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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’re not necessarily evil. Telepathy (Su) out to 30' as a constant effect Typical Classes: Jesters. at level 8 she may fly (Average) as much as she wants. The Empusa gains temporary HP equal to her Level or her Constitution modifier (whichever is more) when this ability inflicts any damage to a humanoid. average standards of where they come from. These temporary hit points last 1 hour and do not stack. the Empusa may fly at 60' (Poor) for a total number of consecutive rounds at a time equal to her Con modifier (minimum 1). If the target is unwilling. she can change subtypes by stabbing the right people in the face. Actually that’s precisely what they are. but they more or less can’t get away without being seen as evil. Yes. with a 3 round break in between. wings. Medium Outsider [Extraplanar] Additional Alignment subtypes: those of the Empusa's actual alignment. personable and good at pushing the right buttons. as well as psychically seeming slightly tweaked to the preference of those who see them). and to take 1d8+Cha nonlethal damage. This causes the target to become Fatigued for one round. and tails with pointed hearts on the end. Beguilers and Red Mages . It’s just their nature. At level 4. They may cast Charm Person once per day as a Supernatural ability (DC 10 + half HD + Cha). predatory. it requires a successful Grapple check. big boobs. Tiresome (Su): a kiss or other intimate act with an Empusa can be very tiring as they take a little energy to power themselves. Ability Scores: +2 Charisma Sexy (Su): Empusae are all innately attractive (by the general. Speed: 30' Reach: 5' Wings: provide no flight. They have little horns. She may elect not to use this ability. but the ability to glide and slow-fall. sassy or slutty (pick one or more). naughty.Empusa: Empusae are basically the Succubi of the N1 world.
They’re sort of like Dryads in a way. with flowers growing in their hair. Green (or blue.Alraune: the Alraune is a plant. while they are large viny flowers from below the waist. they appear to be pretty humanoid girls from the waist up. Medium Fey [Plant] Speed: 30' Reach: 5-10' Natural Armour: +1 Skills: Alraune get a +3 bonus to Survival and Craft checks. or whatever) in skin. Green Mages and Elementalists . Typical Classes: Totemists. Spell-Like Abilities (Sp): Charm Person and Entangle 1/day each (Charisma-based) Speak With Plants (Ex): An Alraune can speak to plants and use Diplomacy to change the attitude of monsters with the plant type as if they were coherent.
Typical Classes: Assassins and Totemists . Medium Vermin Fly Speed: 25' + 5' per level (Poor) Reach: 5' Skills: the Mothman gains a +3 Racial bonus on Spot. Giant moths. anyone adjacent to the Mothman must pass a Fort save (Conbased) or take Acid damage equal to the Mothman's number of Hit Dice. Hell Pollen (Ex): with a Swift action. The Save DCs are Con-based. 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. At 15th level it becomes 50' + 10' per level. Tremorsense 30’ Flight (Ex): at 5th level. Moth Power (Ex): the Mothman can duplicate the following once each per day: Daze. and can speak just as well as anyone else. about the same size as humans or even a little bigger. Listen and Search checks Senses: Low-Light Vision. At 9th level it becomes (Good) and changes to 50' + 5' per level.Mothman: mothmen are… moths. Darkvision 120’. That is largely all that is needed to describe them. it deals double damage for that attack. Dancing Lights. the Flight becomes (Average).
so they can then use it. Made of Wood (Ex): Marionettes have DR X/Slashing (where X is equal to their Hit Dice). Typical Classes: Jesters . Poison Immunity (Ex): Marionettes fucking love poison. They gain a +3 Racial bonus on Balance. It doesn’t. Marionettes are flexible. However they take a -3 Racial penalty on saving throws against [Compulsion] effects. Puppet (Ex): being puppets. They tend to be painted in bright colours as though that offsets the creepiness of walking. as such they are immune to poison themselves. they may make unarmed strikes as natural Slam Attacks (1d4+Str). as well as on Intimidate checks because they're spooky. brought to life by demonic essence. and they are also spooky. as they are made of wood. talking puppets. Any poison delivered to them remains inert. Additionally. They are living creatures. Tumble and Escape Artist checks.Marionette: Marionettes are human-sized wooden puppets. Medium Humanoid [Construct] Speed: 30' Reach: 5' Feats: Marionettes gain Improved Feint as a Bonus Feat.
Red Mages. all the time. but not fully. In an Anti-Magic Field. although they gain Damage Reduction X/Magic where X equals their Hit Dice. ignoring terrain and walls and furniture (and whatever else may be in the way). Green Mages and Totemists . Like.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. Also. and this does not protect it from attacks and so on. They are semi-transparent and can move through objects. Blue Mages. They interact normally with the normal world. Additionally. it simply cannot be accessed. Ghost Body (Su): a Ghost can hold items like a Handy Haversack. I don’t know. Medium Fey Speed: 20' Reach: 5' Pseudo-Ethereal (Ex): Ghosts are kinda' sorta' Ethereal. The Ghost always benefits from a Featherfall effect. it does not burst open. a Ghost taking a Move action can move their speed through intervening objects. Typical Classes: White Mages. though not [Force] effects. They’re also way too indecisive.
inflicting 2 points of Constitution Damage per round. The character heals 5 points for each point of Constitution Damage in this way. 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. Rosario to Vampire. 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). as well as handy with a katana. nor are they like the ones in Buffy or. Also. with more than a few being very ugly. However they tend to be pretty good at magic and mesmerism. They tend to be pretty fierce and bat-like in N1. sadly. If you mention sparkling I will stamp on your colon. Vampires do not get immunity to Ability Damage/Drain. Note that these are mostly just limitations on Undead strengths as opposed to true weaknesses. they can take Critical hits. Vampiric Weaknesses (Ex): Vampires are "vulnerable to Sunlight" and are Fatigued whenever in actual sunlight. Blue Mages and Green Mages . Medium Undead Speed: 30' Reach: 5' Ability Scores: Vampires retain a Constitution score Blood Drinking (Ex): The character can drain blood from a helpless or willing victim.Vampire: vampires are not like the poorly thought out D&D vampires that can’t even be staked. but only from Wooden weapons. Typical Classes: Samurai. Sleep or shape changing just because they're not quite alive. Red Mages. 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). to a maximum of 1 per hit die. Blood Power (Su): a Vampire may spend 1 Blood Point to generate a Daze effect. is stored as "Blood Points".
Usually their hair is metallic or blonde. Medium Outsider [Extraplanar] Additional Alignment subtypes: those of the Angel's actual alignment. the Angel may make a Smite attack. Speed: 30' Reach: 5' Ability Scores: +2 Wisdom Wings: provide no flight. Smite (Su): once per day. the Angel can create a Magic Circle Against Evil and Light effect. Typical Classes: White Mages and Knights . and have a tendency to glow. creed or religion. At level 4. but it never turns out that way in practice. This can be used on anyone. but the ability to glide and slow-fall. In theory they are serene and friendly.Angel: angels look like pretty humans. all out to 20' from herself. at level 8 she may fly (Average) as much as she wants. She then adds her Charisma modifier to the attack roll (min +1) and her hit dice to the damage. Tongues (Su) as a permanent effect Protective Aura (Su): with a Standard action at will. race. the Angel may fly at 60' (Poor) for a total number of consecutive rounds at a time equal to her Con modifier (minimum 1). regardless of alignment. with a 3 round break in between. but it needn’t be. Yes. she can change subtypes by stabbing the right people in the face. Sadly they don’t appear as zebra-striped beachballs.
Bonus Proficiencies: A Jack is inherently proficient with shovels. it's super hard to clean up. a shovel is treated as a battleaxe. a Jack has about one half of a leftover pumpkin that they aren't using any more. brick-shittingly so at night. 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. All Souls Day (Su): Each morning. Typical Classes: Assassins.Jack: Jacks are basically demon-possessed Scarecrows with pumpkins for heads. They are as scary as that sounds: not very during the day. Other creatures could eat it . The DC to Trip a Jack is increased by +4. In addition. Jesters and Samurai . a scythe is treated as a war scythe. and so on). Deep Roots (Ex): A Jack has Tremorsense out to 5' per point of Constitution Bonus they have (minimum 5'). Yard Worker (Ex): the Jack is made for yard work. 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. and may use the Intimidate skill as a Swift Action. hoes. so gains a +3 Racial bonus on all Craft checks. Once it dries.or just smash it against a wall. and scythes. All Jacks get Profession: Farmer for free. rakes. They also tend to be good at yard work.
Any time they take Electricity damage (even if it is all negated by Resistance or Immunity). and don't need to eat (though they can). their food and sleep requirements are met for the day. Electric-Powered (Ex): Androids have Electricity Resistance equal to their Hit Dice. Skills: the Android gets a +4 Racial bonus to Search checks.Android: Androids are basically Robot Girls. However they are still Constructs for the purpose of things like Favoured Enemy. that is completely awesome. On a successful Ranged Touch Attack. Medium Construct [Living] Speed: 30' Reach: 5' Ability Scores: Androids have Con scores like everyone else. They do not age. and Mortalbane. Law and Magic at will. Chaos. Laser Vision (Su): once per three rounds. They can attach all sorts of cool devices to themselves and really like technology. she deals 3 Fire damage per Hit Die to the target. Monk. Star Mage . Typical Classes: Totemist. but they aren't bad at firing lasers themselves. or running up and punching people. and thus have none of the automatic benefits of being constructs. They also have souls. and their armoured bodies grant +1 Natural Armour and DR 5/Adamantine. Scanner (Su): the Android may cast Detect Good. the Android may fire EYE BEAMS out to 30' as a Standard Action. and yes. must eat like a human”. but they still need to go into Sleep Mode for 4 hours per day. Evil. Living Construct: Androids are living creatures. Your MC may let you swap the Food and Sleep requirements to “needn't (but can) sleep. Maces of Smiting.
This class is stealthy and skilled. Mothmen. Sleight of Hand (Dex). Saves: Fort: Good. Hide (Dex). Disguise (Cha). and has a really deadly death attack that it can generally only use once per fight. Spellcraft (Int). Sense Motive (Wis). Diplomacy (Cha). Perform (Cha). Bluff (Cha). Gunners. Climb (Str). Profession (Wis). Will: Poor . Disable Device (Int). Search (Int). Tumble (Dex). Swim (Str). Archers.CLASSES OF THE DISGAEAVERSE Assassin: The Assassin is found in the Dungeonomicon (Frank & K). Hit Die: d6 Class Skills: The Assassin’s skills (and the key ability for each skill) are Balance (Dex). meaning it evens out with a competent sneak-attacker. Races: any Starting Gold: 6d4x10 gp (150 gold) Starting Age: As Rogue. Craft (Int). Skills/Level: 6 + Intelligence Bonus BAB: Medium (3/4). Jacks Alignment: An Assassin may be of any alignment. Jump (Str). Gather Information (Cha). Listen (Wis). Reflex: Good. Ninja. Spot (Wis). Concentration (Con). Move Silently (Dex). This covers the following N1 classes: Scouts. and Use Magic Device (Cha). Knowledge (all) (Int). Intimidate (Cha).
At first level. and use poison without any chance of poisoning herself. repeating crossbows. and must be from the schools of Divination. they stack if the character meets the requirements of both. To cast an Assassin spell. Death Attack +18d6 17 Death by a Thousand Cuts. Death Attack +14d6 13 Exotic Method. an Assassin gains proficiency with one Exotic Weapon of her choice. Spellcasting: The Assassin is an Arcane Spellcaster with the same spells per day and spells known progression as a Bard. and hand crossbows. Death Attack +3d6. Illusion. Death Attack +6d6 5 Traps. her next attack is a Death Attack if she makes it within 1 round. but only if the target is denied its Dexterity Bonus to AC against that attack. Death Attack +13d6 12 Personal Immunity. Death Attack +22d6 Weapon and Armor Proficiency: Assassins are proficient with all Light Weapons. Death Attack +20d6 19 Exotic Method. and do not have to meet the stringent requirements of a sneak attack. and 12 the Assassin may choose one more type of poison to become immune to. Assassins are well trained in eliminating magical or distant opponents. Benefit 1 Poison Use. An Assassin’s spells known may be chosen from the Sorcerer/Wizard list. Death Attack +16d6 15 Killer’s Proof. Special attacks such as a coup de grace may be a Death Attack.Level. Trapmaking. Death Attack +9d6 8 Nerve of the Assassin. As long as the victim is denied their dexterity against attacks from the assassin during the study action and the attack itself. Death Attack +10d6 9 Improved Uncanny Dodge. A Death Attack inflicts a number of extra dice of damage equal to her Assassin level plus two dice. Death Attack +19d6 18 Mind Blank. . At levels 5. The DC of the Assassin's spells is Intelligence based and the bonus spells are Intelligence based. At level 14. Spellcasting 2 Uncanny Dodge. Death Attack +12d6 11 Poisonmaster. Assassins are proficient with Light Armor but not with shields. Poison Use (Ex): An Assassin may prepare. Death Attack +21d6 20 Killing Strike. or Necromancy. 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. Death Attack +4d6 3 Hide in Plain Sight. an Assassin becomes immune to all poisons. Death Attack +17d6 16 Exotic Method. Personal Immunity (Ex): Choose four poisons. 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 +15d6 14 Personal Immunity. Death Attack +8d6 7 Full Death Attack. Personal Immunity. except that he gains no more than three spell slots per level. Death Attack +5d6 4 Cloak of Discretion. Death Attack +7d6 6 Palm Weapon. it counts as a death attack. If she does so. Death Attack +11d6 10 Skill Mastery. an Assassin is immune to all four of those poisons. though if a character has both sneak attack and death attack. even if they are made available in a stronger strength. as well as simple weapons. apply. she must have an Intelligence at least equal to 10 + the Spell level.
Any weapon successfully concealed with Sleight of Hand cannot be found with divination magic. and for one round afterward. Hide. If an Assassin already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead. He may add poison to these traps. he counts as if he were within a protection from evil effect. Use Rope. or the -20 penalty for running or fighting. However. These traps have a Search DC equal to 20 + the Assassin’s level. This ability does not remove the -10 penalty for moving at full speed. Trapmaking: At 5th level. Use Magic Device. she may take 10 even if stress and distractions would normally prevent her from doing so. Finding a nonmagical trap has a DC of at least 20. A magic trap generally has a DC of 25 + the level of the spell used to create it. . and are always single-use traps. and weapon-grade materials like sharpened wooden sticks or steel weapons. an Assassin becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. an Assassin can react to danger before his senses would normally allow him to do so. While studying a target for a Death Attack. He retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. flexible material like green wood. Finding a magic trap has a DC of 25 + the level of the spell used to create it. with a caster level equal to his character level. if he has access to it. have a BAB equal to his own. if the Assassin studies an opponent to perform a Death Attack. Assasins can use the Disable Device skill to disarm magic traps. Trapfinding: At 5th level. or Swim.Uncanny Dodge (Ex): Starting at 2nd level. Hide in Plain Sight (Ex): A 3rd level Assassin can hide in unusual locations. Move Silently. Disable Device. Search. Assassins can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. As long as has access to ropes. He can build any non-magical trap on the “CR 1” trap list that doesn’t involve a pit. figure out how it works. but it will dry out in an hour. Nerve of the Killer: At 8th level. he can build an improvised trap in 10 minutes. 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. An Assassin may even hide while being observed. an Assassin gains a limited immunity to compulsion and charm effects. Spellcraft. and bypass it (with her party) without disarming it. he still loses her Dexterity bonus to AC if immobilized. and may hide in areas without cover or concealment without penalty. an Assassin is protected by a constant Nondetection effect. When making a skill check with Climb. This does not confer a deflection bonus to AC. Cloak of Discretion (Su): At 4th level. Skill Mastery (Ex): At 10th level. the Assassin learns to conceal weapons with supernatural skill. Palm Weapon (Su) At 6th level. An Assassin who beats a trap’s DC by 10 or more with a Disable Device check can study a trap. the Assassin learns to build simple mechanical traps in out of common materials. or higher if it is well hidden. Full Death Attack: At 7th level.
