. Flashburst (Sp): An 8th level Star Mage can use flashburst (Spell Compendium) at will. Delaying Light: From 8th level on. causing the very ultimate of termini to be unleashed upon those underneath its dread regard. Those who pass their save merely suffer 1d6/level in damage. any creature so transported can be returned to the point they were before the vortex opened with a Swift Action. . At the Star Mage's option. The target makes a Fortitude save. a 9th level Star Mage can target an enemy within medium range and cause them to die. End of Life (Sp:) As a standard action. and if they fail they are dead. Aid from Beyond (Sp:) Once per day. The far realm beast has a CR lower than the star mage's level. a Star Mage can open up the portal version of gate a number of times per day equal to her Wisdom modifier. Resist Break (Ex:) From 10th level onwards. End of Hope (Sp:) A 13th level Star Mage can open up a vortex within Long Range that transports all creatures within a 30' burst from its center to the far reaches of the multiverse. 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 Time (Sp:) A 15th level Star Mage can open up a rift to the very end of everything. Creatures are entitled to a Will Save to avoid being banished to a plane of the Star Mage's choice. Dimension Door (Sp): A 7th level Star Mage can cast dimension door at will. a 10th level Star Mage can summon a rampaging monster from the far realm. True Seeing (Sp:) An 11th level Star Mage benefits from true seeing at all times. any target who fails their save against the Star Mage's Baleful Glare is also slowed for 1 round. Even if they survive. It fights her enemies and breaks stuff for an hour and then vanishes.
but sometimes a person just rips open a portal through their soul and runs with it. These are known as White Mages. with the exception of undead. They’re balanced around the idea that healing is fundamentally action denial. and their single-minded focus on channeling positive energy allows them to exceed even the most devoted priests in that regard. Playing a White Mage: White Mages are specifically designed to let people actually play a character whose primary job is healing. due to their connection to planes such as Elysium and Ysgard. Races: Every group of humanoids has individuals who walk the path of healing. focus. tomb-tainted and creatures like xeg-ya which are powered by or made of negative energy. and some of them become White Mages. and look all shiny. and the baseline comparison for what a 5th-level White Mage does is casting hold person on whatever comes along. Cheerleader . They mostly fire off Healing and occasional Abjuration spells all over the place. every side has use for people who can heal.White Mage The Positive Energy Plane is the source of all life. Alignment: White Mages’ powers come directly from positive energy. Empusa. White Mages use their powers to reverse or prevent afflictions. so their alignment tendencies depend on how negative energy is treated. That said. as are the occasional genasi tied to positivealigned planes. and channeling its power heals and restores the living. Thanks go to Quantumboost. Normally channeling its power to focused effect is the providence of very skilled necromancers and devotees of the gods after great training. Offspring of celestials are more likely to become white mages than most people. Lucky Doll. and experience. Ghost. Lucky Idol. and white mages can be of any alignment if they really try. Angel. even if you use The Crawling Darkness (an evil White Mage in that case would just have to be an incredible bastard). Occasionally there may be [Light] spells involved. The same is true of most monsters that get class levels. This covers the following N1 classes: Cleric/Priest. but usually only when the White Mage is solo.
Armored Casting. Will: Good Level. Concentration (Con). as well as the warhammer. Planar Immunity (sleep) 3 Instant Ward. Advanced Learning 18 Still Alive 19 Reraise at will. Advanced Learning 10 Brilliance (Maximize). Spellcraft (Int). Heal (Wis). For the purposes of these abilities. Equilibrium (positive energy). thirst). even if using the variant rules in Tome of Necromancy. Sense Motive (Wis). Planar Immunity (paralysis. the sap. Jump (Str). Lifesense (blindsight 40 ft. Ride (Dex). Listen (Wis). Search (Int).). Reach).Sidebar: Healing Spells Some of the White Mage’s abilities are described as applying to “(Healing)” spells. Advanced Learning 4 Status Check. Hit die: d8 Class skills: Bluff (Cha). Climb (Str). Brilliance (Heighten) 9 Planar Immunity (disease. we suggest simply relocating the Healing subschool to Necromancy. Advanced Learning 20 Aspect of the Wolverine Weapon and Armor Proficiency: White Mages are proficient with all simple weapons. Starting Gold: 6d6x10 gp (210 gold) Starting Age: As Rogue. Inner Fire. Handle Animal (Cha). Brilliance (uncapped level bonuses. These are any spells which are listed as being of the Conjuration (Healing) subschool. Turn Undead 2 Brilliance (Chain). In Darkest Night. Benefit 1 Spellcasting. Advanced Learning 6 Friggin’ Lasers. hunger. False Divinity 7 Flashes of Light. Planar Aura (minor positive-dominant) 13 Reraise 3/day. Craft (Int). Knowledge (any) (Int). fear).) 11 Improved Mettle. poison. Magic Hands. Diplomacy (Cha). Advanced Learning 14 Planar Bubble 15 Planar Aura (major positive-dominant). In Brightest Day. and Spot (Wis) Skills/Level: 4 + Intelligence Bonus BAB: Medium (3/4). Advanced Learning 16 Reraise 5/day 17 Instant Brilliance. Brilliance (Empower) 5 Lifesense (blindsense 40 ft. Lifesense (blindsight 120 ft. Equilibrium (negative energy). . and the sandvich. Move Silently (Dex). White Mages are proficient with light armor but not with shields of any kind. Mettle. Profession (-). Reflex: Good. Saves: Fort: Good.). Advanced Learning 12 Ascension. Advanced Learning 8 Pew Pew.
She can cast any spell she knows without preparing them ahead of time. . She is unaffected by any harmful effect due to positive energy (including spells such as bolt of glory or exploding due to being on a Major Positive-Dominant plane). and Chain) apply to Abjurations. those are affected by arcane spell failure as normal. If she gains turning or rebuking from more than one class. she also does not gain temporary hit points from the Major Positive-Dominant trait. does not affect many constructs. At 5th level. A White Mage automatically knows every spell on her spell list. It also means their energy powers get all over the place. and at 10th level all (Healing) spells are Maximized. Armored Casting: A White Mage casts arcane spells. it does not benefit from Brilliance. Magic Hands (Su): As an attack action. but she is not affected by the arcane spell failure of any armor or shield she is proficient with. Because this is not a spell. Brilliance: White Mages are directly linked to a dimension of raw energy. the levels stack. the White Mage may either deal damage or restore hit points equal to 1d6 + her Wisdom modifier to a touched target. Reach. and thus cannot heal undead (without spark of life applied). A White Mage casts spells from the White Mage Spell List (below). Turn Undead (Su): The White Mage can turn undead as a Cleric of her class level. if she is able to cast any other arcane spells. any Healing spell a 2nd-level White Mage casts can affect a number of additional targets up to her Wisdom modifier (subject to the restrictions of Chain Spell). the White Mage equilibriates just as well with surrounding negative energy and is under a continuous death ward effect. However. To cast a White Mage spell. she must have a Charisma at least equal to 10 + the Spell Level. Equilibrium (Ex): At 2nd level. The DC of the White Mage’s spells is Wisdom based and the bonus spells are Charisma based. At 2nd level. and at 9th level she is immune to disease and poison and also no longer needs to eat or drink.Spellcasting: The White Mage is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. even if caster level exceeds 5) and her Healing spells automatically have Reach Spell applied. a White Mage no longer needs to sleep and gains immunity to sleep effects. and this makes them very shiny. at 8th level all (Healing) and Abjuration spells are Heightened to the highest castable White Mage spell level. If the White Mage so wishes. Planar Immunity (Ex): A White Mage’s physiology starts off fairly normal. She is treated as native to the Positive Energy Plane in addition to whatever planes where she is already a native. but it slowly shuts down and discards systems that are redundant due to her overwhelming lifeforce. Additionally. Metamagic effects applied via this ability do not cause the spells to require a higher-level slot nor do they increase the casting time. 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. At 4th level the Empower Spell metamagic is applied to all (Healing) spells and all prior effects of the Brilliance ability (uncapped bonuses. At 7th level. and cannot damage Positive Energy Plane natives. provided that spell slots of an appropriate level are still available. This is a positive energy-based effect. This ability only applies to her White Mage spells. this immunity extends to paralysis and fear. they may use their Dexterity to determine the attack bonus instead of Strength.
