ROLEPLAYING IN THE DISGAEA-VERSE By Koumei and others, really
1. 2. 3. 4. 5. 6. 7. 8.
Title, picture of Etna and Contents Races Classes Feats Prestige Classes Magic Items (and assorted junk) The Dark Assembly Minions, Mounts and Special Reincarnations
here page 2 page 13 page 23 page 24 page 26 page 30 page 33
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
but the ability to glide and slow-fall. naughty. She may elect not to use this ability. and to take 1d8+Cha nonlethal damage. it requires a successful Grapple check. Beguilers and Red Mages
. with a 3 round break in between. but they more or less can’t get away without being seen as evil. Ability Scores: +2 Charisma Sexy (Su): Empusae are all innately attractive (by the general. They may cast Charm Person once per day as a Supernatural ability (DC 10 + half HD + Cha). They have little horns. at level 8 she may fly (Average) as much as she wants. If the target is unwilling. Tiresome (Su): a kiss or other intimate act with an Empusa can be very tiring as they take a little energy to power themselves. This causes the target to become Fatigued for one round. she can change subtypes by stabbing the right people in the face. Speed: 30' Reach: 5' Wings: provide no flight. personable and good at pushing the right buttons. predatory. They’re not necessarily evil. average standards of where they come from. Medium Outsider [Extraplanar] Additional Alignment subtypes: those of the Empusa's actual alignment. These temporary hit points last 1 hour and do not stack. and tails with pointed hearts on the end. the Empusa may fly at 60' (Poor) for a total number of consecutive rounds at a time equal to her Con modifier (minimum 1). big boobs. 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. Telepathy (Su) out to 30' as a constant effect Typical Classes: Jesters. Yes. wings.Empusa: Empusae are basically the Succubi of the N1 world. as well as psychically seeming slightly tweaked to the preference of those who see them). At level 4. sassy or slutty (pick one or more). It’s just their nature. Actually that’s precisely what they are.
Spell-Like Abilities (Sp): Charm Person and Entangle 1/day each (Charisma-based) Speak With Plants (Ex): An Alraune can speak to plants and use Diplomacy to change the attitude of monsters with the plant type as if they were coherent. Typical Classes: Totemists. they appear to be pretty humanoid girls from the waist up. with flowers growing in their hair. 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. while they are large viny flowers from below the waist. or whatever) in skin. Green (or blue.Alraune: the Alraune is a plant. Green Mages and Elementalists
it deals double damage for that attack. about the same size as humans or even a little bigger. Darkvision 120’. anyone adjacent to the Mothman must pass a Fort save (Conbased) or take Acid damage equal to the Mothman's number of Hit Dice. At 15th level it becomes 50' + 10' per level. Dancing Lights. The Save DCs are Con-based.Mothman: mothmen are… moths. Giant moths. That is largely all that is needed to describe them. Moth Power (Ex): the Mothman can duplicate the following once each per day: Daze. Touch of Fatigue and Lullaby. Hell Pollen (Ex): with a Swift action. the Flight becomes (Average). They have a tendency to eat cloth. Medium Vermin Fly Speed: 25' + 5' per level (Poor) Reach: 5' Skills: the Mothman gains a +3 Racial bonus on Spot. Listen and Search checks Senses: Low-Light Vision. Swoop (Ex): when a Mothman charges from a higher vantage point than its target. Tremorsense 30’ Flight (Ex): at 5th level. and can speak just as well as anyone else. Typical Classes: Assassins and Totemists
. At 9th level it becomes (Good) and changes to 50' + 5' per level.
It doesn’t. Poison Immunity (Ex): Marionettes fucking love poison. Medium Humanoid [Construct] Speed: 30' Reach: 5' Feats: Marionettes gain Improved Feint as a Bonus Feat. They are living creatures. and they are also spooky. as such they are immune to poison themselves. Made of Wood (Ex): Marionettes have DR X/Slashing (where X is equal to their Hit Dice). so they can then use it. Puppet (Ex): being puppets.Marionette: Marionettes are human-sized wooden puppets. They gain a +3 Racial bonus on Balance. as they are made of wood. They tend to be painted in bright colours as though that offsets the creepiness of walking. Any poison delivered to them remains inert. brought to life by demonic essence. Typical Classes: Jesters
. Marionettes are flexible. they may make unarmed strikes as natural Slam Attacks (1d4+Str). However they take a -3 Racial penalty on saving throws against [Compulsion] effects. talking puppets. Tumble and Escape Artist checks. Additionally. as well as on Intimidate checks because they're spooky.
In an Anti-Magic Field. ghosts tend to sleep a lot. ignoring terrain and walls and furniture (and whatever else may be in the way). I don’t know. Or are they? Maybe not. but not fully. and this does not protect it from attacks and so on. although they gain Damage Reduction X/Magic where X equals their Hit Dice. They are semi-transparent and can move through objects. Ghost Body (Su): a Ghost can hold items like a Handy Haversack. They interact normally with the normal world. Red Mages. Like. Additionally.Ghost: while not true ghosts – and thought by many to really be nature spirits similar to the Puck or Pixie – they are for all intents and purposes ghosts. The Ghost always benefits from a Featherfall effect. They’re also way too indecisive. though not [Force] effects. Also. Typical Classes: White Mages. it simply cannot be accessed. all the time. Green Mages and Totemists
. it does not burst open. Blue Mages. a Ghost taking a Move action can move their speed through intervening objects. Medium Fey Speed: 20' Reach: 5' Pseudo-Ethereal (Ex): Ghosts are kinda' sorta' Ethereal.
The character heals 5 points for each point of Constitution Damage in this way. nor are they like the ones in Buffy or. is stored as "Blood Points". 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). as well as handy with a katana. but only from Wooden weapons. sadly. They tend to be pretty fierce and bat-like in N1. Red Mages. Any excess Constitution. Vampires do not get immunity to Ability Damage/Drain. Medium Undead Speed: 30' Reach: 5' Ability Scores: Vampires retain a Constitution score Blood Drinking (Ex): The character can drain blood from a helpless or willing victim. Note that these are mostly just limitations on Undead strengths as opposed to true weaknesses. However they tend to be pretty good at magic and mesmerism. Also. with more than a few being very ugly. Rosario to Vampire. they can take Critical hits. inflicting 2 points of Constitution Damage per round. Humanoids slain by this Constitution Damage may rise as vampires or vampire spawn (though the character has no control over them unless granted by another ability). Typical Classes: Samurai. Blue Mages and Green Mages
. Vampiric Weaknesses (Ex): Vampires are "vulnerable to Sunlight" and are Fatigued whenever in actual sunlight. Sleep or shape changing just because they're not quite alive. 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. to a maximum of 1 per hit die.Vampire: vampires are not like the poorly thought out D&D vampires that can’t even be staked. If you mention sparkling I will stamp on your colon. Blood Power (Su): a Vampire may spend 1 Blood Point to generate a Daze effect.
race. Usually their hair is metallic or blonde. regardless of alignment. all out to 20' from herself. In theory they are serene and friendly. At level 4. she can change subtypes by stabbing the right people in the face. at level 8 she may fly (Average) as much as she wants. She then adds her Charisma modifier to the attack roll (min +1) and her hit dice to the damage. Tongues (Su) as a permanent effect Protective Aura (Su): with a Standard action at will. the Angel may make a Smite attack. This can be used on anyone. creed or religion. Smite (Su): once per day. with a 3 round break in between. the Angel can create a Magic Circle Against Evil and Light effect. but the ability to glide and slow-fall. Typical Classes: White Mages and Knights
. the Angel may fly at 60' (Poor) for a total number of consecutive rounds at a time equal to her Con modifier (minimum 1). Yes. Medium Outsider [Extraplanar] Additional Alignment subtypes: those of the Angel's actual alignment. Sadly they don’t appear as zebra-striped beachballs. Speed: 30' Reach: 5' Ability Scores: +2 Wisdom Wings: provide no flight.Angel: angels look like pretty humans. but it never turns out that way in practice. but it needn’t be. and have a tendency to glow.
Yard Worker (Ex): the Jack is made for yard work. Medium Construct [Plant] Speed: 30' Reach: 5' Ability Scores: Jacks have Constitution scores like everyone else Pump Kin (Ex): the Jack gains a +3 Racial bonus on Intimidate checks.Jack: Jacks are basically demon-possessed Scarecrows with pumpkins for heads. it's super hard to clean up. They also tend to be good at yard work. a shovel is treated as a battleaxe. Bonus Proficiencies: A Jack is inherently proficient with shovels. Deep Roots (Ex): A Jack has Tremorsense out to 5' per point of Constitution Bonus they have (minimum 5'). and scythes. a scythe is treated as a war scythe. The DC to Trip a Jack is increased by +4. and so on). 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. hoes. All Jacks get Profession: Farmer for free. They are as scary as that sounds: not very during the day. All Souls Day (Su): Each morning. and may use the Intimidate skill as a Swift Action. brick-shittingly so at night. Once it dries. In addition. rakes. so gains a +3 Racial bonus on all Craft checks.or just smash it against a wall. Typical Classes: Assassins. Jesters and Samurai
. a Jack has about one half of a leftover pumpkin that they aren't using any more. Other creatures could eat it .
that is completely awesome. and Mortalbane. Any time they take Electricity damage (even if it is all negated by Resistance or Immunity). Law and Magic at will. she deals 3 Fire damage per Hit Die to the target. On a successful Ranged Touch Attack. They do not age. They also have souls. Laser Vision (Su): once per three rounds. Monk. Scanner (Su): the Android may cast Detect Good. the Android may fire EYE BEAMS out to 30' as a Standard Action. and yes.Android: Androids are basically Robot Girls. or running up and punching people. and don't need to eat (though they can). Living Construct: Androids are living creatures. Skills: the Android gets a +4 Racial bonus to Search checks. and their armoured bodies grant +1 Natural Armour and DR 5/Adamantine. Evil. but they aren't bad at firing lasers themselves. Maces of Smiting. must eat like a human”. but they still need to go into Sleep Mode for 4 hours per day. Electric-Powered (Ex): Androids have Electricity Resistance equal to their Hit Dice. They can attach all sorts of cool devices to themselves and really like technology. and thus have none of the automatic benefits of being constructs. Your MC may let you swap the Food and Sleep requirements to “needn't (but can) sleep. Typical Classes: Totemist. Chaos. their food and sleep requirements are met for the day. However they are still Constructs for the purpose of things like Favoured Enemy. Star Mage
. Medium Construct [Living] Speed: 30' Reach: 5' Ability Scores: Androids have Con scores like everyone else.
CLASSES OF THE DISGAEAVERSE Assassin: The Assassin is found in the Dungeonomicon (Frank & K). and has a really deadly death attack that it can generally only use once per fight. Knowledge (all) (Int). This class is stealthy and skilled. Bluff (Cha). Archers. Diplomacy (Cha). and Use Magic Device (Cha). Perform (Cha). Concentration (Con). Jump (Str). This covers the following N1 classes: Scouts. Races: any Starting Gold: 6d4x10 gp (150 gold) Starting Age: As Rogue. Gather Information (Cha). Climb (Str). Mothmen. Reflex: Good. Will: Poor
. Spellcraft (Int). Ninja. Jacks
Alignment: An Assassin may be of any alignment. Hide (Dex). Sense Motive (Wis). Intimidate (Cha). Craft (Int). Search (Int). Move Silently (Dex). Listen (Wis). Hit Die: d6 Class Skills: The Assassin’s skills (and the key ability for each skill) are Balance (Dex). Profession (Wis). Disguise (Cha). Swim (Str). Spot (Wis). Gunners. Saves: Fort: Good. Disable Device (Int). Tumble (Dex). meaning it evens out with a competent sneak-attacker. Skills/Level: 6 + Intelligence Bonus BAB: Medium (3/4). Sleight of Hand (Dex).
Personal Immunity (Ex): Choose four poisons. even if they are made available in a stronger strength. Trapmaking. Death Attack +5d6 4 Cloak of Discretion. Death Attack +7d6 6 Palm Weapon. or Necromancy. Death Attack +8d6 7 Full Death Attack. An Assassin may load a crossbow simultaneously with his action to study his target if he has a Base Attack Bonus of +1 or more. The DC of the Assassin's spells is Intelligence based and the bonus spells are Intelligence based. she must have an Intelligence at least equal to 10 + the Spell level. Spellcasting 2 Uncanny Dodge. Death Attack +19d6 18 Mind Blank. Death Attack +14d6 13 Exotic Method. Benefit 1 Poison Use. 7. repeating crossbows. Special attacks such as a coup de grace may be a Death Attack. Assassins are proficient with Light Armor but not with shields. Personal Immunity. an Assassin gains proficiency with one Exotic Weapon of her choice. an Assassin is immune to all four of those poisons. and must be from the schools of Divination. apply. Poison Use (Ex): An Assassin may prepare.Level. An Assassin’s spells known may be chosen from the Sorcerer/Wizard list. As long as the victim is denied their dexterity against attacks from the assassin during the study action and the attack itself. Death Attack +22d6 Weapon and Armor Proficiency: Assassins are proficient with all Light Weapons. but only if the target is denied its Dexterity Bonus to AC against that attack. If she does so. Death Attack +4d6 3 Hide in Plain Sight. an Assassin becomes immune to all poisons. and do not have to meet the stringent requirements of a sneak attack. and 12 the Assassin may choose one more type of poison to become immune to. except that he gains no more than three spell slots per level. Death Attack +16d6 15 Killer’s Proof. Assassins are well trained in eliminating magical or distant opponents. Death Attack +3d6. Death Attack +10d6 9 Improved Uncanny Dodge. Death Attack +13d6 12 Personal Immunity. Death Attack +12d6 11 Poisonmaster. Death Attack +18d6 17 Death by a Thousand Cuts. though if a character has both sneak attack and death attack. and use poison without any chance of poisoning herself. Death Attack +6d6 5 Traps. Death Attack +21d6 20 Killing Strike. Spellcasting: The Assassin is an Arcane Spellcaster with the same spells per day and spells known progression as a Bard. Death Attack +9d6 8 Nerve of the Assassin. A Death Attack inflicts a number of extra dice of damage equal to her Assassin level plus two dice. At level 14. Death Attack +17d6 16 Exotic Method. 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.
. Illusion. Death Attack +15d6 14 Personal Immunity. it counts as a death attack. her next attack is a Death Attack if she makes it within 1 round. Death Attack +20d6 19 Exotic Method. Death Attack +11d6 10 Skill Mastery. they stack if the character meets the requirements of both. To cast an Assassin spell. At first level. as well as simple weapons. At levels 5.
and bypass it (with her party) without disarming it. Skill Mastery (Ex): At 10th level. While studying a target for a Death Attack. an Assassin is protected by a constant Nondetection effect. Trapfinding: At 5th level. Hide. Use Magic Device. Assassins can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
. When making a skill check with Climb. However. she may take 10 even if stress and distractions would normally prevent her from doing so. Cloak of Discretion (Su): At 4th level. An Assassin may even hide while being observed. the Assassin learns to build simple mechanical traps in out of common materials. Use Rope. flexible material like green wood. Spellcraft. Assasins can use the Disable Device skill to disarm magic traps. Finding a nonmagical trap has a DC of at least 20. Any weapon successfully concealed with Sleight of Hand cannot be found with divination magic. Finding a magic trap has a DC of 25 + the level of the spell used to create it. if he has access to it. This does not confer a deflection bonus to AC. Trapmaking: At 5th level. Disable Device. an Assassin becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. he can build an improvised trap in 10 minutes. He may add poison to these traps. an Assassin can react to danger before his senses would normally allow him to do so.Uncanny Dodge (Ex): Starting at 2nd level. He can build any non-magical trap on the “CR 1” trap list that doesn’t involve a pit. and are always single-use traps. Move Silently. This ability does not remove the -10 penalty for moving at full speed. he still loses her Dexterity bonus to AC if immobilized. A magic trap generally has a DC of 25 + the level of the spell used to create it. have a BAB equal to his own. Palm Weapon (Su) At 6th level. figure out how it works. if the Assassin studies an opponent to perform a Death Attack. These traps have a Search DC equal to 20 + the Assassin’s level. If an Assassin already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead. or the -20 penalty for running or fighting. the Assassin learns to conceal weapons with supernatural skill. Hide in Plain Sight (Ex): A 3rd level Assassin can hide in unusual locations. and may hide in areas without cover or concealment without penalty. and for one round afterward. As long as has access to ropes. An Assassin who beats a trap’s DC by 10 or more with a Disable Device check can study a trap. Nerve of the Killer: At 8th level. he counts as if he were within a protection from evil effect. or Swim. but it will dry out in an hour. He retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. an Assassin gains a limited immunity to compulsion and charm effects. Full Death Attack: At 7th level. with a caster level equal to his character level. and weapon-grade materials like sharpened wooden sticks or steel weapons. 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. Search. or higher if it is well hidden.
• Death By Plane Once per day. the Assassin’s Death Attacks bypass his victim’s DR and hardness. the Assassin can cast implosion as a spell-like ability. unless the attacker has at least four more levels in a class that provides sneak attack than the target. This effect lasts 10 minutes. the Assassin learns alchemic secrets for creating short-term poisons. • Proxy Assassin: Twice per day. 16th. Every successful Death attack inflicts a cumulative -2 Dexterity penalty to the Assassin’s victim. Mind Blank (Su): At 18th level. the Assassin can cast polymorph other as a swift action spell-like ability. and 19th level the Assassin learns an exotic form of killing from the list below. the character automatically gains improved uncanny dodge instead. the Assassin can cast summon monster VII as a spell-like ability. Killer’s Proof (Su): At 15th level. This defense denies another character the ability to sneak attack the character by flanking him. Killing Strike (Su): At 20th level. • Dimesional Rip:: Once per day. the Assassin learns to steal the souls of those he kills. • New School: The Assassin may now choose spells known from a new school. Exotic Method At 13th. the Assassin can cast flesh to stone as a swift action spell-like ability. Death by a Thousand Cuts: At 17th level. If he is holding an onyx worth at least 100 GP when he kills an enemy. Poisonmaster: At 11th level. the Assassin can cast contagion as a swift action spell-like ability. the Assassin is protected by a constant mind blank effect. • Poison of the Cockatrice: Twice per day. he can synthesize one dose of any poison in the DMG. If a character already has uncanny dodge (see above) from a second class.Improved Uncanny Dodge (Ex): An Assassin of 9th level or higher can no longer be flanked. By expending an entire healer’s kit worth of materials and an hour of time. the Assassin can cast plane shift as a spell-like ability. • Killer Faerie Arts: Twice per day. and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.