Every successful Death attack inflicts a cumulative -2 Dexterity penalty to the Assassin’s victim. 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. • New School: The Assassin may now choose spells known from a new school. the assassin has learned to kill even the hardiest of foes by reducing their physical form to shambles. This poison degrades to uselessness in one week. The duration of this effect is three rounds. Poisonmaster: At 11th level. • Death By Plane Once per day. • Proxy Assassin: Twice per day. If he is holding an onyx worth at least 100 GP when he kills an enemy. • Killer Faerie Arts: Twice per day. and 19th level the Assassin learns an exotic form of killing from the list below. the Assassin’s Death Attacks bypass his victim’s DR and hardness. These penalties last one day. Death by a Thousand Cuts: At 17th level. the Assassin can cast flesh to stone as a swift action spell-like ability. he can synthesize one dose of any poison in the DMG. unless the attacker has at least four more levels in a class that provides sneak attack than the target. the Assassin learns alchemic secrets for creating short-term poisons. the Assassin can cast summon monster VII as a spell-like ability. the Assassin learns to steal the souls of those he kills. If a character already has uncanny dodge (see above) from a second class. Once chosen. Killer’s Proof (Su): At 15th level. Killing Strike (Su): At 20th level. This effect lasts 10 minutes. Mind Blank (Su): At 18th level. 16th. the Assassin can cast implosion as a spell-like ability. By expending an entire healer’s kit worth of materials and an hour of time. the Assassin is protected by a constant mind blank effect. . and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character. this ability does not change: • Carrier: Three times per day. the character automatically gains improved uncanny dodge instead. the Assassin can cast contagion as a swift action spell-like ability. This defense denies another character the ability to sneak attack the character by flanking him. the Assassin can cast plane shift as a spell-like ability. • Dimesional Rip:: Once per day. the Assassin can cast polymorph other as a swift action spell-like ability.Improved Uncanny Dodge (Ex): An Assassin of 9th level or higher can no longer be flanked. • Poison of the Cockatrice: Twice per day.
Therefore. Magic Knights. Jump (Str). Reflex: Poor. After all. Listen (Wis). As such. This class is designed to be hard to significantly hurt. Intimidate (Cha). Heavy Knights. they are almost exclusively recruited from the ranks of races that are highly urban in nature. Diplomacy (Cha). they encourage the enemy to attack the person who it is hard to attack. Craft (Int). Angels Alignment: Many Knights are Lawful. and Swim (Str). Spot (Wis). while Knights often spend tremendous amounts of time far from civilization. Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). Sense Motive (Wis). Knowledge (History. Starting Gold: 6d6x10 gp (210 gold) Starting Age: As Fighter. You have to maintain your code of conduct. Nobility. but plenty of Chaotic creatures can do that too. Races: Knights require a fairly social background to receive their training.Knight: The Knight is found in Races of War (Frank & K). But not all of them. Handle Animal (Cha). and additionally provides defences to allies. Hit Die: d12 Class Skills: The Knight's class skills (and the key ability for each skill) are Climb (Str). This covers the following N1 classes: Warriors. Saves: Fort: Poor. and Geography) (Int). a solitary creature generally has little use for honor. Will: Good . Ride (Dex). and seriously hurts enemies that choose to ignore him. Perform (Cha).
even normally acceptable poisons such as blade toxins. a Knight subscribes to honor to a degree far more than that which is strictly considered necessary by other honorable characters. Benefit 1 Designate Opponent. Medium. Knights are proficient with Light.Level. Designate Opponent (Ex): As a Swift Action. Mounted Combat. whether she is impersonating a specific creature or not. Knightly Spirit 5 Command 6 Defend Others. and Heavy Armor. A Knight who fails to abide by her code of conduct loses the ability to use any of her Knightly abilities which require actions until she atones. Code of Conduct: A Knight must fight with honor even when her opponents do not. any attacks the Knight uses against the opponent during her next turn inflict an extra d6 of damage for each Knight level. the attempt fails. Speak to Animals 4 Immunity to Fear. Indeed. 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. Mounted Combat: A Knight gains Mounted Combat as a bonus feat at 1st level. where X is half her Knight level. she may gain any Combat feat she meets the prerequisites for instead. This energy resistance lasts until she spends a Swift Action to choose another Energy type or her Shield bonus is reduced. Shields and Great Shields. Spell Shield 9 Sacrifice 10 Knightly Order Weapon and Armor Proficiency: Knights are proficient with all simple weapons and Martial Weapons. • A Knight must refrain from the use poisons of any kind. she gains Damage Reduction of X/-. . Damage Reduction (Ex): A Knight trains to suffer the unbearable with chivalry and grace. • A Knight may not voluntarily change shape. Draw Fire 8 Mettle. Quick Recovery 7 Bastion of Defense. This effect ends at the end of her next turn. As a Swift Action. At 2nd level. rounded down. This foe must be within medium range and be able to hear the Knight's challenge. Code of Conduct 2 Damage Reduction 3 Energy Resistance. Energy Resistance (Ex): A Knight may protect herself from energy types that she expects. If she already has Mounted Combat. If the target creature inflicts ay damage on the Knight before the Knight's next turn. • A Knight may not sell Magic Items. Otherwise. a 3rd level Knight may grant herself Energy Resistance against any energy type she chooses equal to her Knight Level plus her Shield Bonus. a Knight may mark an opponent as their primary foe. Actions which even hint at the appearance of impropriety are anathema to the Knight: • A Knight must not accept undo assistance from allies even in combat. A Knight must refuse bonuses from Aid Another actions.
From this point on. Sacrifice (Ex): As an immediate action. Draw Fire (Ex): A 7th level Knight can exploit the weaknesses of unintelligent opponents. a 4th level Knight may restore any amount of attribute damage or drain that she has suffered. Spell Shield (Ex): An 8th level Knight gains Spell Resistance of 5 + her character level. becoming a member of an order has special meaning for a 10th level Knight. In addition. Immunity to Fear (Ex): At 4th level. Her steed always seems to be able to catch the thrust of anything she says. This Spell Resistance is increased by her shield bonus to AC if she has one. All adjacent allies except the Knight gain a +2 Dodge bonus to their Armor Class and Reflex Saves. she may ignore one of the prerequisites for joining a Knightly Order prestige class.Speak to Animals (Ex): A Knight can make herself understood by beasts. Command: A Knight gains Command as a bonus feat at level 5. and her Handle Animal checks are not penalized for attempting to get a creature to perform a trick it does not know. that condition ends at the end of that turn. With a Swift Action. That creature must make a Willpower Save (DC 10 + ½ Hit Dice + Constitution Modifier) or spend all of its actions moving towards or attacking the Knight. Any ally adjacent to the Knight gains Evasion. Knightly Spirit (Ex): As a Move Equivalent Action. Defend Others (Ex): A 6th level Knight may use her own body to defend others. Knightly Order: What is a powerful Knight without a descriptive adjective? Upon reaching 10th level. Mettle (Ex): An 8th level Knight who succeeds at a Fortitude Partial or Willpower Partial save takes no effect as if she had immunity. A 3rd level Knight gains a bonus to any of her Ride and Handle Animal checks equal to half her Knight Level. a Knight becomes immune to [Fear] effects. . This effect ends after a number of rounds equal to the Knight's class level. Quick Recovery (Ex): If a 6th level Knight is stunned or dazed during her turn. Bastion of Defense (Ex): A 7th level Knight can defend others with great facility. she may pique the interest of any mindless opponent within medium range. though she does not. a Knight must join or found a Knightly order. there is no limit to how many tricks she can teach a creature. a 9th level Knight may make herself the target of an attack or targeted effect that targets any creature within her reach. and she gains an ability related to the order she joins. In addition.
Nekomata. Androids Alignment: Monks may be of any alignment. Really. This class is good at moving about. and halflings and dwarves rarely become monks. has a non-shit AC when unarmoured. The discipline emphasizes physical strength as much as it emphasizes perceptiveness and inner strength. and has a natural attack that can actually hit. unlike a PHB Monk.Monk: The Monk is found in the Dungeonomicon (Frank & K). If a bar brawl breaks out. other Monks will join in. This covers the following N1 classes: Brawlers. so orcs are as likely to become monks as Kuo-Toa are. Hit Die: d8 . almost every sapient race has those who take up the monk's path. few of the slower races turn towards these magical combat styles. from Stoic Lawfulness to Boisterous Chaos. Masked Heroes. Sinners. Also they gain cool stances that allow their natural attacks to do things or make them harder to hurt. Races: Because the martial paths of a Monk embrace all manners of comportment. some Monks will try to break it up. Whatever. Starting Gold: 2d4x10 gp (50 gold) Starting Age: As Monk. With its lack of emphasis on ranged weaponry.
Wilow Step (Su): A true monk does not seek to outrun the fist. Saves: Fort: Good. Knowledge (all skills individually) (Int). Spot (Wis). Diplomacy (Cha). A monk's slam attack does a base of 1d8 damage for a medium sized monk and does more or less damage as appropriate if the Monk is larger or smaller than medium size. If a Monk would be allowed to add his Dexterity modifier to a Reflex Save or Armor Class. Profession (Wis). Benefit 1 Armored in Life. such as the sai. Monks are not proficient with any armor or shields of any kind. and adds only half his Strength modifier to damage. as well any weapon defined as a special monk weapon. Fighting Style 2 Rain of Flowers. As a natural slam attack. Concentration (Con). Jump (Str). This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks. Sense Motive (Wis). that enhancement bonus applies to his Armored in Life Armor Bonus. Climb (Str). Will: Good Level. Willow Step. he may add his Wisdom bonus (if positive) instead. Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). and the triple staff. Hide (Dex). . Craft (Int). suffers a -5 penalty to-hit. Fatal Strike. Reflex: Good. Swim (Str). and has a value of +4. the nunchuka. but to anticipate it. the kama. Move Silently (Dex). Perform (Cha). 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.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. Listen (Wis). and Tumble (Dex). 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. the Armored in Life bonus increases by 1. Every even numbered class level. it becomes a secondary natural attack. Escape Artist (Dex). the shuriken. If the Monk wears armor which he is proficient in (for example: normal clothing) that has an enhancement bonus. If the slam is used with other weaponry. 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.
5. This attack of opportunity must be a trip or disarm attempt. In addition. Rain of Flowers (Su): Any time a 2nd level Monk inflicts lethal damage. a Monk's ability to jump is unbounded by his height. though their duration is normally going to be only 1 round. • While Active. your Fighting Style causes your slam attack to inflict piercing damage and to inflict 2 points of Constitution damage. the DC for any jump check is divided by two. • While Active. Walk of a Thousand Steps: Once per day. • While Active. your Fighting Style provides you with concealment. the Monk learns a Fighting Style. your Fighting Style forces any opponent struck by your slam attack to make a Fortitude Save (DC 10 + ½ your character level + your Wisdom Modifier) or become stunned for one round. • While Active. his soul becomes immaculate and his Spell Resistance improves to 10 + character level. • While Active. your Fighting Style allows your slam attacks to ignore hardness and DR. and at 16th level he masters his diamond soul and his spell resistance improves to 15 + character level. At 8th level. Activating this Fighting Style is still a Swift Action. • While Active. Each Fighting Style must have a name (see Naming Your Fighting Style below). 3. Other Fighting Styles may be activated during this period. . the Monk gains Spell Resistance equal to 5 + his character level. your Fighting Style provides a +30' Insight Bonus to your movement rate.Fighting Style (Su): At levels 1. he may elect to inflict lethal damage instead. a Monk of sixth level or higher may activate a Fighting Style and extend its duration to 1 round/level rather than 1 round. Each Fighting style requires a Swift Action to activate. your Fighting Style allows you to make an attack of opportunity against any opponent who attacks you. • While Active. • While Active. and 7. • While Active. your Fighting Style provides a +4 Dodge Bonus to AC. and is usable at will. Abundant Leap (Su): At 2nd level. your Fighting Style provides any bonuses it gives to your slam attack to any attack you make with any weapon. Any time a Monk inflicts non-lethal damage. This movement rate reduction can be healed like ability damage (treating 5' of movement as 1 point of ability damage). Diamond Soul (Su): At 4th level. 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. he may elect to inflict non-lethal damage instead. 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. • While Active. lasts one round. your Fighting Style provides a +4 Dodge Bonus to Saving Throws. and provides two bonuses from the Fighting Style Abilities: Fighting Style Abilities • While Active.
the change of seasons is as no change at all. your Master Fighting Style allows you to teleport yourself and everything you are physically carrying 60 feet in any direction as a free action usable once per round. your Master Fighting Style forces 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. the Monk learns a Master Fighting Style. Each Master Fighting style requires a Swift Action to activate. Instead of gaining a Master Fighting Style Ability.Master Fighting Style (Su): At levels 9. Master of the Four Seasons: Time passes relentlessly in the world. At 12th level. but for a monk of 14th level. the DC for any jump check is divided by 5. and provides two bonuses from the Master Fighting Style Abilities. . While Active. 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. While Active. While Active. There is no saving throw against this effect. A creature so banished. your Master Fighting Style provides you the effect of an air walk spell. your Master Fighting Style causes your slam attack to inflict vile damage. You are immune to Sonic damage while your Master Fighting Style is active. While Active. • • • • Master Fighting Style Abilities: While Active. and gives you a +20' Competence bonus to your speed. While Active. While Active. and inflicts 1d6 of fire damage per character level if it hits. he may replace one of his Fighting Styles with a different Fighting Style. • • • • • • • • • Leap of the Clouds (Su): At 10th level. When a Monk gains a new Master Fighting Style. never accumulates any additional penalties for growing older and will never die of old age. 11. Outsiders suffer a -4 penalty to their saving throw. While Active. Each Master Fighting Style must have a name (see Naming Your Fighting Style below). While Active. requires a ranged touch attack. you may choose two regular Fighting Style Abilties. While Active. While Active. your Master Fighting Style affects any target you strike with your slam attack with a targeted version greater dispelling with a caster level equal to your character level. and is usable at will. your Master Fighting Style provides total concealment. your Master Fighting Style allows you to shoot fire out of your hands or mouth as a standard action. Master of the Four Winds (Su): The Monk's breath of life is carried on the winds of fate. The fire can be shot out to medium range. your Master Fighting Style transforms your slam attacks into Force effects that inflict Force 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). While Active. may not return to the plane it was banished from for a year. if the monk is restored to life. lasts one round. He no longer appears to age. and 13. he doesn't lose a level for doing so. 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. your Master Fighting Style affects any opponent you successfully trip or bulrush with the violent thrust version of telekinesis. with a caster level equal to your character level.
He gains the augmented subtype of his previous type. your Grand Master Fighting Style affects every target you strike with a slam attack with the violent thrust version of telekinesis. • While Active. 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. and provides two bonuses from the Grand Master Fighting Style Abilities. • While Active. your Grand Master Fighting Style forces every creature struck with your slam attack to make a Fortitude save (DC 10 + ½ character level + Wisdom Modifier) or die. your Grand Master Fighting Style allows you to punch a hole through space and time. . There is no saving throw against this effect. your Grand Master Fighting Style slows down time to the point where you can act twice each round. he may replace one of his Fighting Styles or Master Fighting Style with a different Style of the same type. allowing you to open a travel version of gate with a slam attack. the Monk becomes an Outsider. 17. You recover a number of points of nonlethal damage each round equal to your character level. • While Active. your Grand Master Fighting Style makes you and everything you are carrying incorporeal. your Grand Master Fighting Style affects any target you strike with your slam attack with a disintegrate effect. with a caster level equal to your character level. • While Active. Each Grand Master Fighting Style must have a name (see Naming Your Fighting Style below). lasts one round. Master Fighting Style. When a Monk gains a new Grand Master Fighting Style. • While Active. • While Active. Each Grand Master Fighting style requires a Swift Action to activate. the Monk learns a Grand Master Fighting Style. you do not gain an extra Swift Action during your extra actions. Perfect Mastery: Once per day. and immortal of legend. • While Active. a Monk of 18th level or higher may activate a Fighting Style. your Grand Master Fighting Style causes you to regenerate. and has Damage Reduction of 20/Epic. with a caster level equal to your character level (DC 10 + ½ character level + Wisdom Modifier). your slam attacks are incorporeal touch attacks. Activating this style is still a Swift Action. you may choose two Master Fighting Style Abilties. • Instead of gaining a Grand Master Fighting Style Ability. and is usable at will. 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. Unarmed or Slam attacks inflict regular damage. • While Active. Grand Master Fighting Style Abilities: • While Active. Other styles may be activated during this period. your Grand Master Fighting Style prevents all [Teleport] effects from entering or exiting within 1 mile of your location. though their duration is normally going to be only 1 round Grand Master of Flowers: At 20th level.Grand Master Fighting Style (Su): At levels 15. and 19. • While Active. or Grand Master Fighting Style and extend its duration to 1 round/level rather than 1 round.
Style 7. . Monkey 6. Demon Noun Chart: 1. Drunken 6. Dance 8. Spinning Kick 4. Dragon 4. Manticore 8. Technique 6. Hummingbird 10. or nouns that you want.Naming your Fighting Style: Roll a d10. Lazy 8. Powerful 10. Hungry 3. Touch 10. animals. Ox 2. Turtle 7. Angry 4. or choose an adjective. Naked 5. Movement 9. an animal. and a noun: Adjective Chart: 1. Fist 2. Attack 5. Fortunate 7. Swift 9. Serpent 9. Crane 5. Running 2. Stance 3. Fu Note from the authors: Feel free to add any adjectives. Tiger 3. Enlightened Animal Chart: 1. There's no reason that your character's fighting style has to be called "Naked Tiger Stance" rather than "Astonished Centaur Defense".