Friggin’ Lasers: At 6th level. she instead gains another domain's spells as if she had taken Attune Domain (this does not count against the total of 3 Attuned Domains/Spheres). such as Attune Domain or Arcane Disciple. this sense extends out to 120 ft. . the White Mage may permanently add one spell to her spell list. Flashes of Light: At 7th level. Any [Light] spells she casts are also Empowered. If she has already added the Sun domain’s spells from some other selectable source. Status Check (Sp): At 4th level. or have the [Light] descriptor. At 15th level. This spell must be of a level she can already cast. the White Mage can channel her positive energy even more quickly. a White Mage 6/Mystic Theurge 5 would only cast as an 11th-level White Mage. [Light]. Any spell used in this way only affects the White Mage and does not provoke attacks of opportunity. this ability is equivalent to blindsight. Pew Pew: At 8th level. She may cast status at will as a swift action spell-like ability.Advanced Learning: At 3rd level and every two levels thereafter. Instant Ward (Su): At 3rd level. the White Mage gains a supernatural intuition about how her allies are faring. If she already has the Sun domain from a non-selectable source. and must be from either the Abjuration school. a +5 bonus to AC and saves for one round as an immediate action. even when her other senses fail. the White Mage's ability to siphon raw light energy has become natural and almost effortless. Lifesense (Su): At 5th level. close enough to mimic true divinity. as the Hexblade ability. and Abjuration spells as a swift action. False Divinity: A White Mage’s magic is similar to many sources of divine power. she can cast any [Light] or Cure spell as an attack action. such components must be in the White Mage’s possession. In Brightest Day (Su): At 7th level. At 10th level. She gains blindsense out to 40 ft. The metamagic effects of this ability don’t increase the spell slot required nor the casting time. She does not gain more than one White Mage caster level from any given level of a prestige class using this ability. and may be used even while unconscious (but not actually dead). and knows how healthy they are as with deathwatch. Inner Fire: At 3rd level a White Mage learns to channel healing power into herself without the normal gestures and words. the White Mage may grant any ally within 30 ft. she may cast (Healing). Only spells from the Cleric or Wizard spell lists may be learned in this way. Mettle (Ex): At 4th level. the White Mage is familiar enough with the flow of positive energy that she can see it in other beings. Spells cast under this ability require the expenditure of any XP or material components as normal. as though they had the Quicken Spell metamagic applied. 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 gains the Sun domain. any [Light] spells the White Mage casts gain a +2 bonus to caster level. the (Healing) subschool. to detect living or undead creatures. she may select a different valid domain for that source. You probably shouldn’t try to do that. giving greater turning 1/day and adding Sun domain spells to her spell list. At 6th level her White Mage spellcasting counts as both arcane and divine for the purposes of taking prestige classes. the White Mage emits a constant radiance equivalent to a daylight effect which may be suppressed or resumed as a swift action.
the Native or Extraplanar subtype as appropriate for her home plane. and spells which are used via Inner Fire. This is actually pretty bizarre to people in the setting. 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. Aspect of the Wolverine (Ex): At 20th level. At this point the White Mage has pretty much won D&D. 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. Instant Brilliance: At 17th level. Planar Bubble (Su): At 14th level the White Mage gains the ability to create even more conduits to the Positive Energy Plane. This applies to spells which are affected by Brilliance. This ability can be activated and deactivated as a move action. The White Mage may not have more such effects active at a time than they may cast per day. This may be suppressed or resumed as a swift action. she still only takes the partial effect. which is not bypassed by any form of damage. except that if the White Mage fails on a Will partial or Fortitude partial saving throw. At 15th level. which is triggered by their death. the White Mage may cast any of its specialized spells as an Immediate Action. the White Mage may radiate the Minor Positive-Dominant trait out to 60 feet. and the White Mage can freely switch between Major. being dead is a harmful status effect. and her previous type as an Augmented subtype. the White Mage may still use any of their abilities so long as it doesn't require actual movement to perform. Minor. the White Mage’s death ward effect extends to all allies within 30 feet. and no aura as a move action. Improved Mettle (Ex): At 11th level. the White Mage is now almost completely composed of essentially cancerous cells. 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. but doesn't lose things like viability as an organism. When she first gains this ability. As a swift action. Ascension (Ex): At 12th level the White Mage ascends to supernatural power and becomes immune to petrification. and no more than one active on any given creature. . These do not count against the "You can use only one contingency spell at a time" restriction of the contingency spell. This functions as Mettle. For 1 minute per character level after they die. Note that for the purposes of Inner Fire. She gains Regeneration 10. the White Mage may cast it 3/day. although they are dismissible as normal for contingency. which increases to 5/day at 16th level and becomes usable at-will at 19th level. Planar Aura (Su): At 12th level. This includes (but is not necessarily limited to) their spell-like abilities.In Darkest Night (Su): At 8th level. she can create a Planar Breach to the Positive Energy Plane as with precipitate breach. don't worry about it too much. Reraise (Sp): A 13th level White Mage gains the ability to cast a contingent true resurrection on a target creature. the White Mage gains Improved Mettle. and only spells affected by Brilliance. this may be increased to the Major Positive-Dominant trait. She gains the Outsider type.
heal. Leomund’s tiny hut. protection from negative energy. mass spell resistance. energy immunity. neutralize poison. cure light wounds. greater dispel magic.0th level: cure minor wounds. raise dead. continual flame. freedom. dancing lights. stoneskin 5th level: break enchantment. protection from spells. plane shift (willing targets only). radiant assault. resist energy. wall of force 6th level: animate objects. virtue 1st level: avoid planar effects. lesser restoration. mass death ward. unbinding . remove blindness/deafness. endure elements. mass cure light wounds. rainbow beam. remove disease. contingency. detect magic. protection from energy. globe of invulnerability. flare. spell turning. stone to flesh. sunbeam 8th level: greater spell immunity. cure critical wounds. cure moderate wounds. spell immunity. delay poison. Otiluke’s telekinetic sphere 9th level: astral projection. gentle repose. true resurrection. delay death. mending. regenerate. resurrection. mass restoration. calm emotions. daylight. mass cure moderate wounds. create food and water. light. make whole. revive outsider. protection from chaos/evil/good/law. heroes’ feast. planar tolerance. undeath to death. vigor 4th level: astral hospice. remove paralysis. sunburst. greater vigor. mind blank. produce flame. remove fear. cure serious wounds. mass cure serious wounds. purify food and drink. mass heal. life’s grace. freedom of movement. shield other 3rd level: attune form. ray of light. revenance. faerie fire. lucent lance. revivify. lesser vigor. searing light. mass cure critical wounds. word of recall 7th level: fortunate fate. spell resistance. spark of life. mass shield of faith. close wounds. magic circle against chaos/evil/good/law. resistance. death ward. Otiluke’s resilient sphere. delay disease. disrupt undead. shield of faith 2nd level: aid. restoration. greater restoration. deathwatch. good hope. bolt of glory. bless water. blistering radiance.
Nature. Craft (Int). nothing prevents her from changing alignment. Hit Die: d6 Base Attack Bonus: Poor Good Saving Throws: Will Class Skills (4 + Int modifier per level. 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. Heal (Wis). This class gains spellcasting related to the various elements. Prism Mage. The Planes) (Int). Dwarves have a natural affinity for stone and often choose the route of the Elementalist. Once a character already has at least one level of Elementalist. and special abilities linked to them as well. Diplomacy (Cha). Prism Skull. Profession (Wis). ×4 at 1st level) Concentration (Con). NG. It is relatively easy to learn. Races: Every race has elementalists. Escape Artist (Dex). Starting Gold: 4d4x10 gp (100 gold) Starting Age: As Druid. or CN) in order to learn the secrets of Elementalism. Decipher Script (Int). Knowledge (Arcana. Handle Animal (Cha). This covers the following N1 classes: Alraune. Ride (Dex). Spellcraft (Int) . Shaman Alignment: A prospective Elementalist must be of a neutral alignment (N. Search (Int). Disable Device (Int). Geomancer. LN. NE. while still being your typical caster. but races that have more draconic heritage mixed in have decidedly more elementalists.Elementalist The Elementalist is found on the Gaming Den (and is made by Frank and K). Intimidate (Cha).
