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

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

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

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

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

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

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

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

Tremorsense 30’ Flight (Ex): at 5th level. Darkvision 120’. Medium Vermin Fly Speed: 25' + 5' per level (Poor) Reach: 5' Skills: the Mothman gains a +3 Racial bonus on Spot. At 15th level it becomes 50' + 10' per level. The Save DCs are Con-based. That is largely all that is needed to describe them. Swoop (Ex): when a Mothman charges from a higher vantage point than its target. Touch of Fatigue and Lullaby. Moth Power (Ex): the Mothman can duplicate the following once each per day: Daze. They have a tendency to eat cloth.Mothman: mothmen are… moths. Giant moths. Dancing Lights. about the same size as humans or even a little bigger. the Flight becomes (Average). Typical Classes: Assassins and Totemists . anyone adjacent to the Mothman must pass a Fort save (Conbased) or take Acid damage equal to the Mothman's number of Hit Dice. Listen and Search checks Senses: Low-Light Vision. Hell Pollen (Ex): with a Swift action. it deals double damage for that attack. At 9th level it becomes (Good) and changes to 50' + 5' per level. and can speak just as well as anyone else.

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

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

If you mention sparkling I will stamp on your colon. with more than a few being very ugly. to a maximum of 1 per hit die. They tend to be pretty fierce and bat-like in N1. Also. Vampiric Weaknesses (Ex): Vampires are "vulnerable to Sunlight" and are Fatigued whenever in actual sunlight.Vampire: vampires are not like the poorly thought out D&D vampires that can’t even be staked. nor are they like the ones in Buffy or. inflicting 2 points of Constitution Damage per round. 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. is stored as "Blood Points". as well as handy with a katana. they can take Critical hits. Any excess Constitution. Red Mages. Rosario to Vampire. 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. sadly. and consuming 4 points of Constitution from intelligent creatures is considered enough "food" for one day (and the vampire gains no sustenance from any other food). Blue Mages and Green Mages . 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). Vampires do not get immunity to Ability Damage/Drain. Sleep or shape changing just because they're not quite alive. Note that these are mostly just limitations on Undead strengths as opposed to true weaknesses. but only from Wooden weapons. Blood Power (Su): a Vampire may spend 1 Blood Point to generate a Daze effect. The character heals 5 points for each point of Constitution Damage in this way. Typical Classes: Samurai. However they tend to be pretty good at magic and mesmerism.

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

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

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

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

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

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

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

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

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

Immunity to Fear (Ex): At 4th level. there is no limit to how many tricks she can teach a creature. Knightly Spirit (Ex): As a Move Equivalent Action. Mettle (Ex): An 8th level Knight who succeeds at a Fortitude Partial or Willpower Partial save takes no effect as if she had immunity. 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. she may pique the interest of any mindless opponent within medium range. that condition ends at the end of that turn. That creature must make a Willpower Save (DC 10 + ½ Hit Dice + Constitution Modifier) or spend all of its actions moving towards or attacking the Knight. Any ally adjacent to the Knight gains Evasion. she may ignore one of the prerequisites for joining a Knightly Order prestige class. With a Swift Action. This Spell Resistance is increased by her shield bonus to AC if she has one. and she gains an ability related to the order she joins. In addition. In addition. though she does not. a Knight becomes immune to [Fear] effects. Defend Others (Ex): A 6th level Knight may use her own body to defend others. Sacrifice (Ex): As an immediate action. This effect ends after a number of rounds equal to the Knight's class level. becoming a member of an order has special meaning for a 10th level Knight. a 4th level Knight may restore any amount of attribute damage or drain that she has suffered. and her Handle Animal checks are not penalized for attempting to get a creature to perform a trick it does not know. Quick Recovery (Ex): If a 6th level Knight is stunned or dazed during her turn. Draw Fire (Ex): A 7th level Knight can exploit the weaknesses of unintelligent opponents. . All adjacent allies except the Knight gain a +2 Dodge bonus to their Armor Class and Reflex Saves. Bastion of Defense (Ex): A 7th level Knight can defend others with great facility. a Knight must join or found a Knightly order.Speak to Animals (Ex): A Knight can make herself understood by beasts. Spell Shield (Ex): An 8th level Knight gains Spell Resistance of 5 + her character level. Knightly Order: What is a powerful Knight without a descriptive adjective? Upon reaching 10th level. 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. From this point on.

