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

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

Alraune: the Alraune is a plant. Green (or blue. with flowers growing in their hair. they appear to be pretty humanoid girls from the waist up. 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. while they are large viny flowers from below the waist. They’re sort of like Dryads in a way. or whatever) in skin. Medium Fey [Plant] Speed: 30' Reach: 5-10' Natural Armour: +1 Skills: Alraune get a +3 bonus to Survival and Craft checks. Green Mages and Elementalists .

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

• While Active. your Fighting Style allows you to move through occupied spaces as if they were unoccupied and you provoke no attacks of opportunity for your movement. 3. • While Active. This attack of opportunity must be a trip or disarm attempt. • While Active. Abundant Leap (Su): At 2nd level. the Monk learns a Fighting Style. Any time a Monk inflicts non-lethal damage. and provides two bonuses from the Fighting Style Abilities: Fighting Style Abilities • While Active. and 7. your Fighting Style provides a +30' Insight Bonus to your movement rate. . Each Fighting style requires a Swift Action to activate. 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. though their duration is normally going to be only 1 round. he may elect to inflict lethal damage instead. lasts one round. your Fighting Style causes your slam attack to inflict piercing damage and to inflict 2 points of Constitution damage. • While Active. • While Active. Other Fighting Styles may be activated during this period. your Fighting Style allows your slam attacks to ignore hardness and DR. the Monk gains Spell Resistance equal to 5 + his character level. Activating this Fighting Style is still a Swift Action. Rain of Flowers (Su): Any time a 2nd level Monk inflicts lethal damage. • While Active. your Fighting Style provides you with concealment. In addition. Walk of a Thousand Steps: Once per day. your Fighting Style provides a +4 Dodge Bonus to Saving Throws. a Monk of sixth level or higher may activate a Fighting Style and extend its duration to 1 round/level rather than 1 round. your Fighting Style allows you to make an attack of opportunity against any opponent who attacks you. and is usable at will. Each Fighting Style must have a name (see Naming Your Fighting Style below). your Fighting Style forces any opponent struck by your slam attack to make a Fortitude Save (DC 10 + ½ your character level + your Wisdom Modifier) or become stunned for one round. • While Active. and at 16th level he masters his diamond soul and his spell resistance improves to 15 + character level. Diamond Soul (Su): At 4th level. 5. the DC for any jump check is divided by two. his soul becomes immaculate and his Spell Resistance improves to 10 + character level. a Monk's ability to jump is unbounded by his height. • While Active. your Fighting Style provides any bonuses it gives to your slam attack to any attack you make with any weapon. he may elect to inflict non-lethal damage instead. your Fighting Style provides a +4 Dodge Bonus to AC.Fighting Style (Su): At levels 1. • While Active. At 8th level. • While Active. This movement rate reduction can be healed like ability damage (treating 5' of movement as 1 point of ability damage).

• • • • Master Fighting Style Abilities: While Active. Outsiders suffer a -4 penalty to their saving throw. While Active. may not return to the plane it was banished from for a year. requires a ranged touch attack. the DC for any jump check is divided by 5. While Active. While Active. While Active. He no longer appears to age. While Active. While Active. lasts one round. While Active. never accumulates any additional penalties for growing older and will never die of old age. While Active. and 13. 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. 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. You are immune to Sonic damage while your Master Fighting Style is active. your Master Fighting Style provides you the effect of an air walk spell. There is no saving throw against this effect. The fire can be shot out to medium range. Instead of gaining a Master Fighting Style Ability. and gives you a +20' Competence bonus to your speed. While Active. and inflicts 1d6 of fire damage per character level if it hits. he may replace one of his Fighting Styles with a different Fighting Style. your Master Fighting Style provides total concealment. but for a monk of 14th level. Each Master Fighting Style must have a name (see Naming Your Fighting Style below). 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). . your Master Fighting Style transforms your slam attacks into Force effects that inflict Force damage. At 12th level. and provides two bonuses from the Master Fighting Style Abilities.Master Fighting Style (Su): At levels 9. 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. While Active. • • • • • • • • • Leap of the Clouds (Su): At 10th level. When a Monk gains a new Master Fighting Style. and is usable at will. he doesn't lose a level for doing so. Master of the Four Seasons: Time passes relentlessly in the world. your Master Fighting Style affects any opponent you successfully trip or bulrush with the violent thrust version of telekinesis. Each Master Fighting style requires a Swift Action to activate. you may choose two regular Fighting Style Abilties. the Monk learns a Master Fighting Style. your Master Fighting Style allows you to teleport yourself and everything you are physically carrying 60 feet in any direction as a free action usable once per round. your Master Fighting Style forces every creature within 10 feet of you to make a Will save (DC 10 + ½ character level + Wisdom Modifier) or become panicked for one minute. Master of the Four Winds (Su): The Monk's breath of life is carried on the winds of fate. with a caster level equal to your character level. your Master Fighting Style allows you to shoot fire out of your hands or mouth as a standard action. A creature so banished. if the monk is restored to life. 11. the change of seasons is as no change at all. your Master Fighting Style causes your slam attack to inflict vile damage. While Active.

