DISGAEAGAMEDOC | Leisure

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Hand of Fire (Su): A 3rd level Fire Mage can set fire to their own body, causing them to count as armed at all times, even with unarmed attacks. The Fire Mage also causes an extra 1d6 of Fire damage with all melee attacks. Fire Immunity (Ex): A 4th level Fire Mage is immune to Fire. Smokeless Flame (Sp): A 4th level Fire Mage can create fires that produce no heat and do not burn. These fires can be anything from the size of a torch to a bonfire, and produce light accordingly. Each lasts until the next time the sun rises. Smokeless Flame can be created anywhere within Medium range. Fireballs (Sp): A 5th level Fire Mage can hurl explosive fire anywhere within Long Range as a Full Round Action. This Fire explodes into a 20' radius burst and inflicts 1d6 of Fire Damage per level. All creatures within the area are entitled to a Reflex save to halve damage (DC 10 + ½ Level + Charisma Modifier). Mindfire (Sp): A 6th level Fire Mage can start a Fire in a creature's mind, duplicating the effects of rage or confusion for a number of minutes equal to his Level. The victim must be within Medium Range, and is entitled to a Will Save to negate this effect (DC 10 + ½ Level + Charisma Modifier). This is a Mind influencing Compulsion effect. Visions of Flame (Sp): A 7th level Fire Mage can contact other plane to communicate with the denizens of the Elemental Plane of Fire. A Fire Mage is in no danger of becoming insane or damaged by this experience. Soul of Cinders (Sp): An 8th level Fire Mage has burnt his soul to ash, and is no longer susceptible to Energy Drain or Fear. Sculpt Flames (Sp): A 9th level Fire Mage can create delicate shapes and walls made of fire. The Fire is fully shapeable, but cannot pass through more than 2 squares per level. Any creature passing through a square with fire in it suffers 1d6 of fire damage per level. A creature which is in a square that is being filled with fire is entitled to a Reflex Save (DC 10 + ½ Level + Charisma Modifier) to move to the nearest non-flaming square as an immediate action. These fires persist for 1 round per level. Alternately, the Fire Mage can replicate a wall of fire which persists for 1 minute per level. Conflagration (Sp): At 10th level, a Fire Mage can surround himself with a nimbus of flames that extends for 10' in all directions from his person. All other targets in this area suffer a d10 of Fire Damage per level, but are entitled to a Reflex Save (DC 10 + ½ Level + Charisma Modifier). In addition, a Fire Mage can cast fireshield at will (Hot Shield only). Beacon (Sp): An 11th level Fire Mage can create a magically permanent bonfire as a standard action. He always knows exactly where each Beacon he has created is and will know if it is put out by any means. Firewalk (Sp): At 11th level a Fire Mae can walk into any fire large enough to fit his person and appear in any other fire that is likewise of sufficient size anywhere on any plane of existence. The Fire Mage must know where the target fire is. The Fire Mage can take any number of willing creatures or carried objects that are also able to fit in both flames.