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

Monks are not proficient with any armor or shields of any kind. Reflex: Good. Spot (Wis). Swim (Str). Every even numbered class level. the nunchuka. such as the sai. Saves: Fort: Good. Concentration (Con). 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. Hide (Dex). and the triple staff. . Diplomacy (Cha). As a natural slam attack. Benefit 1 Armored in Life. Knowledge (all skills individually) (Int). the kama. Armored in Life (Su): A Monk has a special Armor bonus whenever they are not using armor or shields that he is not proficient in. Escape Artist (Dex). if he uses no other natural or manufactured weapons he adds his Strength and a half to damage and may make iterative attacks if he has sufficient BAB. Fatal Strike. that enhancement bonus applies to his Armored in Life Armor Bonus. Willow Step. suffers a -5 penalty to-hit. and adds only half his Strength modifier to damage. the shuriken. 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. and has a value of +4. Perform (Cha). If the slam is used with other weaponry. Jump (Str). Wilow Step (Su): A true monk does not seek to outrun the fist. Craft (Int). but to anticipate it. Profession (Wis). it becomes a secondary natural attack. If the Monk wears armor which he is proficient in (for example: normal clothing) that has an enhancement bonus. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks. Sense Motive (Wis). If a Monk would be allowed to add his Dexterity modifier to a Reflex Save or Armor Class. Fighting Style 2 Rain of Flowers. Listen (Wis). Climb (Str). the Armored in Life bonus increases by 1. as well any weapon defined as a special monk weapon. Move Silently (Dex). Will: Good Level.Class Skills: The Monk's class skills (and the key ability for each skill) are Balance (Dex). Fatal Strike (Su): A Monk has a natural weapon Slam in addition to whatever else he is capable of doing. he may add his Wisdom bonus (if positive) instead. and Tumble (Dex). Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1).

• While Active. Abundant Leap (Su): At 2nd level. his soul becomes immaculate and his Spell Resistance improves to 10 + character level. a Monk's ability to jump is unbounded by his height. Rain of Flowers (Su): Any time a 2nd level Monk inflicts lethal damage. 3. 5. your Fighting Style provides any bonuses it gives to your slam attack to any attack you make with any weapon. your Fighting Style causes your slam attack to inflict piercing damage and to inflict 2 points of Constitution damage.Fighting Style (Su): At levels 1. • While Active. the DC for any jump check is divided by two. your Fighting Style causes your slam attack to inflict slashing damage and to reduce your opponent's movement rate by 10' every time they suffer damage from it. your Fighting Style provides a +4 Dodge Bonus to Saving Throws. • 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. and 7. he may elect to inflict lethal damage instead. Diamond Soul (Su): At 4th level. Other Fighting Styles may be activated during this period. and at 16th level he masters his diamond soul and his spell resistance improves to 15 + character level. . This attack of opportunity must be a trip or disarm attempt. your Fighting Style provides a +4 Dodge Bonus to AC. and provides two bonuses from the Fighting Style Abilities: Fighting Style Abilities • While Active. 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. Walk of a Thousand Steps: Once per day. • While Active. Each Fighting style requires a Swift Action to activate. though their duration is normally going to be only 1 round. your Fighting Style allows your slam attacks to ignore hardness and DR. your Fighting Style provides a +30' Insight Bonus to your movement rate. • While Active. Any time a Monk inflicts non-lethal damage. the Monk learns a Fighting Style. • While Active. • While Active. Each Fighting Style must have a name (see Naming Your Fighting Style below). and is usable at will. a Monk of sixth level or higher may activate a Fighting Style and extend its duration to 1 round/level rather than 1 round. At 8th level. • While Active. In addition. your Fighting Style allows you to make an attack of opportunity against any opponent who attacks you. • While Active. he may elect to inflict non-lethal damage instead. Activating this Fighting Style is still a Swift Action. lasts one round. This movement rate reduction can be healed like ability damage (treating 5' of movement as 1 point of ability damage). the Monk gains Spell Resistance equal to 5 + his character level.

