TEXT: This is the rulebook for the Mario RPG D20 game. 
  This is intended to provide a way for DMs to bring 
  the bravado, heroism, and adventure of the Mario 
  series  (specifically Mario:  Legend  of  the  Seven 
  Stars, Paper  Mario, Paper Mario: The Thousand 
  Year Door, Mario & Luigi: Superstar Saga, and 
  Mario & Luigi: Partners in Time) to the tabletop. 
  DMs are encouraged to maintain an atmosphere of 
  levity and action-adventure when using these rules.
  These rules also work well in fixing and patching 
  up  many inherent  problems  from  the  3.5  D&D 
  rules,  such as casters lacking in varied abilities, 
  noncasters lacking in powerful abilities at higher 
  levels, and level adjustment being problematic for 
  spellcasters.  It would be quite possible to just use 
  the  base  and  advanced  classes  to  create  rules 
  applicable to any fantasy setting, and make new 
  prestige classes,  monsters,  and races to  make it 
  more specific to that setting.
  This document is based on the 3.5 Dungeons and 
  Dragons  core  rules,  and  should  be  used  in 
  conjunction with the 3.5 Player Handbook and the 
  Dungeon  Master's  Guide.   The  3.5  System 
  Reference Document is the intended reference, but 
  the DMG contains information that the SRD does 
  not.  Rules noted here supersede the rules in the 
  PHB and DMG.
  This document was last updated  on  09/11/07 at 
  05:25:44 PM MST.  It is maintained by Thomas 
  Keene at  http://www.kobolds-keep.net.  You can 
  contact Thomas at eneekmot@yahoo.com.  Please 
  let him know what you think, he works best under 
  guilt.
  The setting presented in this document is wholly 
  owned and property of Nintendo, this is a nonprofit 
  compilation that is, by the closest definition, fan 
  fiction.  Everything contained in this document is 
  Open  Game  Content.   It  may  be  reprinted, 
  reproduced,  and  modified  without  permission  as 
  long as credit  is  given  and  the resulting prouct 
  remains Open Game Content.
  Special  thanks  to  all  the  members  of  the 
  Wizards.Community boards for their support and 
  feedback.
  1
  
  Table of Contents
  Chapter 1: Races............................................. 7
  Beanfolk..................................................... 7
  Bob-Omb................................................... 7
  Cloudfolk................................................... 8
  Doogan....................................................... 8
  Goomba...................................................... 8
  Human........................................................ 8
  Kitty Boo................................................... 8
  Koopa......................................................... 9
  Mushroomfolk........................................... 9
  Noki......................................................... 10
  Nomadimouse.......................................... 10
  Penguinfolk.............................................. 10
  Pianta....................................................... 10
  Puni.......................................................... 11
  Ratooey.................................................... 11
  Shamen.................................................... 12
  Shy........................................................... 12
  Yoshi........................................................ 12
  Aging....................................................... 13
  Height and Weight................................... 13
  Chapter 2: Classes......................................... 15
  Magic Points............................................ 15
  Caster Level............................................. 15
  Dodge....................................................... 15
  Combat Stances........................................ 15
  Basic Classes........................................... 16
  Basher.........................................................16
  Bandit.........................................................17
  Soldier........................................................ 19
  Mage...........................................................20
  Healer.........................................................22
  Royal.......................................................... 25
  Ordinaries................................................ 27
  Advanced Classes.................................... 28
  Abjurer....................................................... 28
  Athlete........................................................29
  Berserker.................................................... 30
  Blood Mage................................................31
  Brawler.......................................................33
  Conjurer..................................................... 34
  Diplomat.....................................................36
  Diviner........................................................37
  Enchanter....................................................38
  Evoker........................................................ 40
  Illusionist....................................................42
  Knight.........................................................43
  Mana Bandit...............................................44
  Mana Battery..............................................45
  Meat Shield................................................ 45
  Natural Warrior..........................................46
  Nature Mage...............................................46
  Necromancer.............................................. 48
  Sharpshooter...............................................50
  Skill Monkey..............................................51
  Spellblade...................................................51
  Transmuter................................................. 53
  Prestige Classes........................................ 54
  Bandit Plus................................................. 54
  Basher Plus.................................................55
  Caricaturist................................................. 55
  Elementalhand............................................56
  Healer Plus................................................. 57