Knowledge (all skills individually) (Int). Berserkers. making many attacks of opportunity. and iaijutsuing people in half. Jump (Str). Perform (Cha). Races: The Samurai is primarily found in societies where the law of the land is held in primacy over other things. Swim (Str).Samurai The Samurai is found in Races of War (Frank & K). So while a Samurai himself does not have to be Lawful. Craft (Int). This class is great at scoring critical hits. Will: Good . Hide (Dex). Reflex: Poor. Starting Gold: 4d6x10 gp (140 gold). Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). Diplomacy (Cha). Escape Artist (Dex). Concentration (Con). All of them must maintain the veneer of honor and civility. Listen (Wis). Lawful races bear the vast majority of Samurai. and Tumble (Dex). Sense Motive (Wis). Hit Die: d8 Class Skills: The Samurai's class skills (and the key ability for each skill) are Balance (Dex). Move Silently (Dex). This covers the following N1 classes: Samurai. Ninja. Vampires. though there is no reason that they have to actually be Lawful. Climb (Str). Saves: Fort: Poor. plus one masterwork weapon Starting Age: As Fighter. Profession (Wis). Nekomata Alignment: The Samurai can be of any alignment.
He must perform a 24 hour ritual to call his ancestral spirits into the weapon and designate it as his Ancestral Weapon. and this weapon must be a masterwork weapon exalted by the Samurai's warrior culture. the weapon serves as a symbol of the office and prowess of the Samurai. and once performed grants the following abilities: -Counts as his Ancestral Weapon for all Samurai abilities. To retain this Lord. or simply "master swordsman" or other descriptive title. Benefit 1 Ancestral Weaponry. Samurai who have broken their vows to their lord are called ronin. a figure of temporal power and head of a noble family or clan. -The Ancestral weapon has double HPs and +10 Hardness. he cannot be forced to act against his Lord or Lord's family by mind-affecting effects. Ancestral Weaponry: Every culture with a Samurai tradition has a signature weapon that Samurai from that culture use. Pledge of Loyalty: Samurai pledge their loyalty to a Lord. Whether it is the Spiked Chain of the Hobgoblin Khanate of Khadun or the Katana of the Human Empire of Rokugan. Samurai without a Lord receive a +4 bonus against mind-affecting effects. . Samurai are proficient with Light and Medium Armor. while samurai who have never been pledged to a lord or are unwilling to do so are weaponmasters called kensai. Pledge of Loyalty 2 Horde Breaker 3 Kiai! 4 Whirlwind Attack 5 Ancestral Guidance 6 Blindfighting. A samurai can only have one weapon designated as his Ancestral Weapon at a time. they must follow this Lord's orders and uphold any Code of Conduct the Lord obeys. This ritual costs 100 gp in incense and offerings.Level. As long as a Samurai does these two things. Terrible Blows 7 Iaijutsu 8 Parry Magic 9 Subtle Cut 10 Blade of Devastation 11 Iaijutsu Focus 12 Cut Magic 13 Deny Arcane Defenses 14 Final Cut 15 Iaijatsu Master 16 Reflect Magic 17 Blade of Souls 18 Deny Armor 19 Iaijutsu Grandmaster 20 Scrolls of Wisdom Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons. Regardless of their name. -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). sword saints. and has the Ghost Touch special property. as well as a single Exotic weapon appropriate to the Samurai's tradition. but not with shields of any kind.
Iaijutsu Focus (Ex): At 11th level. If the Samurai already has this feat. the effect does not affect him. a Samurai may convert a successful strike into a confirmed critical hit. A samurai can also seek guidance from other peoples' ancestors if they are available. he may take an Attacks of Opportunity against the targeted effect. If the Samurai already has this feat. Terrible Blows (Su): At 6th level. Iaijutsu (Ex): When a 7th level Samurai has the Edge on an opponent. Blade of Devastation (Su) At 10th level. he may choose another [Combat] Feat instead. he may take an attack of opportunity against that opponent as an immediate action at any time. This effect can also pierce [force] effects. As a result. This ability cannot be used on Attacks of Opportunity. the Samurai may attack enemies within his reach through objects and walls.Horde Breaker: A Samurai gains Horde Breaker as a bonus feat at 2nd level. He may use this ability a number of times per day equal to his half his Samurai level +2. Parry Magic (Su): At 8th level. but only if he meets the prerequisites of that feat. or dispel up to a 10' by 10' section of a [force] effect. This works like a speak with dead effect that may be used once per day. Kiai! (Ex): At 3rd level. but only if he meets the prerequisites of that feat. a Samurai's Ancestral Weapon bypasses Damage Reduction and ignores Hardness. his Ancestral Weapon automatically destroying any unattended object or wall in the way with a Hardness less than 20. Ancestral Guidance(Sp): At 5th level. a Samurai may make up to his per round limit of Attacks of Opportunity against any opponent(s) that he threatens as an immediate action. This ability is a free action that is declared after the strike is rolled and confirmed as a hit. but before damage is rolled. Subtle Cut A Samurai gains Subtle Cut as a bonus feat at 9th level. When the Samurai is targeted by a spell or supernatural ability. If he can make an attack roll against an AC equal to the spell or effect's DC with this Attack of Opportunity. a Samurai may seek guidance from his ancestors. . he may choose a [Combat] Feat instead. enemies do not gain cover bonuses against an attacking Samurai. he can also destroy unattended objects of any Hardness with a successful Ancestral weapon attack. he may choose a [Combat] Feat instead. Whirlwind Attack: A Samurai gains Whirlwind Attack as a bonus feat at 4th level. As a standard action. but only if he meets the prerequisites of that feat. Blindfighting: A Samurai gains Blindfighting as a bonus feat at 6th level. This counts as a commune effect that can be used once a day. If the Samurai already has this feat. a Samurai may use his Ancestral Weapon to parry magic targeted at him.
Final Cut(Ex): At 14th level. a Samurai who writes his treatise no longer takes ability penalties for aging as long as one copy of the treatise exists. Each time the Ancestral Weapon takes a soul. any Attack of opportunity made by the Samurai is automatically a confirmed critical hit. any enemy killed by a Samurai's Ancestral Weapon has his soul sucked into it. If he spends one month composing this treatise. any enemy struck by a Samurai's Attacks of Opportunity must make a Fortitude save against a DC equal to 10 + half the Samurai's HD +the Samurai's Wisdom bonus or be dazed for one round. Iaijatsu Master(Ex) : At 15th level. Iaijutsu Grandmaster (Ex): At 19th level. the Samurai gains a single bonus use of his Kiai! ability that must be used before the next sunrise. 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). a Samurai attacking with his Ancestral Weapon ignores any AC bonuses on his targets that come from spells or spell-like abilities. Scrolls of Wisdom: At 20th level.Cut Magic (Su): At 12th level. In addition. Deny Armor(Su): At 18th level. This attack is handled like the Samurai's Parry Magic ability. as per a spell turning effect. A successful save against this effect makes the enemy immune to this effect for five rounds. and this enemy cannot be raised. the Samurai has reached the pinnacle of his art. . Reflect Magic(Su) : At 16th level. Deny Caster Defenses (Ex): At 13th level. Blade of Souls: At 17th level. Anyone who reads this treatise gains a +2 competence bonus to attack characters with Samurai levels. but a -8 penalty to attack the writer of the 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. he may distribute it and spread his wisdom. a Samurai's Ancestral Weapon gains the Vorpal Special quality. even if it is not a slashing weapon. but it only dispels a 10' by 10' section of an Area of Effect spell or spell-like ability. and he may compose a treatise of his collected wisdom. a Samurai attacking with his Ancestral Weapon ignores any AC bonuses on his targets that come from armor or natural armor. resurrected.
ways to debilitate foes. and Use Magic Device (Cha). This class is a little bit like a Bard. Gather Information (Cha). except useful. Climb (Str). Concentration (Con). Sense Motive (Wis). Empusae. Bluff (Cha). Perform (Cha). Skills/Level: 6 + Intelligence Bonus . Disable Device (Int). Hit Die: d6 Class Skills: The Jester’s skills (and the key ability for each skill) are Balance (Dex). This covers the following N1 classes: Thieves. Races: Jesters appear in all cultures and all races have need of buffoons. Marionettes Translation of note written: “Boobies” Alignment: A Jester may be of any non-Lawful alignment. Sleight of Hand (Dex). Disguise (Cha). Jump (Str). Profession (Wis). a little Sneak Attack damage. Tumble (Dex). Spellcraft (Int). and limited spell-casting. Swim (Str). Hide (Dex). Intimidate (Cha). Craft (Int). quirky combat and evasive abilities. Masked Heroes. Search (Int). Diplomacy (Cha). Starting Gold: 6d4x10 gp (150 gold) Starting Age: As Rogue. Spot (Wis). They gain skill points.Jester The Jester is found in Dungeonomicon (Frank & K). Listen (Wis). Move Silently (Dex).
masked. He can cast any spell he knows without preparing them ahead of time. provided that spell slots of an appropriate level are still available. A Jester is proficient with no weapons. . Will: Poor Level. he must have a Charisma at least equal to 10 + the Spell level. Power Slide 4 Jester’s Fient 5 Cruel Comment 6 +2d6 sneak Attack 7 Sight Gag 8 Low Comedy. This has no effect on any spells that a Jester casts from any other spell-list. Poison Use (Ex): A Jester may prepare. Spellcasting 2 Laugh It Off 3 +1d6 Sneak Attack. and Jesters certainly adopt the role of fools. regardless of whether they are costly or not. Ignore Components. Harlequin’s Mask (Ex): As long as a Jester’s face is painted. perhaps especially. The DC of the Jester's spells is Charisma based and the bonus spells are Charisma based. Saves: Fort: Poor. A Jester casts spells from the Jester Spell List (below). To cast a Jester spell. 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. At 2nd level. improvised weapons may be used without the usual -4 penalty. Laugh It Off (Ex): Fate protects fools and little children. Benefit 1 Harlequin’s Mask. Reflex: Good. Even. or adorned in the manner of a harlequin or other comedic figure. a Jester may add his Charisma modifier as a morale bonus to his saves. Poison Use. and use poison without any chance of poisoning himself. Spellcasting: The Jester is an Arcane Spellcaster with the same spells per day progression as a Bard. 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. A Jester automatically knows every spell on his spell list. Ignore Components: A Jester may cast spells from the Jester list without using material components. he is immune to compulsion effects.BAB: Medium (3/4). apply.
17. the Jester can make a Bluff check opposed by the target’s level plus Charisma check. he suffers a d6 of damage for each square not moved. fruit. Slapstick (Ex): At 8th level. If he passes through an occupied square. If this ability is gained from another class. 11. the Jester would have to make a tumble check to avoid attacks of opportunity. 10’. the Jester has learned to say extremely funny but hurtful things about others. Sneak Attack (Ex): At 3rd level. saves. 15. Some Jesters use objects with magical or alchemic effects that act in an enemy’s square to use with this ability. If it succeeds. a Jester learns to shock and unnerve his enemies by throwing unexpected objects at them. At 3rd level. . At a swift action. he may toss a brightly colored object in the square of an enemy with a Sleight of Hand Check opposed by the enemy’s Spot check. and all other checks. or 15’ at her choice). This ability only works with spells on the Jester list. he suffers a -4 to attack rolls. If there is not enough space for him to move. If the target fails this check. Low Comedy (Ex): By using this ability. he suffers only half damage. thereby lessening the impact. a 10th level Jester may use fabricate or major creation as a spell-like ability. and 19. This is a language-dependant ability. while others use colored balls. Cruel Comment (Ex) At 5th level. Jack-in-the-Box King (Sp): Twice per day. any successful sneak attack also inflict a -2 Dex penalty to an enemy for one round. This is a skill check. He is moved away from the source of damage by 5' for every 5 points of damage (or part there of) negated in this way. a Jester of 8th level or higher can double the armor check penalty of an opponent within 50 feet that he hits with a ranged touch attack. but only if he casts them as full-round actions. the Jester may apply the Silent Spell and Still Spell metamagics spontaneously to his spells. desperate. not a Saving Throw. 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’. so abilities such as Evasion do not apply. The penalty can be restored to its normal value with 10 minutes and a bar of soap. As a swift action. 13. his sneak attacks inflict 1 extra d6 of damage. He may make a Balance check with a DC equal to the damage inflicted and if she succeeds. and it does not increase the spell’s level or slot used. This effect lasts 3 rounds. Using this ability is an attack action and counts as a thrown weapon.Power Slide (Ex): If a 3rd level Jester takes damage from an attack. Sight Gag: At 7th level. but only if he is constructing weapons or traps. or other cast-off materials that fit the requirement of being brightly colored. Wealthy. pieces of cloth or scarves. Jester’s Feint (Ex): At 4th level. and this increases by 1d6 at levels 6. 9. the enemy is denied his Dex bonus for the Jester’s next attack. a Jester gains the ability to make sneak attacks as a rogue would. he may allow herself to be flung backwards . or foolish Jesters sometime used coins or gems.
Detect Poison. Greater Glyph of Warding. Magic Mouth. Sleet Storm. Screen. sepia snake sigil. Symbol of Insanity. Insanity. Mordenkainen's Faithful Hound. Eternal Trickster (Ex) At 20th level. Touch of Idiocy. Refuge. Jester Spells: 0th Level: Alarm. the Jester can turn even his death into a joke. Eyebite. one of his spells known is cast as if it were spell in a contingency effect. Explosive Runes. Persistent Image. Detect Magic. any time a Jester strikes an enemy with a sneak attack. Secret Page. Annoy the Gods (Su): As world-class pranksters. so long as he meets the requirements of his Harlequin’s face ability. the effect is removed. Unseen Servant. he does not age and is under the effects of a mind blank effect. 4th Level: Globe of Invulnerability. the Jester can make a free Trip attack that does not provoke an Attack of Opportunity. and it may be used with ranged sneak attacks. Symbol of Stunning. Symbol of Sleep. Jesters must learn to avoid the curses and transformations of enemies with a sense of humor. Temporal Stasis. this check causes the enemy to suffer the panicked condition for a round per Jester level. Grease. Teleport Trap. Nightmare. Tasha's Uncontrollable Hideous Laughter. 6th Level: Creeping Doom. Rage. Prat Fall (Ex): At 16th level. Sword of Deception. Repulsion. If successful. Telekinesis. 5th Level: Bigby's Interposing Hand. The Jester may substitute his Dexterity modifier for his Strength modifier for the opposed test to trip his foe. Ventriloquism. This ability cannot be used on any one enemy more than once a round. Modify Memory. Symbol of Weakness. Tree Shape. Unluck. Misdirection. 2nd Level: Baleful Transposition. While meeting the requirements of his Harlequin’s Mask ability. the Jester can become a personification of the Laughing God Who has No Temples. Any time the Jester is killed or knocked unconscious. Minor Globe of Invulnerability. 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. Pyrotechnics. Glitterdust. Energy Immunity. Wood Rot. Glyph of Warding. 3rd Level: Feeblemind. Servant Horde. Reduce Person. This is a mindeffecting fear effect. Rope Trick. The Jester may not be tripped if this fails. Last Trick (Su): At 18th level.Killer Clown (Ex): At 12th level. the Jester can make a special Intimidate check as a move action. 1stLevel: Fire Trap. Shrink Item. . Insect Plague.
and still remain relevant in the game. Will: Good . Spot (Wis). Skills/Level: 4 + Intelligence Bonus BAB: Medium (as Cleric). Red Skull. Handle Animal (Cha). Magician. Vampire. Ghost. Survival (Wis). Hit Die: d8 Class Skills: The Fire Mage's class skills (and the key ability for each skill) are Bluff (Cha). Spellcraft (Int). Empusa Alignment: Fire is a destructive force. This covers the following N1 classes: Red Mage. Move Silently (Dex). Intimidate (Cha). though significant portions of many races live in areas where being a Fire Mage is illegal. But they don't have to be. Starting Gold: 6d6x10 gp (210 gold) Starting Age: As Rogue. Reflex: Good. Magic Knight. Search (Int). and Use Rope (Dex). Disguise (Cha). and a lot of Fire Mages are Chaotic. Thanks go to Frank Trollman. Ride (Dex). Saves: Fort: Good. Concentration (Con). Climb (Str). Listen (Wis). Recommended for those who like to set people on fire. Jump (Str).Red Mage The Fire Mage (Red Mage) gains a variety of fire-themed spell-like and supernatural abilities at will that make it easy to learn and use for a beginner. Craft (Int). Escape Artist (Dex). Profession (-). Races: Fire Mages appear in all races.
and all sizes and varieties of scimitar (including falchions). Impress Flames.Level. This burst of flames inflicts 1d6 of fire damage. with an allowed Reflex Save for half (DC 10 + ½ Level + Charisma Modifier). Piercing Flames (Ex): From 3rd level on. No more than ½ of the damage inflicted by his fire damage can be negated by hardness or immunity or resistance to Fire. a Fire Mage can emit a burst of flame from his body. 303). This ability can be used out to Medium range. A Fire Bolt strikes its target with a ranged touch attack. Smokeless Flame 5 Fireballs 6 Mindfire 7 Visions of Flame 8 Soul of Cinders 9 Sculpt Flames 10 Conflagration 11 Beacon. striking all creatures and objects within 10' of his position except himself. he inflicts an amount of extra Fire Damage equal to his class level or his Charisma modifier. Ignite (Sp): As a standard action. all martial axes. whether with his class abilities or another source of fire. and the creature can attempt to put itself out with a DC 15 Reflex save (see the DMG. Fire Bolts. Benefit 1 Fire Resistance. a 2nd level Fire Mage can cause any creature or object to burst into flame. Firewalk 12 Bonds of Fire 13 Fire Clouds 14 Searing Light. p. as well as the whip. hardness. Rain of Fire Weapon and Armor Proficiency: Fire Mages are proficient with all simple weapons. A creature on fire suffers 1d6 of Fire damage per round (the Mage's Impress Flames ability applies to each round of course). the Fire Mage ignores the first 5 points of Fire Resistance that a target has. whichever is less. Impress Flames (Ex): Every time a Fire Mage inflicts Fire damage on any target. and Immunity. a Fire Mage's Fire cuts through Fire Resistance. and inflicts 1d6 of Fire damage per level. Fire Bolts (Sp): A Fire Mage can throw bolts of fire as an attack action. Fire Magic 2 Ignite 3 Piercing Flames. Ray of Light 15 Sending. . Fire Magic (Ex): A Fire Mage is considered to have every spell with the Fire Descriptor on his spell list for the purpose of activating magic items. and it always hits. A Fire Bolt tavels out to short range. Hand of Fire 4 Fire Immunity. Fire Burst. Fire Mages are proficient with light armor but not with shields of any kind. In addition. Fire Burst (Sp): As a standard action. Fire Resistance (Ex): A Fire Mage has a Resistance to Fire equal to twice his level.