At 12th level. and inflicts 1d6 of fire damage per character level if it hits. While Active. your Master Fighting Style transforms your slam attacks into Force effects that inflict Force damage. with a caster level equal to your character level. While Active. your Master Fighting Style allows you to teleport yourself and everything you are physically carrying 60 feet in any direction as a free action usable once per round. your Master Fighting Style affects any opponent you successfully trip or bulrush with the violent thrust version of telekinesis. your Master Fighting Style allows you to shoot fire out of your hands or mouth as a standard action. 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. 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).Master Fighting Style (Su): At levels 9. he doesn't lose a level for doing so. your Master Fighting Style provides you the effect of an air walk spell. 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. • • • • • • • • • Leap of the Clouds (Su): At 10th level. requires a ranged touch attack. Master of the Four Seasons: Time passes relentlessly in the world. He no longer appears to age. While Active. he may replace one of his Fighting Styles with a different Fighting Style. . the DC for any jump check is divided by 5. your Master Fighting Style provides total concealment. lasts one round. you may choose two regular Fighting Style Abilties. Each Master Fighting style requires a Swift Action to activate. When a Monk gains a new Master Fighting Style. the Monk learns a Master Fighting Style. While Active. the change of seasons is as no change at all. While Active. Each Master Fighting Style must have a name (see Naming Your Fighting Style below). Master of the Four Winds (Su): The Monk's breath of life is carried on the winds of fate. 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. never accumulates any additional penalties for growing older and will never die of old age. Instead of gaining a Master Fighting Style Ability. • • • • Master Fighting Style Abilities: While Active. your Master Fighting Style causes your slam attack to inflict vile damage. You are immune to Sonic damage while your Master Fighting Style is active. While Active. While Active. There is no saving throw against this effect. and provides two bonuses from the Master Fighting Style Abilities. if the monk is restored to life. While Active. A creature so banished. 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. and is usable at will. While Active. The fire can be shot out to medium range. and gives you a +20' Competence bonus to your speed. 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. 11. and 13. While Active.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

a Green Mage can hear things at great distances. Scary Noises is a [Sonic] ability. Once she has used it. but only the audio version. she may not use t again for 10 rounds. If she creates a new wall while she is already at her maximum. the scrying is entirely passive. Unlike a normal scrying. a Green Mage may invoke wind tunnel (Spell Compendium) once per day as a Swift Action. Air Walk (Su): From 5th level on. The Thunder Clap can be created within Medium range. Also her Sonic Resistance improves to twice her level. the Wind Mage may make her Thunder Clap larger. Chain Lightning (Sp): A 9th level Green Mage can use chain lightning as a standard action. one wall of her choice dissipates. Secrets on the Wind (Sp): An 8th level Green Mage can scry at will with a minute's concentration. as a standard action. There is no literal sensor in this case. Silence (Sp): A 6th level Green Mage can create a zone of silence. Scary Noises (Sp): A 7th level Green Mage can use fear as a spell-like ability. and it inflicts 1d8 + 1d8/2 levels in Sonic Damage (Fortitude save partial for half damage). and if she creates a new one when she already has her maximum she chooses one to be dispelled. doing an extra d8 of damage and having a radius of 30 feet. . The Save DC of any of her effects is DC 10 + ½ Level + Charisma Modifier. The Green Mage can only have 1 such wall in existence at a time for every three whole levels she has. Clairaudience (Sp): At 4th level. as per silence. Thunder Clap (Sp): At 6th level. a Green Mage can create a tremendous clap of thunder that damages and deafens. the Green Mage cannot see through to the target. Those creatures that fail their save are knocked prone and deafened for 1 round/level. and Green Mages often use it to bottle captured enemies. but instead can hear from that area as if sh was there herself. Slow (Sp): A Green Mage of 8th level can cast slow as a Swift Action at will. Pin Drop (Ex): A 7th level Green Mage gains a bonus to her Listen checks equal to her ranks in Listen.Wall of Air (Sp): A 3rd level Green Mage can create a wall of air at will. She can use clairvoyance/clairaudience at will as a free action. The Green Mage can only have one such zone active for every three full levels she has attained. a Green Mage constantly benefits from air walk. Wind Tunnel (Sp): At 9th level. Gaseous Form (Sp): A 10th level Green Mage can use gaseous form at will. Whispering Winds (Sp): A 3rd level Green Mage can use whispering winds at will. It is a 20 foot radius burst. At 11th level. More Resistance (Ex): At 4th level a Green Mage may personally ignore Wind Effects. at will. Gaseous Form used by a Green Mage is permanent until dismissed.