  Mage Plus...................................................58
  Magikoopa................................................. 59
  Mimic......................................................... 60
  Raccoon Disciple....................................... 62
  Royal Plus.................................................. 63
  Sensei......................................................... 63
  Shell Warrior..............................................65
  Star Mage................................................... 65
  Experience Variant: Star Points............... 66
  Chapter 3: Skills............................................ 69
  Concentration........................................... 69
  Craft (Alchemy)....................................... 69
  Knowledge (Arcana)................................ 69
  Knowledge (Nature)................................. 69
  Knowledge (The Planes).......................... 69
  Profession (Mycologist)........................... 69
  Spellcraft.................................................. 69
  Survival.................................................... 69
  Chapter 4: Feats............................................ 70
  Agile Trip................................................. 70
  Air Control............................................... 70
  Ally Proficiency....................................... 70
  Armor Pierce............................................ 70
  Armor Specialization............................... 70
  Assistive................................................... 71
  Charged.................................................... 71
  Combat Expertise..................................... 71
  Craft Magic Aura..................................... 71
  Creative.................................................... 71
  Deflect Arrows......................................... 71
  Dismounting Trip..................................... 71
  Dragon Breath.......................................... 71
  Exotic Armor Proficiency........................ 72
  Extended Tongue..................................... 72
  Failure Affinity........................................ 72
  2
  
  Far Shot.................................................... 72
  Fast Peek.................................................. 72
  Firmfooted............................................... 72
  Flexible.................................................... 72
  Flurry....................................................... 72
  Focus Strike............................................. 72
  Frightful Presence.................................... 73
  Greater Dragon Breath............................. 73
  Greater Jump Attack................................ 73
  Greater Focus Strike................................ 73
  Greater Power Expansion........................ 73
  Greater Weapon Focus............................. 73
  Greater Weapon Specialization................73
  Heavy Shell.............................................. 73
  Heighten Spell......................................... 73
  Heroic Familiar........................................ 74
  Heroic Monster........................................ 74
  High Jump................................................ 74
  Illuminating Aura..................................... 74
  Improved Dragon Breath..........................74
  Improved Flight....................................... 74
  Improved Focus Strike............................. 74
  Improved Heighten Spell......................... 74
  Improved Jump Attack............................. 74
  Improved Natural Defense....................... 74
  Improved Power Expansion..................... 74
  Improved Precise Shot............................. 75
  Improved Resistance................................ 75
  Improved Scent........................................ 75
  Improved Smokeless................................ 75
  Improved Superior Spell.......................... 75
  Jump Attack............................................. 75
  Last Resort............................................... 75
  Light Shell............................................... 75
  Mage's Familiar........................................ 75
  Master Alchemist..................................... 76
  Mushroom Magic..................................... 76
  Open Minded........................................... 76
  Overpowering Trip................................... 76
  Peek......................................................... 76
  Peril Blast................................................ 76
  Precise Shot............................................. 76
  Point Blank Shot...................................... 76
  Power Attack............................................ 76
  Power Expansion..................................... 77
  Prehensile Tongue.................................... 77
  Recharge.................................................. 77
  Recover.................................................... 77
  Repertoire................................................ 77
  Resilient Familiar..................................... 77
  Ricochet................................................... 77
  Savage...................................................... 77
  Shroom Eater........................................... 78
  Smokeless................................................ 78
  Snatch Arrows.......................................... 78
  Solicit Familiar........................................ 78
  Spin Jump Attack..................................... 78
  Sporebite.................................................. 78
  Stance Focus............................................ 78
  Stunning Fist............................................ 78
  Summon Familiar..................................... 78
  Superior Power Expansion....................... 79
  Superior Spell.......................................... 79
  Superior Weapon Focus........................... 79
  Superior Weapon Specialization.............. 79
  Swift Strike.............................................. 79
  Tackle...................................................... 79