Bonds of Fire (Sp): A 12th level Fire Mage can craft solid fire and entrap a victim in it. The bonds will immobilize a creature which fails a Reflex Save (DC 10 + ½ Level + Charisma Modifier), and will entangle the creature unless it succeeds in its save by more than 5. A creature can attempt to escape by taking a Full round action to make a Strength or Escape Artist test with a DC equal to the Use Rope Skill Result of the Fire Mage. The victim suffers 20 points of Fire Damage per round, and the bonds of fire last until the victim escapes or the Fire Mage dismisses them. Fire Clouds (Sp): As a Full Round Action, a 13th level Fire Mage can create huge billowing clouds of Fire. The Fire Clouds must be created within Long range, and persist for 3 rounds whether they are still in range or not. The cloud is shapeable, and covers at most 3 10' cubes per Level. Each round, everyone and everything inside the cloud suffers 1d6 of Fire damage per level, but is entitled to a Reflex save for half damage (DC 10 + ½ Level + Charisma Modifier). Searing Light (Sp): A 14th level Fire Mage can call levels of illumination that are painful and destructive as the unmitigated baleful glare of the sun itself. All darkness within 5 miles is dispelled, and everything is illuminated. All undead suffer a 10 points of damage per round. All creatures specifically vulnerable to light suffer 10 damage per round (thus, vampires suffer 20 damage per round). All creatures are dazzled. Creatures must pass a Fortitude save (DC 10 + ½ Level + Charisma Modifier) every minute or become blind for the remainder of the effect. Creatures that are blinded when the effect ends are entitled to another Fort save to get their vision back, but if they fail this save the blinding is permanent. This effect lasts until the Fire Mage dismisses it or he is incapacitated. Ray of Light (Sp): As an attack action, a 14th level Fire Mage can fire a ray of Light at any target within Short Range. It inflicts 1d6 of Light Damage per level if it hits with a Ranged Tuuch Attack. Undead take 10 extra damage. Creatures specifically vulnerable to Light suffer an additional 10 damage. Sending (Sp): A 15th level Fire Mage can send a message, as the sending spell to any creature on any plane of existence with a standard action and receive a reply even if they are on different planes of existence. Rain of Fire (Sp): At 15th level, the Fire Mage can open the skies and dump raw inferno upon all who would oppose him. The fires inflict 1d6 of Fire Damage per level, and victims are permitted a Reflex save (DC 10 + ½ level + Charisma Modifier). The Fire Mage chooses which squares are struck with fire, and the only limits to how many squares can burn is how many squares the Fire Mage can see. There are no range limits to this power save line of sight.

Blue Mage The Snowscaper (Blue Mage) gains a variety of ice-themed spell-like and supernatural abilities at will that make it easy to learn and use for a beginner, and still remain relevant in the game. Good for freezing suckers. Thanks go to Maxus. This covers the following N1 classes: Blue Mage, Blue Skull, Magic Knight, Ghost, Vampire, Magician

Hit Die: d8 Class Skills: The Snowscaper's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (-), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex). Skills/Level: 4 + Intelligence Bonus BAB: Medium (as Cleric), Saves: Fort: Good; Reflex: Good; Will: Good Level Special 1 Coldfire, Cold Resistance, Cold Magic, Pall of Frost, Frozen Heart 2 Brittling, Create Ice, Skate 3 Frost’s Bite, Ice Skating, Ground Freeze. 4 Cold Immunity, Encumber 5 Icebeam, Let It Snow 6 Freeze, Never-melt Ice 7 Skate on Air, Create More Ice 8 Wall of Ice 9 Blizzard, Mirror Mirror On The Wall 10 Through the Looking Glass 11 Animate Snow 12 Create Tons of Ice 13 Wintersmith, The Great Blizzard of '52.