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

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

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

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

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

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

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

Reflex: Good. and Jesters certainly adopt the role of fools. perhaps especially. Laugh It Off (Ex): Fate protects fools and little children. apply. Spellcasting 2 Laugh It Off 3 +1d6 Sneak Attack. he is immune to compulsion effects. Poison Use (Ex): A Jester may prepare. A Jester casts spells from the Jester Spell List (below). To cast a Jester spell. Ignore Components. he must have a Charisma at least equal to 10 + the Spell level. Harlequin’s Mask (Ex): As long as a Jester’s face is painted. Benefit 1 Harlequin’s Mask. Spellcasting: The Jester is an Arcane Spellcaster with the same spells per day progression as a Bard. Saves: Fort: Poor. . or adorned in the manner of a harlequin or other comedic figure. 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. Even. He can cast any spell he knows without preparing them ahead of time. a Jester may add his Charisma modifier as a morale bonus to his saves. masked. At 2nd level. Ignore Components: A Jester may cast spells from the Jester list without using material components. The DC of the Jester's spells is Charisma based and the bonus spells are Charisma based. This has no effect on any spells that a Jester casts from any other spell-list. improvised weapons may be used without the usual -4 penalty. provided that spell slots of an appropriate level are still available. A Jester automatically knows every spell on his spell list. Poison Use. and use poison without any chance of poisoning himself. Power Slide 4 Jester’s Fient 5 Cruel Comment 6 +2d6 sneak Attack 7 Sight Gag 8 Low Comedy.BAB: Medium (3/4). regardless of whether they are costly or not. 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. Will: Poor 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. If the target fails this check. the enemy is denied his Dex bonus for the Jester’s next attack. or 15’ at her choice). but only if he is constructing weapons or traps. or other cast-off materials that fit the requirement of being brightly colored. and 19. he suffers only half damage. Low Comedy (Ex): By using this ability. while others use colored balls. If this ability is gained from another class. not a Saving Throw. he may allow herself to be flung backwards . This effect lasts 3 rounds. a Jester gains the ability to make sneak attacks as a rogue would. 13. The penalty can be restored to its normal value with 10 minutes and a bar of soap. he suffers a -4 to attack rolls. 17. and this increases by 1d6 at levels 6.Power Slide (Ex): If a 3rd level Jester takes damage from an attack. This is a skill check. This is a language-dependant ability. then the Jester may choose to increase or decrease the total distance moved by 50% (so a Power Slide that negated 12 points of damage can cause him to move 5’. Sight Gag: At 7th level. the Jester has learned to say extremely funny but hurtful things about others. saves. Jack-in-the-Box King (Sp): Twice per day. 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. 9. He may make a Balance check with a DC equal to the damage inflicted and if she succeeds. 10’. the Jester would have to make a tumble check to avoid attacks of opportunity. pieces of cloth or scarves. any successful sneak attack also inflict a -2 Dex penalty to an enemy for one round. he suffers a d6 of damage for each square not moved. and all other checks. a 10th level Jester may use fabricate or major creation as a spell-like ability. Sneak Attack (Ex): At 3rd level. the Jester can make a Bluff check opposed by the target’s level plus Charisma check. but only if he casts them as full-round actions. fruit. 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 it succeeds. and it does not increase the spell’s level or slot used. . As a swift action. the Jester may apply the Silent Spell and Still Spell metamagics spontaneously to his spells. so abilities such as Evasion do not apply. At a swift action. At 3rd level. thereby lessening the impact. Wealthy. Cruel Comment (Ex) At 5th level. Some Jesters use objects with magical or alchemic effects that act in an enemy’s square to use with this ability. his sneak attacks inflict 1 extra d6 of damage. Slapstick (Ex): At 8th level. Jester’s Feint (Ex): At 4th level. This ability only works with spells on the Jester list. Using this ability is an attack action and counts as a thrown weapon. or foolish Jesters sometime used coins or gems. desperate. If there is not enough space for him to move. 15. 11. a Jester learns to shock and unnerve his enemies by throwing unexpected objects at them. If he passes through an occupied square.