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.
Mirror Mirror on the Wall (Su): All of the Snowscaper’s ice creations come from the Plane of Ice. and is immune to it. A Blizzard is a short-range Cone. Wall of Ice (Sp): At level 8. and also does 1d6 Slashing and Piercing damage/three character levels. the Snowscaper does not fear cold. and goes up a foot every round until you tell it to stop. in as wide or as small an area as you want (within the radius). Anyone or anything present on the other side can likewise see and communicate through their mirror. This effect lasts until the ice mage dismisses it as a free action (or until they're knocked out or killed or what-have-you). Treat as a non-mind-affecting Hold Monster with a Reflex save. the Snowscaper’s creation abilities are getting better. the Snowscaper may it snow in a medium-range radius. Let It Snow (Su): As a standard action. Encumber (Su): At level 4. . 1d6 Cold Damage per character level.Cold Immunity (Su): At level 4. She may now make three separate objects per character level. with a Reflex save for half the weight. restricting ice—as much as she can make with Create Ice--encumbering them with the weight. Skate In Air (Su): At level 7. The largest angle at which the Snowscaper can travel upwards is 45 degrees (as per Air Walk). It starts off with a foot of snow. the Snowscaper may now skate through the air by creating a sheet of ice to travel across. and then may see out the other mirror as if looking through a window. the Snowscaper may create 100 lbs of ice per character level within medium range. Never-melt Ice (Su): At level 6. the Snowscaper’s ice creations are immune to all fire and won’t melt unless the Snowscaper allows it or the Snowscaper dies. the Snowscaper may bind someone or something up with ice. At level 9. Freeze (Su): At level 6. chooses one of her other mirrors. allowing her to do more and more things. It does 1d6 Cold damage per character level. That is to say. the Snowscaper stands in front of a mirror. Long-range ray as a standard action. Create More Ice (Su): At level 7. She may spend a standard action to attempt to wrap someone in heavy. Blizzard (Sp): At level 9 the Snowscaper may use a standard action to produce a howling gale of freezing wind carrying shards of ice and snow. the Snowscaper gains Wall of Ice as an at-will spell-like ability. If a permanency spell is cast on a Never-melt Ice item. are linked and can be linked. wherever it may be. as such. and. Only two surfaces may be linked as such at a time. it will endure even beyond the snowscaper's death. Icebeam (Su): The Snowscaper's mastery of coldfire has expanded to allow her to fire a ray of it. a Snowscaper has gained enough mastery to link any two smooth reflective surfaces made from her ice like a window as standard action.
stepping through an open door. but must be created on the ground. for one day per character level. and (1/3 Character Level + Cha Modifier) in Slashing and Piercing damage. or until she is killed. because now your body parts will be separated by the distance between the mirrors. It can be created within long range. This can have effects like Let it Snow and Ground Freeze. . When she first gets this ability. It inflicts (Character Level + Cha Modifier)d6 in Cold damage. a Snowscaper using her Mirror Mirror On The Wall ability may pass through the mirrors as easily as climbing through a window. out to Long Range. Animate Snow (Sp): At level 11. Others may also come.000 lbs of ice per character level as full-round action. she may create large amounts of snow and icicles and all that.Through the Looking Glass (Su): At level 9. Create Tons of Ice (Su): At level 12. the wintery conditions she creates do not melt normally and last until she relents and lets them thaw away. as long they form a chain by holding hands and the first person through is the Snowscaper. she may do it as far as she can see. the Snowscaper can create 1. The Snowscaper may now plunge an area into winter. Wintersmith (Su): At level 13. It is not advisable to let go of the chain when you're halfway through the mirror. The Great Blizzard of '52 (Sp): The Snowscaper's blizzards are now of legendary proportions. this is not Never-melt Ice. at will. At level 17. At character level 15. or falling down a hole. Unlike most of her creations. the Snowscaper may use Animate Snow. She may create a blizzard which is a Medium-ranged Cone. as the spell.
Thanks go to Frank Trollman. but that since theirs is the only one you can't see coming. Vampire. Move Silently. Search. But Wind users suggest that all magic is equally powerful. Jump. Concentration. Survival. that perhaps you should fear it most of all. Craft. Alraune . Knowledge (Any). and that magic is based on Charisma. Green Skull. Listen. Bluff. Many people think this element is "weak" or "childish" compared to the more visible powers of Fire and Ice. and those manipulations are Dexterity based. Diplomacy. Green Mages have a strong tendency to use staves. This covers the following N1 classes: Green Mage. Ghost. so can they. Sense Motive. Climb. But they are also a heavy user of ranged attacks. Starting Age: As Sorcerer Starting Equipment: 5d4x10gp Alignment: Green Mages favor secrecy and conniving. Spot.Green Mage Green Mags use the power of Wind. Heal. But since the game rants extensively on how conniving can be Lawful or Chaotic. Playing a Green Mage: The Green Mage is a user of magic. Hit Die: d8 Base Attack Bonus: Medium (as Rogue) Good Saving Throws: Reflex and Will Skill Points: 4+Int Class Skills: Balance. Magic Knight. Use Magic Device. Magician. Hide. Sleight of Hand.
she treats wind as being one step less intense. Wind Resistance (Ex): A Green Mage has resistance to Sonic and Electricity equal to her level. A Green Mage's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. and inflicts 1d4 of Sonic damage per level. Pin Drops 8: Slow. A Green Mage's caster level is always equal to her character level. Wind Resistance. A Wind Blast strikes its target with a ranged touch attack.Level. Windwalk 13: Control Winds 14: Breath of Life. Abilities: 1: Wind Blast. Ghost Sound. Wind Blast (Sp): A Green Mage can throw blasts of wind as an attack action. As a melee attack action. Whispering Winds 4: More Resistance. A Shocking Grasp attack can be made with a staff. Message (Sp): A Green Mage can cast message at will. . Ghost Sound (Sp): A Green Mage can use ghost sound at will. Whirlwind Weapon and Armor Proficiency: Green Mages are proficient with Simple Weapons. The Green Mage can use her Dexterity modifier instead of her Strength modifier on her attack roll. at will. Calming Voice 15: Storm of Vengeance. Air Magic 2: Gust of Wind. Weather Control 12: Animate Air. Secrets on the Wind 9: Chain Lightning. In addition. Sending 11: Speed of the Wind. A Wind Blast travels out to short range. Message. Shocking Grasp 3: Wall of Air. the Green Mage can make a touch attack that inflicts 1d6 of Electricity damage per level. A Green Mage may add the masterwork or enhancement bonus (if any) of any staff they are wielding to any attack or damage rolls they make with their Supernatural and Spell Like abilities. Silence 7: Scary Noises. Clairaudience 5: Air Walk 6: Thunder Clap. 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. Gust of Wind (Sp): A 2nd level Green Mage can cast Gust of Wind as a standard action. Shocking Grasp (Su): A 2nd level Green Mage can shock people with a touch. Wind Tunnel 10: Gaseous Form.
Air Walk (Su): From 5th level on. the Green Mage cannot see through to the target. At 11th level. a Green Mage can hear things at great distances. Scary Noises (Sp): A 7th level Green Mage can use fear as a spell-like ability. Chain Lightning (Sp): A 9th level Green Mage can use chain lightning as a standard action. she may not use t again for 10 rounds. Gaseous Form used by a Green Mage is permanent until dismissed. at will. Pin Drop (Ex): A 7th level Green Mage gains a bonus to her Listen checks equal to her ranks in Listen. but instead can hear from that area as if sh was there herself. The Green Mage can only have 1 such wall in existence at a time for every three whole levels she has. Also her Sonic Resistance improves to twice her level. If she creates a new wall while she is already at her maximum. Slow (Sp): A Green Mage of 8th level can cast slow as a Swift Action at will. Those creatures that fail their save are knocked prone and deafened for 1 round/level. a Green Mage can create a tremendous clap of thunder that damages and deafens. one wall of her choice dissipates. Silence (Sp): A 6th level Green Mage can create a zone of silence. as a standard action. Whispering Winds (Sp): A 3rd level Green Mage can use whispering winds at will. Secrets on the Wind (Sp): An 8th level Green Mage can scry at will with a minute's concentration. There is no literal sensor in this case. Wind Tunnel (Sp): At 9th level. The Save DC of any of her effects is DC 10 + ½ Level + Charisma Modifier. but only the audio version. doing an extra d8 of damage and having a radius of 30 feet. Gaseous Form (Sp): A 10th level Green Mage can use gaseous form at will. and if she creates a new one when she already has her maximum she chooses one to be dispelled. . the Wind Mage may make her Thunder Clap larger. Clairaudience (Sp): At 4th level. as per silence. Once she has used it. and it inflicts 1d8 + 1d8/2 levels in Sonic Damage (Fortitude save partial for half damage).Wall of Air (Sp): A 3rd level Green Mage can create a wall of air at will. The Green Mage can only have one such zone active for every three full levels she has attained. Unlike a normal scrying. a Green Mage constantly benefits from air walk. the scrying is entirely passive. Scary Noises is a [Sonic] ability. Thunder Clap (Sp): At 6th level. More Resistance (Ex): At 4th level a Green Mage may personally ignore Wind Effects. The Thunder Clap can be created within Medium range. She can use clairvoyance/clairaudience at will as a free action. and Green Mages often use it to bottle captured enemies. It is a 20 foot radius burst. a Green Mage may invoke wind tunnel (Spell Compendium) once per day as a Swift Action.
Calming Voice (Sp): Once per hour. Weather Control (Sp): An 11th level Green Mage can control the weather every day. Animate Air (Sp): At 12th level. This ability can only be invoked once per hour. a Green Mage can animate the very air. Speed of the Wind (Sp): An 11th level Green Mage can use haste as a Swift Action once per hour. a 14th level Green Mage can cast charm monster. By spending a Standard Action. Storm of Vengeance (Sp): Once per hour. the old one dissipates. it can be an Elder Elemental.Sending (Sp): A 10th level Green Mage can use sending at will simply by speaking into the wind. . Control Winds (Sp): A 13th level Green Mage can cast control winds as a Druid of her level. At 20th level. and if she creates a new one. Whirlwind (Sp): A 15th level Green Mage can use whirlwind or greater whirlwind (Spell Compendium) at will. her Elemental can be made as a Greater Elemental instead. She can only create one an hour in any case. She can only have one at a time. she essentially creates a Huge Air Elemental that follows her orders. Wind Walk (Sp): A 12th level Green Mage can invoke or terminate wind walk at will as a Swift Action. At 16th level. Breath of Life (Sp): A 14th level Green Mage can raise the dead a number of times per day equal to her Charisma modifier. a 15th level Green Mage can invoke a Storm of Vengeance as per the Druid spell of the same name.
Craft.Star Mage Star Mages use the inexplicable elemental magic of "Star. The great sages of the Star Mages say that it will persist long after matter itself is a distant memory. Jump. This covers the following N1 classes: Star Mage. Use Magic Device. 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. Ray of Light 2: Attune Form. Survival. End of Sight 6: Contact Other Plane. Abilities: 1: Baleful Glare. Armour Break. Geomancer. Star Skull. Heal. Magician. Diplomacy." It is the harsh light of space and also that which existed before matter. Tenuous Sanity. . Day Break 3: Searing Light. Star Mages have a strong tendency to use staves. Android Level. Dimension Hop 4: Silent Image. Knowledge (Any). Delaying Light 9: End of Life 10: Aid From Beyond. A Star Mage's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. Star Mages are distant and anti-social compared with other mages. Draining Light 7: Dimension Door 8: Flashburst. Star Mages also have access to a number of secondary abilities that revolve around Wisdom. 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. Starting Age: As Wizard Starting Equipment: 5d4x10gp Alignment: Star Mages are totally inscrutable and come from every alignment. Wrath of the Heavens 5: Cryptic Demands. Hit Die: d6 Base Attack Bonus: Poor (as Wizard) Good Saving Throws: Will Skill Points: 2+Int Class Skills: Concentration. Playing a Star Mage: The Star Mage is a user of magic. Magic Knight. Sense Motive. Search. Thanks go to Frank Trollman. and that magic is based on Intelligence. Spot. These abilities help them become creepier and more in to crazy space stuff. Light. Star Magic.
one light source of her choice winks out. Each light source is otherwise permanent.Baleful Glare (Sp): The Star Mage can as a standard action blast a target with inerrant light that sears them to their core. The Baleful Glare always hits and has a Medium range. The Glowing Orbs do not require glass spheres to be provided for them. Also they are immune to the confused and dazed conditions. Armor Break (Sp): A 2nd level Star Mage can phase a target's armor away. Light (Sp): The Star Mage can use Dancing Lights and Glowing Orb at will. Ray of Light (Sp:) A Star Mage can use ray of light (Spell Compendium) as a standard action atwill. this can be done as a Swift action. they may target a number of enemies with it equal to their level. The Star Mage's Save DCs on any of their Spell Like and Supernatural abilities is 10 + 1/2 Level + Intelligence Modifier. Searing Light (Sp): From 3rd level on. they can use Knowledge (Planes) in lieu of Diplomacy when dealing with Elementals and Outsiders. the Star Mage is a Wizard. . the Star Mage can make one target creature within Short Range glow as per fairie fire for one turn. Day Break (Sp): A 2nd level Star Mage can awaken any sleeping creature within short range as a move action. +1 damage/level. Tennuous Sanity (Ex): A 6th level Star Mage does not lose mental stats. whether from damage. drain. It inflicts d8 + Wisdom Modifier damage. From 6th level on. For purposes of activating magic items. As a standard action. Wrath of the Heavens (Sp): When a 4th level Star Mage uses Baleful Glare. If she creates another one when she has the maximum number. Also. Any creatures within the burst must make a Fortitude save or be blinded for 2d8 rounds. Silent Image (Sp): Beginning at 4th level. The Star Mage can have a number of total light sources sustained equal to her Wisdom Modifier. or other effects. During that period. Their Caster level must be no worse than 1 less than the Sanity DC of the plane to be contacted. a Star Mage can cast searing light as an attack action. Dimension Hop (Sp): A 3rd level Star Mage can teleport themselves as per a greater dimension door (Spell Compendium) effect that was always on (with themselves as the only target). a Star Mage can use silent image at-will. Star Magic (Ex): The Star Mage is an Intelligence based spellcaster. The target can make a Fortitude Save Partial to halve the damage. 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. End of Sight (Sp): A 5th level Star Mage can create a 20' radius burst of light anywhere out to Medium range. all attacks against them are resolved as touch attacks. Cryptic Demands (Ex): A 5th level Star Mage can use their Intelligence modifier in place of their Charisma for purposes of Minions. Attune Form (Sp): A 2nd level Star Mage can cast attune form at will.
a Star Mage can open up the portal version of gate a number of times per day equal to her Wisdom modifier. Even if they survive. True Seeing (Sp:) An 11th level Star Mage benefits from true seeing at all times. Creatures are entitled to a Will Save to avoid being banished to a plane of the Star Mage's choice. any target who fails their save against the Star Mage's Baleful Glare also suffers 4 points of Strength Damage. All creatures (even undead and constructs) within that area must make a Fortitude Save or Die. It fights her enemies and breaks stuff for an hour and then vanishes. they still suffer 1d8/2 levels 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. Aid from Beyond (Sp:) Once per day. At the Star Mage's option. Gateway (Sp:) At 12th level. a 10th level Star Mage can summon a rampaging monster from the far realm. any creature so transported can be returned to the point they were before the vortex opened with a Swift Action. The target makes a Fortitude save. The far realm beast has a CR lower than the star mage's level. Resist Break (Ex:) From 10th level onwards. a 9th level Star Mage can target an enemy within medium range and cause them to die. a Star Mage can use prismatic spray at will. End of Life (Sp:) As a standard action. Prismatic Spray (Sp:) A 14th level.Draining Light From 6th level on. 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. Those who pass their save merely suffer 1d6/level in damage. causing the very ultimate of termini to be unleashed upon those underneath its dread regard. End of Time (Sp:) A 15th level Star Mage can open up a rift to the very end of everything. . The Star Mage chooses a spot within long range and a column 40' in radius and 120' high erupts in doom. Dimension Door (Sp): A 7th level Star Mage can cast dimension door at will. any target who fails their save against the Star Mage's Baleful Glare is also slowed for 1 round. Delaying Light: From 8th level on. This is a [Death] effect. and if they fail they are dead. Flashburst (Sp): An 8th level Star Mage can use flashburst (Spell Compendium) at will.
