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