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

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

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

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.

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

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

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

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

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

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

Jump. Wrath of the Heavens 5: Cryptic Demands. Hit Die: d6 Base Attack Bonus: Poor (as Wizard) Good Saving Throws: Will Skill Points: 2+Int Class Skills: Concentration. Star Mages have a strong tendency to use staves. Knowledge (Any). Heal. These abilities help them become creepier and more in to crazy space stuff." It is the harsh light of space and also that which existed before matter. Magician. Use Magic Device. Diplomacy. Craft. Armour Break. Survival. Day Break 3: Searing Light. Star Mages also have access to a number of secondary abilities that revolve around Wisdom. This covers the following N1 classes: Star Mage. Abilities: 1: Baleful Glare. Light. Dimension Hop 4: Silent Image. 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. 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. Starting Age: As Wizard Starting Equipment: 5d4x10gp Alignment: Star Mages are totally inscrutable and come from every alignment. Tenuous Sanity. Star Mages are distant and anti-social compared with other mages. Spot. The great sages of the Star Mages say that it will persist long after matter itself is a distant memory. Resist Break 11: True Seeing 12: Gateway 13: End of Hope 14: Prismatic Spray 15: End of Time Weapon and Armor Proficiency: Star Mages are proficient with Simple Weapons. Sense Motive. Android Level. End of Sight 6: Contact Other Plane. and that magic is based on Intelligence. Delaying Light 9: End of Life 10: Aid From Beyond. Ray of Light 2: Attune Form. Playing a Star Mage: The Star Mage is a user of magic. Star Skull. Geomancer. . Search.Star Mage Star Mages use the inexplicable elemental magic of "Star. Star Magic. Thanks go to Frank Trollman. Magic Knight.

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

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

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

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

Metamagic effects applied via this ability do not cause the spells to require a higher-level slot nor do they increase the casting time. At 7th level. and at 10th level all (Healing) spells are Maximized. and thus cannot heal undead (without spark of life applied). she must have a Charisma at least equal to 10 + the Spell Level. and Chain) apply to Abjurations. and cannot damage Positive Energy Plane natives. 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. they may use their Dexterity to determine the attack bonus instead of Strength. this immunity extends to paralysis and fear. even if caster level exceeds 5) and her Healing spells automatically have Reach Spell applied. A White Mage automatically knows every spell on her spell list. It also means their energy powers get all over the place. Magic Hands (Su): As an attack action. If she gains turning or rebuking from more than one class.Spellcasting: The White Mage is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. Equilibrium (Ex): At 2nd level. If the White Mage so wishes. The DC of the White Mage’s spells is Wisdom based and the bonus spells are Charisma based. but she is not affected by the arcane spell failure of any armor or shield she is proficient with. She is treated as native to the Positive Energy Plane in addition to whatever planes where she is already a native. Any level-dependent bonuses to a White Mage’s Healing spells are uncapped by level (so a cure light wounds spell would heal 1d8+1/caster level. the White Mage’s body is accustomed to way more positive energy than most people can handle. A White Mage casts spells from the White Mage Spell List (below). 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). it does not benefit from Brilliance. Turn Undead (Su): The White Mage can turn undead as a Cleric of her class level. This is a positive energy-based effect. but it slowly shuts down and discards systems that are redundant due to her overwhelming lifeforce. She can cast any spell she knows without preparing them ahead of time. the levels stack. 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). and at 9th level she is immune to disease and poison and also no longer needs to eat or drink. those are affected by arcane spell failure as normal. Additionally. a White Mage no longer needs to sleep and gains immunity to sleep effects. Planar Immunity (Ex): A White Mage’s physiology starts off fairly normal. the White Mage may either deal damage or restore hit points equal to 1d6 + her Wisdom modifier to a touched target. Armored Casting: A White Mage casts arcane spells. and this makes them very shiny. provided that spell slots of an appropriate level are still available. This ability only applies to her White Mage spells. However. . At 5th level. if she is able to cast any other arcane spells. Because this is not a spell. Reach. At 2nd level. at 8th level all (Healing) and Abjuration spells are Heightened to the highest castable White Mage spell level. does not affect many constructs. she also does not gain temporary hit points from the Major Positive-Dominant trait. To cast a White Mage spell.