Playing a White Mage: White Mages are specifically designed to let people actually play a character whose primary job is healing.White Mage The Positive Energy Plane is the source of all life. so their alignment tendencies depend on how negative energy is treated. They mostly fire off Healing and occasional Abjuration spells all over the place. Alignment: White Mages’ powers come directly from positive energy. and channeling its power heals and restores the living. and white mages can be of any alignment if they really try. Normally channeling its power to focused effect is the providence of very skilled necromancers and devotees of the gods after great training. and experience. and look all shiny. These are known as White Mages. focus. This covers the following N1 classes: Cleric/Priest. Lucky Idol. every side has use for people who can heal. Races: Every group of humanoids has individuals who walk the path of healing. Occasionally there may be [Light] spells involved. Thanks go to Quantumboost. Cheerleader . The same is true of most monsters that get class levels. but usually only when the White Mage is solo. They’re balanced around the idea that healing is fundamentally action denial. Angel. 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. Offspring of celestials are more likely to become white mages than most people. White Mages use their powers to reverse or prevent afflictions. as are the occasional genasi tied to positivealigned planes. and some of them become White Mages. Lucky Doll. tomb-tainted and creatures like xeg-ya which are powered by or made of negative energy. and their single-minded focus on channeling positive energy allows them to exceed even the most devoted priests in that regard. Ghost. even if you use The Crawling Darkness (an evil White Mage in that case would just have to be an incredible bastard). Empusa. due to their connection to planes such as Elysium and Ysgard. with the exception of undead. That said.
Jump (Str). For the purposes of these abilities. Brilliance (uncapped level bonuses.) 11 Improved Mettle. Turn Undead 2 Brilliance (Chain). Equilibrium (positive energy). Profession (-). Starting Gold: 6d6x10 gp (210 gold) Starting Age: As Rogue. fear). Brilliance (Empower) 5 Lifesense (blindsense 40 ft. Handle Animal (Cha). Advanced Learning 6 Friggin’ Lasers. Search (Int). Climb (Str). Move Silently (Dex). Heal (Wis). In Darkest Night.). Advanced Learning 8 Pew Pew. Mettle. Armored Casting. Brilliance (Heighten) 9 Planar Immunity (disease. Equilibrium (negative energy). Planar Aura (minor positive-dominant) 13 Reraise 3/day. In Brightest Day. Concentration (Con). Advanced Learning 16 Reraise 5/day 17 Instant Brilliance. Lifesense (blindsight 40 ft. Magic Hands. Lifesense (blindsight 120 ft. Advanced Learning 14 Planar Bubble 15 Planar Aura (major positive-dominant). Benefit 1 Spellcasting. Inner Fire. Knowledge (any) (Int). White Mages are proficient with light armor but not with shields of any kind. Reach).). we suggest simply relocating the Healing subschool to Necromancy. Saves: Fort: Good. and Spot (Wis) Skills/Level: 4 + Intelligence Bonus BAB: Medium (3/4). Hit die: d8 Class skills: Bluff (Cha). Sense Motive (Wis). and the sandvich. even if using the variant rules in Tome of Necromancy. poison. Advanced Learning 20 Aspect of the Wolverine Weapon and Armor Proficiency: White Mages are proficient with all simple weapons. Ride (Dex). the sap. thirst). False Divinity 7 Flashes of Light. Diplomacy (Cha). hunger. Advanced Learning 12 Ascension. Reflex: Good. Will: Good Level.Sidebar: Healing Spells Some of the White Mage’s abilities are described as applying to “(Healing)” spells. Craft (Int). . These are any spells which are listed as being of the Conjuration (Healing) subschool. Planar Immunity (sleep) 3 Instant Ward. Planar Immunity (paralysis. Spellcraft (Int). Listen (Wis). Advanced Learning 4 Status Check. Advanced Learning 18 Still Alive 19 Reraise at will. Advanced Learning 10 Brilliance (Maximize). as well as the warhammer.
If she gains turning or rebuking from more than one class. Armored Casting: A White Mage casts arcane spells. Reach. Any level-dependent bonuses to a White Mage’s Healing spells are uncapped by level (so a cure light wounds spell would heal 1d8+1/caster level. the White Mage may either deal damage or restore hit points equal to 1d6 + her Wisdom modifier to a touched target. and Chain) apply to Abjurations. she must have a Charisma at least equal to 10 + the Spell Level.Spellcasting: The White Mage is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. Magic Hands (Su): As an attack action. at 8th level all (Healing) and Abjuration spells are Heightened to the highest castable White Mage spell level. she also does not gain temporary hit points from the Major Positive-Dominant trait. 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). To cast a White Mage spell. This ability only applies to her White Mage spells. but she is not affected by the arcane spell failure of any armor or shield she is proficient with. and cannot damage Positive Energy Plane natives. 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. those are affected by arcane spell failure as normal. Metamagic effects applied via this ability do not cause the spells to require a higher-level slot nor do they increase the casting time. and at 10th level all (Healing) spells are Maximized. but it slowly shuts down and discards systems that are redundant due to her overwhelming lifeforce. a White Mage no longer needs to sleep and gains immunity to sleep effects. and this makes them very shiny. and at 9th level she is immune to disease and poison and also no longer needs to eat or drink. At 5th level. Additionally. She can cast any spell she knows without preparing them ahead of time. 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). However. if she is able to cast any other arcane spells. At 7th level. . they may use their Dexterity to determine the attack bonus instead of Strength. A White Mage automatically knows every spell on her spell list. provided that spell slots of an appropriate level are still available. the White Mage equilibriates just as well with surrounding negative energy and is under a continuous death ward effect. the levels stack. This is a positive energy-based effect. Brilliance: White Mages are directly linked to a dimension of raw energy. Equilibrium (Ex): At 2nd level. If the White Mage so wishes. The DC of the White Mage’s spells is Wisdom based and the bonus spells are Charisma based. even if caster level exceeds 5) and her Healing spells automatically have Reach Spell applied. Planar Immunity (Ex): A White Mage’s physiology starts off fairly normal. It also means their energy powers get all over the place. this immunity extends to paralysis and fear. Turn Undead (Su): The White Mage can turn undead as a Cleric of her class level. A White Mage casts spells from the White Mage Spell List (below). and thus cannot heal undead (without spark of life applied). She is treated as native to the Positive Energy Plane in addition to whatever planes where she is already a native. Because this is not a spell. it does not benefit from Brilliance. does not affect many constructs. At 2nd level.
and Abjuration spells as a swift action. Lifesense (Su): At 5th level. she can cast any [Light] or Cure spell as an attack action. any [Light] spells the White Mage casts gain a +2 bonus to caster level. At 15th level. This spell must be of a level she can already cast. even when her other senses fail. and may be used even while unconscious (but not actually dead). The metamagic effects of this ability don’t increase the spell slot required nor the casting time. Inner Fire: At 3rd level a White Mage learns to channel healing power into herself without the normal gestures and words. the White Mage may permanently add one spell to her spell list. Mettle (Ex): At 4th level. she may cast (Healing). Flashes of Light: At 7th level. the White Mage may grant any ally within 30 ft. she instead gains another domain's spells as if she had taken Attune Domain (this does not count against the total of 3 Attuned Domains/Spheres). She gains the Sun domain. a +5 bonus to AC and saves for one round as an immediate action. . close enough to mimic true divinity. Any [Light] spells she casts are also Empowered. [Light]. as though they had the Quicken Spell metamagic applied. At 10th level. False Divinity: A White Mage’s magic is similar to many sources of divine power. such as Attune Domain or Arcane Disciple. the (Healing) subschool. the White Mage can channel her positive energy even more quickly.Advanced Learning: At 3rd level and every two levels thereafter. the White Mage emits a constant radiance equivalent to a daylight effect which may be suppressed or resumed as a swift action. She may cast status at will as a swift action spell-like ability. and knows how healthy they are as with deathwatch. If she already has the Sun domain from a non-selectable source. a White Mage 6/Mystic Theurge 5 would only cast as an 11th-level White Mage. this sense extends out to 120 ft. such components must be in the White Mage’s possession. or have the [Light] descriptor. She gains blindsense out to 40 ft. Pew Pew: At 8th level. giving greater turning 1/day and adding Sun domain spells to her spell list. If she has already added the Sun domain’s spells from some other selectable source. Friggin’ Lasers: At 6th level. to detect living or undead creatures. Status Check (Sp): At 4th level. the White Mage gains a supernatural intuition about how her allies are faring. and must be from either the Abjuration school. the White Mage gains Mettle. She does not gain more than one White Mage caster level from any given level of a prestige class using this ability. Instant Ward (Su): At 3rd level. the White Mage's ability to siphon raw light energy has become natural and almost effortless. the White Mage is familiar enough with the flow of positive energy that she can see it in other beings. Any spell used in this way only affects the White Mage and does not provoke attacks of opportunity. At 6th level her White Mage spellcasting counts as both arcane and divine for the purposes of taking prestige classes. as the Hexblade ability. Any spell which removes or suppresses a harmful status effect on herself may be activated by the White Mage as though it were both Silent and Stilled. Spells cast under this ability require the expenditure of any XP or material components as normal. this ability is equivalent to blindsight. she may select a different valid domain for that source. In Brightest Day (Su): At 7th level. Only spells from the Cleric or Wizard spell lists may be learned in this way. You probably shouldn’t try to do that.
This functions as Mettle. and no aura as a move action. Instant Brilliance: At 17th level. She gains Regeneration 10. . As a swift action. the Native or Extraplanar subtype as appropriate for her home plane. being dead is a harmful status effect. which is triggered by their death. This ability can be activated and deactivated as a move action. This applies to spells which are affected by Brilliance. When she first gains this ability. At 15th level. the White Mage may cast it 3/day. Planar Bubble (Su): At 14th level the White Mage gains the ability to create even more conduits to the Positive Energy Plane. the White Mage may still use any of their abilities so long as it doesn't require actual movement to perform. which increases to 5/day at 16th level and becomes usable at-will at 19th level. she can create a Planar Breach to the Positive Energy Plane as with precipitate breach.In Darkest Night (Su): At 8th level. the White Mage gains Improved Mettle. The White Mage may not have more such effects active at a time than they may cast per day. the White Mage is now almost completely composed of essentially cancerous cells. don't worry about it too much. This is actually pretty bizarre to people in the setting. and no more than one active on any given 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. the White Mage may cast any of its specialized spells as an Immediate Action. the White Mage’s death ward effect extends to all allies within 30 feet. and the White Mage can freely switch between Major. although they are dismissible as normal for contingency. For 1 minute per character level after they die. this may be increased to the Major Positive-Dominant trait. This includes (but is not necessarily limited to) their spell-like abilities. except that if the White Mage fails on a Will partial or Fortitude partial saving throw. At this point the White Mage has pretty much won D&D. which is not bypassed by any form of damage. but doesn't lose things like viability as an organism. Minor. She gains the Outsider type. Ascension (Ex): At 12th level the White Mage ascends to supernatural power and becomes immune to petrification. 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. and her previous type as an Augmented subtype. the White Mage may radiate the Minor Positive-Dominant trait out to 60 feet. and it is fully expected that White Mages at this point are capable of coming back from the dead without that even being a big deal. These do not count against the "You can use only one contingency spell at a time" restriction of the contingency spell. Reraise (Sp): A 13th level White Mage gains the ability to cast a contingent true resurrection on a target creature. This may be suppressed or resumed as a swift action. Planar Aura (Su): At 12th level. Aspect of the Wolverine (Ex): At 20th level. she still only takes the partial effect. Note that for the purposes of Inner Fire. and spells which are used via Inner Fire. Improved Mettle (Ex): At 11th level. and only spells affected by Brilliance.
remove blindness/deafness. lucent lance. death ward. spark of life. protection from energy. cure critical wounds. ray of light. remove fear. spell resistance. mind blank. deathwatch. purify food and drink. mass cure light wounds. lesser restoration. radiant assault. remove disease. produce flame. mass restoration. close wounds. detect magic. shield of faith 2nd level: aid. bless water.0th level: cure minor wounds. continual flame. mass death ward. resist energy. freedom. restoration. spell turning. energy immunity. flare. faerie fire. revenance. greater dispel magic. planar tolerance. gentle repose. word of recall 7th level: fortunate fate. freedom of movement. delay poison. true resurrection. delay death. mending. life’s grace. Otiluke’s telekinetic sphere 9th level: astral projection. contingency. create food and water. wall of force 6th level: animate objects. shield other 3rd level: attune form. searing light. raise dead. calm emotions. blistering radiance. good hope. mass cure moderate wounds. revive outsider. neutralize poison. undeath to death. sunbeam 8th level: greater spell immunity. revivify. lesser vigor. regenerate. mass spell resistance. light. spell immunity. stoneskin 5th level: break enchantment. mass heal. unbinding . mass cure critical wounds. greater restoration. resurrection. remove paralysis. daylight. sunburst. cure light wounds. resistance. bolt of glory. cure moderate wounds. mass shield of faith. greater vigor. delay disease. plane shift (willing targets only). virtue 1st level: avoid planar effects. stone to flesh. dancing lights. heroes’ feast. make whole. protection from chaos/evil/good/law. protection from negative energy. Leomund’s tiny hut. globe of invulnerability. endure elements. mass cure serious wounds. protection from spells. rainbow beam. vigor 4th level: astral hospice. heal. Otiluke’s resilient sphere. magic circle against chaos/evil/good/law. disrupt undead. cure serious wounds.