. this ability does not change: • Carrier: Three times per day. This poison degrades to uselessness in one week. These penalties last one day. The duration of this effect is three rounds. Once chosen. the assassin has learned to kill even the hardiest of foes by reducing their physical form to shambles. he may place their soul within the gem as if he has cast soul bind on them at the moment of their death.
Ride (Dex). but plenty of Chaotic creatures can do that too. they are almost exclusively recruited from the ranks of races that are highly urban in nature. You have to maintain your code of conduct. while Knights often spend tremendous amounts of time far from civilization. Angels
Alignment: Many Knights are Lawful. Spot (Wis).Knight: The Knight is found in Races of War (Frank & K). Intimidate (Cha). Craft (Int). Hit Die: d12 Class Skills: The Knight's class skills (and the key ability for each skill) are Climb (Str). Therefore. Listen (Wis). they encourage the enemy to attack the person who it is hard to attack. Will: Good
. and seriously hurts enemies that choose to ignore him. Magic Knights. As such. Jump (Str). Sense Motive (Wis). This covers the following N1 classes: Warriors. Reflex: Poor. Starting Gold: 6d6x10 gp (210 gold) Starting Age: As Fighter. a solitary creature generally has little use for honor. and Geography) (Int). Perform (Cha). Races: Knights require a fairly social background to receive their training. and Swim (Str). After all. Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). Knowledge (History. But not all of them. Handle Animal (Cha). Nobility. and additionally provides defences to allies. Heavy Knights. Diplomacy (Cha). This class is designed to be hard to significantly hurt. Saves: Fort: Poor.
whether she is impersonating a specific creature or not. Spell Shield 9 Sacrifice 10 Knightly Order Weapon and Armor Proficiency: Knights are proficient with all simple weapons and Martial Weapons. Medium. rounded down. As a Swift Action. If the target creature inflicts ay damage on the Knight before the Knight's next turn. Indeed.
. a Knight subscribes to honor to a degree far more than that which is strictly considered necessary by other honorable characters. • A Knight may not sell Magic Items. Draw Fire 8 Mettle. Knightly Spirit 5 Command 6 Defend Others. and Heavy Armor. At 2nd level. a Knight may mark an opponent as their primary foe. • A Knight may not voluntarily change shape. Code of Conduct 2 Damage Reduction 3 Energy Resistance. A Knight must refuse bonuses from Aid Another actions. Code of Conduct: A Knight must fight with honor even when her opponents do not. Energy Resistance (Ex): A Knight may protect herself from energy types that she expects. Quick Recovery 7 Bastion of Defense. Mounted Combat: A Knight gains Mounted Combat as a bonus feat at 1st level. the attempt fails. where X is half her Knight level. A Knight who fails to abide by her code of conduct loses the ability to use any of her Knightly abilities which require actions until she atones. she may gain any Combat feat she meets the prerequisites for instead. Speak to Animals 4 Immunity to Fear. Otherwise.Level. any attacks the Knight uses against the opponent during her next turn inflict an extra d6 of damage for each Knight level. or when she has struck her opponent a number of times equal to the number of attacks normally allotted her by her Base Attack Bonus. • A Knight must refrain from the use poisons of any kind. Knights are proficient with Light. This foe must be within medium range and be able to hear the Knight's challenge. 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. 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. she gains Damage Reduction of X/-. If she already has Mounted Combat. Benefit 1 Designate Opponent. even normally acceptable poisons such as blade toxins. Mounted Combat. Shields and Great Shields. a 3rd level Knight may grant herself Energy Resistance against any energy type she chooses equal to her Knight Level plus her Shield Bonus. This effect ends at the end of her next turn. Damage Reduction (Ex): A Knight trains to suffer the unbearable with chivalry and grace.
Bastion of Defense (Ex): A 7th level Knight can defend others with great facility.Speak to Animals (Ex): A Knight can make herself understood by beasts. there is no limit to how many tricks she can teach a creature. This effect ends after a number of rounds equal to the Knight's class level. Sacrifice (Ex): As an immediate action. Command: A Knight gains Command as a bonus feat at level 5. A 3rd level Knight gains a bonus to any of her Ride and Handle Animal checks equal to half her Knight Level. In addition.
. Quick Recovery (Ex): If a 6th level Knight is stunned or dazed during her turn. All adjacent allies except the Knight gain a +2 Dodge bonus to their Armor Class and Reflex Saves. Knightly Spirit (Ex): As a Move Equivalent Action. Immunity to Fear (Ex): At 4th level. 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. Draw Fire (Ex): A 7th level Knight can exploit the weaknesses of unintelligent opponents. This Spell Resistance is increased by her shield bonus to AC if she has one. a Knight must join or found a Knightly order. Mettle (Ex): An 8th level Knight who succeeds at a Fortitude Partial or Willpower Partial save takes no effect as if she had immunity. From this point on. Defend Others (Ex): A 6th level Knight may use her own body to defend others. Her steed always seems to be able to catch the thrust of anything she says. becoming a member of an order has special meaning for a 10th level Knight. a Knight becomes immune to [Fear] effects. Knightly Order: What is a powerful Knight without a descriptive adjective? Upon reaching 10th level. With a Swift Action. In addition. she may pique the interest of any mindless opponent within medium range. though she does not. Any ally adjacent to the Knight gains Evasion. and her Handle Animal checks are not penalized for attempting to get a creature to perform a trick it does not know. Spell Shield (Ex): An 8th level Knight gains Spell Resistance of 5 + her character level. a 4th level Knight may restore any amount of attribute damage or drain that she has suffered. that condition ends at the end of that turn. a 9th level Knight may make herself the target of an attack or targeted effect that targets any creature within her reach. she may ignore one of the prerequisites for joining a Knightly Order prestige class. and she gains an ability related to the order she joins.
and halflings and dwarves rarely become monks. With its lack of emphasis on ranged weaponry. This covers the following N1 classes: Brawlers. Nekomata. has a non-shit AC when unarmoured. other Monks will join in. from Stoic Lawfulness to Boisterous Chaos. Races: Because the martial paths of a Monk embrace all manners of comportment. The discipline emphasizes physical strength as much as it emphasizes perceptiveness and inner strength.Monk: The Monk is found in the Dungeonomicon (Frank & K). some Monks will try to break it up. Really. unlike a PHB Monk. Androids
Alignment: Monks may be of any alignment. Whatever. Masked Heroes. This class is good at moving about. few of the slower races turn towards these magical combat styles. and has a natural attack that can actually hit. almost every sapient race has those who take up the monk's path.
Hit Die: d8
. Sinners. so orcs are as likely to become monks as Kuo-Toa are. Also they gain cool stances that allow their natural attacks to do things or make them harder to hurt. Starting Gold: 2d4x10 gp (50 gold) Starting Age: As Monk. If a bar brawl breaks out.
Swim (Str). 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. Every even numbered class level. Diplomacy (Cha). Monks are not proficient with any armor or shields of any kind.
. Benefit 1 Armored in Life. 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. 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. Spot (Wis). Fatal Strike (Su): A Monk has a natural weapon Slam in addition to whatever else he is capable of doing. Jump (Str). he may add his Wisdom bonus (if positive) instead. the nunchuka. that enhancement bonus applies to his Armored in Life Armor Bonus. Hide (Dex). suffers a -5 penalty to-hit. it becomes a secondary natural attack. Willow Step. Move Silently (Dex). and has a value of +4. Listen (Wis). Wilow Step (Su): A true monk does not seek to outrun the fist. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks.Class Skills: The Monk's class skills (and the key ability for each skill) are Balance (Dex). such as the sai. Climb (Str). Profession (Wis). as well any weapon defined as a special monk weapon. Will: Good Level. and adds only half his Strength modifier to damage. Saves: Fort: Good. Craft (Int). Reflex: Good. Perform (Cha). the Armored in Life bonus increases by 1. and the triple staff. Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). and Tumble (Dex). If a Monk would be allowed to add his Dexterity modifier to a Reflex Save or Armor Class. the kama. If the slam is used with other weaponry. Fighting Style 2 Rain of Flowers. Concentration (Con). Fatal Strike. 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. the shuriken. Sense Motive (Wis). but to anticipate it. As a natural slam attack. Escape Artist (Dex). If the Monk wears armor which he is proficient in (for example: normal clothing) that has an enhancement bonus. Knowledge (all skills individually) (Int).
• While Active. This movement rate reduction can be healed like ability damage (treating 5' of movement as 1 point of ability damage). your Fighting Style provides you with concealment. and is usable at will. the DC for any jump check is divided by two. your Fighting Style causes your slam attack to inflict piercing damage and to inflict 2 points of Constitution damage. • While Active. 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. 5. At 8th level. Other Fighting Styles may be activated during this period. • While Active.Fighting Style (Su): At levels 1. and 7. • While Active. • While Active. and at 16th level he masters his diamond soul and his spell resistance improves to 15 + character level. Any time a Monk inflicts non-lethal damage. he may elect to inflict non-lethal damage instead. a Monk's ability to jump is unbounded by his height. • While Active. lasts one round. Diamond Soul (Su): At 4th level. In addition. • While Active. This attack of opportunity must be a trip or disarm attempt. his soul becomes immaculate and his Spell Resistance improves to 10 + character level. Each Fighting style requires a Swift Action to activate. • While Active. Activating this Fighting Style is still a Swift Action. Abundant Leap (Su): At 2nd level. your Fighting Style provides any bonuses it gives to your slam attack to any attack you make with any weapon. your Fighting Style allows you to make an attack of opportunity against any opponent who attacks you. your Fighting Style provides a +4 Dodge Bonus to AC. 3.
Rain of Flowers (Su): Any time a 2nd level Monk inflicts lethal damage. your Fighting Style provides a +4 Dodge Bonus to Saving Throws. a Monk of sixth level or higher may activate a Fighting Style and extend its duration to 1 round/level rather than 1 round. he may elect to inflict lethal damage instead. your Fighting Style allows your slam attacks to ignore hardness and DR. the Monk learns a Fighting Style. • While Active.
. though their duration is normally going to be only 1 round. Walk of a Thousand Steps: Once per day. • While Active. your Fighting Style causes your slam attack to inflict slashing damage and to reduce your opponent's movement rate by 10' every time they suffer damage from it. your Fighting Style allows you to move through occupied spaces as if they were unoccupied and you provoke no attacks of opportunity for your movement. and provides two bonuses from the Fighting Style Abilities: Fighting Style Abilities • While Active. the Monk gains Spell Resistance equal to 5 + his character level. your Fighting Style provides a +30' Insight Bonus to your movement rate. Each Fighting Style must have a name (see Naming Your Fighting Style below).
11. requires a ranged touch attack. While Active. Each Master Fighting style requires a Swift Action to activate. • • • • Master Fighting Style Abilities: While Active. lasts one round. Master of the Four Winds (Su): The Monk's breath of life is carried on the winds of fate. your Master Fighting Style affects any opponent you successfully trip or bulrush with the violent thrust version of telekinesis. Each Master Fighting Style must have a name (see Naming Your Fighting Style below). and 13. and inflicts 1d6 of fire damage per character level if it hits. your Master Fighting Style provides total concealment. with a caster level equal to your character level. The fire can be shot out to medium range. While Active. While Active. he doesn't lose a level for doing so. There is no saving throw against this effect. never accumulates any additional penalties for growing older and will never die of old age. your Master Fighting Style affects any creature struck with your slam attack with a banishment effect that transports it back to its home plane unless it succeeds at a Will save (DC 10 + ½ character level + Wisdom Modifier). While Active. your Master Fighting Style affects any target you strike with your slam attack with a targeted version greater dispelling with a caster level equal to your character level. and provides two bonuses from the Master Fighting Style Abilities. 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. Outsiders suffer a -4 penalty to their saving throw. may not return to the plane it was banished from for a year. and is usable at will.Master Fighting Style (Su): At levels 9. the Monk learns a Master Fighting Style. While Active. and gives you a +20' Competence bonus to your speed. the DC for any jump check is divided by 5. your Master Fighting Style causes 5d6 of Sonic damage to everything within 30 feet of you when you inflict damage with your slam attack against any target. While Active. 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. if the monk is restored to life. While Active. the change of seasons is as no change at all. he may replace one of his Fighting Styles with a different Fighting Style. your Master Fighting Style allows you to shoot fire out of your hands or mouth as a standard action. You are immune to Sonic damage while your Master Fighting Style is active.
Leap of the Clouds (Su): At 10th level. your Master Fighting Style causes your slam attack to inflict vile damage. While Active.
. While Active. A creature so banished. At 12th level. Instead of gaining a Master Fighting Style Ability. your Master Fighting Style provides you the effect of an air walk spell. you may choose two regular Fighting Style Abilties. He no longer appears to age. your Master Fighting Style transforms your slam attacks into Force effects that inflict Force damage. but for a monk of 14th level. While Active. When a Monk gains a new Master 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. While Active. Master of the Four Seasons: Time passes relentlessly in the world.
Other styles may be activated during this period. your Grand Master Fighting Style affects any target you strike with your slam attack with a disintegrate effect. Master Fighting Style. You recover a number of points of nonlethal damage each round equal to your character level. the Monk learns a Grand Master Fighting Style. a Monk of 18th level or higher may activate a Fighting Style. 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. Activating this style is still a Swift Action. or Grand Master Fighting Style and extend its duration to 1 round/level rather than 1 round. your slam attacks are incorporeal touch attacks. • While Active. he may replace one of his Fighting Styles or Master Fighting Style with a different Style of the same type. • Instead of gaining a Grand Master Fighting Style Ability. Unarmed or Slam attacks inflict regular damage.
Perfect Mastery: Once per day. • While Active. • While Active. Grand Master Fighting Style Abilities: • While Active. and 19. lasts one round. your Grand Master Fighting Style allows you to punch a hole through space and time. with a caster level equal to your character level (DC 10 + ½ character level + Wisdom Modifier). though their duration is normally going to be only 1 round Grand Master of Flowers: At 20th level. your Grand Master Fighting Style affects every target you strike with a slam attack with the violent thrust version of telekinesis. • While Active. When a Monk gains a new Grand Master Fighting Style. • While Active. • While Active. your Grand Master Fighting Style forces any opponent you strike with your slam attack to make a Willpower save (DC 10 + ½ character level + Wisdom Modifier) or become feeble minded.
.Grand Master Fighting Style (Su): At levels 15. your Grand Master Fighting Style makes you and everything you are carrying incorporeal. • While Active. • While Active. 17. and is usable at will. the Monk becomes an Outsider. with a caster level equal to your character level. and provides two bonuses from the Grand Master Fighting Style Abilities. Each Grand Master Fighting Style must have a name (see Naming Your Fighting Style below). you may choose two Master Fighting Style Abilties. your Grand Master Fighting Style prevents all [Teleport] effects from entering or exiting within 1 mile of your location. and immortal of legend. your Grand Master Fighting Style causes you to regenerate. 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. • While Active. your Grand Master Fighting Style slows down time to the point where you can act twice each round. and has Damage Reduction of 20/Epic. There is no saving throw against this effect. He gains the augmented subtype of his previous type. Each Grand Master Fighting style requires a Swift Action to activate. you do not gain an extra Swift Action during your extra actions. allowing you to open a travel version of gate with a slam attack.
Angry 4.Naming your Fighting Style: Roll a d10. Attack 5. Fist 2. Dragon 4. Stance 3. Demon Noun Chart: 1. Powerful 10. Running 2. There's no reason that your character's fighting style has to be called "Naked Tiger Stance" rather than "Astonished Centaur Defense". Drunken 6. or nouns that you want.
. Technique 6. Hummingbird 10. Swift 9. Tiger 3. Spinning Kick 4. Touch 10. Movement 9. Hungry 3. animals. Fu Note from the authors: Feel free to add any adjectives. Lazy 8. Serpent 9. Naked 5. an animal. Ox 2. and a noun: Adjective Chart: 1. Enlightened Animal Chart: 1. Manticore 8. Crane 5. Dance 8. Turtle 7. Style 7. Monkey 6. Fortunate 7. or choose an adjective.
Lawful races bear the vast majority of Samurai. Skills/Level: 4 + Intelligence Bonus BAB: Good (1/1). Reflex: Poor. Swim (Str). Hit Die: d8 Class Skills: The Samurai's class skills (and the key ability for each skill) are Balance (Dex). Will: Good
. Diplomacy (Cha). Sense Motive (Wis). So while a Samurai himself does not have to be Lawful. Perform (Cha). and iaijutsuing people in half. Climb (Str). Profession (Wis). Vampires. This covers the following N1 classes: Samurai. Hide (Dex). Nekomata
Alignment: The Samurai can be of any alignment. Craft (Int). and Tumble (Dex). Knowledge (all skills individually) (Int). Races: The Samurai is primarily found in societies where the law of the land is held in primacy over other things. Berserkers. Saves: Fort: Poor. This class is great at scoring critical hits. though there is no reason that they have to actually be Lawful. Starting Gold: 4d6x10 gp (140 gold).Samurai The Samurai is found in Races of War (Frank & K). All of them must maintain the veneer of honor and civility. plus one masterwork weapon Starting Age: As Fighter. Ninja. Escape Artist (Dex). making many attacks of opportunity. Jump (Str). Listen (Wis). Move Silently (Dex). Concentration (Con).
or simply "master swordsman" or other descriptive title. and has the Ghost Touch special property. and this weapon must be a masterwork weapon exalted by the Samurai's warrior culture. Regardless of their name. while samurai who have never been pledged to a lord or are unwilling to do so are weaponmasters called kensai. but not with shields of any kind. To retain this Lord. Benefit 1 Ancestral Weaponry. Ancestral Weaponry: Every culture with a Samurai tradition has a signature weapon that Samurai from that culture use. This ritual costs 100 gp in incense and offerings. As long as a Samurai does these two things. Pledge of Loyalty: Samurai pledge their loyalty to a Lord.