An Elementalist automatically knows every spell on her spell list. Move Earth. the pick (heavy and light). Inferno . Light 1st—Air Breathing. Wood Shape 3rd—Blight. Predict Stability.Level. Wall of Sand. Advanced Learning 20: Elemental Wildshape 3/day Weapon and Armor Proficiency: Elementalists are proficient with all simple weapons. Explosive Cascade. Heat Metal. Entangle. Advanced Learning 14: Create Wood 15: Advanced Learning. Control Water. Obscuring Mist. 5th—Animate Plants. Earth Lock. Anticold Sphere. Cyclonic Burst. Earth Reaver. Detect Poison. Summon Elemental II. Detect Magic. Spell Casting. Protection From Arrows. Summon 16: Elemental Wildshape 1/day 17:Create Earth. Special: 1: Armoured Casting. Pass Without Trace. Blast of Flame. Scrying. Shroud of Flame. An Elementalist casts spells from the Elementalist Spell List (below). provided that a spell slot of an appropriate level is still available. Gust of Wind. the battle axe. The DC of the Elementalist's spells is Wisdom based and the bonus spells are Intelligence based. Caltrops. the trident. Wind Walk. and the longbow (including composite longbows). Blistering Radiance. Plant Growth. Fly. Summon Elemental III. To cast an Elementalist spell. Lesser Fire Breath. Advanced Learning 8: 9: Create Fire. Command Plants. Swamp Stride. Elementalists choose their spells from the following list: 0—Attune Form. Fire Shield. Wall of Sand. Xorn Movement. as well as the scimitar. Advanced Learning 10: Timelessness 11: Elemental Traits. Warp Wood. she must have an Intelligence at least equal to 10 + the Spell level. Elementalists are proficient with light armor but not with shields of any kind. Fog Cloud. Speak With Plants. Creeping Cold. Create Water 2: Elemental Survival 3:Advanced Learning 4:Create Air 5:Elemental Familiar. Wall of Smoke. Wall of Thorns. Wall of Fire. Stoneskin. Soften Earth and Stone. Summon Elementite Swarm. Advanced Learning 6: 7: Resistance to Energy 5. Stone Sphere. Summon Elemental I. Wall of Stone. Wind Wall 4th—Briar Web. Stone Shape. Produce Flame. Investigate Portal. Stone Tell. She can cast any spell she knows without preparing it ahead of time. Earthen Grace. Stone Shatter. Advanced Learning 12: 13: Resistance to Energy 10. Spells: The Elementalist is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. Summon Elemental IV. Discern Portal Destination. Advanced Learning 18: Elemental Wildshape 2/day 19: Resistance to Energy 15. Water Breathing 2nd—Binding Winds. Summon Elemental V. Greater Stone Shape. Wall of Water. Fire Breath.
At 19th level. Drown. Summon Elemental VI. or energy plane. Frozen Stillness. paraelemental. Stone to Flesh. Summon Elemental Monolith. Whirlwind. and elemental and energy traits that would do her damage instead don't. she gains additional move speeds equal to her base land speed: fly on the Plane of Air (good maneuverability). Create Water (Su): An Elementalist can create water as a standard action at will as the spell create water with a caster level equal to her character level. Only spells from the Druid or Wu Jen spell list may be added in this way. Maelstrom. Heart of Stone. Cloak of the Sea. Ironguard. Waterspout 8th—Earthquake. Stone Body. and may not be of the Illusion or Necromancy school. Summon Elemental VII. Elemental Survival (Ex): An Elementalist of 2nd level or higher survives in elemental planes as easily as on the prime. she is able to ignore any harmful elemental and energy traits and moves through any of these planes without impediment. Bombardment 9th— Elemental Swarm. Stone Tell. • • • • Resistance to Energy (Ex): At 7th level. The Positive Energy Plane never gives her temporary hit points. Energy Immunity. the Elementalist may permanently add one spell to her spell list. Excavate. once begun. Advanced Learning: At 3rd level and every two levels afterwards. and suffers 2d6 of fire damage every round until the fire is extinguished. Storm of Elemental Fury. Flesh to Stone. this general resistance increases to 10 points. Summon Elemental IX. A victim can attempt to extinguish itself as a full-round action by making a Reflex Save (DC 15). Small Fire Elemental: +3 to Intimidate checks. Create Air (Su): At 4th level an Elementalist can create air at will as if she was an open Bottle of Air. This spell must be of a level she can already cast. Storm of Vengeance. are non-magical. Whenever on any elemental. whether the attacker or defender. an Elementalist can set a creature or object on fire at will as a standard action. Unlike a Sorcerer. Summon Elemental VIII. an Elementalist can acquire a familiar in the same manner as a Sorcerer. Small Water Elemental: +4 bonus to Swim checks. • Small Wood Elemental: +2 to Survival and Climb checks. Animate Snow. At 13th level. Transmute Rock to Lava. Greater Stoneshape. Obedient Avalanche. 7th—Control Weather. Specifically. Greater Whirlwind. the Elementalist has only 5 choices for her familiar: Small Air Elemental: +2 to Tumble and Jump Checks. Field of Icy Razors. Greater Fire Breath. The target must be within short range. Small Earth Elemental: +3 on Bullrush checks. Freezing Fog. you may take 10 on swim checks at any time. burrow on the Plane of Earth. Greater Scrying. but she is not affected by the arcane spell failure of any armor or shield she is proficient with. Elemental Body. She has an Energy Resistance of 5 against any form of energy damage she is exposed to. Lightning Ring. Transmute Rock to Lava. This ability only applies to her Elementalist spells. the resistance increases to 15. The flames. if she is able to cast any other arcane spells. Meteor Swarm.6th—Control Plants. Tsunami Armored Casting: An Elementalist casts arcane spells. and swim on the Plane of water. Fire Storm. an Elementalist has accumulated an inherent resilience in the face of all manners of elemental adversity. Elemental Familiar: At 5th level. they are affected by arcane spell failure normally. . Sunburst. Fire Spiders. Create Fire (Su): At 9th level.
• Water Elemental: Gains Water Mastery. Every 2 levels. • Earth Elemental: Gains Earth Mastery. Summon (Sp): At 15th level. • Fire Elemental: Gains Immunity to Fire. 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. a 60 foot Woodsense. and the forms in question must be smaller than Greater (Small to Huge Size is acceptable). the Elementalist can actually become an Elemental in a manner simply to wildshape. and summoning a creature of a lower level increases the chances of success by 10% for every level the summoner's level exceeds the CR of the target Elemental Wildshape (Su): At 16th level. an Elementalist can create a full sized tree as a standard action. the amphibious special quality. a Water Elemental. Create Earth (Su): At 17th level. the (Aquatic) subtype. Only True Elemental forms may be assumed. the Elemental Wildshape may be activated an extra time each day. and a swim speed equal to her walking speed. a 30 foot Tremor Sense. inflicting an additional 4d6 of fire damage on any creature struck with her unarmed strikes or which strike her with an unarmed strike. but otherwise persists for 24 hours. The alternate form may be dismissed at will. . Once per day. an Elementalist can create a wall of stone at any time as a standard action. an Elementalist can attempt to summon creatures from the elemental planes. This is an at-will ability. an Elementalist is infused with the uncompromising nature of the raw elements themselves. She stops aging and never dies of old age. an Elementalist can assume an Alternate Form of an Air Elemental. or a Wood Elemental as a standard action. an Earth Elemental. Create Wood (Su): At 14th level.Timelessness: At 10th level. Elemental Traits: At 11th level. and a Climb Speed equal to her walking speed. an Elementalist attunes herself to a specific element. and a Burrowing Speed equal to half her walking speed. as if using a Quaal's Feather Token (Tree). and her body immolates whenever desired. a Fire Elemental. • Wood Elemental: Gains Immunity to Polymorphing. Summoning another creature of the same character level has a 40% chance of success.
Craft. They behave a lot like animals. Knowledge (Any). Diplomacy. Intimidate. Handle Animal. Swim. Mothman. while also gaining various powers that sort of shift their form and grant monstrous characteristics. Jump. Alraune.Totemist The Totemist is found on the Gaming Den. 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. Bluff. . Totemists hardly detect a non-neutral alignment at all even if they have one. Spot. Beast Master Starting Age: As Druid Starting Equipment: 6d4x10gp Alignment: Totemists can be of any alignment. Ride. Use Magic Device. Move Silently. Shaman. Hide. Cheerleader. This strange class gains the ability to converse with animals (and similar effects). Thanks go to Frank Trollman. Search. Sleight of Hand. but like Magical Beasts that alignment is largely to be taken with a grain of salt. Android. Hit Die: d8 Base Attack Bonus: 3/4 Good Saving Throws: Will Skill Points: 4+Int Class Skills: Balance. Listen. This covers the following N1 classes: Ghost. Climb. Survival.