  Tenuous Grasp......................................... 79
  Thrill Seeker............................................ 80
  Ultimate Power Expansion.......................80
  Unluck Stance.......................................... 80
  Weapon Specialization.............................80
  Weathered................................................ 80
  Chapter 5: Items............................................ 81
  Armor....................................................... 81
  Defense.......................................................81
  Heavy Shell................................................ 81
  Light Shell..................................................81
  Shell Plates.................................................81
  Shell Spikes................................................81
  Soft Shell....................................................82
  Goods....................................................... 82
  Briefcase.....................................................82
  Business Suit.............................................. 82
  Camcorder..................................................82
  Camera....................................................... 82
  Cannon....................................................... 82
  Computer, Desktop.................................... 83
  Computer, Handheld.................................. 83
  Computer, Notebook..................................83
  Computer Printer........................................83
  Computer Scanner......................................83
  Detonating Cord.........................................83
  Dynamite.................................................... 83
  Fire Extinguisher........................................83
  Flashlight....................................................83
  Formal Wear...............................................83
  Kitty Ears................................................... 83
  Light Stick..................................................83
  Luggage......................................................83
  3
  
  Mushroom.................................................. 83
  Mushroom.................................................. 83
  Mushroom Growing Kit............................. 84
  Mushroom Growing Kit, Mwk...................84
  Mushroom Growing Kit, Portable..............84
  Night-vision Goggles................................. 84
  Phone, Cellular...........................................84
  Phone, Satellite...........................................84
  Radio, Two-way.........................................84
  Recorder.....................................................85
  Tear Gas..................................................... 85
  Windup Bob-Omb......................................85
  Magic Items............................................. 85
  Held Enchantments.................................... 85
  Feather Charm...................................... 85
  Fire Flower........................................... 85
  Maple Leaf............................................85
  Metal Cap............................................. 85
  Power Balloon...................................... 85
  Starman.................................................86
  Magic Auras...............................................86
  Ability Aura..........................................86
  Protection Aura.....................................86
  Spell Aura.............................................86
  Spell Staffs................................................. 86
  Spell Staff of Life and Death................86
  Spell Wands............................................... 87
  Healing Wand.......................................87
  Fire Wand.............................................87
  Weapons.................................................. 87
  Ball and Chain............................................88
  Boomerang................................................. 88
  Claw........................................................... 88
  FLUDD...................................................... 88
  Greathammer..............................................88
  Harpoon......................................................89
  Longrifle.....................................................89
  Mallet......................................................... 89
  Megahammer..............................................89
  Parasol........................................................89
  Pistol...........................................................89
  Pistol, Six-Shot...........................................89
  Poltergust 3000.......................................... 89
  Shell........................................................... 89
  Shiv............................................................ 89
  Shotgun...................................................... 89
  Skullcap, Goomba......................................89
  Skullnail, Goomba......................................89
  Steel Staff...................................................89
  Taser...........................................................90
  Zweihander.................................................90
  Special Materials..................................... 90
  Bluesteel.....................................................90
  Cloud..........................................................90
  Plastic.........................................................90
  Redsteel......................................................90
  Starmetal Alloy.......................................... 90
  Stipe........................................................... 90
  Chapter 6: Magic........................................... 91
  Spells....................................................... 91
  Acid Armor................................................ 91
  Acid Hurl....................................................91
  Air Morph...................................................91
  Astonish......................................................91
  Aurora Flash...............................................92
  Baton Pass..................................................92