. sword saints. Samurai are proficient with Light and Medium Armor. Samurai without a Lord receive a +4 bonus against mind-affecting effects. and once performed grants the following abilities: -Counts as his Ancestral Weapon for all Samurai abilities. he cannot be forced to act against his Lord or Lord's family by mind-affecting effects. a figure of temporal power and head of a noble family or clan. -The Ancestral weapon has double HPs and +10 Hardness. 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. Whether it is the Spiked Chain of the Hobgoblin Khanate of Khadun or the Katana of the Human Empire of Rokugan. they must follow this Lord's orders and uphold any Code of Conduct the Lord obeys. Pledge of Loyalty 2 Horde Breaker 3 Kiai! 4 Whirlwind Attack 5 Ancestral Guidance 6 Blindfighting. Samurai who have broken their vows to their lord are called ronin. -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). the weapon serves as a symbol of the office and prowess of the Samurai. as well as a single Exotic weapon appropriate to the Samurai's tradition.Level. A samurai can only have one weapon designated as his Ancestral Weapon at a time. He must perform a 24 hour ritual to call his ancestral spirits into the weapon and designate it as his Ancestral Weapon.
he may take an attack of opportunity against that opponent as an immediate action at any time. When the Samurai is targeted by a spell or supernatural ability. This effect can also pierce [force] effects. he can also destroy unattended objects of any Hardness with a successful Ancestral weapon attack. he may take an Attacks of Opportunity against the targeted effect. a Samurai may convert a successful strike into a confirmed critical hit. This counts as a commune effect that can be used once a day. Ancestral Guidance(Sp): At 5th level. enemies do not gain cover bonuses against an attacking Samurai. A samurai can also seek guidance from other peoples' ancestors if they are available. Kiai! (Ex): At 3rd level. This ability is a free action that is declared after the strike is rolled and confirmed as a hit. but before damage is rolled. If he can make an attack roll against an AC equal to the spell or effect's DC with this Attack of Opportunity. Whirlwind Attack: A Samurai gains Whirlwind Attack as a bonus feat at 4th level. Blade of Devastation (Su) At 10th level. Terrible Blows (Su): At 6th level. but only if he meets the prerequisites of that feat. but only if he meets the prerequisites of that feat. He may use this ability a number of times per day equal to his half his Samurai level +2.
. a Samurai may use his Ancestral Weapon to parry magic targeted at him. he may choose a [Combat] Feat instead. the effect does not affect him. Parry Magic (Su): At 8th level. As a result. Iaijutsu (Ex): When a 7th level Samurai has the Edge on an opponent. As a standard action. If the Samurai already has this feat. a Samurai's Ancestral Weapon bypasses Damage Reduction and ignores Hardness. This ability cannot be used on Attacks of Opportunity. he may choose a [Combat] Feat instead. but only if he meets the prerequisites of that feat.Horde Breaker: A Samurai gains Horde Breaker as a bonus feat at 2nd level. This works like a speak with dead effect that may be used once per day. If the Samurai already has this feat. he may choose another [Combat] Feat instead. 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. a Samurai may seek guidance from his ancestors. his Ancestral Weapon automatically destroying any unattended object or wall in the way with a Hardness less than 20. Subtle Cut A Samurai gains Subtle Cut as a bonus feat at 9th level. Iaijutsu Focus (Ex): At 11th level. Blindfighting: A Samurai gains Blindfighting as a bonus feat at 6th level. If the Samurai already has this feat. or dispel up to a 10' by 10' section of a [force] effect. the Samurai may attack enemies within his reach through objects and walls.
Cut Magic (Su): At 12th level. Anyone who reads this treatise gains a +2 competence bonus to attack characters with Samurai levels. 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. as per a spell turning effect. or otherwise returned to life until the Ancestral Blade is broken. any Attack of opportunity made by the Samurai is automatically a confirmed critical hit. Deny Caster Defenses (Ex): At 13th level. the Samurai gains a single bonus use of his Kiai! ability that must be used before the next sunrise. 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. Blade of Souls: At 17th level. Deny Armor(Su): At 18th level. Each time the Ancestral Weapon takes a soul. any enemy killed by a Samurai's Ancestral Weapon has his soul sucked into it. and he may compose a treatise of his collected wisdom. a Samurai attacking with his Ancestral Weapon ignores any AC bonuses on his targets that come from spells or spell-like abilities. and this enemy cannot be raised. a Samurai attacking with his Ancestral Weapon ignores any AC bonuses on his targets that come from armor or natural armor. the Samurai has reached the pinnacle of his art. A successful save against this effect makes the enemy immune to this effect for five rounds. Final Cut(Ex): At 14th level. If he spends one month composing this treatise. he may distribute it and spread his wisdom. 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). 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. Reflect Magic(Su) : At 16th level. a Samurai's Ancestral Weapon gains the Vorpal Special quality. Iaijutsu Grandmaster (Ex): At 19th level.
. In addition. even if it is not a slashing weapon. This attack is handled like the Samurai's Parry Magic ability. Iaijatsu Master(Ex) : At 15th level. resurrected. a Samurai who writes his treatise no longer takes ability penalties for aging as long as one copy of the treatise exists. but a -8 penalty to attack the writer of the treatise.
Sleight of Hand (Dex). Empusae. Skills/Level: 6 + Intelligence Bonus
. quirky combat and evasive abilities. Masked Heroes. ways to debilitate foes. Diplomacy (Cha). Spellcraft (Int). Spot (Wis). Intimidate (Cha). Jump (Str). Races: Jesters appear in all cultures and all races have need of buffoons. Gather Information (Cha). Listen (Wis). except useful. Hit Die: d6 Class Skills: The Jester’s skills (and the key ability for each skill) are Balance (Dex).Jester The Jester is found in Dungeonomicon (Frank & K). and limited spell-casting. Concentration (Con). Climb (Str). They gain skill points. Perform (Cha). Disable Device (Int). Move Silently (Dex). Bluff (Cha). Hide (Dex). Search (Int). a little Sneak Attack damage. This covers the following N1 classes: Thieves. Sense Motive (Wis). Craft (Int). Swim (Str). Tumble (Dex). and Use Magic Device (Cha). Profession (Wis). Marionettes
Translation of note written: “Boobies” Alignment: A Jester may be of any non-Lawful alignment. Disguise (Cha). This class is a little bit like a Bard. Starting Gold: 6d4x10 gp (150 gold) Starting Age: As Rogue.
Even.BAB: Medium (3/4). 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 can cast any spell he knows without preparing them ahead of time. improvised weapons may be used without the usual -4 penalty. Poison Use (Ex): A Jester may prepare. 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. Reflex: Good. Ignore Components: A Jester may cast spells from the Jester list without using material components. A Jester casts spells from the Jester Spell List (below). Benefit 1 Harlequin’s Mask. To cast a Jester spell. Harlequin’s Mask (Ex): As long as a Jester’s face is painted. Poison Use. apply. The DC of the Jester's spells is Charisma based and the bonus spells are Charisma based. Power Slide 4 Jester’s Fient 5 Cruel Comment 6 +2d6 sneak Attack 7 Sight Gag 8 Low Comedy. A Jester is proficient with no weapons. provided that spell slots of an appropriate level are still available. Spellcasting 2 Laugh It Off 3 +1d6 Sneak Attack. At 2nd level. or adorned in the manner of a harlequin or other comedic figure. This has no effect on any spells that a Jester casts from any other spell-list. regardless of whether they are costly or not. Ignore Components. Saves: Fort: Poor. Laugh It Off (Ex): Fate protects fools and little children. and use poison without any chance of poisoning himself. Spellcasting: The Jester is an Arcane Spellcaster with the same spells per day progression as a Bard. Will: Poor Level.
. he is immune to compulsion effects. a Jester may add his Charisma modifier as a morale bonus to his saves. A Jester automatically knows every spell on his spell list. perhaps especially. and Jesters certainly adopt the role of fools. masked. he must have a Charisma at least equal to 10 + the Spell level.
Low Comedy (Ex): By using this ability.Power Slide (Ex): If a 3rd level Jester takes damage from an attack. Using this ability is an attack action and counts as a thrown weapon. 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. As a swift action. and it does not increase the spell’s level or slot used. If the target fails this check. This is a skill check. Jester’s Feint (Ex): At 4th level. This ability only works with spells on the Jester list. or foolish Jesters sometime used coins or gems. 17. while others use colored balls. a Jester learns to shock and unnerve his enemies by throwing unexpected objects at them. or other cast-off materials that fit the requirement of being brightly colored.
. his sneak attacks inflict 1 extra d6 of damage. Sight Gag: At 7th level. saves. the Jester has learned to say extremely funny but hurtful things about others. The penalty can be restored to its normal value with 10 minutes and a bar of soap. If there is not enough space for him to move. If he passes through an occupied square. a Jester gains the ability to make sneak attacks as a rogue would. fruit. 11. Sneak Attack (Ex): At 3rd level. he suffers a d6 of damage for each square not moved. Some Jesters use objects with magical or alchemic effects that act in an enemy’s square to use with this ability. 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. but only if he casts them as full-round actions. the Jester can make a Bluff check opposed by the target’s level plus Charisma check. Jack-in-the-Box King (Sp): Twice per day. he suffers only half damage. Slapstick (Ex): At 8th level. the Jester may apply the Silent Spell and Still Spell metamagics spontaneously to his spells. Cruel Comment (Ex) At 5th level. This effect lasts 3 rounds. the enemy is denied his Dex bonus for the Jester’s next attack. 10’. and this increases by 1d6 at levels 6. and 19. He may make a Balance check with a DC equal to the damage inflicted and if she succeeds. so abilities such as Evasion do not apply. the Jester would have to make a tumble check to avoid attacks of opportunity. thereby lessening the impact. 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. and all other checks. but only if he is constructing weapons or traps. If it succeeds. any successful sneak attack also inflict a -2 Dex penalty to an enemy for one round. a 10th level Jester may use fabricate or major creation as a spell-like ability. he suffers a -4 to attack rolls. or 15’ at her choice). Wealthy. desperate. This is a language-dependant ability. then the Jester may choose to increase or decrease the total distance moved by 50% (so a Power Slide that negated 12 points of damage can cause him to move 5’. he may allow herself to be flung backwards . At 3rd level. At a swift action. pieces of cloth or scarves. 15. 13. If this ability is gained from another class. 9. not a Saving Throw.
Misdirection. Pyrotechnics. Ventriloquism. Sword of Deception. Grease. Servant Horde. Refuge. Temporal Stasis. and it may be used with ranged sneak attacks. If successful. This is a mindeffecting fear effect. Teleport Trap. Symbol of Insanity.
. Any time the Jester is killed or knocked unconscious. one of his spells known is cast as if it were spell in a contingency effect. Symbol of Sleep. Tasha's Uncontrollable Hideous Laughter. Insanity. Repulsion. Eternal Trickster (Ex) At 20th level. The Jester may substitute his Dexterity modifier for his Strength modifier for the opposed test to trip his foe. Sleet Storm. This ability cannot be used on any one enemy more than once a round. Persistent Image. Wood Rot. the Jester can turn even his death into a joke. Screen. he does not age and is under the effects of a mind blank effect. Minor Globe of Invulnerability. Eyebite. Touch of Idiocy. Unluck. Modify Memory. so long as he meets the requirements of his Harlequin’s face ability. Glitterdust. While meeting the requirements of his Harlequin’s Mask ability. Last Trick (Su): At 18th level. Energy Immunity. Greater Glyph of Warding. Symbol of Stunning. Prat Fall (Ex): At 16th level. Jester Spells: 0th Level: Alarm. Tree Shape. Mordenkainen's Faithful Hound. the effect is removed. Secret Page. Detect Poison. Annoy the Gods (Su): As world-class pranksters. 6th Level: Creeping Doom. Insect Plague. Glyph of Warding. Reduce Person. Unseen Servant. the Jester can make a special Intimidate check as a move action. 1stLevel: Fire Trap. sepia snake sigil. Rage. 5th Level: Bigby's Interposing Hand. Rope Trick. any time a Jester strikes an enemy with a sneak attack.Killer Clown (Ex): At 12th level. Detect Magic. this check causes the enemy to suffer the panicked condition for a round per Jester level. Jesters must learn to avoid the curses and transformations of enemies with a sense of humor. 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. the Jester can become a personification of the Laughing God Who has No Temples. Telekinesis. the Jester can make a free Trip attack that does not provoke an Attack of Opportunity. Nightmare. 3rd Level: Feeblemind. 2nd Level: Baleful Transposition. Symbol of Weakness. Magic Mouth. Explosive Runes. 4th Level: Globe of Invulnerability. Shrink Item. The Jester may not be tripped if this fails.
Magic Knight.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. Magician. Skills/Level: 4 + Intelligence Bonus BAB: Medium (as Cleric). Saves: Fort: Good. Move Silently (Dex). Red Skull. Profession (-). and still remain relevant in the game. and a lot of Fire Mages are Chaotic. Survival (Wis). Search (Int). Races: Fire Mages appear in all races. Concentration (Con). Spellcraft (Int). Listen (Wis). Starting Gold: 6d6x10 gp (210 gold) Starting Age: As Rogue. Disguise (Cha). Spot (Wis). Empusa
Alignment: Fire is a destructive force. Intimidate (Cha). But they don't have to be. Climb (Str). Recommended for those who like to set people on fire. Vampire. and Use Rope (Dex). Ride (Dex). though significant portions of many races live in areas where being a Fire Mage is illegal. Reflex: Good. Will: Good
. This covers the following N1 classes: Red Mage. Thanks go to Frank Trollman. Ghost. Handle Animal (Cha). Escape Artist (Dex). Craft (Int). Hit Die: d8 Class Skills: The Fire Mage's class skills (and the key ability for each skill) are Bluff (Cha). Jump (Str).
whether with his class abilities or another source of fire. whichever is less. a Fire Mage's Fire cuts through Fire Resistance. Ray of Light 15 Sending. striking all creatures and objects within 10' of his position except himself. A Fire Bolt tavels out to short range. No more than ½ of the damage inflicted by his fire damage can be negated by hardness or immunity or resistance to Fire. with an allowed Reflex Save for half (DC 10 + ½ Level + Charisma Modifier). Fire Burst. Piercing Flames (Ex): From 3rd level on. Impress Flames. Firewalk 12 Bonds of Fire 13 Fire Clouds 14 Searing Light. he inflicts an amount of extra Fire Damage equal to his class level or his Charisma modifier. Smokeless Flame 5 Fireballs 6 Mindfire 7 Visions of Flame 8 Soul of Cinders 9 Sculpt Flames 10 Conflagration 11 Beacon. and all sizes and varieties of scimitar (including falchions). Fire Magic (Ex): A Fire Mage is considered to have every spell with the Fire Descriptor on his spell list for the purpose of activating magic items. and it always hits. Ignite (Sp): As a standard action. Benefit 1 Fire Resistance. Hand of Fire 4 Fire Immunity. Fire Mages are proficient with light armor but not with shields of any kind. A creature on fire suffers 1d6 of Fire damage per round (the Mage's Impress Flames ability applies to each round of course). as well as the whip. Fire Burst (Sp): As a standard action. Impress Flames (Ex): Every time a Fire Mage inflicts Fire damage on any target. This burst of flames inflicts 1d6 of fire damage.
. Fire Bolts (Sp): A Fire Mage can throw bolts of fire as an attack action. and Immunity. Fire Bolts. and the creature can attempt to put itself out with a DC 15 Reflex save (see the DMG. In addition. Rain of Fire Weapon and Armor Proficiency: Fire Mages are proficient with all simple weapons. the Fire Mage ignores the first 5 points of Fire Resistance that a target has. 303). hardness. a 2nd level Fire Mage can cause any creature or object to burst into flame. Fire Resistance (Ex): A Fire Mage has a Resistance to Fire equal to twice his level.Level. all martial axes. A Fire Bolt strikes its target with a ranged touch attack. This ability can be used out to Medium range. a Fire Mage can emit a burst of flame from his body. and inflicts 1d6 of Fire damage per level. p. Fire Magic 2 Ignite 3 Piercing Flames.