Soulmelds (Su): A Totemist has the ability to call upon a number of special blue glowing intangible yet vaguely beast-related wardrobe accessories that cause them to glow blue and gain additional powers. The number of Soulmelds that can actually be used at one time is the character's number of Chakras. Call Totems.Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Special Basic Totems. and finally 9 at 19th. . 6 at 11th. Soulmelds shed light as a torch. the Kukri. the shortsword. the gladius. Totemists are proficient with light and medium armor. the Totemist "knows" 3 Soulmelds and learns two additional Soulmelds every time they gain a Totemist level. Each Soulmeld has a Basic bonus and a Totemic Power. It takes 1 minute of meditation to change which Soulmelds are available (up to the character's number of Chakras). Actually calling upon the Totem's power is usually a Standard Action. Reincarnate Astounding Soulmelds Autolife Favour of the Totems Exciting Soulmelds Embody Totem Giant-Size Soulmelds Limitless Favour of the Totems Triumph Promised by Ancestors Chakras 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 8 8 8 9 9 Weapon and Armor Proficiency: Totemists are proficient with Simple Weapons. and should have its own name (check the Soulmeld chart below in order to name it). Soulmelds. A Totemist can only show a fraction of the Soulmelds they have at a time. as well as the Trident. the net. Woodland Stride Arcane Sight Better Soulmelds Blood of Soulfire Beast Companion Advanced Soulmelds Speak With Souls Corpse Fashion. which is 2 at first level. 8 at 16th. At first level. rising to 3 at 2nd. the pincerstaff. and the guisarme. 4 at 5th. the longbow. Each Soulmeld is unique. the light and heavy pick. but only a Swift Action to activate and display any or all of them. 7 at 14th. the shortbow. 5 at 8th. Wild Empathy Respect for the Dead.
• Stirge: Melee Touch Attack causes d4 damage/level and heals the Totemist an equal amount as to the damage inflicted on a living creature. Ranged Touch Attack. The mists last for 4 rounds. • Corollax: Rainbow colors shoot off into a Short Ranged Cone. • Mephit: Breath Weapon of something weird and noxious. Dexterity. • Howler: Scream causes Wisdom Damage. rounded up) Resistance Bonus to Saving Throws (1/3 level. the target suffers d8 Force damage and must make a Fortitude save or be drawn as many squares towards the Totemist as the totemist feels like dragging them (as if bullrushed). Extends to a cone out to Short Range. This is a [Sonic] [Mind Affecting] [Fear] Effect. • Owlbear: Melee Touch Attack Pins target for 1 round. Inflicts d4 Acid damage/level and on the Totemist's next turn will inflict a similar amount unless the acid has been doused with vinegar or beer or something in the meantime. Or 3e darkness if you prefer. • Krenshar: Screech causes target within Short Range to be panicked for a d4 rounds if they fail a Will save. Each target struck suffers 1d3 of Force damage and 2 points of Constitution Damage from blood loss. Ranged Touch Attack. This is a [Mind Affecting] [Pattern]. which is defined when the Soulmld is learned: • • • • • • • Deflection bonus to AC (1/3 level. 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. • Harpoon Spider: A soul harpoon is sent after an enemy within Short Range. . • Ash Rat: Heavy Smoke extends around the Totemist like obscuring mist. rounded up) Enhancement Bonus to an attribute (1/3 level. and their attributes are adjusted as normal. each Soulmeld is attached to a Basic Totem. • Blood Ape: The character increases in size by 1 size category. this is a [Mind Affecting] [Sonic] effect. • Flame Snake: Touch forces target to take d4 Fire Damage/level and to make a Fortitude Save against Poison or lose 1d6 Strength. Totemist is immune. rounded up) Spell Resistance (8 + Level) Energy Resistance to one Energy type (3 points per level) Basic Totems: At first. rounded up) Enhancement Bonus to a Skill other than Use Magic Device (Level + 2) Enhancement Bonus to Natural Armor Bonus (1/3 Level. and Constitution. This change lasts for 4 rounds. but all light is blocked and it provides complete concealment. • Dark Mantle: As darkness. • Shocker Lizard: Melee touch attack inflicts d8/level Subdual Electricity damage. Will Save or suffer d6 Wisdom damage. and creatures other than the Totemist suffer 1 point of Fire damage per round that they are in the ashy haze. • Rust Monster: As rusting grasp. Burst out to Short Range. • Blood Hawks: The Totemist makes a ranged touch attack against up to one enemy within Medium Range per level. Creatures in the cone must make a Will save or be stunned for 1d2 rounds. On a hit. • Carrion Crawler: Touch forces target to make a Fortitude save or be paralyzed for a minute. All creatures in the area must pass a Fortitude Save or be nauseated for 1d2 rounds.
And every power is used at the Totemist's Character Level. 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. upon calling upon such a Totem. so they could call upon two different powers in the first two rounds of combat. Totemists treat any armor made out of animal parts as if it was a lot easier to use. The Save DC of any save a Totem's power offers is 10 + 1/2 Level + Charisma Modifier. 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. forcing them to fall back on weaponry or hiding. even really jacked up ones. and reduce the Armor Check Penalty and Armor Stealth Penalty of such armors by 4. a Soulborn benefits at all times from Arcane Sight. They ignore naturally occurring difficult terrain and don't take damage from crap like thorns. but then they would be unable to use either one again in the next two rounds of combat. Respect for the Dead (Ex): At 2nd level. they may not call on the same Totem for the next three rounds. Arcane Sight (Su): At 3rd level. So at first level a Totemist has only 2 Chakras bound. Woodland Stride (Ex): Totemists of 2nd level and up are totally at home in natural environments. whether that creature has a language or not. However. .
It does 1d6 Fire Damage/level and allows a Reflex Save for half damage. • Winter Wolf: The Totemist breathes a cone of Cold out to Short Range. The Totemist need not concentrate on the images. This is a [Sonic] [Mind Affecting] [Fear] effect. When the Totemist gains a level. Each spike inflicts 1d6 damage. Targets in the area suffer a d4 Acid Damage/level (Reflex Half). Creatures within or moving within a 15' burst within short range must make a Reflex Save or be entangled and anchored in place. Activating this is a Swift Action. • Ahuizotl: Melee Touch Attack causes he target to be blind. This ongoing damage can be halted by taking a Standard Action to make a DC 15 Heal check to gauge out the force thorns. but they vanish in 4 rounds. • Joystealer: Target within Medium Range must make a Will Save or suffer a d6 of Charisma Damage and be afflicted as per crushing despair. • Unicorn: Heal a touched target by 1d6/level and remove any poisons they are afflicted with. and does not burn. There are then thorns of force crawling in their skin like a Linkin Park Song. It inflicts d6/level Cold Damage. • Manticore: The Totemist launches a number of spikes of soul energy as their Level distributed between one or more targets within Medium Range. • Cockatrice: Touch forces target to make a Fortitude Save or be petrified. a Totemist is entitled to a companion. It does 1d6 Electricity Damage/level and allows a Reflex Save for half damage. their companion either gets more powerful for no reason or their companion wanders off and they get a new companion. Each attempt inflicts 1 hit point of damage whether it succeeds or fails. • Cloaked Ape: The Totemist gains Fast Healing equal to their level for 4 rounds. 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. • Chimera: A cone of fire is breathed out to short range. and then the following turn suffer the same amount of damage unless they have cleaned themselves off. and the power delivered when called upon is as such: • Aranea: Can throw a soul Web. • Behir: A line of electricity extends out to short range from the Totemist's mouth.Better Soulmelds: At fourth level. the target suffers 2d6 Force Damage. This ability can be invoked as a Swift action. and they take 2d6 of Force Damage each round on the Totemist's turn for 1 round/level. Beast Companion: At 6th level. Either way. The web dissipates in 1 minute/level or when dismissed. with Reflex save for half damage. • Shadow Mastiff: All other creatures within Short Range must make a Will Save or become Panicked for 1d6 rounds. each Soulmeld can be attached to a Better Totem. . • Briarvex: With a melee touch attack. • Cloaker: Creates images equivalent to major image within Short Range. Blood of Soulfire (Su): A 5th level Totemist is immune to poison and when they suffer damage from physical attacks they cause 1 point of Force Damage to all creatures within 5' of them as Soulfire splashes out. • Phase Wasp: The Totemist gains the benefits of true seeing for 4 rounds. • Digester: A cone of Acid is spat out to short range. • Pegasus: Totemist gains a 90' Flight Speed with Good Maneuverability for the next 4 rounds. Their companion is a Magical Beast with a CR 2 less than their character level. An entangled creature may make an Escape Artist or Strength check (DC 20) as a full-round action to wriggle or break free.