  Bide............................................................ 92
  Bubble, Lesser............................................92
  Bubble........................................................ 92
  Bubble, Greater.......................................... 93
  Cold Morph................................................93
  Diamond Saw............................................. 93
  Dimension Tip............................................93
  Dimension Tip, Mass................................. 94
  Dimensional Banishment............................94
  Doom Desire.............................................. 94
  Dream Eater............................................... 94
  Earth Morph............................................... 94
  Electrify......................................................94
  Electrowhip................................................ 95
  Encore........................................................ 95
  Enlarge Person, Improved..........................95
  Enlarge Person, Greater............................. 95
  Enlarge Person, Superior............................95
  Fire Hurl.....................................................96
  Fire Morph................................................. 96
  Flame Whip................................................96
  Flutter Hush................................................96
  Force Screen...............................................96
  Hex............................................................. 96
  Hyper Beam............................................... 97
  Incorporeal Morph..................................... 97
  Inflation......................................................97
  Ink Bubble..................................................98
  Kuribo's Tread............................................98
  Mage Shell................................................. 98
  Magic Circle...............................................98
  Mana Gift, Lesser.......................................99
  Mana Gift................................................... 99
  Mana Gift, Greater................................... 100
  Mana Gift, Mass.......................................100
  Petal Curse............................................... 100
  Petal Dance.............................................. 100
  Power Leech.............................................100
  Protection................................................. 100
  Reduce Person, Improved........................ 101
  Reduce Person, Greater............................101
  Reduce Person, Superior..........................101
  4
  
  S'crow Funk..............................................101
  Shadowbeam............................................ 102
  Shadowburst.............................................102
  Showdown................................................102
  Sidestep Warp.......................................... 102
  Slide......................................................... 102
  Smite........................................................ 103
  Soften....................................................... 103
  Somaria's Cube.........................................103
  Somaria's Cube Drop................................103
  Somaria's Cube Set...................................104
  Star Drop, Least....................................... 104
  Star Drop, Lesser......................................104
  Star Drop..................................................104
  Star Drop, Greater....................................104
  Star Drop, Greatest...................................105
  Star's Rampage.........................................105
  Static Electroshock...................................105
  Temporal Static........................................105
  Temporal Static, Beneficial......................105
  Temporal Static, Detrimental................... 105
  Time Bank, Lesser................................... 106
  Time Bank................................................106
  Time Bank, Greater..................................106
  Tri-Attack.................................................106
  Twilight Arc, Lesser.................................106
  Twilight Arc............................................. 107
  Twilight Arc, Greater............................... 107
  Undead Morph......................................... 107
  Valor.........................................................107
  Vigor........................................................ 107
  Vim...........................................................107
  Viro Plasm................................................108
  Water Morph............................................108
  Zap Cannon.............................................. 108
  Chapter 7: Creatures................................... 109
  Monsters................................................ 109
  Avaromorph............................................. 110
  Spearhead........................................... 110
  Dangerous Duck................................. 111
  Giant Spear Guy................................. 111
  Thornskull...........................................112
  Boo...........................................................112
  Boo..................................................... 113
  Boo Wounder..................................... 114
  Big Boo...............................................114
  Cheep-Cheep............................................115
  Freshwater Cheep............................... 116
  Force of Nature........................................ 116
  Freezy................................................. 117
  Lunar Lithite.......................................118
  Tweester............................................. 118
  Solar Plasma....................................... 119
  Fuzzy........................................................120
  Fuzzy.................................................. 121
  Pink Fuzzy.......................................... 121
  Green Fuzzy........................................122
  Goomba....................................................123
  Goomba Grunt....................................123