Elementalist The Elementalist is found on the Gaming Den (and is made by Frank and K). NG. Disable Device (Int). Knowledge (Arcana. but races that have more draconic heritage mixed in have decidedly more elementalists. Once a character already has at least one level of Elementalist. Shaman Alignment: A prospective Elementalist must be of a neutral alignment (N. 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. This covers the following N1 classes: Alraune. Prism Mage. Races: Every race has elementalists. Handle Animal (Cha). Geomancer. ×4 at 1st level) Concentration (Con). Profession (Wis). Starting Gold: 4d4x10 gp (100 gold) Starting Age: As Druid. Diplomacy (Cha). This class gains spellcasting related to the various elements. Prism Skull. Nature. NE. Search (Int). while still being your typical caster. Spellcraft (Int) . It is relatively easy to learn. Craft (Int). nothing prevents her from changing alignment. Intimidate (Cha). LN. or CN) in order to learn the secrets of Elementalism. Ride (Dex). Decipher Script (Int). Escape Artist (Dex). The Planes) (Int). Hit Die: d6 Base Attack Bonus: Poor Good Saving Throws: Will Class Skills (4 + Int modifier per level. Dwarves have a natural affinity for stone and often choose the route of the Elementalist. and special abilities linked to them as well. Heal (Wis).
she must have an Intelligence at least equal to 10 + the Spell level. Wall of Fire. Advanced Learning 12: 13: Resistance to Energy 10. The DC of the Elementalist's spells is Wisdom based and the bonus spells are Intelligence based. Summon Elemental IV. Fire Shield. Earth Reaver. Blast of Flame.Level. and the longbow (including composite longbows). Heat Metal. Advanced Learning 8: 9: Create Fire. Wall of Sand. Obscuring Mist. Cyclonic Burst. Wall of Thorns. Stone Shatter. An Elementalist casts spells from the Elementalist Spell List (below). Water Breathing 2nd—Binding Winds. Wood Shape 3rd—Blight. Spells: The Elementalist is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. Move Earth. Stone Sphere. Wind Walk. Wall of Water. Summon 16: Elemental Wildshape 1/day 17:Create Earth. Advanced Learning 20: Elemental Wildshape 3/day Weapon and Armor Proficiency: Elementalists are proficient with all simple weapons. Blistering Radiance. Wall of Sand. Shroud of Flame. Scrying. Stoneskin. Fly. Lesser Fire Breath. Elementalists are proficient with light armor but not with shields of any kind. provided that a spell slot of an appropriate level is still available. Control Water. Elementalists choose their spells from the following list: 0—Attune Form. Soften Earth and Stone. Protection From Arrows. Command Plants. Xorn Movement. Advanced Learning 6: 7: Resistance to Energy 5. the battle axe. Summon Elemental III. 5th—Animate Plants. She can cast any spell she knows without preparing it ahead of time. Stone Tell. Spell Casting. Anticold Sphere. Creeping Cold. Pass Without Trace. Create Water 2: Elemental Survival 3:Advanced Learning 4:Create Air 5:Elemental Familiar. Swamp Stride. Summon Elemental I. Earth Lock. Fire Breath. Fog Cloud. An Elementalist automatically knows every spell on her spell list. Summon Elemental II. Explosive Cascade. Summon Elemental V. Greater Stone Shape. as well as the scimitar. Advanced Learning 18: Elemental Wildshape 2/day 19: Resistance to Energy 15. Discern Portal Destination. Predict Stability. Advanced Learning 10: Timelessness 11: Elemental Traits. Investigate Portal. Warp Wood. Light 1st—Air Breathing. Wall of Stone. Wind Wall 4th—Briar Web. Detect Poison. the pick (heavy and light). Plant Growth. Advanced Learning 14: Create Wood 15: Advanced Learning. Earthen Grace. the trident. Gust of Wind. Produce Flame. Detect Magic. Stone Shape. Entangle. Inferno . To cast an Elementalist spell. Summon Elementite Swarm. Speak With Plants. Wall of Smoke. Special: 1: Armoured Casting. Caltrops.
Storm of Vengeance. or energy plane. Elemental Familiar: At 5th level. Unlike a Sorcerer. 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. 7th—Control Weather. Whirlwind. Specifically. the resistance increases to 15. Tsunami Armored Casting: An Elementalist casts arcane spells. Fire Storm. • • • • Resistance to Energy (Ex): At 7th level. Summon Elemental VII.6th—Control Plants. the Elementalist has only 5 choices for her familiar: Small Air Elemental: +2 to Tumble and Jump Checks. Stone Body. Summon Elemental IX. once begun. you may take 10 on swim checks at any time. She has an Energy Resistance of 5 against any form of energy damage she is exposed to. burrow on the Plane of Earth. Storm of Elemental Fury. Summon Elemental VIII. Small Water Elemental: +4 bonus to Swim checks. Animate Snow. and may not be of the Illusion or Necromancy school. paraelemental. Sunburst. Drown. an Elementalist can acquire a familiar in the same manner as a Sorcerer. At 19th level. an Elementalist can set a creature or object on fire at will as a standard action. Waterspout 8th—Earthquake. this general resistance increases to 10 points. Only spells from the Druid or Wu Jen spell list may be added in this way. Frozen Stillness. if she is able to cast any other arcane spells. Fire Spiders. Greater Fire Breath. A victim can attempt to extinguish itself as a full-round action by making a Reflex Save (DC 15). an Elementalist has accumulated an inherent resilience in the face of all manners of elemental adversity. Summon Elemental VI. and suffers 2d6 of fire damage every round until the fire is extinguished. the Elementalist may permanently add one spell to her spell list. Small Fire Elemental: +3 to Intimidate checks. Field of Icy Razors. Lightning Ring. Flesh to Stone. Maelstrom. Elemental Body. Create Air (Su): At 4th level an Elementalist can create air at will as if she was an open Bottle of Air. whether the attacker or defender. Transmute Rock to Lava. Bombardment 9th— Elemental Swarm. but she is not affected by the arcane spell failure of any armor or shield she is proficient with. Summon Elemental Monolith. Meteor Swarm. This ability only applies to her Elementalist spells. The flames. Create Fire (Su): At 9th level. The Positive Energy Plane never gives her temporary hit points. Greater Whirlwind. Elemental Survival (Ex): An Elementalist of 2nd level or higher survives in elemental planes as easily as on the prime. Stone to Flesh. This spell must be of a level she can already cast. Transmute Rock to Lava. Greater Stoneshape. are non-magical. Heart of Stone. Cloak of the Sea. and elemental and energy traits that would do her damage instead don't. she is able to ignore any harmful elemental and energy traits and moves through any of these planes without impediment. Greater Scrying. Energy Immunity. . The target must be within short range. Ironguard. Advanced Learning: At 3rd level and every two levels afterwards. • Small Wood Elemental: +2 to Survival and Climb checks. Obedient Avalanche. Whenever on any elemental. At 13th level. Stone Tell. Small Earth Elemental: +3 on Bullrush checks. and swim on the Plane of water. Freezing Fog. she gains additional move speeds equal to her base land speed: fly on the Plane of Air (good maneuverability). Excavate. they are affected by arcane spell failure normally.
the (Aquatic) subtype. and a Climb Speed equal to her walking speed. Create Earth (Su): At 17th level. Summoning another creature of the same character level has a 40% chance of success.Timelessness: At 10th level. as if using a Quaal's Feather Token (Tree). • Fire Elemental: Gains Immunity to Fire. • Water Elemental: Gains Water Mastery. the Elemental Wildshape may be activated an extra time each day. and a swim speed equal to her walking speed. and a Burrowing Speed equal to half her walking speed. an Elementalist is infused with the uncompromising nature of the raw elements themselves. a Water Elemental. Every 2 levels. Only True Elemental forms may be assumed. Create Wood (Su): At 14th level. Elemental Traits: At 11th level. an Elementalist can create a wall of stone at any time as a standard action. and summoning a creature of a lower level increases the chances of success by 10% for every level the summoner's level exceeds the CR of the target Elemental Wildshape (Su): At 16th level. the amphibious special quality. an Elementalist can attempt to summon creatures from the elemental planes. the Elementalist can actually become an Elemental in a manner simply to wildshape. The alternate form may be dismissed at will. an Elementalist attunes herself to a specific element. or a Wood Elemental as a standard action. inflicting an additional 4d6 of fire damage on any creature struck with her unarmed strikes or which strike her with an unarmed strike. and the forms in question must be smaller than Greater (Small to Huge Size is acceptable). . an Elementalist can create a full sized tree as a standard action. a 60 foot Woodsense. • Earth Elemental: Gains Earth Mastery. and her body immolates whenever desired. This is an at-will ability. a Fire Elemental. Once per day. a 30 foot Tremor Sense. Summon (Sp): At 15th level. She stops aging and never dies of old age. an Earth Elemental. 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. but otherwise persists for 24 hours. • Wood Elemental: Gains Immunity to Polymorphing. an Elementalist can assume an Alternate Form of an Air Elemental.
This strange class gains the ability to converse with animals (and similar effects). Swim. Sleight of Hand. Alraune. Ride. Android. Intimidate. Jump. Cheerleader. Use Magic Device. Shaman. Hit Die: d8 Base Attack Bonus: 3/4 Good Saving Throws: Will Skill Points: 4+Int Class Skills: Balance. 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. Handle Animal. They behave a lot like animals. This covers the following N1 classes: Ghost. Spot. Search. Move Silently. Hide. while also gaining various powers that sort of shift their form and grant monstrous characteristics. Knowledge (Any).Totemist The Totemist is found on the Gaming Den. Diplomacy. Beast Master Starting Age: As Druid Starting Equipment: 6d4x10gp Alignment: Totemists can be of any alignment. Totemists hardly detect a non-neutral alignment at all even if they have one. Mothman. but like Magical Beasts that alignment is largely to be taken with a grain of salt. Craft. Listen. . Climb. Bluff. Survival. Thanks go to Frank Trollman.
the longbow. Soulmelds (Su): A Totemist has the ability to call upon a number of special blue glowing intangible yet vaguely beast-related wardrobe accessories that cause them to glow blue and gain additional powers. Each Soulmeld has a Basic bonus and a Totemic Power. 4 at 5th. rising to 3 at 2nd. the Totemist "knows" 3 Soulmelds and learns two additional Soulmelds every time they gain a Totemist level. Call Totems. Wild Empathy Respect for the Dead. but only a Swift Action to activate and display any or all of them. Woodland Stride Arcane Sight Better Soulmelds Blood of Soulfire Beast Companion Advanced Soulmelds Speak With Souls Corpse Fashion. the shortsword. the shortbow. 5 at 8th. The number of Soulmelds that can actually be used at one time is the character's number of Chakras. 6 at 11th. Soulmelds shed light as a torch. It takes 1 minute of meditation to change which Soulmelds are available (up to the character's number of Chakras). Each Soulmeld is unique. which is 2 at first level. . and the guisarme. as well as the Trident. Actually calling upon the Totem's power is usually a Standard Action. the gladius. 8 at 16th.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. 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. 7 at 14th. and finally 9 at 19th. Totemists are proficient with light and medium armor. the Kukri. A Totemist can only show a fraction of the Soulmelds they have at a time. the light and heavy pick. Soulmelds. the net. the pincerstaff. and should have its own name (check the Soulmeld chart below in order to name it).
Basic Bonuses: Every Soulmeld (even Advanced or Giant-Size Soulmelds) has exactly one Basic Bonus. Ranged Touch Attack. each Soulmeld is attached to a Basic Totem. • Rust Monster: As rusting grasp. This change lasts for 4 rounds. but all light is blocked and it provides complete concealment. • Dark Mantle: As darkness. Ranged Touch Attack. • Blood Hawks: The Totemist makes a ranged touch attack against up to one enemy within Medium Range per level. • Ash Rat: Heavy Smoke extends around the Totemist like obscuring mist. which is defined when the Soulmld is learned: • • • • • • • Deflection bonus to AC (1/3 level. and the power delivered when called upon is as such: • Ankheg: Spit soul acid out to Short Range. and Constitution. Extends to a cone out to Short Range. 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). The mists last for 4 rounds. and creatures other than the Totemist suffer 1 point of Fire damage per round that they are in the ashy haze. • Carrion Crawler: Touch forces target to make a Fortitude save or be paralyzed for a minute. Burst out to Short Range. • Corollax: Rainbow colors shoot off into a Short Ranged Cone. Or 3e darkness if you prefer. rounded up) Resistance Bonus to Saving Throws (1/3 level. • Blood Ape: The character increases in size by 1 size category. • Owlbear: Melee Touch Attack Pins target for 1 round. • Stirge: Melee Touch Attack causes d4 damage/level and heals the Totemist an equal amount as to the damage inflicted on a living creature. and their attributes are adjusted as normal. • Mephit: Breath Weapon of something weird and noxious. • Howler: Scream causes Wisdom Damage. Inflicts d4 Acid damage/level and on the Totemist's next turn will inflict a similar amount unless the acid has been doused with vinegar or beer or something in the meantime. rounded up) Enhancement Bonus to a Skill other than Use Magic Device (Level + 2) Enhancement Bonus to Natural Armor Bonus (1/3 Level. • Shocker Lizard: Melee touch attack inflicts d8/level Subdual Electricity damage. Totemist is immune. Dexterity. this is a [Mind Affecting] [Sonic] effect. rounded up) Enhancement Bonus to an attribute (1/3 level. All creatures in the area must pass a Fortitude Save or be nauseated for 1d2 rounds. This is a [Sonic] [Mind Affecting] [Fear] Effect. Will Save or suffer d6 Wisdom damage. rounded up) Spell Resistance (8 + Level) Energy Resistance to one Energy type (3 points per level) Basic Totems: At first. . • Flame Snake: Touch forces target to take d4 Fire Damage/level and to make a Fortitude Save against Poison or lose 1d6 Strength. This is a [Mind Affecting] [Pattern]. • Krenshar: Screech causes target within Short Range to be panicked for a d4 rounds if they fail a Will save. On a hit. Each target struck suffers 1d3 of Force damage and 2 points of Constitution Damage from blood loss. Creatures in the cone must make a Will save or be stunned for 1d2 rounds. • Harpoon Spider: A soul harpoon is sent after an enemy within Short Range.
whether that creature has a language or not. a Soulborn benefits at all times from Arcane Sight. they may not call on the same Totem for the next three rounds. but then they would be unable to use either one again in the next two rounds of combat. so they could call upon two different powers in the first two rounds of combat. . Arcane Sight (Su): At 3rd level. So at first level a Totemist has only 2 Chakras bound.Call Totems (Su): A Totemist can use the Totem Powers of any active Soulmelds any number of times in a day. And every power is used at the Totemist's Character Level. Totemists treat any armor made out of animal parts as if it was a lot easier to use. making it a lot more likely that they can move at full speed while wearing someone's mother as a breastplate. forcing them to fall back on weaponry or hiding. They ignore naturally occurring difficult terrain and don't take damage from crap like thorns. upon calling upon such a Totem. The Save DC of any save a Totem's power offers is 10 + 1/2 Level + Charisma Modifier. However. even really jacked up ones. Respect for the Dead (Ex): At 2nd level. Wild Empathy (Ex): Totemists can use Handle Animal as if it was frickin Diplomacy and they were speaking the Queen's Bloody English with any Animal or Magical Beast. Woodland Stride (Ex): Totemists of 2nd level and up are totally at home in natural environments. and reduce the Armor Check Penalty and Armor Stealth Penalty of such armors by 4.
It does 1d6 Fire Damage/level and allows a Reflex Save for half damage. The web dissipates in 1 minute/level or when dismissed. Activating this is a Swift Action. Each spike inflicts 1d6 damage. • Winter Wolf: The Totemist breathes a cone of Cold out to Short Range. An entangled creature may make an Escape Artist or Strength check (DC 20) as a full-round action to wriggle or break free. but they vanish in 4 rounds. • Shadow Mastiff: All other creatures within Short Range must make a Will Save or become Panicked for 1d6 rounds. • Cockatrice: Touch forces target to make a Fortitude Save or be petrified. • Joystealer: Target within Medium Range must make a Will Save or suffer a d6 of Charisma Damage and be afflicted as per crushing despair. • Cloaker: Creates images equivalent to major image within Short Range. • Behir: A line of electricity extends out to short range from the Totemist's mouth. • Digester: A cone of Acid is spat out to short range. Beast Companion: At 6th level. Each attempt inflicts 1 hit point of damage whether it succeeds or fails. their companion either gets more powerful for no reason or their companion wanders off and they get a new companion. 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 does 1d6 Electricity Damage/level and allows a Reflex Save for half damage. The Totemist need not concentrate on the images. • Pegasus: Totemist gains a 90' Flight Speed with Good Maneuverability for the next 4 rounds.Better Soulmelds: At fourth level. • Chimera: A cone of fire is breathed out to short range. Blood of Soulfire (Su): A 5th level Totemist is immune to poison and when they suffer damage from physical attacks they cause 1 point of Force Damage to all creatures within 5' of them as Soulfire splashes out. 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. • Cloaked Ape: The Totemist gains Fast Healing equal to their level for 4 rounds. This is a [Sonic] [Mind Affecting] [Fear] effect. each Soulmeld can be attached to a Better Totem. • Briarvex: With a melee touch attack. • Manticore: The Totemist launches a number of spikes of soul energy as their Level distributed between one or more targets within Medium Range. This ability can be invoked as a Swift action. • Ahuizotl: Melee Touch Attack causes he target to be blind. Their companion is a Magical Beast with a CR 2 less than their character level. • Phase Wasp: The Totemist gains the benefits of true seeing for 4 rounds. There are then thorns of force crawling in their skin like a Linkin Park Song. and then the following turn suffer the same amount of damage unless they have cleaned themselves off. and the power delivered when called upon is as such: • Aranea: Can throw a soul Web. • Unicorn: Heal a touched target by 1d6/level and remove any poisons they are afflicted with. When the Totemist gains a level. a Totemist is entitled to a companion. and does not burn. the target suffers 2d6 Force Damage. Targets in the area suffer a d4 Acid Damage/level (Reflex Half). It inflicts d6/level Cold Damage. Either way. with Reflex save for half damage. Creatures within or moving within a 15' burst within short range must make a Reflex Save or be entangled and anchored in place. and they take 2d6 of Force Damage each round on the Totemist's turn for 1 round/level. .