a 9th level Totemist can bring someone back from the dead in a new body. • Girallon: Spectral arms rip the target to pieces. All creatures in area that can see the Totemist must make a Fortitude Save or be blind. and anything she touches or that even hits her in melee suffers 1d6/level of fire damage from the experience. • Nymph: Short Ranged Burst. Corpse Fashion (Su): Three times a day. This effect lasts 4 rounds. This is a Swift Action to activate. This can be invoked as a Swift Action. and each is a claw that inflicts 1d6 Damage / 2 levels. • Umber Hulk: One target within Short Range must make a Will Save or be confused as per the spell confusion. Fortitude half. . The Totemist can speak with the souls of the dead as if the dead were still alive. and persists for four rounds. This effect lasts 4 rounds. The character can tunnel out up to a 10'x10'x40' area. • Wyvern: Melee Touch Attack causes target to suffer 3d6 Constitution Damage from Poison. Any creature touched is pinned for 1 round. The souls depart in about a week unless they get transformed. All creatures that begin their turns within 15' of the Totemist suffer d6/2 levels of Cold Damage. • Yrthak: Target within Medium Range suffers d6/level Sonic damage. consumed. The swarm summoned uses your save DC (10 + 1/2 level + Cha modifier) for its abilities. • Ethereal Marauder: The Totemist and everything they carry is shifted to the Ethereal Plane or back to the Material from the Ethereal. Reincarnate (Su): Three times a week. This can make things as respectable as hide armor or as creepy as human bone swords. • Lamia: As Charm Monster. is incorporeal. • Displacer Beast: The Totemist gains full displacement and a 50% miss chance for 4 rounds.Advanced Soulmelds: At seventh level. • Brood Keeper: A spectral swarm races out to engulf your enemies. • Mudmaw: Two soul tendrils lash out and grab enemies. each Soulmeld can be attached to an Advanced Totem. the Totemist is immune to Fire. Every end must be within short range. as summon swarm. Like reincarnation. Fortitude Save for Half. They are apparently little blue flamy things like in Soul Eater. and that heals the Totemist because it is Fire Damage. The Totemist can make two melee touch attacks against one or two creatures within 10'. inflicts force damage rather than normal damage. and the power delivered when called upon is as such: • Basilisk: Target within medium range must make a Fortitude save or be petrified. • Phoenix: For the next 4 rounds. • Frost Salamander: The Totemist exudes an aura of cold. and yes you can create holes under enemies and drop them in. This is a [Mind Affecting] [Compulsion] and allows a Will Save. • Bulette: The ground trembles as earth and stone excavate themselves at the Totemist's urging. • Blink Dog: As dimension door. • Remorhaz: The Totemist catches on fire. Speak with Souls (Su): A Totemist of 8th level can see the souls of the living and the dead. The Totemist makes 4 melee touch attacks. or returned to life before that point. Also there is a 5' burst of flame centered on the Totemist that inflicts d6/level Fire Damage (Reflex Half). a 9th level Totemist can fabricate things out of animal parts. and heals when they would suffer fire damage.
• Naga: Target within short range must make a Fortitude Save against Poison or Die. This is a [Mind Affecting] [Sonic] [Fear] effect. Creatures can hold onto their weapons and whatnot by making a Reflex save. but if they move out of their square into another square with soul web in it they'll have to make another Reflex save or be caught again. they reincarnate into a new body unless something has happened to their soul in the meantime. • Roper: The Totemist can fire 6 soul strands at one or more targets within Short Range. • Rapture Locust: All creatures within Short Range must make a Will save or be dazed for a d6 rounds. Emanation extends to Medium range and affects every creature except the Totemist. • Nightmare Beast: A creature that is asleep within 5 miles that the Totemist is aware of makes a Fortitude save or dies. 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. • Lodestone Marauder: Magnetic pulse yoinks all freestanding and handheld metal objects in a Medium Cone and piles them at the Totemist's feet. they return to normal size. Creatures that fail a Will Save are stunned for a d4 rounds. • Peryton: Touch attack inflicts 10 points of damage per level. Creatures within or moving within a 15' burst within short range must make a Reflex Save or be entangled and anchored in place.Astounding Soulmelds: At tenth level. . Even creatures that succeed in their save are shaken. An entangled creature may make an Escape Artist or Strength check (DC 20) as a full-round action to wriggle or break free. Creatures wearing metal armor are subjected to a strong gale. This is a [Sonic] effect. • Nightmare: Can plane shift into a different realm of existence. This is a [Mind Affecting] effect. Dazed creatures have locusts made of blue soulfire chewing on them for 2d6 Force damage per round until they snap out of it. it's just slightly disconcerting. Auto-Life (Su): If a 12th level Totemist has been dead for a whole day. Target suffers 4d8 Acid damage a round and cannot free themselves. This does not cost them a level. All creatures suffer 1d8 + Level Fire Damage every round they begin in the area of the web. and the power delivered when called upon is as such: • Avalancher: As Transmute Rock to Mud. Successful save still results in d8 Poison damage to Constitution. and is on fire. If they are transported out of the Totemist or the Totemist dies. • Pixie: All creatures in a 15' burst within Medium range must make a Will Save or fall asleep for 10 minutes/level. Favor of the Totems: From 13th level on. • Frost Worm: A strange trill forces everyone to stand still. The web dissipates in 1 minute/level or when dismissed. each Soulmeld can be attached to an Astounding Totem. • Purple Worm: Touch Attack shrinks the target to the size of a walnut and swallows them whole. Each Strand is a Ranged Touch Attack that inflicts 1d8 Strength Damage. • Sphinx: The Totemist lets out a mighty roar. • Inferno Spider: Can throw a flaming soul Web. • Cloud Ray: As telekinesis. This is a [Death] effect. and all creatures within Long Range must make a Willpower Save or become Panicked for 2d6 rounds.
• Chaos Roc: All creatures in a Medium Range Cone are struck with 2 colors from a prismatic spray. The force lasts until the beginning of next turn. targets are allowed a Reflex Save as normal. This is a [Death] effect. 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.Exciting Soulmelds: At fourteenth level. Supernatural. 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 a Giant-size Totem. • Spirit of the Air: The Totemist decides what the weather is. . This Totem is invoked as a Swift Action. This is a [Mind Affecting] [Compulsion]. • Gravorg: As Reverse Gravity. but you get all the Extraordinary. • Chronotyrin: The Totemist takes a second round of action after her normal one. and enemies are pushed out of their area (for another d20 of damage per 5' square pushed) as the Totemist moves. You can argue with the DM as to how Wildshape works. It persists for 4 rounds. This is a [Mind Affecting] [Psionic] effect. This is a [Death] effect. • Gorgon: The Totemist breathes a cone out to Short Range. Creatures are entitled to a Reflex save for half damage and to move out of the way in a direction of their choice to avoid getting Tekken juggled. A successful Reflex save halves the damage and negates the prone effect. • Quanlos: As Dominate Monster. • Lammasu: As heal. and goes out to short range. Even if the target succeeds. Embody Totem (Su): With a standard action. causing 3d4 Acid damage a round for the next 4 rounds. Any creatures and freestanding objects within 20 feet are pushed out of the area. • 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. • Greenvice: As acid fog. and Spell-like abilities whether they are Attacks or Qualities or whatever. • Razor Boar: Touch attack decapitates target. • Megapede: wave of force precedes the Totemist as they stampede enemies. Target is entitled to a Will Save. • Fiendwurm: The Totemist vomits forth a creature compatible with summon monster VIII. Giant-size Soulmelds: At Seventeenth level. they still take 1d8 damage/2 levels. • Catoblepas: Target within Medium Range must make a Fortitude Save or die. All creatures in the cone must make a Fortitude Save or be petrified. • Tarrasque: The Totemist is restored to full health and all baleful conditions end. • Titanic Toad: The Totemist stamps on the ground and flattens everything around them. suffering a d20 of force damage per 5' moved. This Totem is invoked as a Swift Action. All other creatures and standing objects in a 40' radius are subjected to a d8/level in Force Damage and are knocked prone. • Sky Bleeder: Acid rains from the sky for a mile in every direction. • Leviathan: The Totemist is Colossal as per the spell giany size for four rounds. each Soulmeld can be attached to an Exciting Totem. The fog lasts for 4 rounds. a 15th level Totemist can transform into one of the creatures that is one of their displayed totems.