  Gloomba............................................. 124
  Hyper Goomba................................... 124
  Goomba Knight.................................. 125
  Koopa.......................................................126
  Koopa Troopa.....................................127
  Magikoopa Apprentice....................... 127
  Parakoopa........................................... 128
  Koopatrol............................................129
  Mana Beast...............................................130
  Mana Mole..........................................130
  Desert Gel...........................................131
  Toxic Danger......................................131
  Mr. I......................................................... 132
  Sr. I..................................................... 132
  Piranha Plant............................................ 133
  Piranha Plant.......................................134
  Fire Plant............................................ 135
  Ultra Toxin Plant................................135
  Floramax.............................................136
  Pocket Monster........................................ 136
  Electric Rodent................................... 137
  Pink Balloon.......................................137
  Fire Lizard.......................................... 138
  Legendary Icebird...............................138
  Pixl........................................................... 139
  Podaboo....................................................140
  Royal Koopa.............................................140
  Shy............................................................141
  Shy Shaman........................................ 141
  Star Knight............................................... 142
  Waddle Knight....................................142
  Warpstar Knight................................. 143
  Aegaes Knight.................................... 144
  Penguin King...................................... 145
  Ultimate Warrior...................................... 145
  Alpha Warrior.....................................146
  Gamma Warrior..................................147
  Zeta Warrior....................................... 147
  Omega Warrior...................................148
  Templates............................................... 148
  Boo...........................................................148
  Hyper........................................................148
  Para-Creature............................................148
  Raccoonian...............................................149
  Star-Blessed..............................................149
  Titan......................................................... 149
  Advancing Monsters.............................. 150
  Appendix..................................................... 151
  Legal Stuff.................................................. 152
  5
  
  Running a Mario D20 Game....................... 156
  Characters Without Limbs..................... 156
  Borrowing From Everything.................. 156
  Nintendo Cosmology............................. 157
  Saving The Day...................................... 161
  Saving The Princess............................... 162
  Saving The World.................................. 162
  6
  
  Chapter 1: Races
  The Dungeons & Dragons multiclassing penalties 
  do not apply.  Characters may take levels in any 
  combination  of  classes  without  an  experience 
  penalty.  Due to this, none of the races presented 
  here  have a  favored  class.   Generally speaking, 
  members of a race tend towards base classes their 
  racial ability modifiers favor twice as often as any 
  other class.  Conversely, it is exceedingly rare to 
  find a character with levels in a class whose abilities 
  are based on an ability score that he has a racial 
  penalty to.  No special restriction exists, the training 
  is just so difficult that most ordinary individuals 
  don't think it's worth the effort.
  Languages  are  almost  never  a  problem  in  the 
  Mushroom  Kingdom,  its  tongues  have  been 
  standardized  thanks  to  a  strong  government. 
  Ancient, lost, or forgotten languages tend to fall 
  under the Decipher Script skill.
  Most  races  from  the  Player's  Handbook,  even 
  humans,  do  not  have  a  place  in  the Mushroom 
  Kingdom.  The new races presented below come 
  from the Mushroom Kingdom and its neighbors.
  Beanfolk
  The  Beanfolk  are  the  proud  residents  of  the 
  BeanBean Kingdom.  Their kind produces almost 
  as many heroes and notables as Humans do, and are 
  quite  analogous  to  them.   Beanfolk  culture  is 
  focused on the past, and archeology and history are 
  common studies.  Beanfolk who travel usually do so 
  for the sake of science and posterity.
  Beanfolk  are  tall  and  lean  with  legume-shaped 
  torsos and greenish skin.
  Beanfolk have the following racial traits:
  •
  Medium Humanoid (Bean)
  •
  30' movement
  •
  +2 Con, -2 Dex
  •
  Immune  to  poison,  sleep  effects,  paralysis, 
  polymorph, and stunning.
  •
  +2  racial  bonus  to  Listen,  Search,  and  Spot 
  checks.
  •
  Low-light vision.
  The above beanfolk represents a Woo, the common 
  green-skinned variety.  There are other varieties of 
  beanfolk, such as the Hoo.
  •
  Medium Humanoid (Bean)
  •
  20' movement
  •
  +2 Con, -2 Str
  •
  Immune  to  poison,  sleep  effects,  paralysis, 
  polymorph, and stunning.
  •
  Spell resistance 5 + character level.
  •
  +2  racial  bonus  to  Knowledge (Arcana)  and 
  Spellcraft checks.
  •
  Low-light vision.
  And Chuckle.
  •
  Medium Humanoid (Bean)
  •
  30' movement
  •
  +2 Dex, -2 Con
  •
  Immune to sleep effects, paralysis, polymorph, 
  and stunning.
  •
  Immune to entanglement and slow effects.
  •
  +2 racial bonus to Tumble checks.
  •
  Low-light vision.
  And Hee.
  •
  Medium Humanoid (Bean)
  •
  30' movement
  •
  +2 Con, -2 Dex
  •
  Immune  to  poison,  sleep  effects,  paralysis, 
  polymorph, and stunning.
  •
  +2 racial bonus to attack rolls to confirm critical 
  hits.
  •
  +2  racial  bonus  to  Bluff,  Diplomacy,  and 
  Intimidate checks.