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

she can create a Planar Breach to the Positive Energy Plane as with precipitate breach. This ability can be activated and deactivated as a move action. Ascension (Ex): At 12th level the White Mage ascends to supernatural power and becomes immune to petrification. the Native or Extraplanar subtype as appropriate for her home plane. For 1 minute per character level after they die. she still only takes the partial effect. Note that for the purposes of Inner Fire. This is actually pretty bizarre to people in the setting. and the White Mage can freely switch between Major. Minor. being dead is a harmful status effect. and her previous type as an Augmented subtype. the White Mage may still use any of their abilities so long as it doesn't require actual movement to perform. She gains Regeneration 10. this may be increased to the Major Positive-Dominant trait. the White Mage may cast it 3/day. and no more than one active on any given creature. except that if the White Mage fails on a Will partial or Fortitude partial saving throw. The White Mage may not have more such effects active at a time than they may cast per day. although they are dismissible as normal for contingency. Still Alive (Ex): A White Mage of 18th level is so full of life that they're alive for a while even after they die. the White Mage is now almost completely composed of essentially cancerous cells. This may be suppressed or resumed as a swift action. This includes (but is not necessarily limited to) their spell-like abilities. As a swift action. At this point the White Mage has pretty much won D&D. At 15th level. Instant Brilliance: At 17th level. Reraise (Sp): A 13th level White Mage gains the ability to cast a contingent true resurrection on a target creature. the White Mage’s death ward effect extends to all allies within 30 feet. but doesn't lose things like viability as an organism. This functions as Mettle. This applies to spells which are affected by Brilliance. and only spells affected by Brilliance. the White Mage may cast any of its specialized spells as an Immediate Action. Planar Aura (Su): At 12th level. and it is fully expected that White Mages at this point are capable of coming back from the dead without that even being a big deal. and spells which are used via Inner Fire. . which is not bypassed by any form of damage. When she first gains this ability. don't worry about it too much. 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. Improved Mettle (Ex): At 11th level. She gains the Outsider type. 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.In Darkest Night (Su): At 8th level. Planar Bubble (Su): At 14th level the White Mage gains the ability to create even more conduits to the Positive Energy Plane. and no aura as a move action. which increases to 5/day at 16th level and becomes usable at-will at 19th level. Aspect of the Wolverine (Ex): At 20th level. the White Mage gains Improved Mettle. which is triggered by their death.

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

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

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

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

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

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

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

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

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

Better Soulmelds: At fourth level. • Cockatrice: Touch forces target to make a Fortitude Save or be petrified. Their companion is a Magical Beast with a CR 2 less than their character level. It does 1d6 Fire Damage/level and allows a Reflex Save for half damage. • Digester: A cone of Acid is spat out to short range. • Ahuizotl: Melee Touch Attack causes he target to be blind. a Totemist is entitled to a companion. An entangled creature may make an Escape Artist or Strength check (DC 20) as a full-round action to wriggle or break free. Activating this is a Swift Action. • Chimera: A cone of fire is breathed out to short range. This ability can be invoked as a Swift action. There are then thorns of force crawling in their skin like a Linkin Park Song. • Pegasus: Totemist gains a 90' Flight Speed with Good Maneuverability for the next 4 rounds. each Soulmeld can be attached to a Better Totem. and the power delivered when called upon is as such: • Aranea: Can throw a soul Web. the target suffers 2d6 Force Damage. but if they move out of their square into another square with soul web in it they'll have to make another Reflex save or be caught again. Beast Companion: At 6th level. • Winter Wolf: The Totemist breathes a cone of Cold out to Short Range. • Unicorn: Heal a touched target by 1d6/level and remove any poisons they are afflicted with. 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. It inflicts d6/level Cold Damage. their companion either gets more powerful for no reason or their companion wanders off and they get a new companion. Either way. • Joystealer: Target within Medium Range must make a Will Save or suffer a d6 of Charisma Damage and be afflicted as per crushing despair. and does not burn. When the Totemist gains a level. Each spike inflicts 1d6 damage. The Totemist need not concentrate on the images. Creatures within or moving within a 15' burst within short range must make a Reflex Save or be entangled and anchored in place. and then the following turn suffer the same amount of damage unless they have cleaned themselves off. • Cloaker: Creates images equivalent to major image within Short Range. • Manticore: The Totemist launches a number of spikes of soul energy as their Level distributed between one or more targets within Medium Range. • Phase Wasp: The Totemist gains the benefits of true seeing for 4 rounds. • Briarvex: With a melee touch attack. • Shadow Mastiff: All other creatures within Short Range must make a Will Save or become Panicked for 1d6 rounds. Targets in the area suffer a d4 Acid Damage/level (Reflex Half). but they vanish in 4 rounds. • Behir: A line of electricity extends out to short range from the Totemist's mouth. . 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. It does 1d6 Electricity Damage/level and allows a Reflex Save for half damage. with Reflex save for half damage. Each attempt inflicts 1 hit point of damage whether it succeeds or fails. and they take 2d6 of Force Damage each round on the Totemist's turn for 1 round/level. This is a [Sonic] [Mind Affecting] [Fear] effect. • Cloaked Ape: The Totemist gains Fast Healing equal to their level for 4 rounds.