Weapon and Armor Proficiency: The Snowscaper is proficient with all simple weapons, all martial swords and piercing weapons, and any three exotic piercing or slashing weapons he wants. The Snowscaper is proficient with light armor but not with shields. Cold Resistance (Ex): At level 1, the Snowscaper gains Cold Resistance equal to her character level Cold Magic (Ex): All Cold spells are considered spells known for the purposes of magic item activation. Coldfire (Su): At level 1, the Snowscaper may form a semi-solid ball of pure cold energy and then throw it at an enemy as an standard action, where it'll burst upon impact. This is a ranged touch attack with a Short range, and does 1d6 cold damage per level Pall of Frost (Su): At level 1, the Snowscaper may frost herself over and chill the air around herself within 10 feet, inflicting 1d6 cold damage to everyone within the radius. While frosted, the Snowscaper is considered armed, and all of her melee attacks do 1d6 extra cold damage. Frozen Heart (Su): A Snowscaper gets her Charisma bonus or her character level (whichever is lower) to Cold damage. Brittling (Su): At level 2 the Snowscaper may concentrate her will upon a person or object within medium range, and chill the target. This always hits, and does 1d6 cold damage, and makes the target lose their Dex bonus to AC for one round (two if the target is Cold-vulnerable). Objects have their hardness halved for 1d4 rounds; this goes for any creature which also has a Hardness score. Create Ice Object (Su): At level 2 a Snowscaper may use a standard action to create any object or objects she's seen seen before--out of ice. They may be created in the air or in a square of your choice (within range), 10 lbs per character level, short range, a number of objects equal to your character level. Hardness equal to 10 + ½ Character level + Charisma Modifier, but takes 1d6 damage each round it’s in non-freezing temperature (which the Snowscaper can get around). Treat it as having the HP of a material of a similar hardness, if you care that much about sundering. Also, creating your maximum amount is a full-round action. Skate (Su): At level 2, The Snowscaper may skate at will, as per the psionic power, on a line of ice she creates ahead of her as she moves. The trail remains iced over for one round. This may also be used on natural ice. Frost’s Bite (Su): At level 3, the Snowscaper’s ice abilities generate a bitter cold. Her cold abilities penetrate Cold immunity, resistance, and hardness. Ice Skating (Su): At level 3, you may use Skate to cross liquid surfaces. The ice trail still disappears after a round, so you'd better keep moving, especially if you're crossing lava or acid. Ground Freeze (Su): At level 3, the Snowscaper may freeze four 5-foot squares per character level as a standard action. The ice in any square can be thawed using a fire spell. Also, the Snowscaper may now fix Ice objects onto horizontal and vertical surfaces and be sure they'll support a decent amount of weight.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Dood] Str 10 Dex 8 Con . Insanity. -1 more for every Prinny within 30'. 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). They are:  Golems (Iron. Advancement: 3-20 HD (Small) More Powerful Minions: Some minions are effectively magical equipment.Prinny (CR 1) Small Construct [Extraplanar.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). ** Requires “I want to ride something scary!” bill to be passed. if a character is entitled to a Cohort from something like the Leadership feat. You can only create these by spending Mana Power (see: relevant planar currency that you can’t just get by selling turnips). as the [Combat] Feat basic ability Dood (Ex): Prinnies take a -1 Racial penalty on saves vs Confusion/Insanity/Suggestion. Flat 11 Touch 10 Fort +3 Ref -1 Will -3 BAB/Grapple: +1/-3 2 MW Daggers +4/+4 (1d3+1) Skills: none Feats: for every feat a Prinny would get. dealing 1d6 Fire damage per HD (Ref half. the Prinny is instantly destroyed. Stone. Adamantine) (as per the MM)  Treants (as per the MM)  Rifle Demons (see below) Other minions are effectively mounts or Cohorts. Prinnies are not Immune to the following Mind-Affecting Effects: Confusion. Suggestion Death Throes (Su): when thrown or reduced to 0 HP. or just really seems to deserve one (such as being a rider-type class). they instead just get +1 to Hit and Damage Special: Two-Weapon Fighting. It explodes in a 30' radius. Evil. Chaotic. As such.

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

Typical Efreeti: Knights. It is a 30' cone that deals 2d6 Fire damage per hit die (Ref half. the target catches fire (Ref negates). Also. whenever it deals Fire damage with a Spell-like ability. +4 Constitution. Fiendish Brutes and Elemental Weirds Special: may take Dragon Type Hit Dice instead. Red Mages. Breath Weapon (Su): the Efreet has a Breath Weapon 1/4 rounds.There are two special races that players can later on Reincarnate into if they pass a bill at the Dark Assembly: Efreet: Large Outsider [Fire] Requirement: "I want to be a Lord of Flames" Speed: 30' Reach: 10' Ability Scores: +4 Strength. with no other changes . Anyone who fails the save catches fire. 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. +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. Con-based).

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

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