  •
  Low-light vision.
  Bob-Omb
  Bob-Ombs  are  a  widespread  people,  and 
  settlements  dominated  by  them  are  exceedingly 
  rare.  They fit in well as dedicated laborers in any 
  society,  but  more  isolated  Bob-Ombs  are  very 
  militaristic.  Bob-Ombs are legendary for their hot 
  tempers.   Bob-Ombs  who  travel  usually  do  so 
  because they are outcast or have expansionist goals.
  Bob-Ombs are squat and round, and their skin can 
  be almost any color.
  Bob-Ombs have the following racial traits:
  •
  Medium Humanoid (Mechanical)
  •
  20' movement
  •
  +2 Con, -2 Dex, -2 Cha
  •
  Darkvision 60'.
  •
  Natural  slam  attack  dealing  1d4  points  of 
  damage.
  •
  Explode (Ex): As a standard action, deal 1d6 
  points of fire damage for every 3 MP spent to 
  every creature in a 30' radius.  Creatures are 
  allowed a Reflex save (DC 10 + Con mod + ½ 
  character  level)  for  ½  damage.   This  attack 
  cannot deal more d6s of damage than the bob-
  omb has hit dice.
  •
  +2 racial bonus to Concentration checks.
  A smaller subspecies of bob-ombs exists, packing a 
  little more power but with less stamina.
  •
  Small Humanoid (Mechanical)
  •
  30' movement
  •
  -2 Cha
  •
  Darkvision 60'.
  7
  
  •
  Natural  slam  attack  dealing  1d3  points  of 
  damage.
  •
  Explode (Ex): A Bob-omb can explode as a 
  standard  action,  dealing  1d6  points  of  fire 
  damage for every 3 MP spent to every creature 
  in a 60' radius.  Creatures are allowed a Reflex 
  save (DC 12 + Con mod + ½ character level) for 
  ½ damage.  This attack cannot deal more d6s of 
  damage than the bob-omb has hit dice.
  •
  +2 racial bonus to Concentration checks.
  Cloudfolk
  Cloudfolk  are  a  reclusive  civilization,  sculpting 
  cities out of clouds and preferring to stay aloof from 
  the rest of the world.  Even the common cloudfolk 
  will have some experience with the arcane, and all 
  of their upper-class citizens practice magic in some 
  form.  Cloudfolk are emotionally volatile, and their 
  mood can change as quickly as the weather (or vice-
  versa, in some cases).  Cloudfolk who travel usually 
  do so to study foreign magic.
  Cloudfolk are pale, round, squat, and puffy, and 
  their hair always has some extreme coloration.
  Cloudfolk have the following racial traits:
  •
  Medium Humanoid (Air)
  •
  20' movement
  •
  +2 Con, -2 Dex
  •
  +4  racial  bonus  to  saves  against  cold  and 
  electricity effects.
  •
  -1 penalty to all attack rolls, skill checks, and 
  saving throws while on solid ground.
  •
  Cloudfolk  can  use  feather  fall  (3  MP) and 
  control weather (15 MP) as spell-like abilities, 
  with caster level equal to ½ character level or 
  existing caster level (to a minimum of 1 at first 
  level).
  Doogan
  Doogans  are  a  peaceable  race,  comparable  to 
  humans in culture.
  Doogans are humanoids with large noses and floppy 
  ears.  Their short coats can range in color from dark 
  brown to bright golden shades.
  •
  Medium Humanoid (Canine)
  •
  30' movement
  •
  +2 Str, -2 Int
  •
  Scent (Ex): A doogan has the scent ability out to 
  30' (see the scent ability description).
  •
  Low-light vision.
  •
  +2  racial  bonus  to  Diplomacy  and  Gather 
  Information checks.
  Goomba
  Goombas  are  a  degenerate  offshoot  of 
  mushroomfolk.  Legend has it that their lack of 
  loyalty to the Mushroom Kingdom caused them to 
  become as they are today.  Goombas tend to live 
  underground or in the wilderness, surviving off of 
  their wits and anyone stupid enough to travel alone. 