Hand of Fire (Su): A 3rd level Fire Mage can set fire to their own body, causing them to count as armed at all times, even with unarmed attacks. The Fire Mage also causes an extra 1d6 of Fire damage with all melee attacks. Fire Immunity (Ex): A 4th level Fire Mage is immune to Fire. Smokeless Flame (Sp): A 4th level Fire Mage can create fires that produce no heat and do not burn. These fires can be anything from the size of a torch to a bonfire, and produce light accordingly. Each lasts until the next time the sun rises. Smokeless Flame can be created anywhere within Medium range. Fireballs (Sp): A 5th level Fire Mage can hurl explosive fire anywhere within Long Range as a Full Round Action. This Fire explodes into a 20' radius burst and inflicts 1d6 of Fire Damage per level. All creatures within the area are entitled to a Reflex save to halve damage (DC 10 + ½ Level + Charisma Modifier). Mindfire (Sp): A 6th level Fire Mage can start a Fire in a creature's mind, duplicating the effects of rage or confusion for a number of minutes equal to his Level. The victim must be within Medium Range, and is entitled to a Will Save to negate this effect (DC 10 + ½ Level + Charisma Modifier). This is a Mind influencing Compulsion effect. Visions of Flame (Sp): A 7th level Fire Mage can contact other plane to communicate with the denizens of the Elemental Plane of Fire. A Fire Mage is in no danger of becoming insane or damaged by this experience. Soul of Cinders (Sp): An 8th level Fire Mage has burnt his soul to ash, and is no longer susceptible to Energy Drain or Fear. Sculpt Flames (Sp): A 9th level Fire Mage can create delicate shapes and walls made of fire. The Fire is fully shapeable, but cannot pass through more than 2 squares per level. Any creature passing through a square with fire in it suffers 1d6 of fire damage per level. A creature which is in a square that is being filled with fire is entitled to a Reflex Save (DC 10 + ½ Level + Charisma Modifier) to move to the nearest non-flaming square as an immediate action. These fires persist for 1 round per level. Alternately, the Fire Mage can replicate a wall of fire which persists for 1 minute per level. Conflagration (Sp): At 10th level, a Fire Mage can surround himself with a nimbus of flames that extends for 10' in all directions from his person. All other targets in this area suffer a d10 of Fire Damage per level, but are entitled to a Reflex Save (DC 10 + ½ Level + Charisma Modifier). In addition, a Fire Mage can cast fireshield at will (Hot Shield only). Beacon (Sp): An 11th level Fire Mage can create a magically permanent bonfire as a standard action. He always knows exactly where each Beacon he has created is and will know if it is put out by any means. Firewalk (Sp): At 11th level a Fire Mae can walk into any fire large enough to fit his person and appear in any other fire that is likewise of sufficient size anywhere on any plane of existence. The Fire Mage must know where the target fire is. The Fire Mage can take any number of willing creatures or carried objects that are also able to fit in both flames.
Bonds of Fire (Sp): A 12th level Fire Mage can craft solid fire and entrap a victim in it. The bonds will immobilize a creature which fails a Reflex Save (DC 10 + ½ Level + Charisma Modifier), and will entangle the creature unless it succeeds in its save by more than 5. A creature can attempt to escape by taking a Full round action to make a Strength or Escape Artist test with a DC equal to the Use Rope Skill Result of the Fire Mage. The victim suffers 20 points of Fire Damage per round, and the bonds of fire last until the victim escapes or the Fire Mage dismisses them. Fire Clouds (Sp): As a Full Round Action, a 13th level Fire Mage can create huge billowing clouds of Fire. The Fire Clouds must be created within Long range, and persist for 3 rounds whether they are still in range or not. The cloud is shapeable, and covers at most 3 10' cubes per Level. Each round, everyone and everything inside the cloud suffers 1d6 of Fire damage per level, but is entitled to a Reflex save for half damage (DC 10 + ½ Level + Charisma Modifier). Searing Light (Sp): A 14th level Fire Mage can call levels of illumination that are painful and destructive as the unmitigated baleful glare of the sun itself. All darkness within 5 miles is dispelled, and everything is illuminated. All undead suffer a 10 points of damage per round. All creatures specifically vulnerable to light suffer 10 damage per round (thus, vampires suffer 20 damage per round). All creatures are dazzled. Creatures must pass a Fortitude save (DC 10 + ½ Level + Charisma Modifier) every minute or become blind for the remainder of the effect. Creatures that are blinded when the effect ends are entitled to another Fort save to get their vision back, but if they fail this save the blinding is permanent. This effect lasts until the Fire Mage dismisses it or he is incapacitated. Ray of Light (Sp): As an attack action, a 14th level Fire Mage can fire a ray of Light at any target within Short Range. It inflicts 1d6 of Light Damage per level if it hits with a Ranged Tuuch Attack. Undead take 10 extra damage. Creatures specifically vulnerable to Light suffer an additional 10 damage. Sending (Sp): A 15th level Fire Mage can send a message, as the sending spell to any creature on any plane of existence with a standard action and receive a reply even if they are on different planes of existence. Rain of Fire (Sp): At 15th level, the Fire Mage can open the skies and dump raw inferno upon all who would oppose him. The fires inflict 1d6 of Fire Damage per level, and victims are permitted a Reflex save (DC 10 + ½ level + Charisma Modifier). The Fire Mage chooses which squares are struck with fire, and the only limits to how many squares can burn is how many squares the Fire Mage can see. There are no range limits to this power save line of sight.
Blue Mage The Snowscaper (Blue Mage) gains a variety of ice-themed spell-like and supernatural abilities at will that make it easy to learn and use for a beginner, and still remain relevant in the game. Good for freezing suckers. Thanks go to Maxus. This covers the following N1 classes: Blue Mage, Blue Skull, Magic Knight, Ghost, Vampire, Magician
Hit Die: d8 Class Skills: The Snowscaper's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (-), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex). Skills/Level: 4 + Intelligence Bonus BAB: Medium (as Cleric), Saves: Fort: Good; Reflex: Good; Will: Good Level Special 1 Coldfire, Cold Resistance, Cold Magic, Pall of Frost, Frozen Heart 2 Brittling, Create Ice, Skate 3 Frost’s Bite, Ice Skating, Ground Freeze. 4 Cold Immunity, Encumber 5 Icebeam, Let It Snow 6 Freeze, Never-melt Ice 7 Skate on Air, Create More Ice 8 Wall of Ice 9 Blizzard, Mirror Mirror On The Wall 10 Through the Looking Glass 11 Animate Snow 12 Create Tons of Ice 13 Wintersmith, The Great Blizzard of '52.
Weapon and Armor Proficiency: The Snowscaper is proficient with all simple weapons, all martial swords and piercing weapons, and any three exotic piercing or slashing weapons he wants. The Snowscaper is proficient with light armor but not with shields. Cold Resistance (Ex): At level 1, the Snowscaper gains Cold Resistance equal to her character level Cold Magic (Ex): All Cold spells are considered spells known for the purposes of magic item activation. Coldfire (Su): At level 1, the Snowscaper may form a semi-solid ball of pure cold energy and then throw it at an enemy as an standard action, where it'll burst upon impact. This is a ranged touch attack with a Short range, and does 1d6 cold damage per level Pall of Frost (Su): At level 1, the Snowscaper may frost herself over and chill the air around herself within 10 feet, inflicting 1d6 cold damage to everyone within the radius. While frosted, the Snowscaper is considered armed, and all of her melee attacks do 1d6 extra cold damage. Frozen Heart (Su): A Snowscaper gets her Charisma bonus or her character level (whichever is lower) to Cold damage. Brittling (Su): At level 2 the Snowscaper may concentrate her will upon a person or object within medium range, and chill the target. This always hits, and does 1d6 cold damage, and makes the target lose their Dex bonus to AC for one round (two if the target is Cold-vulnerable). Objects have their hardness halved for 1d4 rounds; this goes for any creature which also has a Hardness score. Create Ice Object (Su): At level 2 a Snowscaper may use a standard action to create any object or objects she's seen seen before--out of ice. They may be created in the air or in a square of your choice (within range), 10 lbs per character level, short range, a number of objects equal to your character level. Hardness equal to 10 + ½ Character level + Charisma Modifier, but takes 1d6 damage each round it’s in non-freezing temperature (which the Snowscaper can get around). Treat it as having the HP of a material of a similar hardness, if you care that much about sundering. Also, creating your maximum amount is a full-round action. Skate (Su): At level 2, The Snowscaper may skate at will, as per the psionic power, on a line of ice she creates ahead of her as she moves. The trail remains iced over for one round. This may also be used on natural ice. Frost’s Bite (Su): At level 3, the Snowscaper’s ice abilities generate a bitter cold. Her cold abilities penetrate Cold immunity, resistance, and hardness. Ice Skating (Su): At level 3, you may use Skate to cross liquid surfaces. The ice trail still disappears after a round, so you'd better keep moving, especially if you're crossing lava or acid. Ground Freeze (Su): At level 3, the Snowscaper may freeze four 5-foot squares per character level as a standard action. The ice in any square can be thawed using a fire spell. Also, the Snowscaper may now fix Ice objects onto horizontal and vertical surfaces and be sure they'll support a decent amount of weight.
and also does 1d6 Slashing and Piercing damage/three character levels. It starts off with a foot of snow. chooses one of her other mirrors. Long-range ray as a standard action. Icebeam (Su): The Snowscaper's mastery of coldfire has expanded to allow her to fire a ray of it. At level 9. Let It Snow (Su): As a standard action. Treat as a non-mind-affecting Hold Monster with a Reflex save. She may now make three separate objects per character level. That is to say.
. Mirror Mirror on the Wall (Su): All of the Snowscaper’s ice creations come from the Plane of Ice. Never-melt Ice (Su): At level 6. 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. as such. the Snowscaper gains Wall of Ice as an at-will spell-like ability. the Snowscaper may bind someone or something up with ice. Skate In Air (Su): At level 7. If a permanency spell is cast on a Never-melt Ice item. She may spend a standard action to attempt to wrap someone in heavy. Wall of Ice (Sp): At level 8. and then may see out the other mirror as if looking through a window. 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). and goes up a foot every round until you tell it to stop. Freeze (Su): At level 6. wherever it may be. restricting ice—as much as she can make with Create Ice--encumbering them with the weight. The largest angle at which the Snowscaper can travel upwards is 45 degrees (as per Air Walk). Only two surfaces may be linked as such at a time. the Snowscaper may now skate through the air by creating a sheet of ice to travel across. are linked and can be linked. Encumber (Su): At level 4. It does 1d6 Cold damage per character level. the Snowscaper’s creation abilities are getting better. allowing her to do more and more things. and is immune to it. 1d6 Cold Damage per character level. in as wide or as small an area as you want (within the radius). with a Reflex save for half the weight. Anyone or anything present on the other side can likewise see and communicate through their mirror. A Blizzard is a short-range Cone.Cold Immunity (Su): At level 4. 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 it snow in a medium-range radius. a Snowscaper has gained enough mastery to link any two smooth reflective surfaces made from her ice like a window as standard action. the Snowscaper stands in front of a mirror. and. it will endure even beyond the snowscaper's death. Create More Ice (Su): At level 7. the Snowscaper may create 100 lbs of ice per character level within medium range.
she may do it as far as she can see. the wintery conditions she creates do not melt normally and last until she relents and lets them thaw away. out to Long Range. and (1/3 Character Level + Cha Modifier) in Slashing and Piercing damage. Unlike most of her creations. for one day per character level. It can be created within long range. or falling down a hole. but must be created on the ground. or until she is killed. It is not advisable to let go of the chain when you're halfway through the mirror. It inflicts (Character Level + Cha Modifier)d6 in Cold damage.000 lbs of ice per character level as full-round action. The Snowscaper may now plunge an area into winter. At level 17. stepping through an open door. When she first gets this ability. the Snowscaper can create 1. as long they form a chain by holding hands and the first person through is the Snowscaper. the Snowscaper may use Animate Snow.
.Through the Looking Glass (Su): At level 9. Create Tons of Ice (Su): At level 12. she may create large amounts of snow and icicles and all that. This can have effects like Let it Snow and Ground Freeze. The Great Blizzard of '52 (Sp): The Snowscaper's blizzards are now of legendary proportions. because now your body parts will be separated by the distance between the mirrors. Animate Snow (Sp): At level 11. She may create a blizzard which is a Medium-ranged Cone. Wintersmith (Su): At level 13. at will. as the spell. a Snowscaper using her Mirror Mirror On The Wall ability may pass through the mirrors as easily as climbing through a window. At character level 15. this is not Never-melt Ice. Others may also come.
Playing a Green Mage: The Green Mage is a user of magic. Heal. Survival. Green Mages have a strong tendency to use staves. Starting Age: As Sorcerer Starting Equipment: 5d4x10gp Alignment: Green Mages favor secrecy and conniving. Magician. Alraune
. Knowledge (Any). Many people think this element is "weak" or "childish" compared to the more visible powers of Fire and Ice. Sleight of Hand. so can they. Green Skull. but that since theirs is the only one you can't see coming. Search. and those manipulations are Dexterity based. Ghost. Concentration. Listen. Magic Knight.Green Mage Green Mags use the power of Wind. Hide. that perhaps you should fear it most of all. Diplomacy. But since the game rants extensively on how conniving can be Lawful or Chaotic. Bluff. This covers the following N1 classes: Green Mage. Jump. Hit Die: d8 Base Attack Bonus: Medium (as Rogue) Good Saving Throws: Reflex and Will Skill Points: 4+Int Class Skills: Balance. But Wind users suggest that all magic is equally powerful. Thanks go to Frank Trollman. But they are also a heavy user of ranged attacks. Move Silently. Sense Motive. Spot. Vampire. Craft. Climb. and that magic is based on Charisma. Use Magic Device.
A Wind Blast strikes its target with a ranged touch attack. Air Magic 2: Gust of Wind. Silence 7: Scary Noises. A Green Mage's caster level is always equal to her character level. A Shocking Grasp attack can be made with a staff. Abilities: 1: Wind Blast. at will. Wind Tunnel 10: Gaseous Form. Secrets on the Wind 9: Chain Lightning. Gust of Wind (Sp): A 2nd level Green Mage can cast Gust of Wind as a standard action. Ghost Sound. In addition. Ghost Sound (Sp): A Green Mage can use ghost sound at will. Pin Drops 8: Slow. Windwalk 13: Control Winds 14: Breath of Life. 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. A Wind Blast travels out to short range. A Green Mage's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. and inflicts 1d4 of Sonic damage per level. Wind Resistance. Shocking Grasp 3: Wall of Air. As a melee attack action. she treats wind as being one step less intense. the Green Mage can make a touch attack that inflicts 1d6 of Electricity damage per level. Message. A Green Mage may add the masterwork or enhancement bonus (if any) of any staff they are wielding to any attack or damage rolls they make with their Supernatural and Spell Like abilities. Whirlwind Weapon and Armor Proficiency: Green Mages are proficient with Simple Weapons. Sending 11: Speed of the Wind. Message (Sp): A Green Mage can cast message at will. Clairaudience 5: Air Walk 6: Thunder Clap.Level. Calming Voice 15: Storm of Vengeance. Weather Control 12: Animate Air. The Green Mage can use her Dexterity modifier instead of her Strength modifier on her attack roll.
. Wind Resistance (Ex): A Green Mage has resistance to Sonic and Electricity equal to her level. Whispering Winds 4: More Resistance. Shocking Grasp (Su): A 2nd level Green Mage can shock people with a touch. Wind Blast (Sp): A Green Mage can throw blasts of wind as an attack action.
Whispering Winds (Sp): A 3rd level Green Mage can use whispering winds at will. If she creates a new wall while she is already at her maximum. the Green Mage cannot see through to the target. Slow (Sp): A Green Mage of 8th level can cast slow as a Swift Action at will. Also her Sonic Resistance improves to twice her level. at will. the Wind Mage may make her Thunder Clap larger. doing an extra d8 of damage and having a radius of 30 feet. She can use clairvoyance/clairaudience at will as a free action. Gaseous Form (Sp): A 10th level Green Mage can use gaseous form at will. Scary Noises is a [Sonic] ability. Secrets on the Wind (Sp): An 8th level Green Mage can scry at will with a minute's concentration. Air Walk (Su): From 5th level on. a Green Mage constantly benefits from air walk.
. she may not use t again for 10 rounds. Wind Tunnel (Sp): At 9th level. Thunder Clap (Sp): At 6th level. a Green Mage may invoke wind tunnel (Spell Compendium) once per day as a Swift Action. Once she has used it.Wall of Air (Sp): A 3rd level Green Mage can create a wall of air at will. but instead can hear from that area as if sh was there herself. Chain Lightning (Sp): A 9th level Green Mage can use chain lightning as a standard action. Pin Drop (Ex): A 7th level Green Mage gains a bonus to her Listen checks equal to her ranks in Listen. There is no literal sensor in this case. one wall of her choice dissipates. as a standard action. Unlike a normal scrying. a Green Mage can hear things at great distances. the scrying is entirely passive. The Save DC of any of her effects is DC 10 + ½ Level + Charisma Modifier. and if she creates a new one when she already has her maximum she chooses one to be dispelled. as per silence. a Green Mage can create a tremendous clap of thunder that damages and deafens. Gaseous Form used by a Green Mage is permanent until dismissed. The Green Mage can only have 1 such wall in existence at a time for every three whole levels she has. It is a 20 foot radius burst. The Green Mage can only have one such zone active for every three full levels she has attained. but only the audio version. Those creatures that fail their save are knocked prone and deafened for 1 round/level. Clairaudience (Sp): At 4th level. The Thunder Clap can be created within Medium range. and it inflicts 1d8 + 1d8/2 levels in Sonic Damage (Fortitude save partial for half damage). Scary Noises (Sp): A 7th level Green Mage can use fear as a spell-like ability. Silence (Sp): A 6th level Green Mage can create a zone of silence. More Resistance (Ex): At 4th level a Green Mage may personally ignore Wind Effects. and Green Mages often use it to bottle captured enemies. At 11th level.
At 16th level. the old one dissipates. This ability can only be invoked once per hour. Animate Air (Sp): At 12th level. Calming Voice (Sp): Once per hour. Control Winds (Sp): A 13th level Green Mage can cast control winds as a Druid of her level. she essentially creates a Huge Air Elemental that follows her orders. a Green Mage can animate the very air. Whirlwind (Sp): A 15th level Green Mage can use whirlwind or greater whirlwind (Spell Compendium) at will. and if she creates a new one. Breath of Life (Sp): A 14th level Green Mage can raise the dead a number of times per day equal to her Charisma modifier. By spending a Standard Action. At 20th level. her Elemental can be made as a Greater Elemental instead. a 14th level Green Mage can cast charm monster. She can only have one at a time. a 15th level Green Mage can invoke a Storm of Vengeance as per the Druid spell of the same name. it can be an Elder Elemental. Storm of Vengeance (Sp): Once per hour. She can only create one an hour in any case. Weather Control (Sp): An 11th level Green Mage can control the weather every day. Speed of the Wind (Sp): An 11th level Green Mage can use haste as a Swift Action once per hour.