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

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

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

a 9th level Star Mage can target an enemy within medium range and cause them to die. Even if they survive. Flashburst (Sp): An 8th level Star Mage can use flashburst (Spell Compendium) at will. 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. End of Time (Sp:) A 15th level Star Mage can open up a rift to the very end of everything. Prismatic Spray (Sp:) A 14th level. All creatures (even undead and constructs) within that area must make a Fortitude Save or Die. any target who fails their save against the Star Mage's Baleful Glare also suffers 4 points of Strength Damage. Aid from Beyond (Sp:) Once per day. Gateway (Sp:) At 12th level. any creature so transported can be returned to the point they were before the vortex opened with a Swift Action. and if they fail they are dead. This is a [Death] effect.Draining Light From 6th level on. a 10th level Star Mage can summon a rampaging monster from the far realm. creatures who have Spell Resistance or Energy Resistance have those abilities negated for 10 combat rounds if they fail a save against Baleful Glare. Creatures are entitled to a Will Save to avoid being banished to a plane of the Star Mage's choice. . a Star Mage can open up the portal version of gate a number of times per day equal to her Wisdom modifier. The target makes a Fortitude save. End of Life (Sp:) As a standard action. It fights her enemies and breaks stuff for an hour and then vanishes. causing the very ultimate of termini to be unleashed upon those underneath its dread regard. Dimension Door (Sp): A 7th level Star Mage can cast dimension door at will. The Star Mage chooses a spot within long range and a column 40' in radius and 120' high erupts in doom. The far realm beast has a CR lower than the star mage's level. Resist Break (Ex:) From 10th level onwards. At the Star Mage's option. they still suffer 1d8/2 levels in damage. End of Hope (Sp:) A 13th level Star Mage can open up a vortex within Long Range that transports all creatures within a 30' burst from its center to the far reaches of the multiverse. Delaying Light: From 8th level on. a Star Mage can use prismatic spray at will. Those who pass their save merely suffer 1d6/level in damage.