the Totemist wins D&D. Roll/choose Adjective 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Crushing Rising Fierce Dimming Clutching Gnawing Grasping Devastating Expansive Secret Protective Monstrous Horrendous Awesome Wicked Depressive Repetitive Vengeful Gorgeous Futile Colour Azure Beryl Aqueous Blue Cerulean Cobalt Electric Midnight Indigo Navy Ocean Sapphire Teal Turquoise Ultramarine Sky Steel Cyan Pale Red Thingy Claws Mantle Cloak Wings Armour Mask Gloves Sleeves Robe Helm Hat Horns Gauntlets Cape Belt Boots Trail Eyes Braids Amulet .• Thunder Worm: The Totemist becomes Incorporeal for the next 4 rounds. Everything around the Totemist in a Medium Ranged Burst is subjected to a d8/level Sonic damage (Reflex Half). the Totemist can call on any of her displayed Totems that she did not call last turn. and in departing from physicality lets off a huge thunderclap that breaks things in all directions. Limitless Favor of the Totems: At 18th level. Triumph Promised by Ancestors (Su): At 20th level.
generally so that it hurts other people. The Geomancer is the kind of class for people who think "Wall of ____" is an awesome Wizard spell and love setting up Black Tentacles + Stone Spikes + Acid Fog combinations. clever people and jerks. So. and is made by me. and can also change the very landscape to suit them.Geomancers are people who are in touch with nature and the elements in a bizarre fashion. They become one with the world such that they needn't fear thorns and fire. This covers the following N1 classes: Geomancer .Geomancer The Geomancer is one of the more advanced character classes.
Melting Feet 4: Stone Spikes.Playing a Geomancer: The Geomancer is a user of magic. Hot Feet 2: Entangling Floor. Starting Age: As Wizard Starting Equipment: 5d4x10gp Alignment: Geomancers can be any alignment. Jump. Climb. A Geomancer's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. though there is an incorrect belief that they tend towards Neutrality. Hot Feet (Su): Geomancers start with the ability to make nearby ground glow with red light and warmth. all within Medium Range. This lasts for one round per level. Heal. and that magic is based on Wisdom. and their attacks are still blocked by the other Feet abilities. They ignore naturally occurring difficult terrain and don't take damage from crap like thorns. they may select a number of contiguous 10' tall 5' squares up to their hit dice. Hard Feet (Ex): Geomancers are totally at home in natural environments. That's Switzerland they're thinking of. Knowledge (Any). Geomancers often use Staves or Crossbows. Abilities: 1: Hard Feet. so enemies try to kill them first. Craft. Spot. Cold Feet 3: Vertigo Field. even really jacked up ones. As a Standard action. 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. Nonmagical ranged attacks that cross any of these squares burn up uselessly. as such a good Dex or Con will not hurt. Hit Die: d6 Base Attack Bonus: Poor (as Wizard) Good Saving Throws: Fort and Ref Skill Points: 4+Int Class Skills: Balance. and affect them with the red glow. Survival. Anyone entering any of these squares takes 1d8 Fire damage per level (Ref half). They also tend to be a huge pain. Concentration. Sense Motive. Tumble Level. They are also unaffected by their own area of effect powers with the exception that they cannot move through physical barriers they create. 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. .
Geomancers may cast Path of Frost (Dragon Magic) at will. Anyone entering any of these squares is Poisoned (DC 10 + half HD + Wis. hovering above the ground. or that target and alter the terrain. Soothing Floor (Su): starting at level eight. Geomancers can cast Stone Spikes as an Immediate action at will. Levitation (Su): starting at fourth level. Geomancers can cast Entangle at will. Vertigo Field (Sp): at third level. and anyone who enters any of the squares immediately regains 3d6 HP plus the Geomancer's Wisdom modifier. Anyone entering any of these squares takes 1d8 Electricity damage per level (Ref half). all within Medium Range. 1d6 Con damage on a successful save. they may select a number of contiguous 10' tall 5' squares up to their hit dice. but the effect will only last until the beginning of their next turn. Geomancers gain the ability to make nearby ground bubble with green light and fumes. not spells targeted at creatures. This lasts for three rounds. though only one such effect may be active at a time. Damage: Instant Death. crackling away harmlessly. though only one such effect may be active at a time. all within Medium Range. no secondary damage). and affect them with the green glow. consumed harmlessly. As a Standard action. Breath Weapons cannot pass these squares. Icky Feet (Su):at ninth level. Geomancers gain the ability to cast Vertigo Field (PHB 2) at will. Gases and Petrification effects cannot pass these squares. Cold Feet (Sp): starting at second level. all within Medium Range. This may not be active at the same time as Hot Feet or Cold Feet. This lasts for one round per level. Geomancers gain the ability to make nearby ground glow with orange light and pain. with no limit to the Caster Level bonus. however the effects only last until the beginning of their next turn. and affect them with the yellow glow. Only one of these squares may exist at a time. This may not be active at the same time as Hot Feet. This lasts for one round per level. they may select a number of contiguous 10' tall 5' squares up to their hit dice. Cold Feet or Zapped Feet. and affect them with the orange glow. both as Immediate actions. As a Standard action. This lasts for one round per level. Clear the Field (Sp): fifth level Geomancers gain the ability to cast Dispel Magic. they may select a number of contiguous 10' tall 5' squares up to their hit dice. This may not be active at the same time as Hot Feet. Stone Spikes (Sp): starting at fourth level. Anyone entering any of these squares takes 1d8 Acid damage per level (Ref half). Geomancers gain the ability to make nearby ground crackle with yellow light and electric sparks. Magical ranged attacks that cross any of these squares are harmlessly dissolved. Poisons. Geomancers may lay down a 20' by 20' patch of glowing energy within Short range as a Swift action. As a Standard action. though only one such effect may be active at a time. . Geomancers levitate. They may also Levitate at will as per the spell. Walls of Fire and Ice (Sp): sixth level Geomancers learn how to cast Wall of Fire and Wall of Ice. however it only targets spells with an area of effect.Entangling Floor (Sp): starting at second level. Zapped Feet (Su):at seventh level. Melting Feet (Su):at third level.
Cold Feet. This lasts for one round per level. Geomancers benefit from Freedom of Movement at all times. Tangled Feet (Su):at level twelve. and affect them with the blue glow. they may select a number of contiguous 10' tall 5' squares up to their hit dice. Geomancers gain the ability to make nearby ground pulse with blue light. Cold Feet. This may not be active at the same time as Hot Feet. . though the effect ends at the start of their next turn. and affect them with the violet glow. Freedom of Movement (Su): starting at level fourteen. Zapped Feet or Icky Feet. This may not be active at the same time as Hot Feet. Zapped Feet. as though it were an anti-magic field. Zapped Feet. Divinations and Mental Attacks cannot pass this barrier. All spells. As a Standard action. This lasts for one round per level. Cold Feet. all within Medium Range. Geomancers gain the ability to make nearby ground warp and waver with violet light. objects and effects passing through are destroyed and have no effect. Heavy Feet (Su):at level eleven. in effect being able to activate all at once. but still with the same pool of contiguous squares. This may not be active at the same time as Hot Feet. This lasts for one round per level. Absent Feet (Su):at level thirteen. all within Medium Range. Icky Feet or Heavy Feet. As a Standard action. Additionally they may cast Prismatic Wall as an Immediate action at will.The Floor Is Lava (Sp): tenth level Geomancers gain the ability to cast Transmute Rock to Lava (SC) at will. Anyone entering any of these squares is permanently turned insane as per Insanity (Will negates). Anyone entering any of these squares is permanently turned to stone (Fort negates). they may select a number of contiguous 10' tall 5' squares up to their hit dice. Icky Feet. they may select a number of contiguous 10' tall 5' squares up to their hit dice. Anyone entering any of these squares is banished to another plane (Will negates). Power of the Prism (Su): fifteenth level Geomancers may mix their fields of Feet up with any of the colours when creating them. Spells cannot pass this barrier. As a Standard action. Geomancers gain the ability to make nearby ground shimmer with indigo light. all within Medium Range. Heavy Feet or Tangled Feet. and affect them with the indigo glow.