.Sending (Sp): A 10th level Green Mage can use sending at will simply by speaking into the wind. Wind Walk (Sp): A 12th level Green Mage can invoke or terminate wind walk at will as a Swift Action.
Ray of Light 2: Attune Form.
. Armour Break. Star Mages have a strong tendency to use staves. Playing a Star Mage: The Star Mage is a user of magic. Diplomacy. Abilities: 1: Baleful Glare. Android Level. Knowledge (Any). Star Skull. Dimension Hop 4: Silent Image." It is the harsh light of space and also that which existed before matter.Star Mage Star Mages use the inexplicable elemental magic of "Star. Delaying Light 9: End of Life 10: Aid From Beyond. and that magic is based on Intelligence. Draining Light 7: Dimension Door 8: Flashburst. End of Sight 6: Contact Other Plane. Star Mages also have access to a number of secondary abilities that revolve around Wisdom. Use Magic Device. Magician. Geomancer. Wrath of the Heavens 5: Cryptic Demands. 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. Survival. The great sages of the Star Mages say that it will persist long after matter itself is a distant memory. Jump. Sense Motive. 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. Heal. Magic Knight. This covers the following N1 classes: Star Mage. Star Mages are distant and anti-social compared with other mages. Hit Die: d6 Base Attack Bonus: Poor (as Wizard) Good Saving Throws: Will Skill Points: 2+Int Class Skills: Concentration. Starting Age: As Wizard Starting Equipment: 5d4x10gp Alignment: Star Mages are totally inscrutable and come from every alignment. Tenuous Sanity. Craft. Search. Thanks go to Frank Trollman. Light. Day Break 3: Searing Light. Star Magic. A Star Mage's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. These abilities help them become creepier and more in to crazy space stuff. Spot.
The target can make a Fortitude Save Partial to halve the damage. It inflicts d8 + Wisdom Modifier damage. Armor Break (Sp): A 2nd level Star Mage can phase a target's armor away. End of Sight (Sp): A 5th level Star Mage can create a 20' radius burst of light anywhere out to Medium range. Attune Form (Sp): A 2nd level Star Mage can cast attune form at will. whether from damage. Light (Sp): The Star Mage can use Dancing Lights and Glowing Orb at will. drain. Each light source is otherwise permanent. Wrath of the Heavens (Sp): When a 4th level Star Mage uses Baleful Glare. Silent Image (Sp): Beginning at 4th level. this can be done as a Swift action. Tennuous Sanity (Ex): A 6th level Star Mage does not lose mental stats. Searing Light (Sp): From 3rd level on. or other effects. Any creatures within the burst must make a Fortitude save or be blinded for 2d8 rounds. As a standard action. a Star Mage can use silent image at-will. The Star Mage can have a number of total light sources sustained equal to her Wisdom Modifier. Also they are immune to the confused and dazed conditions. The Glowing Orbs do not require glass spheres to be provided for them. During that period. Their Caster level must be no worse than 1 less than the Sanity DC of the plane to be contacted. the Star Mage can make one target creature within Short Range glow as per fairie fire for one turn. If she creates another one when she has the maximum number. one light source of her choice winks out. a Star Mage can cast searing light as an attack action. Star Magic (Ex): The Star Mage is an Intelligence based spellcaster. Cryptic Demands (Ex): A 5th level Star Mage can use their Intelligence modifier in place of their Charisma for purposes of Minions. they can use Knowledge (Planes) in lieu of Diplomacy when dealing with Elementals and Outsiders. the Star Mage is a Wizard.Baleful Glare (Sp): The Star Mage can as a standard action blast a target with inerrant light that sears them to their core. From 6th level on. Contact Other Plane (Sp): A 6th level Star Mage can use contact other plane once per day for each point of Wisdom modifier they have. The Star Mage's Save DCs on any of their Spell Like and Supernatural abilities is 10 + 1/2 Level + Intelligence Modifier. Day Break (Sp): A 2nd level Star Mage can awaken any sleeping creature within short range as a move action. Dimension Hop (Sp): A 3rd level Star Mage can teleport themselves as per a greater dimension door (Spell Compendium) effect that was always on (with themselves as the only target). For purposes of activating magic items. Also.
. The Baleful Glare always hits and has a Medium range. all attacks against them are resolved as touch attacks. they may target a number of enemies with it equal to their level. Ray of Light (Sp:) A Star Mage can use ray of light (Spell Compendium) as a standard action atwill. +1 damage/level.
Dimension Door (Sp): A 7th level Star Mage can cast dimension door at will. creatures who have Spell Resistance or Energy Resistance have those abilities negated for 10 combat rounds if they fail a save against Baleful Glare. a 10th level Star Mage can summon a rampaging monster from the far realm. Prismatic Spray (Sp:) A 14th level. any target who fails their save against the Star Mage's Baleful Glare is also slowed for 1 round.Draining Light From 6th level on. Delaying Light: From 8th level on. End of Life (Sp:) As a standard action. At the Star Mage's option. 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. a Star Mage can use prismatic spray at will. The Star Mage chooses a spot within long range and a column 40' in radius and 120' high erupts in doom. Those who pass their save merely suffer 1d6/level in damage. All creatures (even undead and constructs) within that area must make a Fortitude Save or Die. Flashburst (Sp): An 8th level Star Mage can use flashburst (Spell Compendium) at will. Even if they survive. they still suffer 1d8/2 levels in damage. This is a [Death] effect. a 9th level Star Mage can target an enemy within medium range and cause them to die. End of Hope (Sp:) A 13th level Star Mage can open up a vortex within Long Range that transports all creatures within a 30' burst from its center to the far reaches of the multiverse. any creature so transported can be returned to the point they were before the vortex opened with a Swift Action. and if they fail they are dead. causing the very ultimate of termini to be unleashed upon those underneath its dread regard. a Star Mage can open up the portal version of gate a number of times per day equal to her Wisdom modifier. The target makes a Fortitude save. Gateway (Sp:) At 12th level. It fights her enemies and breaks stuff for an hour and then vanishes. Resist Break (Ex:) From 10th level onwards. any target who fails their save against the Star Mage's Baleful Glare also suffers 4 points of Strength Damage. The far realm beast has a CR lower than the star mage's level. Creatures are entitled to a Will Save to avoid being banished to a plane of the Star Mage's choice. True Seeing (Sp:) An 11th level Star Mage benefits from true seeing at all times.
and white mages can be of any alignment if they really try. Lucky Doll. Offspring of celestials are more likely to become white mages than most people.White Mage The Positive Energy Plane is the source of all life. Races: Every group of humanoids has individuals who walk the path of healing. They mostly fire off Healing and occasional Abjuration spells all over the place. even if you use The Crawling Darkness (an evil White Mage in that case would just have to be an incredible bastard). and channeling its power heals and restores the living. but usually only when the White Mage is solo. Cheerleader
. White Mages use their powers to reverse or prevent afflictions. so their alignment tendencies depend on how negative energy is treated. and experience. These are known as White Mages. and look all shiny. due to their connection to planes such as Elysium and Ysgard. focus. The same is true of most monsters that get class levels. and their single-minded focus on channeling positive energy allows them to exceed even the most devoted priests in that regard. This covers the following N1 classes: Cleric/Priest. Thanks go to Quantumboost. Alignment: White Mages’ powers come directly from positive energy. but sometimes a person just rips open a portal through their soul and runs with it. Empusa. They’re balanced around the idea that healing is fundamentally action denial. and some of them become White Mages. Lucky Idol. every side has use for people who can heal. Ghost. tomb-tainted and creatures like xeg-ya which are powered by or made of negative energy. That said. with the exception of undead. Playing a White Mage: White Mages are specifically designed to let people actually play a character whose primary job is healing. and the baseline comparison for what a 5th-level White Mage does is casting hold person on whatever comes along. Occasionally there may be [Light] spells involved. Normally channeling its power to focused effect is the providence of very skilled necromancers and devotees of the gods after great training. as are the occasional genasi tied to positivealigned planes. Angel.
Brilliance (Heighten) 9 Planar Immunity (disease. False Divinity 7 Flashes of Light. Sense Motive (Wis). and the sandvich. Equilibrium (positive energy). Brilliance (uncapped level bonuses.Sidebar: Healing Spells Some of the White Mage’s abilities are described as applying to “(Healing)” spells. Magic Hands. Profession (-). Benefit 1 Spellcasting. Planar Immunity (paralysis. Craft (Int). Advanced Learning 18 Still Alive 19 Reraise at will. as well as the warhammer. even if using the variant rules in Tome of Necromancy. Armored Casting. Planar Aura (minor positive-dominant) 13 Reraise 3/day. Brilliance (Empower) 5 Lifesense (blindsense 40 ft. Advanced Learning 12 Ascension. Concentration (Con). Advanced Learning 10 Brilliance (Maximize). Spellcraft (Int). In Brightest Day. and Spot (Wis) Skills/Level: 4 + Intelligence Bonus BAB: Medium (3/4). Advanced Learning 20 Aspect of the Wolverine Weapon and Armor Proficiency: White Mages are proficient with all simple weapons.) 11 Improved Mettle. Jump (Str). Reflex: Good. Handle Animal (Cha). Heal (Wis). Advanced Learning 14 Planar Bubble 15 Planar Aura (major positive-dominant). Equilibrium (negative energy). Hit die: d8 Class skills: Bluff (Cha). Knowledge (any) (Int). Reach). Advanced Learning 8 Pew Pew. White Mages are proficient with light armor but not with shields of any kind. Lifesense (blindsight 40 ft. In Darkest Night. Advanced Learning 16 Reraise 5/day 17 Instant Brilliance. Planar Immunity (sleep) 3 Instant Ward. Ride (Dex). hunger. Search (Int). the sap. Starting Gold: 6d6x10 gp (210 gold) Starting Age: As Rogue. For the purposes of these abilities. Saves: Fort: Good.). fear). Advanced Learning 4 Status Check.
. Advanced Learning 6 Friggin’ Lasers. These are any spells which are listed as being of the Conjuration (Healing) subschool. Diplomacy (Cha). thirst). Move Silently (Dex). Listen (Wis). Lifesense (blindsight 120 ft. Will: Good Level. poison. we suggest simply relocating the Healing subschool to Necromancy. Turn Undead 2 Brilliance (Chain).). Inner Fire. Climb (Str). Mettle.
and thus cannot heal undead (without spark of life applied). but it slowly shuts down and discards systems that are redundant due to her overwhelming lifeforce. she also does not gain temporary hit points from the Major Positive-Dominant trait. they may use their Dexterity to determine the attack bonus instead of Strength. She is treated as native to the Positive Energy Plane in addition to whatever planes where she is already a native. Brilliance: White Mages are directly linked to a dimension of raw energy. the levels stack. provided that spell slots of an appropriate level are still available. At 4th level the Empower Spell metamagic is applied to all (Healing) spells and all prior effects of the Brilliance ability (uncapped bonuses. it does not benefit from Brilliance. and at 10th level all (Healing) spells are Maximized. does not affect many constructs. Turn Undead (Su): The White Mage can turn undead as a Cleric of her class level. This ability only applies to her White Mage spells. At 5th level. even if caster level exceeds 5) and her Healing spells automatically have Reach Spell applied. and at 9th level she is immune to disease and poison and also no longer needs to eat or drink. It also means their energy powers get all over the place. and this makes them very shiny. The DC of the White Mage’s spells is Wisdom based and the bonus spells are Charisma based. Magic Hands (Su): As an attack action. Equilibrium (Ex): At 2nd level. Reach. the White Mage’s body is accustomed to way more positive energy than most people can handle. At 7th level. This is a positive energy-based effect. at 8th level all (Healing) and Abjuration spells are Heightened to the highest castable White Mage spell level. If the White Mage so wishes. Additionally. the White Mage equilibriates just as well with surrounding negative energy and is under a continuous death ward effect. the White Mage may either deal damage or restore hit points equal to 1d6 + her Wisdom modifier to a touched target. Because this is not a spell. but she is not affected by the arcane spell failure of any armor or shield she is proficient with.
. and Chain) apply to Abjurations. Metamagic effects applied via this ability do not cause the spells to require a higher-level slot nor do they increase the casting time. A White Mage casts spells from the White Mage Spell List (below). She can cast any spell she knows without preparing them ahead of time. any Healing spell a 2nd-level White Mage casts can affect a number of additional targets up to her Wisdom modifier (subject to the restrictions of Chain Spell). 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. she must have a Charisma at least equal to 10 + the Spell Level. A White Mage automatically knows every spell on her spell list. this immunity extends to paralysis and fear. and cannot damage Positive Energy Plane natives. However. if she is able to cast any other arcane spells. If she gains turning or rebuking from more than one class. those are affected by arcane spell failure as normal.Spellcasting: The White Mage is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. At 2nd level. She is unaffected by any harmful effect due to positive energy (including spells such as bolt of glory or exploding due to being on a Major Positive-Dominant plane). Armored Casting: A White Mage casts arcane spells. To cast a White Mage spell. a White Mage no longer needs to sleep and gains immunity to sleep effects. Planar Immunity (Ex): A White Mage’s physiology starts off fairly normal.
she may cast (Healing). You probably shouldn’t try to do that. the (Healing) subschool. Any [Light] spells she casts are also Empowered. even when her other senses fail. In Brightest Day (Su): At 7th level. Mettle (Ex): At 4th level. Any spell which removes or suppresses a harmful status effect on herself may be activated by the White Mage as though it were both Silent and Stilled. and may be used even while unconscious (but not actually dead). as the Hexblade ability. Status Check (Sp): At 4th level. She gains blindsense out to 40 ft. Only spells from the Cleric or Wizard spell lists may be learned in this way. and Abjuration spells as a swift action. At 6th level her White Mage spellcasting counts as both arcane and divine for the purposes of taking prestige classes. At 15th level. False Divinity: A White Mage’s magic is similar to many sources of divine power. Pew Pew: At 8th level. Lifesense (Su): At 5th level. If she has already added the Sun domain’s spells from some other selectable source. Instant Ward (Su): At 3rd level. the White Mage can channel her positive energy even more quickly. the White Mage may grant any ally within 30 ft. Inner Fire: At 3rd level a White Mage learns to channel healing power into herself without the normal gestures and words. any [Light] spells the White Mage casts gain a +2 bonus to caster level. she can cast any [Light] or Cure spell as an attack action. She may cast status at will as a swift action spell-like ability. the White Mage gains a supernatural intuition about how her allies are faring. such components must be in the White Mage’s possession. Spells cast under this ability require the expenditure of any XP or material components as normal. The metamagic effects of this ability don’t increase the spell slot required nor the casting time. [Light]. the White Mage emits a constant radiance equivalent to a daylight effect which may be suppressed or resumed as a swift action. She does not gain more than one White Mage caster level from any given level of a prestige class using this ability. to detect living or undead creatures. a White Mage 6/Mystic Theurge 5 would only cast as an 11th-level White Mage. the White Mage is familiar enough with the flow of positive energy that she can see it in other beings. Flashes of Light: At 7th level. giving greater turning 1/day and adding Sun domain spells to her spell list. This spell must be of a level she can already cast. a +5 bonus to AC and saves for one round as an immediate action. such as Attune Domain or Arcane Disciple. the White Mage gains Mettle. Friggin’ Lasers: At 6th level. and knows how healthy they are as with deathwatch. the White Mage's ability to siphon raw light energy has become natural and almost effortless.Advanced Learning: At 3rd level and every two levels thereafter. She gains the Sun domain. as though they had the Quicken Spell metamagic applied. Any spell used in this way only affects the White Mage and does not provoke attacks of opportunity. this ability is equivalent to blindsight. she may select a different valid domain for that source. If she already has the Sun domain from a non-selectable source. the White Mage may permanently add one spell to her spell list.
. 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). At 10th level. this sense extends out to 120 ft. and must be from either the Abjuration school. close enough to mimic true divinity. or have the [Light] descriptor.
and no aura as a move action. The White Mage may not have more such effects active at a time than they may cast per day. she can create a Planar Breach to the Positive Energy Plane as with precipitate breach. These do not count against the "You can use only one contingency spell at a time" restriction of the contingency spell. At this point the White Mage has pretty much won D&D. At 15th level. which is not bypassed by any form of damage. This ability can be activated and deactivated as a move action. but doesn't lose things like viability as an organism. Minor. and only spells affected by Brilliance. the White Mage may cast it 3/day. the White Mage may still use any of their abilities so long as it doesn't require actual movement to perform. Aspect of the Wolverine (Ex): At 20th level. the White Mage’s death ward effect extends to all allies within 30 feet. which is triggered by their death. This applies to spells which are affected by Brilliance. 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. This includes (but is not necessarily limited to) their spell-like abilities. and spells which are used via Inner Fire. 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. although they are dismissible as normal for contingency. the Native or Extraplanar subtype as appropriate for her home plane. Improved Mettle (Ex): At 11th level. Reraise (Sp): A 13th level White Mage gains the ability to cast a contingent true resurrection on a target creature. When she first gains this ability. and it is fully expected that White Mages at this point are capable of coming back from the dead without that even being a big deal. and her previous type as an Augmented subtype. this may be increased to the Major Positive-Dominant trait. and the White Mage can freely switch between Major. she still only takes the partial effect. Planar Aura (Su): At 12th level. and no more than one active on any given creature.In Darkest Night (Su): At 8th level. Note that for the purposes of Inner Fire. Instant Brilliance: At 17th level. and so long as some portion of her body still exists she can't actually die and will regenerate from that portion within one round as with a clone spell. the White Mage may radiate the Minor Positive-Dominant trait out to 60 feet. the White Mage is now almost completely composed of essentially cancerous cells. don't worry about it too much. This may be suppressed or resumed as a swift action. She gains Regeneration 10.