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

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

and cannot damage Positive Energy Plane natives. This ability only applies to her White Mage spells. she must have a Charisma at least equal to 10 + the Spell Level. they may use their Dexterity to determine the attack bonus instead of Strength. those are affected by arcane spell failure as normal. and at 10th level all (Healing) spells are Maximized. . the White Mage may either deal damage or restore hit points equal to 1d6 + her Wisdom modifier to a touched target. At 7th level. At 5th level. At 2nd level.Spellcasting: The White Mage is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. Brilliance: White Mages are directly linked to a dimension of raw energy. and thus cannot heal undead (without spark of life applied). Reach. Equilibrium (Ex): At 2nd level. does not affect many constructs. 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. and this makes them very shiny. She is treated as native to the Positive Energy Plane in addition to whatever planes where she is already a native. If the White Mage so wishes. the White Mage’s body is accustomed to way more positive energy than most people can handle. The DC of the White Mage’s spells is Wisdom based and the bonus spells are Charisma based. Armored Casting: A White Mage casts arcane spells. At 4th level the Empower Spell metamagic is applied to all (Healing) spells and all prior effects of the Brilliance ability (uncapped bonuses. provided that spell slots of an appropriate level are still available. but she is not affected by the arcane spell failure of any armor or shield she is proficient with. the White Mage equilibriates just as well with surrounding negative energy and is under a continuous death ward effect. A White Mage casts spells from the White Mage Spell List (below). Additionally. at 8th level all (Healing) and Abjuration spells are Heightened to the highest castable White Mage spell level. if she is able to cast any other arcane spells. To cast a White Mage spell. and at 9th level she is immune to disease and poison and also no longer needs to eat or drink. It also means their energy powers get all over the place. it does not benefit from Brilliance. and Chain) apply to Abjurations. However. Because this is not a spell. Metamagic effects applied via this ability do not cause the spells to require a higher-level slot nor do they increase the casting time. A White Mage automatically knows every spell on her spell list. 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 levels stack. This is a positive energy-based effect. she also does not gain temporary hit points from the Major Positive-Dominant trait. this immunity extends to paralysis and fear. a White Mage no longer needs to sleep and gains immunity to sleep effects. Planar Immunity (Ex): A White Mage’s physiology starts off fairly normal. 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). but it slowly shuts down and discards systems that are redundant due to her overwhelming lifeforce. Magic Hands (Su): As an attack action. If she gains turning or rebuking from more than one class. Turn Undead (Su): The White Mage can turn undead as a Cleric of her class level. even if caster level exceeds 5) and her Healing spells automatically have Reach Spell applied. She can cast any spell she knows without preparing them ahead of time.

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

being dead is a harmful status effect. and the White Mage can freely switch between Major. Still Alive (Ex): A White Mage of 18th level is so full of life that they're alive for a while even after they die. the White Mage is now almost completely composed of essentially cancerous cells. the White Mage may still use any of their abilities so long as it doesn't require actual movement to perform. the White Mage may cast any of its specialized spells as an Immediate Action. Ascension (Ex): At 12th level the White Mage ascends to supernatural power and becomes immune to petrification. which is triggered by their death. she still only takes the partial effect.In Darkest Night (Su): At 8th level. the White Mage may cast it 3/day. When she first gains this ability. 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. At this point the White Mage has pretty much won D&D. Aspect of the Wolverine (Ex): At 20th level. the White Mage gains Improved Mettle. 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. Note that for the purposes of Inner Fire. and no aura as a move action. This may be suppressed or resumed as a swift action. which increases to 5/day at 16th level and becomes usable at-will at 19th level. For 1 minute per character level after they die. Planar Bubble (Su): At 14th level the White Mage gains the ability to create even more conduits to the Positive Energy Plane. except that if the White Mage fails on a Will partial or Fortitude partial saving throw. At 15th level. This applies to spells which are affected by Brilliance. and spells which are used via Inner Fire. These do not count against the "You can use only one contingency spell at a time" restriction of the contingency spell. . which is not bypassed by any form of damage. This is actually pretty bizarre to people in the setting. and no more than one active on any given creature. don't worry about it too much. This ability can be activated and deactivated as a move action. although they are dismissible as normal for contingency. As a swift action. Improved Mettle (Ex): At 11th level. but doesn't lose things like viability as an organism. the White Mage’s death ward effect extends to all allies within 30 feet. Minor. This includes (but is not necessarily limited to) their spell-like abilities. the Native or Extraplanar subtype as appropriate for her home plane. the White Mage may radiate the Minor Positive-Dominant trait out to 60 feet. and her previous type as an Augmented subtype. The White Mage may not have more such effects active at a time than they may cast per day. Planar Aura (Su): At 12th level. and only spells affected by Brilliance. This functions as Mettle. this may be increased to the Major Positive-Dominant trait. Instant Brilliance: At 17th level. Reraise (Sp): A 13th level White Mage gains the ability to cast a contingent true resurrection on a target creature. She gains Regeneration 10. She gains the Outsider type. she can create a Planar Breach to the Positive Energy Plane as with precipitate breach.