• Mudmaw: Two soul tendrils lash out and grab enemies. Fortitude half. • Phoenix: For the next 4 rounds. • Lamia: As Charm Monster. The Totemist can speak with the souls of the dead as if the dead were still alive. The Totemist can make two melee touch attacks against one or two creatures within 10'. The Totemist makes 4 melee touch attacks. • Yrthak: Target within Medium Range suffers d6/level Sonic damage. inflicts force damage rather than normal damage. • Nymph: Short Ranged Burst. All creatures in area that can see the Totemist must make a Fortitude Save or be blind. • Girallon: Spectral arms rip the target to pieces. • Displacer Beast: The Totemist gains full displacement and a 50% miss chance for 4 rounds. This is a Swift Action to activate. • Wyvern: Melee Touch Attack causes target to suffer 3d6 Constitution Damage from Poison. and yes you can create holes under enemies and drop them in. The souls depart in about a week unless they get transformed. • Blink Dog: As dimension door. This effect lasts 4 rounds. consumed. 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. • Brood Keeper: A spectral swarm races out to engulf your enemies. Corpse Fashion (Su): Three times a day. and anything she touches or that even hits her in melee suffers 1d6/level of fire damage from the experience. Any creature touched is pinned for 1 round. and that heals the Totemist because it is Fire Damage. • Bulette: The ground trembles as earth and stone excavate themselves at the Totemist's urging. the Totemist is immune to Fire. • Ethereal Marauder: The Totemist and everything they carry is shifted to the Ethereal Plane or back to the Material from the Ethereal. is incorporeal. each Soulmeld can be attached to an Advanced Totem. Speak with Souls (Su): A Totemist of 8th level can see the souls of the living and the dead. • Remorhaz: The Totemist catches on fire. . Fortitude Save for Half. All creatures that begin their turns within 15' of the Totemist suffer d6/2 levels of Cold Damage. Reincarnate (Su): Three times a week. This can make things as respectable as hide armor or as creepy as human bone swords. and heals when they would suffer fire damage. a 9th level Totemist can bring someone back from the dead in a new body. as summon swarm. This can be invoked as a Swift Action. or returned to life before that point. They are apparently little blue flamy things like in Soul Eater. Like reincarnation. and each is a claw that inflicts 1d6 Damage / 2 levels. a 9th level Totemist can fabricate things out of animal parts. Every end must be within short range. and persists for four rounds. Also there is a 5' burst of flame centered on the Totemist that inflicts d6/level Fire Damage (Reflex Half). This is a [Mind Affecting] [Compulsion] and allows a Will Save. The swarm summoned uses your save DC (10 + 1/2 level + Cha modifier) for its abilities. • Umber Hulk: One target within Short Range must make a Will Save or be confused as per the spell confusion.Advanced Soulmelds: At seventh level. • Frost Salamander: The Totemist exudes an aura of cold. The character can tunnel out up to a 10'x10'x40' area.
they reincarnate into a new body unless something has happened to their soul in the meantime. • Naga: Target within short range must make a Fortitude Save against Poison or Die. each Soulmeld can be attached to an Astounding Totem. Creatures within or moving within a 15' burst within short range must make a Reflex Save or be entangled and anchored in place. An entangled creature may make an Escape Artist or Strength check (DC 20) as a full-round action to wriggle or break free. • Pixie: All creatures in a 15' burst within Medium range must make a Will Save or fall asleep for 10 minutes/level. Creatures wearing metal armor are subjected to a strong gale.Astounding Soulmelds: At tenth level. Each Strand is a Ranged Touch Attack that inflicts 1d8 Strength Damage. and the power delivered when called upon is as such: • Avalancher: As Transmute Rock to Mud. and all creatures within Long Range must make a Willpower Save or become Panicked for 2d6 rounds. • Sphinx: The Totemist lets out a mighty roar. • Purple Worm: Touch Attack shrinks the target to the size of a walnut and swallows them whole. • Nightmare: Can plane shift into a different realm of existence. Creatures that fail a Will Save are stunned for a d4 rounds. Creatures can hold onto their weapons and whatnot by making a Reflex save. • Rapture Locust: All creatures within Short Range must make a Will save or be dazed for a d6 rounds. it's just slightly disconcerting. If they are transported out of the Totemist or the Totemist dies. a Totemist need only forgo calling on a Totem's powers for 2 rounds after the last time they called upon the Totem's Powers. Successful save still results in d8 Poison damage to Constitution. • Cloud Ray: As telekinesis. Dazed creatures have locusts made of blue soulfire chewing on them for 2d6 Force damage per round until they snap out of it. • Lodestone Marauder: Magnetic pulse yoinks all freestanding and handheld metal objects in a Medium Cone and piles them at the Totemist's feet. The web dissipates in 1 minute/level or when dismissed. This is a [Death] effect. Target suffers 4d8 Acid damage a round and cannot free themselves. • Roper: The Totemist can fire 6 soul strands at one or more targets within Short Range. Favor of the Totems: From 13th level on. • Nightmare Beast: A creature that is asleep within 5 miles that the Totemist is aware of makes a Fortitude save or dies. All creatures suffer 1d8 + Level Fire Damage every round they begin in the area of the web. This does not cost them a level. This is a [Sonic] effect. • Peryton: Touch attack inflicts 10 points of damage per level. • Inferno Spider: Can throw a flaming soul Web. and is on fire. This is a [Mind Affecting] [Sonic] [Fear] effect. they return to normal size. • Frost Worm: A strange trill forces everyone to stand still. 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. Emanation extends to Medium range and affects every creature except the Totemist. . This is a [Mind Affecting] effect. Auto-Life (Su): If a 12th level Totemist has been dead for a whole day. Even creatures that succeed in their save are shaken.
suffering a d20 of force damage per 5' moved. each Soulmeld can be attached to a Giant-size Totem. Giant-size Soulmelds: At Seventeenth level. • Sky Bleeder: Acid rains from the sky for a mile in every direction. • Gorgon: The Totemist breathes a cone out to Short Range. each Soulmeld can be attached to an Exciting Totem. It persists for 4 rounds. • Lucent Worm: Every creature that is in the Totemist's Threatened Area before the start of their next turn must make a Fortitude save or be paralyzed for 4 rounds. and the power delivered when called upon is as such: • Beholder: The Totemis can create a conical emanation of anti-magic field that extends from their body in any direction and can be rotated each turn. This Totem is invoked as a Swift Action. they still take 1d8 damage/2 levels. • Spirit of the Air: The Totemist decides what the weather is. This is a [Death] effect. and enemies are pushed out of their area (for another d20 of damage per 5' square pushed) as the Totemist moves. Embody Totem (Su): With a standard action. 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. You can argue with the DM as to how Wildshape works. a 15th level Totemist can transform into one of the creatures that is one of their displayed totems. Even if the target succeeds. • Tarrasque: The Totemist is restored to full health and all baleful conditions end. • Greenvice: As acid fog. 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. targets are allowed a Reflex Save as normal. This Totem is invoked as a Swift Action.Exciting Soulmelds: At fourteenth level. and Spell-like abilities whether they are Attacks or Qualities or whatever. This is a [Mind Affecting] [Psionic] effect. Target is entitled to a Will Save. The fog lasts for 4 rounds. • Gravorg: As Reverse Gravity. • Megapede: wave of force precedes the Totemist as they stampede enemies. All creatures in the cone must make a Fortitude Save or be petrified. The force lasts until the beginning of next turn. causing 3d4 Acid damage a round for the next 4 rounds. Any creatures and freestanding objects within 20 feet are pushed out of the area. All other creatures and standing objects in a 40' radius are subjected to a d8/level in Force Damage and are knocked prone. • Razor Boar: Touch attack decapitates target. This is a [Death] effect. A successful Reflex save halves the damage and negates the prone effect. • Quanlos: As Dominate Monster. and goes out to short range. . • Catoblepas: Target within Medium Range must make a Fortitude Save or die. • Fiendwurm: The Totemist vomits forth a creature compatible with summon monster VIII. • Chaos Roc: All creatures in a Medium Range Cone are struck with 2 colors from a prismatic spray. • Leviathan: The Totemist is Colossal as per the spell giany size for four rounds. Supernatural. • Chronotyrin: The Totemist takes a second round of action after her normal one. This is a [Mind Affecting] [Compulsion]. but you get all the Extraordinary. • Titanic Toad: The Totemist stamps on the ground and flattens everything around them. • Lammasu: As heal.
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 . and in departing from physicality lets off a huge thunderclap that breaks things in all directions. the Totemist wins D&D. the Totemist can call on any of her displayed Totems that she did not call last turn.• Thunder Worm: The Totemist becomes Incorporeal for the next 4 rounds. Everything around the Totemist in a Medium Ranged Burst is subjected to a d8/level Sonic damage (Reflex Half). Limitless Favor of the Totems: At 18th level. Triumph Promised by Ancestors (Su): At 20th level.
Geomancer The Geomancer is one of the more advanced character classes. and is made by me.Geomancers are people who are in touch with nature and the elements in a bizarre fashion. They become one with the world such that they needn't fear thorns and fire. 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. and can also change the very landscape to suit them. clever people and jerks. So. This covers the following N1 classes: Geomancer . generally so that it hurts other people.
Tumble Level. Spot. This lasts for one round per level. Nonmagical ranged attacks that cross any of these squares burn up uselessly. Cold Feet 3: Vertigo Field. They also tend to be a huge pain. even really jacked up ones. Hit Die: d6 Base Attack Bonus: Poor (as Wizard) Good Saving Throws: Fort and Ref Skill Points: 4+Int Class Skills: Balance. As a Standard action. They ignore naturally occurring difficult terrain and don't take damage from crap like thorns. Survival. all within Medium Range. they may select a number of contiguous 10' tall 5' squares up to their hit dice. so enemies try to kill them first. Abilities: 1: Hard Feet. Jump. as such a good Dex or Con will not hurt. Knowledge (Any). A Geomancer's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. Craft. Hot Feet (Su): Geomancers start with the ability to make nearby ground glow with red light and warmth. 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.Playing a Geomancer: The Geomancer is a user of magic. Anyone entering any of these squares takes 1d8 Fire damage per level (Ref half). Sense Motive. That's Switzerland they're thinking of. A Geomancer may add the masterwork or enhancement bonus (if any) of any staff they are wielding to any attack or damage rolls they make with their Supernatural and Spell Like abilities. Melting Feet 4: Stone Spikes. and their attacks are still blocked by the other Feet abilities. Heal. Hard Feet (Ex): Geomancers are totally at home in natural environments. and that magic is based on Wisdom. Concentration. They are also unaffected by their own area of effect powers with the exception that they cannot move through physical barriers they create. Hot Feet 2: Entangling Floor. . Climb. Geomancers often use Staves or Crossbows. though there is an incorrect belief that they tend towards Neutrality. Starting Age: As Wizard Starting Equipment: 5d4x10gp Alignment: Geomancers can be any alignment. and affect them with the red glow.
however the effects only last until the beginning of their next turn. Geomancers levitate. they may select a number of contiguous 10' tall 5' squares up to their hit dice. consumed harmlessly. and affect them with the orange glow. though only one such effect may be active at a time. Geomancers gain the ability to make nearby ground crackle with yellow light and electric sparks. Geomancers gain the ability to make nearby ground glow with orange light and pain. This may not be active at the same time as Hot Feet or Cold Feet. Anyone entering any of these squares is Poisoned (DC 10 + half HD + Wis. Cold Feet or Zapped Feet. they may select a number of contiguous 10' tall 5' squares up to their hit dice. . not spells targeted at creatures. Damage: Instant Death. Only one of these squares may exist at a time. Walls of Fire and Ice (Sp): sixth level Geomancers learn how to cast Wall of Fire and Wall of Ice. crackling away harmlessly. This lasts for one round per level. This may not be active at the same time as Hot Feet. Breath Weapons cannot pass these squares. though only one such effect may be active at a time. Vertigo Field (Sp): at third level. and affect them with the yellow glow. all within Medium Range. Poisons. Geomancers may cast Path of Frost (Dragon Magic) at will. however it only targets spells with an area of effect. Melting Feet (Su):at third level. This lasts for one round per level. both as Immediate actions. Levitation (Su): starting at fourth level. Cold Feet (Sp): starting at second level. Anyone entering any of these squares takes 1d8 Acid damage per level (Ref half). As a Standard action. 1d6 Con damage on a successful save. with no limit to the Caster Level bonus. Icky Feet (Su):at ninth level. Geomancers can cast Stone Spikes as an Immediate action at will. Geomancers gain the ability to cast Vertigo Field (PHB 2) at will. Anyone entering any of these squares takes 1d8 Electricity damage per level (Ref half). or that target and alter the terrain. and anyone who enters any of the squares immediately regains 3d6 HP plus the Geomancer's Wisdom modifier. This lasts for three rounds. they may select a number of contiguous 10' tall 5' squares up to their hit dice. Stone Spikes (Sp): starting at fourth level. no secondary damage). Gases and Petrification effects cannot pass these squares. and affect them with the green glow. This may not be active at the same time as Hot Feet. Geomancers gain the ability to make nearby ground bubble with green light and fumes. Magical ranged attacks that cross any of these squares are harmlessly dissolved. Soothing Floor (Su): starting at level eight. all within Medium Range. Geomancers can cast Entangle at will. This lasts for one round per level. though only one such effect may be active at a time. Geomancers may lay down a 20' by 20' patch of glowing energy within Short range as a Swift action. They may also Levitate at will as per the spell. but the effect will only last until the beginning of their next turn. hovering above the ground.Entangling Floor (Sp): starting at second level. Zapped Feet (Su):at seventh level. As a Standard action. all within Medium Range. As a Standard action. Clear the Field (Sp): fifth level Geomancers gain the ability to cast Dispel Magic.
and affect them with the violet glow. all within Medium Range. Absent Feet (Su):at level thirteen. Tangled Feet (Su):at level twelve. and affect them with the indigo glow. As a Standard action. Divinations and Mental Attacks cannot pass this barrier. Icky Feet or Heavy Feet. This lasts for one round per level. Cold Feet. Geomancers gain the ability to make nearby ground warp and waver with violet light. all within Medium Range. This may not be active at the same time as Hot Feet. As a Standard action. Heavy Feet (Su):at level eleven. Anyone entering any of these squares is banished to another plane (Will negates). in effect being able to activate all at once. . This lasts for one round per level. Zapped Feet. As a Standard action. Zapped Feet or Icky Feet. Geomancers gain the ability to make nearby ground shimmer with indigo light. Cold Feet. objects and effects passing through are destroyed and have no effect. Spells cannot pass this barrier. Anyone entering any of these squares is permanently turned insane as per Insanity (Will negates).The Floor Is Lava (Sp): tenth level Geomancers gain the ability to cast Transmute Rock to Lava (SC) at will. they may select a number of contiguous 10' tall 5' squares up to their hit dice. all within Medium Range. Geomancers gain the ability to make nearby ground pulse with blue light. but still with the same pool of contiguous squares. Freedom of Movement (Su): starting at level fourteen. Zapped Feet. Geomancers benefit from Freedom of Movement at all times. Icky Feet. This may not be active at the same time as Hot Feet. Power of the Prism (Su): fifteenth level Geomancers may mix their fields of Feet up with any of the colours when creating them. Anyone entering any of these squares is permanently turned to stone (Fort negates). All spells. Heavy Feet or Tangled Feet. though the effect ends at the start of their next turn. and affect them with the blue glow. Cold Feet. This lasts for one round per level. as though it were an anti-magic field. Additionally they may cast Prismatic Wall as an Immediate action at will. 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. they may select a number of contiguous 10' tall 5' squares up to their hit dice.