. which increases to 5/day at 16th level and becomes usable at-will at 19th level. This functions as Mettle. Ascension (Ex): At 12th level the White Mage ascends to supernatural power and becomes immune to petrification. being dead is a harmful status effect. As a swift action. the White Mage may cast any of its specialized spells as an Immediate Action. This is actually pretty bizarre to people in the setting. the White Mage gains Improved Mettle. except that if the White Mage fails on a Will partial or Fortitude partial saving throw.
revenance. shield of faith 2nd level: aid. resurrection. daylight. purify food and drink. freedom of movement. searing light. flare. greater vigor. sunbeam 8th level: greater spell immunity. mass cure moderate wounds. revivify. delay death. good hope. spell turning. remove disease. mind blank. regenerate. mass cure light wounds. spell resistance. planar tolerance. greater dispel magic. deathwatch. lucent lance. raise dead. heroes’ feast. sunburst. disrupt undead. mass cure critical wounds. lesser restoration. light. undeath to death. energy immunity. make whole. remove fear. delay disease. resistance. calm emotions. create food and water. freedom. mass spell resistance. wall of force 6th level: animate objects. magic circle against chaos/evil/good/law. shield other 3rd level: attune form. gentle repose. remove blindness/deafness. plane shift (willing targets only). greater restoration. resist energy. Leomund’s tiny hut. blistering radiance. vigor 4th level: astral hospice. detect magic. endure elements. mass death ward. neutralize poison. protection from energy. heal. bless water. ray of light. mending. remove paralysis. mass cure serious wounds. Otiluke’s resilient sphere.0th level: cure minor wounds. cure serious wounds. mass heal. spark of life. revive outsider. death ward. Otiluke’s telekinetic sphere 9th level: astral projection. virtue 1st level: avoid planar effects. globe of invulnerability. faerie fire. bolt of glory. cure light wounds. word of recall 7th level: fortunate fate. unbinding
. life’s grace. delay poison. rainbow beam. protection from negative energy. stoneskin 5th level: break enchantment. stone to flesh. mass shield of faith. cure moderate wounds. continual flame. radiant assault. spell immunity. produce flame. dancing lights. contingency. cure critical wounds. protection from chaos/evil/good/law. mass restoration. protection from spells. lesser vigor. true resurrection. restoration. close wounds.
Starting Gold: 4d4x10 gp (100 gold) Starting Age: As Druid. Handle Animal (Cha). LN. Search (Int). while still being your typical caster. Knowledge (Arcana. or CN) in order to learn the secrets of Elementalism. Hit Die: d6 Base Attack Bonus: Poor Good Saving Throws: Will Class Skills (4 + Int modifier per level. Races: Every race has elementalists. Ride (Dex). NE. Spellcraft (Int)
. but races that have more draconic heritage mixed in have decidedly more elementalists. Profession (Wis). Escape Artist (Dex). Craft (Int).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. Nature. Disable Device (Int). nothing prevents her from changing alignment. Dwarves have a natural affinity for stone and often choose the route of the Elementalist. Geomancer. Decipher Script (Int). Once a character already has at least one level of Elementalist. NG. This class gains spellcasting related to the various elements. Prism Mage. Diplomacy (Cha). 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. Heal (Wis). The Planes) (Int). It is relatively easy to learn. Intimidate (Cha). Prism Skull. and special abilities linked to them as well. This covers the following N1 classes: Alraune. ×4 at 1st level) Concentration (Con).
Protection From Arrows. Wall of Smoke. the battle axe. Explosive Cascade. Earth Lock. Advanced Learning 10: Timelessness 11: Elemental Traits. Speak With Plants. Fire Shield. Fog Cloud. Scrying. Summon Elemental III. Stone Shatter. Soften Earth and Stone. she must have an Intelligence at least equal to 10 + the Spell level. An Elementalist automatically knows every spell on her spell list. Wall of Fire. The DC of the Elementalist's spells is Wisdom based and the bonus spells are Intelligence based. Xorn Movement. Spells: The Elementalist is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. Elementalists are proficient with light armor but not with shields of any kind. Wind Wall 4th—Briar Web. Predict Stability. Light 1st—Air Breathing. Advanced Learning 18: Elemental Wildshape 2/day 19: Resistance to Energy 15. Wall of Sand. Advanced Learning 14: Create Wood 15: Advanced Learning. Special: 1: Armoured Casting. Entangle. Obscuring Mist. Summon Elemental IV. Create Water 2: Elemental Survival 3:Advanced Learning 4:Create Air 5:Elemental Familiar. Greater Stone Shape. Advanced Learning 8: 9: Create Fire. Anticold Sphere.Level. Advanced Learning 20: Elemental Wildshape 3/day Weapon and Armor Proficiency: Elementalists are proficient with all simple weapons. Stone Shape. She can cast any spell she knows without preparing it ahead of time. as well as the scimitar. Blast of Flame. Detect Magic. and the longbow (including composite longbows). Wall of Stone. Control Water. Detect Poison. Summon 16: Elemental Wildshape 1/day 17:Create Earth. Cyclonic Burst. Stoneskin. Earth Reaver. Creeping Cold. Warp Wood. Caltrops. Fire Breath. Wall of Sand. Investigate Portal. Shroud of Flame. provided that a spell slot of an appropriate level is still available. Pass Without Trace. Plant Growth. the trident. Summon Elementite Swarm. Earthen Grace. To cast an Elementalist spell. Summon Elemental II. Inferno
. Wood Shape 3rd—Blight. Advanced Learning 12: 13: Resistance to Energy 10. Summon Elemental V. Elementalists choose their spells from the following list: 0—Attune Form. Blistering Radiance. Swamp Stride. 5th—Animate Plants. Lesser Fire Breath. Move Earth. Stone Sphere. Command Plants. Produce Flame. Water Breathing 2nd—Binding Winds. Discern Portal Destination. Advanced Learning 6: 7: Resistance to Energy 5. Wall of Thorns. Summon Elemental I. Heat Metal. An Elementalist casts spells from the Elementalist Spell List (below). Stone Tell. the pick (heavy and light). Spell Casting. Gust of Wind. Wall of Water. Fly. Wind Walk.
and may not be of the Illusion or Necromancy school. Summon Elemental IX. Flesh to Stone. Stone Tell. Heart of Stone. whether the attacker or defender. Bombardment 9th— Elemental Swarm. Unlike a Sorcerer.
. they are affected by arcane spell failure normally. At 13th level. Elemental Familiar: At 5th level. This spell must be of a level she can already cast. Field of Icy Razors. the Elementalist may permanently add one spell to her spell list. are non-magical. A victim can attempt to extinguish itself as a full-round action by making a Reflex Save (DC 15). an Elementalist can acquire a familiar in the same manner as a Sorcerer. Freezing Fog. Summon Elemental VI. Meteor Swarm. Drown. Storm of Elemental Fury. Excavate. Small Water Elemental: +4 bonus to Swim checks. Animate Snow. This ability only applies to her Elementalist spells. Lightning Ring. Fire Storm. you may take 10 on swim checks at any time. but she is not affected by the arcane spell failure of any armor or shield she is proficient with. 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. Greater Fire Breath. Stone to Flesh. Create Fire (Su): At 9th level. an Elementalist can set a creature or object on fire at will as a standard action. Whirlwind. Greater Stoneshape. and elemental and energy traits that would do her damage instead don't. this general resistance increases to 10 points. the resistance increases to 15. Maelstrom. if she is able to cast any other arcane spells. The Positive Energy Plane never gives her temporary hit points. Frozen Stillness. Transmute Rock to Lava. Tsunami Armored Casting: An Elementalist casts arcane spells. an Elementalist has accumulated an inherent resilience in the face of all manners of elemental adversity. • Small Wood Elemental: +2 to Survival and Climb checks. At 19th level. Elemental Survival (Ex): An Elementalist of 2nd level or higher survives in elemental planes as easily as on the prime. paraelemental. Summon Elemental VIII. Energy Immunity. Ironguard. Sunburst. She has an Energy Resistance of 5 against any form of energy damage she is exposed to.6th—Control Plants. Greater Whirlwind. Waterspout 8th—Earthquake. Summon Elemental Monolith. 7th—Control Weather. Greater Scrying. Obedient Avalanche. Create Air (Su): At 4th level an Elementalist can create air at will as if she was an open Bottle of Air. Small Earth Elemental: +3 on Bullrush checks. Only spells from the Druid or Wu Jen spell list may be added in this way. she is able to ignore any harmful elemental and energy traits and moves through any of these planes without impediment. The flames. burrow on the Plane of Earth. Advanced Learning: At 3rd level and every two levels afterwards. and swim on the Plane of water. and suffers 2d6 of fire damage every round until the fire is extinguished. Fire Spiders. Elemental Body. Transmute Rock to Lava. the Elementalist has only 5 choices for her familiar: Small Air Elemental: +2 to Tumble and Jump Checks. Cloak of the Sea. Specifically. Storm of Vengeance. or energy plane. once begun. she gains additional move speeds equal to her base land speed: fly on the Plane of Air (good maneuverability). Small Fire Elemental: +3 to Intimidate checks. • • • • Resistance to Energy (Ex): At 7th level. Summon Elemental VII. The target must be within short range. Whenever on any elemental. Stone Body.
an Elementalist can assume an Alternate Form of an Air Elemental. Once per day. and the forms in question must be smaller than Greater (Small to Huge Size is acceptable). but otherwise persists for 24 hours. Summon (Sp): At 15th level. Create Wood (Su): At 14th level. a 30 foot Tremor Sense. the amphibious special quality. Elemental Traits: At 11th level. She stops aging and never dies of old age. a 60 foot Woodsense. • Earth Elemental: Gains Earth Mastery. an Elementalist attunes herself to a specific element. Create Earth (Su): At 17th level. • Water Elemental: Gains Water Mastery. an Elementalist can create a wall of stone at any time as a standard action. an Elementalist can attempt to summon creatures from the elemental planes. the Elemental Wildshape may be activated an extra time each day. • Fire Elemental: Gains Immunity to Fire. an Earth Elemental. as if using a Quaal's Feather Token (Tree). 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. and her body immolates whenever desired.
. and a Climb Speed equal to her walking speed. the (Aquatic) subtype. or a Wood Elemental as a standard action. Only True Elemental forms may be assumed. The alternate form may be dismissed at will. the Elementalist can actually become an Elemental in a manner simply to wildshape. • Wood Elemental: Gains Immunity to Polymorphing. Summoning another creature of the same character level has a 40% chance of success.Timelessness: At 10th level. This is an at-will ability. and a Burrowing Speed equal to half her walking speed. a Water Elemental. a Fire Elemental. an Elementalist can create a full sized tree as a standard action. inflicting an additional 4d6 of fire damage on any creature struck with her unarmed strikes or which strike her with an unarmed strike. and a swim speed equal to her walking speed. Every 2 levels. an Elementalist is infused with the uncompromising nature of the raw elements themselves.
Climb. They behave a lot like animals. Shaman. Survival. but like Magical Beasts that alignment is largely to be taken with a grain of salt.Totemist The Totemist is found on the Gaming Den. Spot. 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. Cheerleader. Android. Use Magic Device. Mothman. Intimidate. Ride. Listen. Diplomacy. Swim. Search. while also gaining various powers that sort of shift their form and grant monstrous characteristics. This strange class gains the ability to converse with animals (and similar effects). Bluff. Handle Animal. Move Silently. Totemists hardly detect a non-neutral alignment at all even if they have one. Craft. Beast Master
Starting Age: As Druid Starting Equipment: 6d4x10gp Alignment: Totemists can be of any alignment. Knowledge (Any). This covers the following N1 classes: Ghost.
. Sleight of Hand. Hit Die: d8 Base Attack Bonus: 3/4 Good Saving Throws: Will Skill Points: 4+Int Class Skills: Balance. Jump. Thanks go to Frank Trollman. Alraune. Hide.
A Totemist can only show a fraction of the Soulmelds they have at a time. which is 2 at first level. Soulmelds. Wild Empathy Respect for the Dead. Each Soulmeld is unique. the gladius. 5 at 8th. the shortbow. but only a Swift Action to activate and display any or all of them. the net. and the guisarme. the Kukri. 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. rising to 3 at 2nd. and finally 9 at 19th. 4 at 5th. the pincerstaff. the light and heavy pick. as well as the Trident. Totemists are proficient with light and medium armor. 8 at 16th. 6 at 11th. Woodland Stride Arcane Sight Better Soulmelds Blood of Soulfire Beast Companion Advanced Soulmelds Speak With Souls Corpse Fashion. and should have its own name (check the Soulmeld chart below in order to name it). At first level.Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Special Basic Totems. Each Soulmeld has a Basic bonus and a Totemic Power. 7 at 14th. It takes 1 minute of meditation to change which Soulmelds are available (up to the character's number of Chakras). the shortsword. the longbow. Actually calling upon the Totem's power is usually a Standard Action. Soulmelds shed light as a torch. the Totemist "knows" 3 Soulmelds and learns two additional Soulmelds every time they gain a Totemist level. Call Totems. Reincarnate Astounding Soulmelds Autolife Favour of the Totems Exciting Soulmelds Embody Totem Giant-Size Soulmelds Limitless Favour of the Totems Triumph Promised by Ancestors
Chakras 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 8 8 8 9 9
Weapon and Armor Proficiency: Totemists are proficient with Simple Weapons.
. The number of Soulmelds that can actually be used at one time is the character's number of Chakras.
Burst out to Short Range. and the power delivered when called upon is as such: • Ankheg: Spit soul acid out to Short Range. This is a [Mind Affecting] [Pattern]. All creatures in the area must pass a Fortitude Save or be nauseated for 1d2 rounds. • Dark Mantle: As darkness. • Flame Snake: Touch forces target to take d4 Fire Damage/level and to make a Fortitude Save against Poison or lose 1d6 Strength. rounded up) Enhancement Bonus to a Skill other than Use Magic Device (Level + 2) Enhancement Bonus to Natural Armor Bonus (1/3 Level. rounded up) Enhancement Bonus to an attribute (1/3 level. • Krenshar: Screech causes target within Short Range to be panicked for a d4 rounds if they fail a Will save. • Owlbear: Melee Touch Attack Pins target for 1 round. Ranged Touch Attack. rounded up) Spell Resistance (8 + Level) Energy Resistance to one Energy type (3 points per level)
Basic Totems: At first. Ranged Touch Attack. Or 3e darkness if you prefer. Will Save or suffer d6 Wisdom damage. This is a [Sonic] [Mind Affecting] [Fear] Effect. • Rust Monster: As rusting grasp. • Corollax: Rainbow colors shoot off into a Short Ranged Cone.Basic Bonuses: Every Soulmeld (even Advanced or Giant-Size Soulmelds) has exactly one Basic Bonus.
. Inflicts d4 Acid damage/level and on the Totemist's next turn will inflict a similar amount unless the acid has been doused with vinegar or beer or something in the meantime. • Stirge: Melee Touch Attack causes d4 damage/level and heals the Totemist an equal amount as to the damage inflicted on a living creature. and creatures other than the Totemist suffer 1 point of Fire damage per round that they are in the ashy haze. and their attributes are adjusted as normal. rounded up) Resistance Bonus to Saving Throws (1/3 level. but all light is blocked and it provides complete concealment. Extends to a cone out to Short Range. Totemist is immune. this is a [Mind Affecting] [Sonic] effect. On a hit. Creatures in the cone must make a Will save or be stunned for 1d2 rounds. which is defined when the Soulmld is learned: • • • • • • • Deflection bonus to AC (1/3 level. This change lasts for 4 rounds. • Shocker Lizard: Melee touch attack inflicts d8/level Subdual Electricity damage. • Harpoon Spider: A soul harpoon is sent after an enemy within Short Range. • Carrion Crawler: Touch forces target to make a Fortitude save or be paralyzed for a minute. 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). Each target struck suffers 1d3 of Force damage and 2 points of Constitution Damage from blood loss. • Howler: Scream causes Wisdom Damage. and Constitution. The mists last for 4 rounds. • Mephit: Breath Weapon of something weird and noxious. • Blood Hawks: The Totemist makes a ranged touch attack against up to one enemy within Medium Range per level. • Ash Rat: Heavy Smoke extends around the Totemist like obscuring mist. each Soulmeld is attached to a Basic Totem. • Blood Ape: The character increases in size by 1 size category. Dexterity.
a Soulborn benefits at all times from Arcane Sight. even really jacked up ones. And every power is used at the Totemist's Character Level. they may not call on the same Totem for the next three rounds. Respect for the Dead (Ex): At 2nd level. but then they would be unable to use either one again in the next two rounds of combat. However. They ignore naturally occurring difficult terrain and don't take damage from crap like thorns. The Save DC of any save a Totem's power offers is 10 + 1/2 Level + Charisma Modifier. forcing them to fall back on weaponry or hiding. 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. Arcane Sight (Su): At 3rd level. and reduce the Armor Check Penalty and Armor Stealth Penalty of such armors by 4.Call Totems (Su): A Totemist can use the Totem Powers of any active Soulmelds any number of times in a day. So at first level a Totemist has only 2 Chakras bound. so they could call upon two different powers in the first 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. Woodland Stride (Ex): Totemists of 2nd level and up are totally at home in natural environments.
. Totemists treat any armor made out of animal parts as if it was a lot easier to use. upon calling upon such a Totem. whether that creature has a language or not.
a Totemist is entitled to a companion. It inflicts d6/level Cold Damage. • Digester: A cone of Acid is spat out to short range. Targets in the area suffer a d4 Acid Damage/level (Reflex Half). This ability can be invoked as a Swift action. Either way. the target suffers 2d6 Force Damage. • Unicorn: Heal a touched target by 1d6/level and remove any poisons they are afflicted with. • Joystealer: Target within Medium Range must make a Will Save or suffer a d6 of Charisma Damage and be afflicted as per crushing despair. Their companion is a Magical Beast with a CR 2 less than their character level. and does not burn. their companion either gets more powerful for no reason or their companion wanders off and they get a new companion.