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

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

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

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

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

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

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

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

forcing them to fall back on weaponry or hiding.Call Totems (Su): A Totemist can use the Totem Powers of any active Soulmelds any number of times in a day. making it a lot more likely that they can move at full speed while wearing someone's mother as a breastplate. . Arcane Sight (Su): At 3rd level. a Soulborn benefits at all times from Arcane Sight. Totemists treat any armor made out of animal parts as if it was a lot easier to use. they may not call on the same Totem for the next three rounds. Woodland Stride (Ex): Totemists of 2nd level and up are totally at home in natural environments. so they could call upon two different powers in the first two rounds of combat. The Save DC of any save a Totem's power offers is 10 + 1/2 Level + Charisma Modifier. whether that creature has a language or not. even really jacked up ones. So at first level a Totemist has only 2 Chakras bound. However. Respect for the Dead (Ex): At 2nd level. 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. upon calling upon such a Totem. And every power is used at the Totemist's Character Level. Wild Empathy (Ex): Totemists can use Handle Animal as if it was frickin Diplomacy and they were speaking the Queen's Bloody English with any Animal or Magical Beast. and reduce the Armor Check Penalty and Armor Stealth Penalty of such armors by 4.

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

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

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

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

and in departing from physicality lets off a huge thunderclap that breaks things in all directions. Limitless Favor of the Totems: At 18th level. Everything around the Totemist in a Medium Ranged Burst is subjected to a d8/level Sonic damage (Reflex Half). the Totemist wins D&D. the Totemist can call on any of her displayed Totems that she did not call last turn.• Thunder Worm: The Totemist becomes Incorporeal for the next 4 rounds. Roll/choose Adjective 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Crushing Rising Fierce Dimming Clutching Gnawing Grasping Devastating Expansive Secret Protective Monstrous Horrendous Awesome Wicked Depressive Repetitive Vengeful Gorgeous Futile Colour Azure Beryl Aqueous Blue Cerulean Cobalt Electric Midnight Indigo Navy Ocean Sapphire Teal Turquoise Ultramarine Sky Steel Cyan Pale Red Thingy Claws Mantle Cloak Wings Armour Mask Gloves Sleeves Robe Helm Hat Horns Gauntlets Cape Belt Boots Trail Eyes Braids Amulet . Triumph Promised by Ancestors (Su): At 20th level.

So. This covers the following N1 classes: Geomancer . 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. generally so that it hurts other people. and is made by me.Geomancers are people who are in touch with nature and the elements in a bizarre fashion. and can also change the very landscape to suit them.Geomancer The Geomancer is one of the more advanced character classes. They become one with the world such that they needn't fear thorns and fire.

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

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

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

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

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

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

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

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

It's a coin-toss. Because they're dicks. in which case they'll vote the other. When they do this. so bribery is of little use. -10% per person their side is outnumbered by). DC 25 will actually let the PCs know who is for and against. except if the majority of their party votes the other way they might change their mind (100% to stand their ground. 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. but is often between 2 and 3. a number of Senators will feel like showing up. it is treated as a guarantee. and are more susceptible to bribes. If merely Strongly opposed/in favour. 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. This can vary between 5 and 20.or easily angered by the bribing of those of a conflicted party. Drunk people are unreliable. they don’t know what they want from one moment to the next. Sleeping people don't vote. but they won’t notice you bribing anyone else at least... do it gently or they may Loathe you. and 5% Aye for every Strongly in Favour/Love in their party. A regular Opposed/In Favour is basically a dice roll at 75%. their first course of action is to actually step forward with their request. Nobody may attempt to influence the same person more than once per session. Except they shift 5% Nay for every Strongly Opposed/Loathe in their party.THE DARK ASSEMBLY Whenever people want something out of the Dark Assembly. Also. There will be a number of "turns" in which each party member gets a single attempt at persuasion. When waking someone up. based on how important they consider the issue. unless you convince them otherwise. . unless all of their party is voting one way. Indifferent can be easily bribed . The number of turns varies.

