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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Knightly Spirit (Ex): As a Move Equivalent Action. This effect ends after a number of rounds equal to the Knight's class level.Speak to Animals (Ex): A Knight can make herself understood by beasts. Command: A Knight gains Command as a bonus feat at level 5. Immunity to Fear (Ex): At 4th level. and she gains an ability related to the order she joins. that condition ends at the end of that turn. Quick Recovery (Ex): If a 6th level Knight is stunned or dazed during her turn. That creature must make a Willpower Save (DC 10 + ½ Hit Dice + Constitution Modifier) or spend all of its actions moving towards or attacking the Knight. Mettle (Ex): An 8th level Knight who succeeds at a Fortitude Partial or Willpower Partial save takes no effect as if she had immunity. and her Handle Animal checks are not penalized for attempting to get a creature to perform a trick it does not know. Spell Shield (Ex): An 8th level Knight gains Spell Resistance of 5 + her character level. From this point on. a Knight becomes immune to [Fear] effects. she may ignore one of the prerequisites for joining a Knightly Order prestige class. a 9th level Knight may make herself the target of an attack or targeted effect that targets any creature within her reach. In addition. . Defend Others (Ex): A 6th level Knight may use her own body to defend others. a 4th level Knight may restore any amount of attribute damage or drain that she has suffered. becoming a member of an order has special meaning for a 10th level Knight. Her steed always seems to be able to catch the thrust of anything she says. Any ally adjacent to the Knight gains Evasion. Draw Fire (Ex): A 7th level Knight can exploit the weaknesses of unintelligent opponents. Sacrifice (Ex): As an immediate action. A 3rd level Knight gains a bonus to any of her Ride and Handle Animal checks equal to half her Knight Level. she may pique the interest of any mindless opponent within medium range. All adjacent allies except the Knight gain a +2 Dodge bonus to their Armor Class and Reflex Saves. a Knight must join or found a Knightly order. though she does not. Knightly Order: What is a powerful Knight without a descriptive adjective? Upon reaching 10th level. This Spell Resistance is increased by her shield bonus to AC if she has one. With a Swift Action. Bastion of Defense (Ex): A 7th level Knight can defend others with great facility. there is no limit to how many tricks she can teach a creature. In addition.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

The Star Mage chooses a spot within long range and a column 40' in radius and 120' high erupts in doom. and if they fail they are dead. a Star Mage can use prismatic spray at will. Prismatic Spray (Sp:) A 14th level. This is a [Death] effect. End of Life (Sp:) As a standard action. Those who pass their save merely suffer 1d6/level in damage. creatures who have Spell Resistance or Energy Resistance have those abilities negated for 10 combat rounds if they fail a save against Baleful Glare. Delaying Light: From 8th level on. The target makes a Fortitude save. Gateway (Sp:) At 12th level. Aid from Beyond (Sp:) Once per day. . Flashburst (Sp): An 8th level Star Mage can use flashburst (Spell Compendium) at will. All creatures (even undead and constructs) within that area must make a Fortitude Save or Die. Even if they survive. any creature so transported can be returned to the point they were before the vortex opened with a Swift Action. True Seeing (Sp:) An 11th level Star Mage benefits from true seeing at all times. any target who fails their save against the Star Mage's Baleful Glare also suffers 4 points of Strength Damage. It fights her enemies and breaks stuff for an hour and then vanishes.Draining Light From 6th level on. Creatures are entitled to a Will Save to avoid being banished to a plane of the Star Mage's choice. a 10th level Star Mage can summon a rampaging monster from the far realm. The far realm beast has a CR lower than the star mage's level. End of Time (Sp:) A 15th level Star Mage can open up a rift to the very end of everything. Resist Break (Ex:) From 10th level onwards. At the Star Mage's option. they still suffer 1d8/2 levels in damage. 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. a Star Mage can open up the portal version of gate a number of times per day equal to her Wisdom modifier. causing the very ultimate of termini to be unleashed upon those underneath its dread regard. End of Hope (Sp:) A 13th level Star Mage can open up a vortex within Long Range that transports all creatures within a 30' burst from its center to the far reaches of the multiverse. any target who fails their save against the Star Mage's Baleful Glare is also slowed for 1 round.