This feat scales with your ranks in Craft. 10 HD: with a Standard action. each with a caster level equal to your BAB. the effects of the Tiresome ability all apply. Requirements: Human or Raised by Humans Benefits: when effectively nude. If they fail this save. others for this game specifically: Gymnos Defence: [Combat] You fight best when not weighed down by armour. overcome by Adamantine. you count as having Improved Unarmed Strike. 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. Requirements: Empusa Benefits: whenever you drain someone using your Tiresome ability. and even regular WotC feats if there's one you consider worth taking. 14 ranks: you gain access to Minions. . some from random stuff I made in the past. Here are a few more feats. +6: when you are clad in little more than a light oil coating. 15 HD: those affected by your Tiresome ability also suffer from a poison. Improved Evasion and Mettle when fighting in the buff. Damage is 1d6 Wis/1d6 Int. whichever is lower (minimum +1). you gain a +2 Enhancement bonus to Charisma for one minute. otherwise the spell fails and is lost. you may make a Prinny that serves you in a somewhat loyal manner.FEATS AVAILABLE: All “Tome” feats are allowed.. you gain Damage Reduction equal to your Con modifier + Str modifier. 5 HD: when you use your Tiresome ability on someone. 9 ranks: with 6 hours. and if you have a Slam or Claw. If it hits. Upon using this ability. then great. generally). you also gain basic knowledge about the target. they must succeed on a Will save (DC 10 + half HD + Cha) against a Suggestion for "more" (accept another kiss. Or clothes. Note that you will often have to use equivalency. and they may each have a CR no higher than your own level. their major goals and fears.. Benefits: all allied Prinnies within 30' of you gain a +2 Morale penalty to Attacks and Damage. +16: you may generate an Ironskin effect once per day (Ex) and a Stoneskin effect once per day (Ex). Likewise Combat School covering Weapon Focus and so on and so forth. such as their real name. you may blow a kiss. Prinny Commander [Skill] You rule lots of stupid penguin demons. which sadly must consist at least 50% of Prinnies. you gain an Armour Bonus equal to your Strength modifier or BAB. requiring a Ranged Touch Attack out to 30 feet. and any important secrets they are keeping from you. for instance all characters count as having Power Attack in Tome. and must make Concentration checks when casting spells at you (DC 15 + Spell Level + your Str mod). and must make a Fort save (DC 10 + half HD + Con). minus 3. +1: when effectively nude and oiled up. you gain Spell Resistance 11 + HD for one round. however you must use an Immediate action to flex your muscles to do this. 1 soul and a DC 15+HD Craft check. Life Drain [Monster] You're great at kissing people to steal their life. spellcasters tend to get distracted. The most you may command at a time in this manner is equal to your Hit Dice. See: Majin Evilty.
Prism Mage: Use the powers of Fire. Here is just a list of some possibilities: Valkyrie: Fly around and totally stab people. Beauty Queen: Get your way. Ice. Walking Hive: fight with the power of BEEEEEEEEES. Cupid: Shoot people with the power of Love. Plasma Professor: design and build terrifying mecha in a labcoat. Sharpshooter: the gun wielder. Carnage Princess: Produce huge piles of bodies with a sword.PRESTIGE CLASSES OF THE DISGAEAVERSE Honestly. Assassin Doll: kill people and pull their strings… as a puppet. Master Kunoichi: hit people with ninja moves and status effects. the classes that are practically prestige classes already (Magic Knight. and form a team. Pumpkin King: you’re the king of all the Jacks. . Sinner: punch people so hard it’s a crime! Trickster: steal even concepts from people. Shadow Master: A shadowy killer who manipulates shadows and kills. Prism Ranger.). Also arrows. Mad Scientist: Make robots. not the submission hold. Senator) and so on. Beauty Queen. It's good to be the King. Singing optional. Doom Speaker: Release a dark miasma of misfortune for no good reason. but consider just about anything fair game – the advanced names for the classes (Valkyrie. Felon. Titles (Overlord. Defender of the Earth. Lovely Idol: Cheer on allies. Beat people until money comes out. Genocidaire: Kill peoples' whole families with an axe. breasts apparently optional. Overlord: Get demonic powers. Chart at #3 for several weeks. and Wind. Also lasers. And spooky. Defender of the Earth: take a number and defend the Earth! Prism Ranger: get a colour and lycra. Kensei: Stab people with a beam sword. Soul Invoker: Bring the blue soul flames of your enemies into battle against them. Idol. Explodes when thrown. Thieves that steal stats and concepts). Magic Knight: Use your magic on people you are stabbing in the face with a sword. Galactic Hero: Save the day. we’ll make them up as we go along. And this isn't the beam sword. Orc King etc. Beast Lord: Take Pokemastery to the level of whole rooms full of squirrels and shit. Orc King: Even Orcs need a King. Prism Mage. Get a theme song.
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. Disease & Ability Damage. Available starting level 5 . counting as Sickened for half an hour. Available starting level 3 Carrot Cake (consumable) This cake is still delicious. TABLE: Magic items and Inherent ability score boosts (all scores) by level: Level 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 2 2 3 3 4 4 4 X X X X X X X X X Minor 1 1 2 2 2 3 3 3 4 4 4 4 X X X Moderate 1 1 1 2 2 2 3 3 3 Awesome Plus 1 Plus 2 Plus 3 Plus 4 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Stat+ Items to be handed out with no rhyme or reason: Chocolate Cake (consumable) This cake is delicious. sticky cake becomes immune to the following for the next hour: Poison. Available starting level 3 Teacake (consumable) Anyone who eats this delicious. as well as granting Fast Healing 1 for one minute. It restores 1d4 HP per HD to the consumer.MAGIC ITEMS (AND ASSORTED JUNK) The Disgaeaverse game assumes the Tome approach to magic items is being taken – Wish economy and everything. but very filling. but slightly healthier than Chocolate Cake. but causes the consumer to feel bloated.
it can fire a stream of exploding pink hearts. and it radiates magic. Appearance: A 2' long. It may cast Hypnotic Pattern once per hour. each once per day. 1" diameter stick. but what it hides is more important. Small ribbons flow from the heart. make a Will save (DC 10 + half the user's level + her Charisma modifier) or be Charmed for 1 minute. 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. As a standard action at will. 1. Blue Mage. if hit. • Resistance may be cast as a Swift action at will • Guidance may be cast as an Immediate action at will . Effect: There are several uses of this wand. functioning as a Scorching Ray (CL 11) spell. with a winged red heart at the end. based on the Hit Dice of the wearer: HD 3 6 9 12 15 18 20 Spell Entice Gift Torrent of Tears Greater Rebuke Endless Slumber Dominate Monster Wrathful Castigation True Domination Magic Wand (Moderate Magic Item) This is a Magic Light Mace A Red Mage. +1 Enhancement bonus to Charisma per 3 HD A variety of Supernatural abilities are granted. except spraying brightly coloured ribbons. The target(s) must also. 2. 3. pink in colour.Sexy Underwear (Moderate Magic Item) This lacy. Aid Rod (Minor Magic Item) This is a magenta coloured stick. It can cast the Shadowspray spell at will.
given it is not linked to death magic.Aid Staff (Moderate Magic Item) Magic Quarterstaff This is an impressive looking gold and magenta staff. and skulls are always smiling. The following may be cast at will: • • • • • • Bull's Strength Cat's Grace Bear's Endurance Fox' Cunning Owl's Wisdom Eagle's Splendour . which is odd. Maybe it's because it makes people happy. It has a skull at the top.
and are more susceptible to bribes. Drunk people are unreliable. do it gently or they may Loathe you. DC 25 will actually let the PCs know who is for and against. unless you convince them otherwise. When waking someone up. 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.. it is treated as a guarantee. and 5% Aye for every Strongly in Favour/Love in their party. Indifferent can be easily bribed . Except they shift 5% Nay for every Strongly Opposed/Loathe in their party. they don’t know what they want from one moment to the next. but is often between 2 and 3. Sleeping people don't vote. -10% per person their side is outnumbered by). 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. This can vary between 5 and 20. It's a coin-toss. except if the majority of their party votes the other way they might change their mind (100% to stand their ground.or easily angered by the bribing of those of a conflicted party.. so bribery is of little use. based on how important they consider the issue. . A regular Opposed/In Favour is basically a dice roll at 75%. in which case they'll vote the other. There will be a number of "turns" in which each party member gets a single attempt at persuasion. their first course of action is to actually step forward with their request. Nobody may attempt to influence the same person more than once per session. When they do this. If merely Strongly opposed/in favour. a number of Senators will feel like showing up. The number of turns varies. Also. Because they're dicks. unless all of their party is voting one way.THE DARK ASSEMBLY Whenever people want something out of the Dark Assembly. but they won’t notice you bribing anyone else at least.