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

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

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

• Thunder Worm: The Totemist becomes Incorporeal for the next 4 rounds. Everything around the Totemist in a Medium Ranged Burst is subjected to a d8/level Sonic damage (Reflex Half). 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. and in departing from physicality lets off a huge thunderclap that breaks things in all directions. the Totemist wins D&D. Triumph Promised by Ancestors (Su): At 20th level. Limitless Favor of the Totems: At 18th level.

They become one with the world such that they needn't fear thorns and fire.Geomancers are people who are in touch with nature and the elements in a bizarre fashion.Geomancer The Geomancer is one of the more advanced character classes. So. and can also change the very landscape to suit them. and is made by me. generally so that it hurts other people. The Geomancer is the kind of class for people who think "Wall of ____" is an awesome Wizard spell and love setting up Black Tentacles + Stone Spikes + Acid Fog combinations. clever people and jerks. This covers the following N1 classes: Geomancer .

and their attacks are still blocked by the other Feet abilities. Cold Feet 3: Vertigo Field. Hot Feet (Su): Geomancers start with the ability to make nearby ground glow with red light and warmth. Anyone entering any of these squares takes 1d8 Fire damage per level (Ref half). . all within Medium Range. Nonmagical ranged attacks that cross any of these squares burn up uselessly. Hit Die: d6 Base Attack Bonus: Poor (as Wizard) Good Saving Throws: Fort and Ref Skill Points: 4+Int Class Skills: Balance. Climb. Abilities: 1: Hard Feet. Sense Motive. and affect them with the red glow. so enemies try to kill them first. 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. Craft. Hot Feet 2: Entangling Floor. They also tend to be a huge pain. They ignore naturally occurring difficult terrain and don't take damage from crap like thorns. Jump. and that magic is based on Wisdom. They are also unaffected by their own area of effect powers with the exception that they cannot move through physical barriers they create. As a Standard action. That's Switzerland they're thinking of. Levitation 5: Clear the Field 6: Walls of Fire and Ice 7: Zapped Feet 8: Soothing Floor 9: Icky Feet 10: The Floor Is Lava 11: Heavy Feet 12: Tangled Feet 13: Absent Feet 14: Freedom of Movement 15: Power of the Prism Weapon and Armor Proficiency: Geomancers are proficient with Simple Weapons and Light Armour. though there is an incorrect belief that they tend towards Neutrality. Tumble Level. Knowledge (Any). Concentration. This lasts for one round per level. Starting Age: As Wizard Starting Equipment: 5d4x10gp Alignment: Geomancers can be any alignment. Geomancers often use Staves or Crossbows. as such a good Dex or Con will not hurt. even really jacked up ones. A Geomancer's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. Heal. Hard Feet (Ex): Geomancers are totally at home in natural environments. Melting Feet 4: Stone Spikes. Spot. they may select a number of contiguous 10' tall 5' squares up to their hit dice. Survival.Playing a Geomancer: The Geomancer is a user of magic.