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

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

At 7th level. She is unaffected by any harmful effect due to positive energy (including spells such as bolt of glory or exploding due to being on a Major Positive-Dominant plane). the White Mage may either deal damage or restore hit points equal to 1d6 + her Wisdom modifier to a touched target. Brilliance: White Mages are directly linked to a dimension of raw energy. at 8th level all (Healing) and Abjuration spells are Heightened to the highest castable White Mage spell level. does not affect many constructs. even if caster level exceeds 5) and her Healing spells automatically have Reach Spell applied. A White Mage casts spells from the White Mage Spell List (below).Spellcasting: The White Mage is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. This ability only applies to her White Mage spells. She can cast any spell she knows without preparing them ahead of time. and cannot damage Positive Energy Plane natives. If the White Mage so wishes. To cast a White Mage spell. This is a positive energy-based effect. the White Mage equilibriates just as well with surrounding negative energy and is under a continuous death ward effect. At 2nd level. At 4th level the Empower Spell metamagic is applied to all (Healing) spells and all prior effects of the Brilliance ability (uncapped bonuses. the White Mage’s body is accustomed to way more positive energy than most people can handle. it does not benefit from Brilliance. Equilibrium (Ex): At 2nd level. Armored Casting: A White Mage casts arcane spells. Planar Immunity (Ex): A White Mage’s physiology starts off fairly normal. they may use their Dexterity to determine the attack bonus instead of Strength. It also means their energy powers get all over the place. At 5th level. provided that spell slots of an appropriate level are still available. . she also does not gain temporary hit points from the Major Positive-Dominant trait. Any level-dependent bonuses to a White Mage’s Healing spells are uncapped by level (so a cure light wounds spell would heal 1d8+1/caster level. and Chain) apply to Abjurations. The DC of the White Mage’s spells is Wisdom based and the bonus spells are Charisma based. but she is not affected by the arcane spell failure of any armor or shield she is proficient with. If she gains turning or rebuking from more than one class. She is treated as native to the Positive Energy Plane in addition to whatever planes where she is already a native. any Healing spell a 2nd-level White Mage casts can affect a number of additional targets up to her Wisdom modifier (subject to the restrictions of Chain Spell). and thus cannot heal undead (without spark of life applied). this immunity extends to paralysis and fear. Turn Undead (Su): The White Mage can turn undead as a Cleric of her class level. and this makes them very shiny. Magic Hands (Su): As an attack action. and at 10th level all (Healing) spells are Maximized. Because this is not a spell. Metamagic effects applied via this ability do not cause the spells to require a higher-level slot nor do they increase the casting time. a White Mage no longer needs to sleep and gains immunity to sleep effects. Reach. A White Mage automatically knows every spell on her spell list. However. and at 9th level she is immune to disease and poison and also no longer needs to eat or drink. if she is able to cast any other arcane spells. those are affected by arcane spell failure as normal. Additionally. she must have a Charisma at least equal to 10 + the Spell Level. the levels stack. but it slowly shuts down and discards systems that are redundant due to her overwhelming lifeforce.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Triumph Promised by Ancestors (Su): At 20th level. Limitless Favor of the Totems: At 18th level. 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 . the Totemist can call on any of her displayed Totems that she did not call last turn. the Totemist wins D&D. Everything around the Totemist in a Medium Ranged Burst is subjected to a d8/level Sonic damage (Reflex Half).• Thunder Worm: The Totemist becomes Incorporeal for the next 4 rounds.

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

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

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

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

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

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

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

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

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

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

+1 for each 10 you beat it by. you may automatically improve the attitude of a Senator by one step. of being Indifferent) . automatically improving their attitude by 1 step. Failure by 10 or more worsens their attitude. And abuse them. with a DC of 10 + their HD + their Wis or something. you may flat out use an ability that could change people's reactions. Use a Spell/Spell-Like Ability/Supernatural Ability/Extraordinary Ability: as long as it takes less than a minute to use. using the same Knowledge. Make it at least half-way appropriate. as a general rule: • • • • • Orcs.Bribe a Senator: this requires a Sense Motive check to tell what they want (opposed by their Bluff if they don't want to be blatant about it. +1 for each 10 you beat it by. Lie to a Senator: this requires a Bluff check against the Senator. Success improves their attitude by 1 step. Defeating them improves their attitude by 1 step. then you need to actually give them what they want. 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. Success improves their attitude by 1 step. automatic if they flat-out tell you). +1 for each 10 you beat it by. Sense Motive checks and simply remembering this shit and writing it down as you deal with them can help you in future. +1 for each 10 you beat it by. Based on the value. A note for Mister Cavern: keep the records of the various senators to re-use in future. Impress a Senator: this requires a Perform* check against the Senator. Simply possessing the right Profession may also serve to work in this case. with a DC of 10 + their HD + their Wis or something. Sweet-Talk a Senator: this requires a Diplomancy check against the Senator. DC 10 if they're hinting. Bully/Blackmail a Senator: this requires an Intimidate check against the Senator. Tumble or something else you feel will wow them. Failure by 10 or more worsens their attitude. with a DC of 10 + their HD + their Wis or something. Failure by 10 or more worsens their attitude. *Or Jump. so you get to learn the personalities and defects of the senators. Failure by 10 or more worsens their attitude. this is worth at least one shift in attitude. 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. So an Illusion could be an automatic Bluff success. Failure by 10 or more worsens their attitude. with a DC of 10 + their HD + their Wis or something. Note: some Senators are flat-out resistant or susceptible to certain approaches. a Charm or Compulsion could be an automatic Diplomancy success. Be Clever: this requires an opposed Knowledge check against a Senator. Offer Candy to Mistern Cavern: if this is done. Success improves their attitude by 1 step. if awake. Also.

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

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

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

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

Con-based). Anyone who fails the save catches fire. Typical Efreeti: Knights. with no other changes . +2 Wisdom The Efreet has 6 Outsider Hit Dice: 8+5d8 plus (Con*6) HP BAB +6 Base Saves: Fort +5 Ref +5 Will +5 (8+Int)*9 Skill Points 3 Feats (1. Fiendish Brutes and Elemental Weirds Special: may take Dragon Type Hit Dice instead. the target catches fire (Ref negates). Breath Weapon (Su): the Efreet has a Breath Weapon 1/4 rounds. +4 Constitution. Also. 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. whenever it deals Fire damage with a Spell-like ability. It is a 30' cone that deals 2d6 Fire damage per hit die (Ref half. Red Mages.There are two special races that players can later on Reincarnate into if they pass a bill at the Dark Assembly: Efreet: Large Outsider [Fire] Requirement: "I want to be a Lord of Flames" Speed: 30' Reach: 10' Ability Scores: +4 Strength.

+4 Constitution. . 3 and 6 HD. Fire and Electricity 10 Immune to Nonmagical Poisons Advanced Access to the Sphere of Terror Typical Galactic Demons: True Fiends Galactic Demons are large. -2 Dexterity. 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. 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. they still carry immense power and are resistant to many forms of harm. -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.

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