. • Winter Wolf: The Totemist breathes a cone of Cold out to Short Range. each Soulmeld can be attached to a Better Totem. Creatures within or moving within a 15' burst within short range must make a Reflex Save or be entangled and anchored in place. It does 1d6 Electricity Damage/level and allows a Reflex Save for half damage. • Phase Wasp: The Totemist gains the benefits of true seeing for 4 rounds. • Shadow Mastiff: All other creatures within Short Range must make a Will Save or become Panicked for 1d6 rounds.Better Soulmelds: At fourth level. and they take 2d6 of Force Damage each round on the Totemist's turn for 1 round/level. but they vanish in 4 rounds. 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. An entangled creature may make an Escape Artist or Strength check (DC 20) as a full-round action to wriggle or break free. • Manticore: The Totemist launches a number of spikes of soul energy as their Level distributed between one or more targets within Medium Range. with Reflex save for half damage. Beast Companion: At 6th level. The Totemist need not concentrate on the images. The web dissipates in 1 minute/level or when dismissed. There are then thorns of force crawling in their skin like a Linkin Park Song. and then the following turn suffer the same amount of damage unless they have cleaned themselves off. Activating this is a Swift Action. Each spike inflicts 1d6 damage. • Cloaker: Creates images equivalent to major image within Short Range. This ongoing damage can be halted by taking a Standard Action to make a DC 15 Heal check to gauge out the force thorns. • Ahuizotl: Melee Touch Attack causes he target to be blind. • Chimera: A cone of fire is breathed out to short 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. Each attempt inflicts 1 hit point of damage whether it succeeds or fails. It does 1d6 Fire Damage/level and allows a Reflex Save for half damage. and the power delivered when called upon is as such: • Aranea: Can throw a soul Web. • Pegasus: Totemist gains a 90' Flight Speed with Good Maneuverability for the next 4 rounds. • Behir: A line of electricity extends out to short range from the Totemist's mouth. • Briarvex: With a melee touch attack. • Cloaked Ape: The Totemist gains Fast Healing equal to their level for 4 rounds. This is a [Sonic] [Mind Affecting] [Fear] effect. When the Totemist gains a level. • Cockatrice: Touch forces target to make a Fortitude Save or be petrified.
inflicts force damage rather than normal damage. and anything she touches or that even hits her in melee suffers 1d6/level of fire damage from the experience. The Totemist can speak with the souls of the dead as if the dead were still alive. This effect lasts 4 rounds. • Girallon: Spectral arms rip the target to pieces. Like reincarnation.Advanced Soulmelds: At seventh level. Speak with Souls (Su): A Totemist of 8th level can see the souls of the living and the dead. The Totemist can make two melee touch attacks against one or two creatures within 10'. and heals when they would suffer fire damage. • Displacer Beast: The Totemist gains full displacement and a 50% miss chance for 4 rounds. and the power delivered when called upon is as such: • Basilisk: Target within medium range must make a Fortitude save or be petrified. • Frost Salamander: The Totemist exudes an aura of cold. Every end must be within short range. a 9th level Totemist can bring someone back from the dead in a new body. is incorporeal. This is a Swift Action to activate. Corpse Fashion (Su): Three times a day. • Yrthak: Target within Medium Range suffers d6/level Sonic damage. • Nymph: Short Ranged Burst. All creatures in area that can see the Totemist must make a Fortitude Save or be blind. Also there is a 5' burst of flame centered on the Totemist that inflicts d6/level Fire Damage (Reflex Half). and that heals the Totemist because it is Fire Damage. Reincarnate (Su): Three times a week. each Soulmeld can be attached to an Advanced Totem. • Bulette: The ground trembles as earth and stone excavate themselves at the Totemist's urging. Fortitude Save for Half. the Totemist is immune to Fire. and persists for four rounds. Any creature touched is pinned for 1 round. Fortitude half. • Wyvern: Melee Touch Attack causes target to suffer 3d6 Constitution Damage from Poison. The souls depart in about a week unless they get transformed. This effect lasts 4 rounds. • Blink Dog: As dimension door. consumed. • Umber Hulk: One target within Short Range must make a Will Save or be confused as per the spell confusion. and yes you can create holes under enemies and drop them in. • Lamia: As Charm Monster. and each is a claw that inflicts 1d6 Damage / 2 levels. This can make things as respectable as hide armor or as creepy as human bone swords. • Phoenix: For the next 4 rounds. The character can tunnel out up to a 10'x10'x40' area. • Ethereal Marauder: The Totemist and everything they carry is shifted to the Ethereal Plane or back to the Material from the Ethereal. All creatures that begin their turns within 15' of the Totemist suffer d6/2 levels of Cold Damage. or returned to life before that point.
. • Mudmaw: Two soul tendrils lash out and grab enemies. as summon swarm. The Totemist makes 4 melee touch attacks. This can be invoked as a Swift Action. • Brood Keeper: A spectral swarm races out to engulf your enemies. The swarm summoned uses your save DC (10 + 1/2 level + Cha modifier) for its abilities. This is a [Mind Affecting] [Compulsion] and allows a Will Save. a 9th level Totemist can fabricate things out of animal parts. • Remorhaz: The Totemist catches on fire. They are apparently little blue flamy things like in Soul Eater.
• Rapture Locust: All creatures within Short Range must make a Will save or be dazed for a d6 rounds. This does not cost them a level. Creatures wearing metal armor are subjected to a strong gale. • Purple Worm: Touch Attack shrinks the target to the size of a walnut and swallows them whole. An entangled creature may make an Escape Artist or Strength check (DC 20) as a full-round action to wriggle or break free. This is a [Sonic] effect. Even creatures that succeed in their save are shaken. • Roper: The Totemist can fire 6 soul strands at one or more targets within Short Range.
. This is a [Mind Affecting] effect. Emanation extends to Medium range and affects every creature except the Totemist. Target suffers 4d8 Acid damage a round and cannot free themselves. each Soulmeld can be attached to an Astounding Totem. This is a [Mind Affecting] [Sonic] [Fear] effect. Each Strand is a Ranged Touch Attack that inflicts 1d8 Strength Damage. Favor of the Totems: From 13th level on. This is a [Death] effect. Creatures that fail a Will Save are stunned for a d4 rounds. • Inferno Spider: Can throw a flaming soul Web. • Peryton: Touch attack inflicts 10 points of damage per level. but if they move out of their square into another square with soul web in it they'll have to make another Reflex save or be caught again. • Nightmare: Can plane shift into a different realm of existence. • Cloud Ray: As telekinesis. • Frost Worm: A strange trill forces everyone to stand still. they reincarnate into a new body unless something has happened to their soul in the meantime. 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. The web dissipates in 1 minute/level or when dismissed. Auto-Life (Su): If a 12th level Totemist has been dead for a whole day. and is on fire. Dazed creatures have locusts made of blue soulfire chewing on them for 2d6 Force damage per round until they snap out of it. • Lodestone Marauder: Magnetic pulse yoinks all freestanding and handheld metal objects in a Medium Cone and piles them at the Totemist's feet. Successful save still results in d8 Poison damage to Constitution. Creatures within or moving within a 15' burst within short range must make a Reflex Save or be entangled and anchored in place. If they are transported out of the Totemist or the Totemist dies. • Pixie: All creatures in a 15' burst within Medium range must make a Will Save or fall asleep for 10 minutes/level. All creatures suffer 1d8 + Level Fire Damage every round they begin in the area of the web. and the power delivered when called upon is as such: • Avalancher: As Transmute Rock to Mud. and all creatures within Long Range must make a Willpower Save or become Panicked for 2d6 rounds.Astounding Soulmelds: At tenth level. they return to normal size. Creatures can hold onto their weapons and whatnot by making a Reflex save. it's just slightly disconcerting. • Nightmare Beast: A creature that is asleep within 5 miles that the Totemist is aware of makes a Fortitude save or dies. • Sphinx: The Totemist lets out a mighty roar. • Naga: Target within short range must make a Fortitude Save against Poison or Die.
Supernatural. • Greenvice: As acid fog. • Lammasu: As heal. • Razor Boar: Touch attack decapitates target. This is a [Death] effect. and Spell-like abilities whether they are Attacks or Qualities or whatever. • Tarrasque: The Totemist is restored to full health and all baleful conditions end. This Totem is invoked as a Swift Action. • Spirit of the Air: The Totemist decides what the weather is. 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. but you get all the Extraordinary. • Gorgon: The Totemist breathes a cone out to Short Range. This is a [Mind Affecting] [Compulsion]. Target is entitled to a Will Save. 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. causing 3d4 Acid damage a round for the next 4 rounds. All creatures in the cone must make a Fortitude Save or be petrified. and goes out to short range. suffering a d20 of force damage per 5' moved. each Soulmeld can be attached to a Giant-size Totem.
. targets are allowed a Reflex Save as normal. • Megapede: wave of force precedes the Totemist as they stampede enemies. The fog lasts for 4 rounds. All other creatures and standing objects in a 40' radius are subjected to a d8/level in Force Damage and are knocked prone. • Chaos Roc: All creatures in a Medium Range Cone are struck with 2 colors from a prismatic spray. • 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. • Titanic Toad: The Totemist stamps on the ground and flattens everything around them. • Leviathan: The Totemist is Colossal as per the spell giany size for four rounds. This is a [Mind Affecting] [Psionic] effect. You can argue with the DM as to how Wildshape works. • Catoblepas: Target within Medium Range must make a Fortitude Save or die. 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. This is a [Death] effect. and the power delivered when called upon is as such: • Beholder: The Totemis can create a conical emanation of anti-magic field that extends from their body in any direction and can be rotated each turn. Embody Totem (Su): With a standard action. Giant-size Soulmelds: At Seventeenth level. Even if the target succeeds. and enemies are pushed out of their area (for another d20 of damage per 5' square pushed) as the Totemist moves. they still take 1d8 damage/2 levels.Exciting Soulmelds: At fourteenth level. • Fiendwurm: The Totemist vomits forth a creature compatible with summon monster VIII. It persists for 4 rounds. each Soulmeld can be attached to an Exciting Totem. • Sky Bleeder: Acid rains from the sky for a mile in every direction. The force lasts until the beginning of next turn. A successful Reflex save halves the damage and negates the prone effect. • Gravorg: As Reverse Gravity. • Chronotyrin: The Totemist takes a second round of action after her normal one. • Quanlos: As Dominate Monster. Any creatures and freestanding objects within 20 feet are pushed out of the area.
Limitless Favor of the Totems: At 18th level. the Totemist can call on any of her displayed Totems that she did not call last turn. 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. and in departing from physicality lets off a huge thunderclap that breaks things in all directions.
Roll/choose Adjective 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Crushing Rising Fierce Dimming Clutching Gnawing Grasping Devastating Expansive Secret Protective Monstrous Horrendous Awesome Wicked Depressive Repetitive Vengeful Gorgeous Futile
Colour Azure Beryl Aqueous Blue Cerulean Cobalt Electric Midnight Indigo Navy Ocean Sapphire Teal Turquoise Ultramarine Sky Steel Cyan Pale Red
Thingy Claws Mantle Cloak Wings Armour Mask Gloves Sleeves Robe Helm Hat Horns Gauntlets Cape Belt Boots Trail Eyes Braids Amulet
. Triumph Promised by Ancestors (Su): At 20th level. the Totemist wins D&D.
generally so that it hurts other people.Geomancers are people who are in touch with nature and the elements in a bizarre fashion. So. This covers the following N1 classes: Geomancer
. They become one with the world such that they needn't fear thorns and fire. clever people and jerks. and can also change the very landscape to suit them. 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.Geomancer The Geomancer is one of the more advanced character classes. and is made by me.
Geomancers often use Staves or Crossbows. Hit Die: d6 Base Attack Bonus: Poor (as Wizard) Good Saving Throws: Fort and Ref Skill Points: 4+Int Class Skills: Balance. A Geomancer's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. That's Switzerland they're thinking of. Hot Feet (Su): Geomancers start with the ability to make nearby ground glow with red light and warmth. They also tend to be a huge pain. Sense Motive. 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. Cold Feet 3: Vertigo Field. Survival. and their attacks are still blocked by the other Feet abilities. Anyone entering any of these squares takes 1d8 Fire damage per level (Ref half). Nonmagical ranged attacks that cross any of these squares burn up uselessly. so enemies try to kill them first. though there is an incorrect belief that they tend towards Neutrality. 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. Starting Age: As Wizard Starting Equipment: 5d4x10gp Alignment: Geomancers can be any alignment. Hard Feet (Ex): Geomancers are totally at home in natural environments. Spot. Concentration. Heal. They ignore naturally occurring difficult terrain and don't take damage from crap like thorns. This lasts for one round per level. as such a good Dex or Con will not hurt. Abilities: 1: Hard Feet. As a Standard action. Tumble Level. Melting Feet 4: Stone Spikes. and that magic is based on Wisdom. Jump. even really jacked up ones. all within Medium Range. They are also unaffected by their own area of effect powers with the exception that they cannot move through physical barriers they create. Climb. they may select a number of contiguous 10' tall 5' squares up to their hit dice. Hot Feet 2: Entangling Floor. Knowledge (Any).
. and affect them with the red glow.Playing a Geomancer: The Geomancer is a user of magic. Craft.
Magical ranged attacks that cross any of these squares are harmlessly dissolved. all within Medium Range. all within Medium Range. or that target and alter the terrain. As a Standard action. Geomancers gain the ability to make nearby ground bubble with green light and fumes. Cold Feet or Zapped Feet. and affect them with the yellow glow. Clear the Field (Sp): fifth level Geomancers gain the ability to cast Dispel Magic. no secondary damage). hovering above the ground. they may select a number of contiguous 10' tall 5' squares up to their hit dice. however it only targets spells with an area of effect. They may also Levitate at will as per the spell. This may not be active at the same time as Hot Feet or Cold Feet. Geomancers levitate. This lasts for one round per level. consumed harmlessly. Damage: Instant Death. Anyone entering any of these squares takes 1d8 Acid damage per level (Ref half). 1d6 Con damage on a successful save. Cold Feet (Sp): starting at second level. though only one such effect may be active at a time. As a Standard action. though only one such effect may be active at a time. Poisons. they may select a number of contiguous 10' tall 5' squares up to their hit dice. Soothing Floor (Su): starting at level eight. Geomancers may cast Path of Frost (Dragon Magic) at will. and affect them with the green glow. Only one of these squares may exist at a time. and affect them with the orange glow. not spells targeted at creatures. however the effects only last until the beginning of their next turn. Gases and Petrification effects cannot pass these squares. Vertigo Field (Sp): at third level. Geomancers gain the ability to make nearby ground glow with orange light and pain.
. Breath Weapons cannot pass these squares. but the effect will only last until the beginning of their next turn. Zapped Feet (Su):at seventh level. with no limit to the Caster Level bonus. Geomancers can cast Stone Spikes as an Immediate action at will. This lasts for one round per level. Icky Feet (Su):at ninth level. Geomancers gain the ability to make nearby ground crackle with yellow light and electric sparks. Melting Feet (Su):at third level. and anyone who enters any of the squares immediately regains 3d6 HP plus the Geomancer's Wisdom modifier. As a Standard action. they may select a number of contiguous 10' tall 5' squares up to their hit dice. Anyone entering any of these squares takes 1d8 Electricity damage per level (Ref half). Geomancers may lay down a 20' by 20' patch of glowing energy within Short range as a Swift action. Geomancers gain the ability to cast Vertigo Field (PHB 2) at will. Geomancers can cast Entangle at will. both as Immediate actions. all within Medium Range. This may not be active at the same time as Hot Feet.Entangling Floor (Sp): starting at second level. crackling away harmlessly. Levitation (Su): starting at fourth level. This may not be active at the same time as Hot Feet. Anyone entering any of these squares is Poisoned (DC 10 + half HD + Wis. This lasts for one round per level. Walls of Fire and Ice (Sp): sixth level Geomancers learn how to cast Wall of Fire and Wall of Ice. though only one such effect may be active at a time. Stone Spikes (Sp): starting at fourth level. This lasts for three rounds.
Geomancers gain the ability to make nearby ground warp and waver with violet light. Icky Feet or Heavy Feet. all within Medium Range. and affect them with the indigo glow. This lasts for one round per level. Icky Feet. Spells cannot pass this barrier. they may select a number of contiguous 10' tall 5' squares up to their hit dice. Anyone entering any of these squares is banished to another plane (Will negates). Zapped Feet. all within Medium Range. and affect them with the blue glow. they may select a number of contiguous 10' tall 5' squares up to their hit dice. This may not be active at the same time as Hot Feet. This lasts for one round per level. but still with the same pool of contiguous squares. Geomancers gain the ability to make nearby ground shimmer with indigo light.The Floor Is Lava (Sp): tenth level Geomancers gain the ability to cast Transmute Rock to Lava (SC) at will. This may not be active at the same time as Hot Feet. Heavy Feet or Tangled Feet. Absent Feet (Su):at level thirteen. Cold Feet. Geomancers benefit from Freedom of Movement at all times. objects and effects passing through are destroyed and have no effect. Tangled Feet (Su):at level twelve. all within Medium Range. All spells. Zapped Feet. As a Standard action. 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. Freedom of Movement (Su): starting at level fourteen. Divinations and Mental Attacks cannot pass this barrier. As a Standard action. Anyone entering any of these squares is permanently turned insane as per Insanity (Will negates). Additionally they may cast Prismatic Wall as an Immediate action at will. Power of the Prism (Su): fifteenth level Geomancers may mix their fields of Feet up with any of the colours when creating them. though the effect ends at the start of their next turn. Zapped Feet or Icky Feet. Anyone entering any of these squares is permanently turned to stone (Fort negates). as though it were an anti-magic field. Cold Feet. Cold Feet. in effect being able to activate all at once. This may not be active at the same time as Hot Feet. As a Standard action. This lasts for one round per level. and affect them with the violet glow. Heavy Feet (Su):at level eleven.
