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