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

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

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. Level <5 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CR 1 1 2 2 3 3 4 4 4 4 4 4 4 4 4 4 4 4 CR 2 1 2 2 3 3 4 4 4 4 4 4 4 4 4 4 CR 3 1 2 2 3 3 4 4 4 4 4 4 4 4 CR 4 1 2 2 3 3 4 4 4 4 4 4 CR 5 1 2 2 3 3 4 4 4 4 CR 6 1 2 2 3 3 4 4 CR 7 1 2 2 3 3 CR 8 1 2 2 CR 9 1 Minion Creatures: Zombies: use basic Zombie types at the given CR (Monster Manual) Eringi: these are Myconids (MM2 or 3. for instance. any Ooze. . dood. MOUNTS AND SPECIAL REINCARNATIONS If the players are ever in a position of power – gaining the [Overlord] or [Demon Lord] Title. 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).MINIONS. or having a proper mansion or castle to call their own or someone taking the Leadership feat – then they may have minions. except for the magical ones Giant Bats: Dire Bats (Monster Manual) Prinnies: see below.

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

“Cold” replaced with “Shocking”. If it hits. 60' long line. War Slug: This is a Frost Worm that has the following changes:CR 10. though it provides a +4 Enhancement bonus to Intimidate checks for the owner Feats: it is built with Improved Toughness. making a Melee Attack (+11) as a Standard action. The Critical value is 19-20/x2 Energy Blast (Su): the Rifle Demon may fire a blast of energy with a Standard action. It never gains more feats. This may be done at will. Skills: none. DC 19). it deals 5d6 Force damage plus one and a half times its Strength modifier (+3). If it hits. Str is only 20. It can go out to 90 feet and requires a Ranged Touch Attack (+13). +4 Dex. Extinction Beam (Su): once per minute. M-M-MONSTER Toughness (+20 HP). +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. This is a 5' wide. it gains a 5' radius Anti-Magic Field (doesn't affect self) . it deals 5d6 Force damage. 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. After gaining an additional 6 HD. and all in the area take 10d6 Force damage (Ref half. Trill and Breath Weapon Electro-Charge (Su): the War Slug may spend a Standard action to Haste itself and its rider for three rounds.Rifle Demon (CR 9 Large Outsider) Str 15 Dex 18 Con 16 Int 3 Wis 10 Cha 3 HD: 10d8+60 (105 HP) Initiative: +8 Speed: 30' Reach: 10' AC: 23 (-1 Size. only 10 HD Lose Death Throes. and by egg I mean Delayed Blast Fireball. the Rifle Demon may fire an Extinction Beam as a Standard action. Great Fortitude (crappy PHB version) and Improved Initiative.

whenever it deals Fire damage with a Spell-like ability. Red Mages. Anyone who fails the save catches fire. with no other changes . +4 Constitution. Also. the target catches fire (Ref negates).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. Breath Weapon (Su): the Efreet has a Breath Weapon 1/4 rounds. +2 Wisdom The Efreet has 6 Outsider Hit Dice: 8+5d8 plus (Con*6) HP BAB +6 Base Saves: Fort +5 Ref +5 Will +5 (8+Int)*9 Skill Points 3 Feats (1. Fiendish Brutes and Elemental Weirds Special: may take Dragon Type Hit Dice instead. Typical Efreeti: Knights. It is a 30' cone that deals 2d6 Fire damage per hit die (Ref half. 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. Con-based).

Galactic Demon: Large Outsider [Extraplanar] Additional Subtypes: same as its Alignment Requirement: "I want to be All Powerful!" Speed: 30' Fly Speed: 10' (Perfect) Reach: 10' Ability Scores: +6 Strength. +4 Constitution. they still carry immense power and are resistant to many forms of harm. Fire and Electricity 10 Immune to Nonmagical Poisons Advanced Access to the Sphere of Terror Typical Galactic Demons: True Fiends Galactic Demons are large. -2 Dexterity. -2 Intelligence Level 8 True Fiend: 8+7d12 plus (Con*8) HP BAB +8 Base Saves: Fort +6 Ref +6 Will +6 (8+Int)*11 Skill Points 3 Feats (1. 3 and 6 HD. Although they’re not great spellcasters. floating beasts with many eyes that seem to gaze out into the cosmos. . 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.

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