A note for Mister Cavern: keep the records of the various senators to re-use in future. Success improves their attitude by 1 step. Bully/Blackmail a Senator: this requires an Intimidate check against the Senator. Sense Motive checks and simply remembering this shit and writing it down as you deal with them can help you in future. And abuse them. Failure by 10 or more worsens their attitude. +1 for each 10 you beat it by. Tumble or something else you feel will wow them. Failure by 10 or more worsens their attitude. Note: some Senators are flat-out resistant or susceptible to certain approaches.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. Failure by 10 or more worsens their attitude. DC 10 if they're hinting. Make it at least half-way appropriate. Also. of being Indifferent) . as a general rule: • • • • • Orcs. with a DC of 10 + their HD + their Wis or something. Based on the value. Vampires and Succubi should start one step friendlier to members of the opposite sex Rifle Demons have at least a 50% chance of being drunk Cockatrices start one step “friendlier” to anyone more powerful than they are Alraune start one step friendlier to anyone less powerful than they are Ghosts have a 50% chance of being asleep (and a 20% chance. Impress a Senator: this requires a Perform* check against the Senator. a Fear effect could be an automatic Intimidation success and so on. Success improves their attitude by 1 step. if awake. So an Illusion could be an automatic Bluff success. with a DC of 10 + their HD + their Wis or something. using the same Knowledge. with a DC of 10 + their HD + their Wis or something. +1 for each 10 you beat it by. this is worth at least one shift in attitude. so you get to learn the personalities and defects of the senators. Defeating them improves their attitude by 1 step. Success improves their attitude by 1 step. you may automatically improve the attitude of a Senator by one step. then you need to actually give them what they want. +1 for each 10 you beat it by. with a DC of 10 + their HD + their Wis or something. Use a Spell/Spell-Like Ability/Supernatural Ability/Extraordinary Ability: as long as it takes less than a minute to use. Offer Candy to Mistern Cavern: if this is done. Failure by 10 or more worsens their attitude. Sweet-Talk a Senator: this requires a Diplomancy check against the Senator. +1 for each 10 you beat it by. +1 for each 10 you beat it by. Be Clever: this requires an opposed Knowledge check against a Senator. Lie to a Senator: this requires a Bluff check against the Senator. Simply possessing the right Profession may also serve to work in this case. Failure by 10 or more worsens their attitude. automatic if they flat-out tell you). *Or Jump. you may flat out use an ability that could change people's reactions. Success improves their attitude by 1 step. automatically improving their attitude by 1 step. a Charm or Compulsion could be an automatic Diplomancy success.
then congratulations. Bills will tend to be things like “Open the gateway to _____ Netherworld”. 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” . rather than “Make the store sell shoes”.Once all turns are over. the votes are in. If the bill passes. By which I mean "murder everyone who voted Nay". mind you. dissolve the senate. in a manner of speaking. and people remember being stabbed when they come back to life. Those who did not vote Nay won't help. it passes! If it is denied. then you can go home and try again later or you may attempt to. locking you in a vicious circle of DENIED and face stabbing.
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. . for instance. dood. Level <5 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CR 1 1 2 2 3 3 4 4 4 4 4 4 4 4 4 4 4 4 CR 2 1 2 2 3 3 4 4 4 4 4 4 4 4 4 4 CR 3 1 2 2 3 3 4 4 4 4 4 4 4 4 CR 4 1 2 2 3 3 4 4 4 4 4 4 CR 5 1 2 2 3 3 4 4 4 4 CR 6 1 2 2 3 3 4 4 CR 7 1 2 2 3 3 CR 8 1 2 2 CR 9 1 Minion Creatures: Zombies: use basic Zombie types at the given CR (Monster Manual) Eringi: these are Myconids (MM2 or 3. except for the magical ones Giant Bats: Dire Bats (Monster Manual) Prinnies: see below.MINIONS. or maybe the FF) Treants: Orcworts (one of the Monster Manuals) Slimes: pick an Ooze. with bonus Minions for a high Charisma score (using the best Charisma in the party). The group collectively has one pool of minions between them. going by the following chart: Note that the chart is modified as though it were a “Spells per Day” list. any Ooze.
Dood] Str 10 Dex 8 Con . ** Requires “I want to ride something scary!” bill to be passed. the Prinny is instantly destroyed. You can only create these by spending Mana Power (see: relevant planar currency that you can’t just get by selling turnips). Advancement: 3-20 HD (Small) More Powerful Minions: Some minions are effectively magical equipment. Evil. Stone. if a character is entitled to a Cohort from something like the Leadership feat. or just really seems to deserve one (such as being a rider-type class). they instead just get +1 to Hit and Damage Special: Two-Weapon Fighting.Prinny (CR 1) Small Construct [Extraplanar. It explodes in a 30' radius. Prinnies are not Immune to the following Mind-Affecting Effects: Confusion. As such. They are: Golems (Iron. Insanity. -1 more for every Prinny within 30'. as the [Combat] Feat basic ability Dood (Ex): Prinnies take a -1 Racial penalty on saves vs Confusion/Insanity/Suggestion. 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. Adamantine) (as per the MM) Treants (as per the MM) Rifle Demons (see below) Other minions are effectively mounts or Cohorts. Suggestion Death Throes (Su): when thrown or reduced to 0 HP.Int 4 Wis 4 Cha 10 Speed: 20' Reach: 5' Init -1 HD: 2d10 (11 HP) AC: 11 (-1 Dex +1 Size +1 Natural Armour). Chaotic. dealing 1d6 Fire damage per HD (Ref half. Str-based). . 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.
making a Melee Attack (+11) as a Standard action. It never gains more feats. +4 Dex. and all in the area take 10d6 Force damage (Ref half. Str is only 20. though it provides a +4 Enhancement bonus to Intimidate checks for the owner Feats: it is built with Improved Toughness. the Rifle Demon may fire an Extinction Beam as a Standard action. Cockatrice: This is an Achierai with the following changes: The CR is 1 higher Gains the Petrification ability of a MM Cockatrice Once per day may lay a large egg. This is a 5' wide. it deals 5d6 Force damage. and by egg I mean Delayed Blast Fireball. If it hits. M-M-MONSTER Toughness (+20 HP). DC 19). only 10 HD Lose Death Throes. +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. 60' long line. It can go out to 90 feet and requires a Ranged Touch Attack (+13). This may be done at will. War Slug: This is a Frost Worm that has the following changes:CR 10. Extinction Beam (Su): once per minute. Skills: none.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. After gaining an additional 6 HD. Great Fortitude (crappy PHB version) and Improved Initiative. If it hits. “Cold” replaced with “Shocking”. it deals 5d6 Force damage plus one and a half times its Strength modifier (+3). Trill and Breath Weapon Electro-Charge (Su): the War Slug may spend a Standard action to Haste itself and its rider for three rounds. The Critical value is 19-20/x2 Energy Blast (Su): the Rifle Demon may fire a blast of energy with a Standard action. it gains a 5' radius Anti-Magic Field (doesn't affect self) .
Anyone who fails the save catches fire. Fiendish Brutes and Elemental Weirds Special: may take Dragon Type Hit Dice instead. 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. Red Mages. +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. the target catches fire (Ref negates). Also. Con-based). +4 Constitution. 3 and 6 HD) Natural Armour: +6 Natural Weapons: -Primary Bite 1d8+Str -Primary Gore 2d6+Str (double Str bonus on a charge) -2 Secondary Slams 1d6+Str*1/2 Fiery Wrath (Su): all of the Efreet's natural weapons deal +1d6 Fire damage when they successfully hit. with no other changes . Typical Efreeti: Knights. Breath Weapon (Su): the Efreet has a Breath Weapon 1/4 rounds.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.
-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. Although they’re not great spellcasters. 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. 3 and 6 HD. floating beasts with many eyes that seem to gaze out into the cosmos. -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. Fire and Electricity 10 Immune to Nonmagical Poisons Advanced Access to the Sphere of Terror Typical Galactic Demons: True Fiends Galactic Demons are large. +4 Constitution. .
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