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

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

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

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

sticky cake becomes immune to the following for the next hour: Poison. but causes the consumer to feel bloated. Available starting level 5 . but very filling. Available starting level 3 Carrot Cake (consumable) This cake is still delicious. Available starting level 3 Teacake (consumable) Anyone who eats this delicious. as well as granting Fast Healing 1 for one minute.MAGIC ITEMS (AND ASSORTED JUNK) The Disgaeaverse game assumes the Tome approach to magic items is being taken – Wish economy and everything. TABLE: Magic items and Inherent ability score boosts (all scores) by level: Level 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 2 2 3 3 4 4 4 X X X X X X X X X Minor 1 1 2 2 2 3 3 3 4 4 4 4 X X X Moderate 1 1 1 2 2 2 3 3 3 Awesome Plus 1 Plus 2 Plus 3 Plus 4 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Stat+ Items to be handed out with no rhyme or reason: Chocolate Cake (consumable) This cake is delicious. but slightly healthier than Chocolate Cake. Disease & Ability Damage. They will also be cured of any of those conditions. It restores 1d4 HP per HD to the consumer. It provides 5 Temporary HP per HD which last for one hour or until used up or replaced by new Temporary HP. counting as Sickened for half an hour.

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

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

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

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

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

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

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. Str-based). As such. the Prinny is instantly destroyed. they instead just get +1 to Hit and Damage Special: Two-Weapon Fighting. ** Requires “I want to ride something scary!” bill to be passed. They are:  Golems (Iron. as the [Combat] Feat basic ability Dood (Ex): Prinnies take a -1 Racial penalty on saves vs Confusion/Insanity/Suggestion. Advancement: 3-20 HD (Small) More Powerful Minions: Some minions are effectively magical equipment. if a character is entitled to a Cohort from something like the Leadership feat. Insanity. It explodes in a 30' radius. dealing 1d6 Fire damage per HD (Ref half. Dood] Str 10 Dex 8 Con . Suggestion Death Throes (Su): when thrown or reduced to 0 HP.Int 4 Wis 4 Cha 10 Speed: 20' Reach: 5' Init -1 HD: 2d10 (11 HP) AC: 11 (-1 Dex +1 Size +1 Natural Armour).Prinny (CR 1) Small Construct [Extraplanar. Stone. -1 more for every Prinny within 30'. Evil. You can only create these by spending Mana Power (see: relevant planar currency that you can’t just get by selling turnips). or just really seems to deserve one (such as being a rider-type class). 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. Prinnies are not Immune to the following Mind-Affecting Effects: Confusion. Chaotic. Adamantine) (as per the MM)  Treants (as per the MM)  Rifle Demons (see below) Other minions are effectively mounts or Cohorts. .

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

It is a 30' cone that deals 2d6 Fire damage per hit die (Ref half. with no other changes . Anyone who fails the save catches fire. Fiendish Brutes and Elemental Weirds Special: may take Dragon Type Hit Dice instead. whenever it deals Fire damage with a Spell-like ability. Typical Efreeti: Knights. +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. Breath Weapon (Su): the Efreet has a Breath Weapon 1/4 rounds. Also.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. 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. Red Mages. the target catches fire (Ref negates). Con-based).

Although they’re not great spellcasters. -2 Dexterity. 3 and 6 HD. they still carry immense power and are resistant to many forms of harm. Fire and Electricity 10 Immune to Nonmagical Poisons Advanced Access to the Sphere of Terror Typical Galactic Demons: True Fiends Galactic Demons are large. . floating beasts with many eyes that seem to gaze out into the cosmos.Galactic Demon: Large Outsider [Extraplanar] Additional Subtypes: same as its Alignment Requirement: "I want to be All Powerful!" Speed: 30' Fly Speed: 10' (Perfect) Reach: 10' Ability Scores: +6 Strength. +4 Constitution. -2 Intelligence Level 8 True Fiend: 8+7d12 plus (Con*8) HP BAB +8 Base Saves: Fort +6 Ref +6 Will +6 (8+Int)*11 Skill Points 3 Feats (1. the 6HD one is automatically spent on Large Size) Natural Armour: +4 Spell Resistance 18 (improves with levels) Acid Immunity Telepathy to 100' Damage Reduction 8/Good (improves with levels) Energy Resistances: Cold.

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