Or clothes. for instance all characters count as having Power Attack in Tome. otherwise the spell fails and is lost. If it hits. you may make a Prinny that serves you in a somewhat loyal manner. you gain an Armour Bonus equal to your Strength modifier or BAB. +6: when you are clad in little more than a light oil coating. requiring a Ranged Touch Attack out to 30 feet. 15 HD: those affected by your Tiresome ability also suffer from a poison. 5 HD: when you use your Tiresome ability on someone. which sadly must consist at least 50% of Prinnies. 10 HD: with a Standard action. and even regular WotC feats if there's one you consider worth taking. such as their real name. The most you may command at a time in this manner is equal to your Hit Dice. some from random stuff I made in the past. Note that you will often have to use equivalency. you may blow a kiss. You may generate a "Suggestion" effect once per day as an Extraordinary ability by flexing your muscles as a Standard action (DC 10 + half HD + Con) +11: you gain the benefits of Evasion. Likewise Combat School covering Weapon Focus and so on and so forth. See: Majin Evilty. Requirements: Empusa Benefits: whenever you drain someone using your Tiresome ability. however you must use an Immediate action to flex your muscles to do this. you gain a +2 Enhancement bonus to Charisma for one minute. overcome by Adamantine. 14 ranks: you gain access to Minions. you gain Damage Reduction equal to your Con modifier + Str modifier. spellcasters tend to get distracted. you gain Spell Resistance 11 + HD for one round. Requirements: Human or Raised by Humans Benefits: when effectively nude. Life Drain [Monster] You're great at kissing people to steal their life. and must make Concentration checks when casting spells at you (DC 15 + Spell Level + your Str mod). then great. they must succeed on a Will save (DC 10 + half HD + Cha) against a Suggestion for "more" (accept another kiss.. and if you have a Slam or Claw. Prinny Commander [Skill] You rule lots of stupid penguin demons. each with a caster level equal to your BAB. 9 ranks: with 6 hours. Upon using this ability. and must make a Fort save (DC 10 + half HD + Con). +16: you may generate an Ironskin effect once per day (Ex) and a Stoneskin effect once per day (Ex).FEATS AVAILABLE: All “Tome” feats are allowed. and any important secrets they are keeping from you. generally). Damage is 1d6 Wis/1d6 Int. Benefits: all allied Prinnies within 30' of you gain a +2 Morale penalty to Attacks and Damage. +1: when effectively nude and oiled up. others for this game specifically: Gymnos Defence: [Combat] You fight best when not weighed down by armour. and they may each have a CR no higher than your own level. If they fail this save. their major goals and fears. minus 3. you count as having Improved Unarmed Strike. Improved Evasion and Mettle when fighting in the buff. 1 soul and a DC 15+HD Craft check. the effects of the Tiresome ability all apply. . whichever is lower (minimum +1). This feat scales with your ranks in Craft.. you also gain basic knowledge about the target. Here are a few more feats.
Orc King etc. Also arrows. Beauty Queen. and Wind. but consider just about anything fair game – the advanced names for the classes (Valkyrie. Assassin Doll: kill people and pull their strings… as a puppet. Cupid: Shoot people with the power of Love. Sharpshooter: the gun wielder. And this isn't the beam sword. Soul Invoker: Bring the blue soul flames of your enemies into battle against them. Also lasers. Chart at #3 for several weeks. we’ll make them up as we go along. Galactic Hero: Save the day.). Magic Knight: Use your magic on people you are stabbing in the face with a sword. Ice. Senator) and so on. Beat people until money comes out. Singing optional. And spooky. Defender of the Earth: take a number and defend the Earth! Prism Ranger: get a colour and lycra. It's good to be the King. Prism Mage: Use the powers of Fire. Master Kunoichi: hit people with ninja moves and status effects. Thieves that steal stats and concepts). Defender of the Earth. Prism Mage. Beauty Queen: Get your way. Prism Ranger. Doom Speaker: Release a dark miasma of misfortune for no good reason. the classes that are practically prestige classes already (Magic Knight. Walking Hive: fight with the power of BEEEEEEEEES. Kensei: Stab people with a beam sword.PRESTIGE CLASSES OF THE DISGAEAVERSE Honestly. Carnage Princess: Produce huge piles of bodies with a sword. Lovely Idol: Cheer on allies. Felon. Here is just a list of some possibilities: Valkyrie: Fly around and totally stab people. and form a team. Mad Scientist: Make robots. Idol. Get a theme song. breasts apparently optional. Titles (Overlord. Genocidaire: Kill peoples' whole families with an axe. Pumpkin King: you’re the king of all the Jacks. not the submission hold. Shadow Master: A shadowy killer who manipulates shadows and kills. Beast Lord: Take Pokemastery to the level of whole rooms full of squirrels and shit. Orc King: Even Orcs need a King. Plasma Professor: design and build terrifying mecha in a labcoat. Overlord: Get demonic powers. Sinner: punch people so hard it’s a crime! Trickster: steal even concepts from people. Explodes when thrown. .
sticky cake becomes immune to the following for the next hour: Poison. as well as granting Fast Healing 1 for one minute. It provides 5 Temporary HP per HD which last for one hour or until used up or replaced by new Temporary HP. Disease & Ability Damage. TABLE: Magic items and Inherent ability score boosts (all scores) by level: Level 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 2 2 3 3 4 4 4 X X X X X X X X X Minor 1 1 2 2 2 3 3 3 4 4 4 4 X X X Moderate 1 1 1 2 2 2 3 3 3 Awesome Plus 1 Plus 2 Plus 3 Plus 4 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Plus 5 Stat+ Items to be handed out with no rhyme or reason: Chocolate Cake (consumable) This cake is delicious. but causes the consumer to feel bloated. counting as Sickened for half an hour. but slightly healthier than Chocolate Cake. It restores 1d4 HP per HD to the consumer.MAGIC ITEMS (AND ASSORTED JUNK) The Disgaeaverse game assumes the Tome approach to magic items is being taken – Wish economy and everything. Available starting level 5 . but very filling. Available starting level 3 Carrot Cake (consumable) This cake is still delicious. They will also be cured of any of those conditions. Available starting level 3 Teacake (consumable) Anyone who eats this delicious.
The target(s) must also. Green Mage or Star Mage may add its Enhancement bonus to the Attack and Damage rolls of their Supernatural and Spell-Like abilities. 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. 3. +1 Enhancement bonus to Charisma per 3 HD A variety of Supernatural abilities are granted. 1. Aid Rod (Minor Magic Item) This is a magenta coloured stick. 2. with a winged red heart at the end. pink in colour. It may cast Hypnotic Pattern once per hour. Blue Mage. if hit. Small ribbons flow from the heart. functioning as a Scorching Ray (CL 11) spell. • Resistance may be cast as a Swift action at will • Guidance may be cast as an Immediate action at will . except spraying brightly coloured ribbons. each once per day. Effect: There are several uses of this wand. skimpy garment is a lot like statistics: what it reveals is significant. 1" diameter stick. make a Will save (DC 10 + half the user's level + her Charisma modifier) or be Charmed for 1 minute. and it radiates magic. As a standard action at will.Sexy Underwear (Moderate Magic Item) This lacy. it can fire a stream of exploding pink hearts. but what it hides is more important. Appearance: A 2' long. It can cast the Shadowspray spell at will.
The following may be cast at will: • • • • • • Bull's Strength Cat's Grace Bear's Endurance Fox' Cunning Owl's Wisdom Eagle's Splendour .Aid Staff (Moderate Magic Item) Magic Quarterstaff This is an impressive looking gold and magenta staff. and skulls are always smiling. which is odd. It has a skull at the top. Maybe it's because it makes people happy. given it is not linked to death magic.
When waking someone up. but is often between 2 and 3.THE DARK ASSEMBLY Whenever people want something out of the Dark Assembly. based on how important they consider the issue. 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. their first course of action is to actually step forward with their request. do it gently or they may Loathe you. and 5% Aye for every Strongly in Favour/Love in their party. -10% per person their side is outnumbered by). Because they're dicks. . unless all of their party is voting one way. they don’t know what they want from one moment to the next. Drunk people are unreliable. Also. but they won’t notice you bribing anyone else at least.. in which case they'll vote the other. DC 25 will actually let the PCs know who is for and against. A regular Opposed/In Favour is basically a dice roll at 75%. Sleeping people don't vote. and are more susceptible to bribes. If merely Strongly opposed/in favour.. it is treated as a guarantee. Indifferent can be easily bribed . When they do this. Except they shift 5% Nay for every Strongly Opposed/Loathe in their party. a number of Senators will feel like showing up. so bribery is of little use. It's a coin-toss. Nobody may attempt to influence the same person more than once per session. unless you convince them otherwise.or easily angered by the bribing of those of a conflicted party. This can vary between 5 and 20. 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. except if the majority of their party votes the other way they might change their mind (100% to stand their ground. The number of turns varies.
if awake. Success improves their attitude by 1 step.Bribe a Senator: this requires a Sense Motive check to tell what they want (opposed by their Bluff if they don't want to be blatant about it. +1 for each 10 you beat it by. +1 for each 10 you beat it by. Success improves their attitude by 1 step. Success improves their attitude by 1 step. Lie to a Senator: this requires a Bluff check against the Senator. Bully/Blackmail a Senator: this requires an Intimidate check against the Senator. of being Indifferent) . Success improves their attitude by 1 step. automatic if they flat-out tell you). +1 for each 10 you beat it by. a Fear effect could be an automatic Intimidation success and so on. Impress a Senator: this requires a Perform* check against the Senator. Sweet-Talk a Senator: this requires a Diplomancy check against the Senator. with a DC of 10 + their HD + their Wis or something. a Charm or Compulsion could be an automatic Diplomancy success. Vampires and Succubi should start one step friendlier to members of the opposite sex Rifle Demons have at least a 50% chance of being drunk Cockatrices start one step “friendlier” to anyone more powerful than they are Alraune start one step friendlier to anyone less powerful than they are Ghosts have a 50% chance of being asleep (and a 20% chance. Simply possessing the right Profession may also serve to work in this case. *Or Jump. Offer Candy to Mistern Cavern: if this is done. Note: some Senators are flat-out resistant or susceptible to certain approaches. +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. Failure by 10 or more worsens their attitude. A note for Mister Cavern: keep the records of the various senators to re-use in future. Failure by 10 or more worsens their attitude. using the same Knowledge. Failure by 10 or more worsens their attitude. then you need to actually give them what they want. automatically improving their attitude by 1 step. Also. Based on the value. Failure by 10 or more worsens their attitude. with a DC of 10 + their HD + their Wis or something. with a DC of 10 + their HD + their Wis or something. you may automatically improve the attitude of a Senator by one step. with a DC of 10 + their HD + their Wis or something. as a general rule: • • • • • Orcs. Tumble or something else you feel will wow them. Failure by 10 or more worsens their attitude. DC 10 if they're hinting. this is worth at least one shift in attitude. Use a Spell/Spell-Like Ability/Supernatural Ability/Extraordinary Ability: as long as it takes less than a minute to use. So an Illusion could be an automatic Bluff success. +1 for each 10 you beat it by. so you get to learn the personalities and defects of the senators. Be Clever: this requires an opposed Knowledge check against a Senator. you may flat out use an ability that could change people's reactions. Make it at least half-way appropriate. Defeating them improves their attitude by 1 step. And abuse them.
dissolve the senate. Bills will tend to be things like “Open the gateway to _____ Netherworld”. and people remember being stabbed when they come back to life.Once all turns are over. it passes! If it is denied. By which I mean "murder everyone who voted Nay". If the bill passes. locking you in a vicious circle of DENIED and face stabbing. 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” . in a manner of speaking. the votes are in. Those who did not vote Nay won't help. then you can go home and try again later or you may attempt to. mind you. rather than “Make the store sell shoes”. then congratulations.
The group collectively has one pool of minions between them. except for the magical ones Giant Bats: Dire Bats (Monster Manual) Prinnies: see below. for instance. going by the following chart: Note that the chart is modified as though it were a “Spells per Day” list. dood. or maybe the FF) Treants: Orcworts (one of the Monster Manuals) Slimes: pick an Ooze. any Ooze. . Level <5 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CR 1 1 2 2 3 3 4 4 4 4 4 4 4 4 4 4 4 4 CR 2 1 2 2 3 3 4 4 4 4 4 4 4 4 4 4 CR 3 1 2 2 3 3 4 4 4 4 4 4 4 4 CR 4 1 2 2 3 3 4 4 4 4 4 4 CR 5 1 2 2 3 3 4 4 4 4 CR 6 1 2 2 3 3 4 4 CR 7 1 2 2 3 3 CR 8 1 2 2 CR 9 1 Minion Creatures: Zombies: use basic Zombie types at the given CR (Monster Manual) Eringi: these are Myconids (MM2 or 3.MINIONS. MOUNTS AND SPECIAL REINCARNATIONS If the players are ever in a position of power – gaining the [Overlord] or [Demon Lord] Title. or having a proper mansion or castle to call their own or someone taking the Leadership feat – then they may have minions. with bonus Minions for a high Charisma score (using the best Charisma in the party).
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). Dood] Str 10 Dex 8 Con . Insanity. Str-based). as the [Combat] Feat basic ability Dood (Ex): Prinnies take a -1 Racial penalty on saves vs Confusion/Insanity/Suggestion. Evil. You can only create these by spending Mana Power (see: relevant planar currency that you can’t just get by selling turnips). the Prinny is instantly destroyed. It explodes in a 30' radius. 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. Chaotic. Advancement: 3-20 HD (Small) More Powerful Minions: Some minions are effectively magical equipment. they instead just get +1 to Hit and Damage Special: Two-Weapon Fighting. or just really seems to deserve one (such as being a rider-type class). . Suggestion Death Throes (Su): when thrown or reduced to 0 HP. Stone. As such. They are: Golems (Iron. -1 more for every Prinny within 30'.Prinny (CR 1) Small Construct [Extraplanar. 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. if a character is entitled to a Cohort from something like the Leadership feat. Adamantine) (as per the MM) Treants (as per the MM) Rifle Demons (see below) Other minions are effectively mounts or Cohorts. dealing 1d6 Fire damage per HD (Ref half. ** Requires “I want to ride something scary!” bill to be passed. Prinnies are not Immune to the following Mind-Affecting Effects: Confusion.
Extinction Beam (Su): once per minute. This may be done at will. and all in the area take 10d6 Force damage (Ref half. it deals 5d6 Force damage. It can go out to 90 feet and requires a Ranged Touch Attack (+13). it gains a 5' radius Anti-Magic Field (doesn't affect self) .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. +4 Dex. 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. Great Fortitude (crappy PHB version) and Improved Initiative. the Rifle Demon may fire an Extinction Beam as a Standard action. Trill and Breath Weapon Electro-Charge (Su): the War Slug may spend a Standard action to Haste itself and its rider for three rounds. It never gains more feats. M-M-MONSTER Toughness (+20 HP). If it hits. War Slug: This is a Frost Worm that has the following changes:CR 10. If it hits. +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. only 10 HD Lose Death Throes. and by egg I mean Delayed Blast Fireball. After gaining an additional 6 HD. “Cold” replaced with “Shocking”. 60' long line. The Critical value is 19-20/x2 Energy Blast (Su): the Rifle Demon may fire a blast of energy with a Standard action. it deals 5d6 Force damage plus one and a half times its Strength modifier (+3). though it provides a +4 Enhancement bonus to Intimidate checks for the owner Feats: it is built with Improved Toughness. DC 19). making a Melee Attack (+11) as a Standard action. Str is only 20. Skills: none. This is a 5' wide.
with no other changes . whenever it deals Fire damage with a Spell-like ability. Con-based). Typical Efreeti: Knights. Also. +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. Red Mages. Fiendish Brutes and Elemental Weirds Special: may take Dragon Type Hit Dice instead. Anyone who fails the save catches fire.There are two special races that players can later on Reincarnate into if they pass a bill at the Dark Assembly: Efreet: Large Outsider [Fire] Requirement: "I want to be a Lord of Flames" Speed: 30' Reach: 10' Ability Scores: +4 Strength. It is a 30' cone that deals 2d6 Fire damage per hit die (Ref half. +4 Constitution. 3 and 6 HD) Natural Armour: +6 Natural Weapons: -Primary Bite 1d8+Str -Primary Gore 2d6+Str (double Str bonus on a charge) -2 Secondary Slams 1d6+Str*1/2 Fiery Wrath (Su): all of the Efreet's natural weapons deal +1d6 Fire damage when they successfully hit. the target catches fire (Ref negates). Breath Weapon (Su): the Efreet has a Breath Weapon 1/4 rounds.
3 and 6 HD. -2 Intelligence Level 8 True Fiend: 8+7d12 plus (Con*8) HP BAB +8 Base Saves: Fort +6 Ref +6 Will +6 (8+Int)*11 Skill Points 3 Feats (1. the 6HD one is automatically spent on Large Size) Natural Armour: +4 Spell Resistance 18 (improves with levels) Acid Immunity Telepathy to 100' Damage Reduction 8/Good (improves with levels) Energy Resistances: Cold. 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. 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. +4 Constitution.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.