9 ranks: with 6 hours. If it hits. +6: when you are clad in little more than a light oil coating. their major goals and fears. and they may each have a CR no higher than your own level. others for this game specifically: Gymnos Defence: [Combat] You fight best when not weighed down by armour. Improved Evasion and Mettle when fighting in the buff. otherwise the spell fails and is lost. you also gain basic knowledge about the target. you count as having Improved Unarmed Strike. and any important secrets they are keeping from you. requiring a Ranged Touch Attack out to 30 feet. the effects of the Tiresome ability all apply. Or clothes. Here are a few more feats. 15 HD: those affected by your Tiresome ability also suffer from a poison. Requirements: Human or Raised by Humans Benefits: when effectively nude. however you must use an Immediate action to flex your muscles to do this. and must make Concentration checks when casting spells at you (DC 15 + Spell Level + your Str mod). and must make a Fort save (DC 10 + half HD + Con). 14 ranks: you gain access to Minions. whichever is lower (minimum +1). generally).
. you may make a Prinny that serves you in a somewhat loyal manner. you gain a +2 Enhancement bonus to Charisma for one minute. some from random stuff I made in the past. This feat scales with your ranks in Craft. Damage is 1d6 Wis/1d6 Int.. You may generate a "Suggestion" effect once per day as an Extraordinary ability by flexing your muscles as a Standard action (DC 10 + half HD + Con) +11: you gain the benefits of Evasion. you gain Spell Resistance 11 + HD for one round. spellcasters tend to get distracted. Life Drain [Monster] You're great at kissing people to steal their life. +1: when effectively nude and oiled up. which sadly must consist at least 50% of Prinnies. then great. you gain an Armour Bonus equal to your Strength modifier or BAB. you gain Damage Reduction equal to your Con modifier + Str modifier. minus 3. See: Majin Evilty. they must succeed on a Will save (DC 10 + half HD + Cha) against a Suggestion for "more" (accept another kiss. +16: you may generate an Ironskin effect once per day (Ex) and a Stoneskin effect once per day (Ex). overcome by Adamantine. and even regular WotC feats if there's one you consider worth taking. 1 soul and a DC 15+HD Craft check. The most you may command at a time in this manner is equal to your Hit Dice. you may blow a kiss.FEATS AVAILABLE: All “Tome” feats are allowed. Likewise Combat School covering Weapon Focus and so on and so forth. Upon using this ability. such as their real name. Benefits: all allied Prinnies within 30' of you gain a +2 Morale penalty to Attacks and Damage. 5 HD: when you use your Tiresome ability on someone. If they fail this save. each with a caster level equal to your BAB. for instance all characters count as having Power Attack in Tome. 10 HD: with a Standard action.. Requirements: Empusa Benefits: whenever you drain someone using your Tiresome ability. and if you have a Slam or Claw. Prinny Commander [Skill] You rule lots of stupid penguin demons. Note that you will often have to use equivalency.
Orc King: Even Orcs need a King. Beauty Queen: Get your way. Galactic Hero: Save the day. Prism Mage: Use the powers of Fire. Plasma Professor: design and build terrifying mecha in a labcoat. Explodes when thrown. Defender of the Earth. Pumpkin King: you’re the king of all the Jacks. the classes that are practically prestige classes already (Magic Knight. breasts apparently optional. Assassin Doll: kill people and pull their strings… as a puppet. Felon. Doom Speaker: Release a dark miasma of misfortune for no good reason. not the submission hold. Here is just a list of some possibilities: Valkyrie: Fly around and totally stab people. Orc King etc. Master Kunoichi: hit people with ninja moves and status effects. And this isn't the beam sword. Magic Knight: Use your magic on people you are stabbing in the face with a sword. and form a team. Prism Ranger. Get a theme song. Cupid: Shoot people with the power of Love. Chart at #3 for several weeks. Sinner: punch people so hard it’s a crime! Trickster: steal even concepts from people. Idol. Ice. we’ll make them up as we go along. Sharpshooter: the gun wielder. and Wind. Soul Invoker: Bring the blue soul flames of your enemies into battle against them. Lovely Idol: Cheer on allies.PRESTIGE CLASSES OF THE DISGAEAVERSE Honestly. Prism Mage.). Overlord: Get demonic powers. Kensei: Stab people with a beam sword. And spooky. Walking Hive: fight with the power of BEEEEEEEEES. It's good to be the King. Senator) and so on. Also arrows. Beast Lord: Take Pokemastery to the level of whole rooms full of squirrels and shit. Singing optional. but consider just about anything fair game – the advanced names for the classes (Valkyrie. Also lasers. Thieves that steal stats and concepts). Titles (Overlord. Beauty Queen. Mad Scientist: Make robots. Carnage Princess: Produce huge piles of bodies with a sword. Defender of the Earth: take a number and defend the Earth! Prism Ranger: get a colour and lycra. Genocidaire: Kill peoples' whole families with an axe. Shadow Master: A shadowy killer who manipulates shadows and kills.
. Beat people until money comes out.
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. counting as Sickened for half an hour. It restores 1d4 HP per HD to the consumer.MAGIC ITEMS (AND ASSORTED JUNK) The Disgaeaverse game assumes the Tome approach to magic items is being taken – Wish economy and everything. Disease & Ability Damage. but causes the consumer to feel bloated. but very filling. They will also be cured of any of those conditions. but slightly healthier than Chocolate Cake. Available starting level 3 Teacake (consumable) Anyone who eats this delicious. Available starting level 5
. sticky cake becomes immune to the following for the next hour: Poison. It provides 5 Temporary HP per HD which last for one hour or until used up or replaced by new Temporary HP. Available starting level 3 Carrot Cake (consumable) This cake is still delicious. as well as granting Fast Healing 1 for one minute.
Aid Rod (Minor Magic Item) This is a magenta coloured stick. It can cast the Shadowspray spell at will. and it radiates magic. each once per day. but what it hides is more important. Blue Mage. As a standard action at will. +1 Enhancement bonus to Charisma per 3 HD A variety of Supernatural abilities are granted. • Resistance may be cast as a Swift action at will • Guidance may be cast as an Immediate action at will
. if hit. pink in colour. 1" diameter stick. Effect: There are several uses of this wand. The target(s) must also. It may cast Hypnotic Pattern once per hour. Small ribbons flow from the heart. 2. except spraying brightly coloured ribbons. Appearance: A 2' long. it can fire a stream of exploding pink hearts. functioning as a Scorching Ray (CL 11) spell. make a Will save (DC 10 + half the user's level + her Charisma modifier) or be Charmed for 1 minute. 1. based on the Hit Dice of the wearer: HD 3 6 9 12 15 18 20 Spell Entice Gift Torrent of Tears Greater Rebuke Endless Slumber Dominate Monster Wrathful Castigation True Domination
Magic Wand (Moderate Magic Item) This is a Magic Light Mace A Red Mage. 3. with a winged red heart at the end. Green Mage or Star Mage may add its Enhancement bonus to the Attack and Damage rolls of their Supernatural and Spell-Like abilities.Sexy Underwear (Moderate Magic Item) This lacy. skimpy garment is a lot like statistics: what it reveals is significant.
given it is not linked to death magic.Aid Staff (Moderate Magic Item) Magic Quarterstaff This is an impressive looking gold and magenta staff. which is odd. It has a skull at the top. Maybe it's because it makes people happy. and skulls are always smiling. The following may be cast at will: • • • • • • Bull's Strength Cat's Grace Bear's Endurance Fox' Cunning Owl's Wisdom Eagle's Splendour
Sleeping people don't vote. Except they shift 5% Nay for every Strongly Opposed/Loathe in their party. based on how important they consider the issue. -10% per person their side is outnumbered by). and 5% Aye for every Strongly in Favour/Love in their party. The number of turns varies. Nobody may attempt to influence the same person more than once per session.or easily angered by the bribing of those of a conflicted party. Drunk people are unreliable. This can vary between 5 and 20.
. it is treated as a guarantee. Indifferent can be easily bribed . When waking someone up.. unless all of their party is voting one way. 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.THE DARK ASSEMBLY Whenever people want something out of the Dark Assembly. There will be a number of "turns" in which each party member gets a single attempt at persuasion. except if the majority of their party votes the other way they might change their mind (100% to stand their ground. Because they're dicks. their first course of action is to actually step forward with their request. in which case they'll vote the other. Also. If merely Strongly opposed/in favour. they don’t know what they want from one moment to the next. unless you convince them otherwise. 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. When they do this. and are more susceptible to bribes. A regular Opposed/In Favour is basically a dice roll at 75%. DC 25 will actually let the PCs know who is for and against. but is often between 2 and 3. but they won’t notice you bribing anyone else at least.. do it gently or they may Loathe you. so bribery is of little use. a number of Senators will feel like showing up. It's a coin-toss.
automatic if they flat-out tell you). Defeating them 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. Failure by 10 or more worsens their attitude. if awake. you may automatically improve the attitude of a Senator by one step. Use a Spell/Spell-Like Ability/Supernatural Ability/Extraordinary Ability: as long as it takes less than a minute to use. Be Clever: this requires an opposed Knowledge check against a Senator. Tumble or something else you feel will wow them. this is worth at least one shift in attitude. +1 for each 10 you beat it by. Note: some Senators are flat-out resistant or susceptible to certain approaches. with a DC of 10 + their HD + their Wis or something. Sweet-Talk a Senator: this requires a Diplomancy check against the Senator. as a general rule: • • • • • Orcs. Also. +1 for each 10 you beat it by. A note for Mister Cavern: keep the records of the various senators to re-use in future. +1 for each 10 you beat it by. DC 10 if they're hinting. then you need to actually give them what they want. so you get to learn the personalities and defects of the senators. Failure by 10 or more worsens their attitude. Success improves their attitude by 1 step. a Fear effect could be an automatic Intimidation success and so on. a Charm or Compulsion could be an automatic Diplomancy success. Success improves their attitude by 1 step. Make it at least half-way appropriate. of being Indifferent)
. with a DC of 10 + their HD + their Wis or something. Failure by 10 or more worsens their attitude. with a DC of 10 + their HD + their Wis or something. using the same Knowledge. Success improves their attitude by 1 step. Failure by 10 or more worsens their attitude. And abuse them. Offer Candy to Mistern Cavern: if this is done. So an Illusion could be an automatic Bluff success. Vampires and Succubi should start one step friendlier to members of the opposite sex Rifle Demons have at least a 50% chance of being drunk Cockatrices start one step “friendlier” to anyone more powerful than they are Alraune start one step friendlier to anyone less powerful than they are Ghosts have a 50% chance of being asleep (and a 20% chance. Failure by 10 or more worsens their attitude. Based on the value. Impress a Senator: this requires a Perform* check against the Senator. Sense Motive checks and simply remembering this shit and writing it down as you deal with them can help you in future. Bully/Blackmail a Senator: this requires an Intimidate check against the Senator. automatically improving their attitude by 1 step. +1 for each 10 you beat it by. you may flat out use an ability that could change people's reactions. *Or Jump. Lie to a Senator: this requires a Bluff check against the Senator. with a DC of 10 + their HD + their Wis or something. Success improves their attitude by 1 step. Simply possessing the right Profession may also serve to work in this case. +1 for each 10 you beat it by.
Bills will tend to be things like “Open the gateway to _____ Netherworld”. Those who did not vote Nay won't help. dissolve the senate. But there are a few character-altering ones: “I want to ride a dragon” “I want to ride something scary!” “I want to be the Great Wyrm” “I want to be all-powerful”
. it passes! If it is denied. By which I mean "murder everyone who voted Nay". and people remember being stabbed when they come back to life. the votes are in. locking you in a vicious circle of DENIED and face stabbing. then congratulations. If the bill passes. in a manner of speaking. rather than “Make the store sell shoes”.Once all turns are over. then you can go home and try again later or you may attempt to. mind you.
The group collectively has one pool of minions between them. except for the magical ones Giant Bats: Dire Bats (Monster Manual) Prinnies: see below. any Ooze.MINIONS. with bonus Minions for a high Charisma score (using the best Charisma in the party).
. Level <5 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 CR 1 1 2 2 3 3 4 4 4 4 4 4 4 4 4 4 4 4 CR 2 1 2 2 3 3 4 4 4 4 4 4 4 4 4 4 CR 3 1 2 2 3 3 4 4 4 4 4 4 4 4 CR 4 1 2 2 3 3 4 4 4 4 4 4 CR 5 1 2 2 3 3 4 4 4 4 CR 6 1 2 2 3 3 4 4 CR 7 1 2 2 3 3 CR 8 1 2 2 CR 9 1
Minion Creatures: Zombies: use basic Zombie types at the given CR (Monster Manual) Eringi: these are Myconids (MM2 or 3. dood. for instance. 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. MOUNTS AND SPECIAL REINCARNATIONS If the players are ever in a position of power – gaining the [Overlord] or [Demon Lord] Title. going by the following chart: Note that the chart is modified as though it were a “Spells per Day” list.
You can only create these by spending Mana Power (see: relevant planar currency that you can’t just get by selling turnips). Adamantine) (as per the MM) Treants (as per the MM) Rifle Demons (see below) Other minions are effectively mounts or Cohorts. dealing 1d6 Fire damage per HD (Ref half. -1 more for every Prinny within 30'. Evil. the Prinny is instantly destroyed.
. ** Requires “I want to ride something scary!” bill to be passed. Insanity. if a character is entitled to a Cohort from something like the Leadership feat. Dood] Str 10 Dex 8 Con . Prinnies are not Immune to the following Mind-Affecting Effects: Confusion.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). as the [Combat] Feat basic ability Dood (Ex): Prinnies take a -1 Racial penalty on saves vs Confusion/Insanity/Suggestion. Str-based). Advancement: 3-20 HD (Small) More Powerful Minions: Some minions are effectively magical equipment. As such. they instead just get +1 to Hit and Damage Special: Two-Weapon Fighting. It explodes in a 30' radius. 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. Stone. Suggestion Death Throes (Su): when thrown or reduced to 0 HP. Chaotic. 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.Prinny (CR 1) Small Construct [Extraplanar. or just really seems to deserve one (such as being a rider-type class).
Str is only 20.Rifle Demon (CR 9 Large Outsider) Str 15 Dex 18 Con 16 Int 3 Wis 10 Cha 3 HD: 10d8+60 (105 HP) Initiative: +8 Speed: 30' Reach: 10' AC: 23 (-1 Size. 60' long line. +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. though it provides a +4 Enhancement bonus to Intimidate checks for the owner Feats: it is built with Improved Toughness. making a Melee Attack (+11) as a Standard action. If it hits. Cockatrice: This is an Achierai with the following changes: The CR is 1 higher Gains the Petrification ability of a MM Cockatrice Once per day may lay a large egg. The Critical value is 19-20/x2 Energy Blast (Su): the Rifle Demon may fire a blast of energy with a Standard action. War Slug: This is a Frost Worm that has the following changes:CR 10. “Cold” replaced with “Shocking”. the Rifle Demon may fire an Extinction Beam as a Standard action. It can go out to 90 feet and requires a Ranged Touch Attack (+13). and by egg I mean Delayed Blast Fireball. It never gains more feats. Extinction Beam (Su): once per minute. After gaining an additional 6 HD. Trill and Breath Weapon Electro-Charge (Su): the War Slug may spend a Standard action to Haste itself and its rider for three rounds. DC 19). only 10 HD Lose Death Throes. Great Fortitude (crappy PHB version) and Improved Initiative. M-M-MONSTER Toughness (+20 HP). it gains a 5' radius Anti-Magic Field (doesn't affect self)
. If it hits. This is a 5' wide. it deals 5d6 Force damage. it deals 5d6 Force damage plus one and a half times its Strength modifier (+3). +4 Dex. This may be done at will. and all in the area take 10d6 Force damage (Ref half. Skills: none.
whenever it deals Fire damage with a Spell-like ability. Fiendish Brutes and Elemental Weirds Special: may take Dragon Type Hit Dice instead. Red Mages. Breath Weapon (Su): the Efreet has a Breath Weapon 1/4 rounds. 3 and 6 HD) Natural Armour: +6 Natural Weapons: -Primary Bite 1d8+Str -Primary Gore 2d6+Str (double Str bonus on a charge) -2 Secondary Slams 1d6+Str*1/2 Fiery Wrath (Su): all of the Efreet's natural weapons deal +1d6 Fire damage when they successfully hit. +2 Wisdom The Efreet has 6 Outsider Hit Dice: 8+5d8 plus (Con*6) HP BAB +6 Base Saves: Fort +5 Ref +5 Will +5 (8+Int)*9 Skill Points 3 Feats (1. the target catches fire (Ref negates). Also. It is a 30' cone that deals 2d6 Fire damage per hit die (Ref half. Con-based). Anyone who fails the save catches fire. +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. with no other changes
. Typical Efreeti: Knights.
Galactic Demon: Large Outsider [Extraplanar] Additional Subtypes: same as its Alignment Requirement: "I want to be All Powerful!" Speed: 30' Fly Speed: 10' (Perfect) Reach: 10' Ability Scores: +6 Strength. +4 Constitution. 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. Although they’re not great spellcasters. 3 and 6 HD. Fire and Electricity 10 Immune to Nonmagical Poisons Advanced Access to the Sphere of Terror Typical Galactic Demons: True Fiends Galactic Demons are large. -2 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. floating beasts with many eyes that seem to gaze out into the cosmos. -2 Dexterity.
. they still carry immense power and are resistant to many forms of harm.