  Goombas  in  cities  tend  to  be  opportunistic  and 
  hard-working, if a bit greedy.  Goombas who travel 
  usually do so to get from one town to the next 
  before the fallout of their latest exploits catches up 
  with them.
  Compared to mushroomfolk, goombas have more of 
  their body on their cap, a large toothy maw, dark 
  wrinkled skin, and a natural musty odor.
  Goombas have the following racial traits:
  •
  Small Humanoid (Fungus)
  •
  20' movement
  •
  +2 Str, -2 Dex
  •
  Natural bite attack dealing 1d4 damage.
  •
  +4 racial bonus to saves against poison.
  •
  Darkvision 60'.
  •
  +2  racial  bonus  to  Survival  or  Knowledge 
  (Nature) checks made to identify mushrooms.
  Human
  Humans are a rarity in the Mushroom Kingdom, 
  though the nobility there is human.  Humans in the 
  Mushroom Kingdom tend to be quite extraordinary 
  individuals.
  Humans have the following racial traits:
  •
  Medium Humanoid (Human)
  •
  30' movement
  •
  1 extra feat at 1st level.
  •
  4 extra skill points at 1st level and 1 extra skill 
  point at each additional level.
  •
  A level 1 human chooses one ability score.  He 
  gains a +1 luck bonus to all ability checks and 
  skill checks modified by that ability score.
  Alternately, a Human may use the following racial 
  statistics.
  •
  Medium Humanoid (Human)
  •
  30' movement
  •
  A Human has one class Talent of his choice 
  from any of the 6 basic classes, chosen at 1st 
  level.  This Talent cannot have a prerequisite, 
  and cannot be used to meet prerequisites for any 
  purpose.
  •
  +1 luck bonus to checks with one skill chosen at 
  1st level.
  Kitty Boo
  Kitty Boos are a degenerate offshoot of ghosts who 
  cling onto shreds of mortality long after their form 
  has become indistinct and shapeless.  Most Kitty 
  Boos remain partially mortal due to their attachment 
  8
  
  to humanity and love of social interaction, though 
  their state of being tends to make such attachments 
  quite difficult.  Their name comes from the habit 
  that most Kitty Boos have of wearing something 
  crazy, like a giant kitty-ears headband, to distract 
  people  from  their  ethereal  nature.   Kitty  Boos 
  always  work  where  they  can  meet  people  and 
  interact, typically as merchants.  Kitty Boos who 
  travel always do so for the sake of companionship.
  Kitty Boos are pale, round, shapeless, and opaque.
  Kitty Boos have the following racial traits:
  •
  Medium Undead (Living)
  •
  20' movement
  •
  +2 Dex, -2 Str, -2 Con
  •
  Float (Ex): Kitty Boos do not have to touch the 
  ground, though they cannot fly and still remain 
  tethered to the earth by gravity.  Kitty Boos take 
  no damage from falling, and are unaffected by 
  ground-based impediments like difficult terrain 
  and caltrops.
  •
  Kitty Boos may use  invisibility  as a spell-like 
  ability with caster level equal to ½ character 
  level or existing caster level (to a minimum of 1 
  at first level).
  •
  Living Dead (Ex): Although Kitty Boos do not 
  have  any  concrete  anatomy,  they  still  have 
  enough semblance of life to have a Constitution 
  score and be subject to critical hits.  Kitty Boos 
  are immune to poison, paralysis, disease, and 
  stunning effects.  Kitty Boos are immune to non-
  lethal damage, and are not at risk from death by 
  massive  damage.   Kitty  Boos  do  not  exert 
  themselves  when  disabled  and  automatically 
  stabilize when dropped below 0 hp.  Kitty Boos 
  are healed by both negative and positive energy, 
  but only heal ½ the normal amount.  Kitty Boos 
  are affected by spells that affect humanoids or 
  undead.
  •
  +4 racial bonus to Move Silently checks.
  •
  +2 racial bonus to Intimidate checks.
  •
  -2 racial penalty to Bluff and Diplomacy checks.
  Koopa
  Koopas are an indigenous race of the Mushroom 
  Kingdom, and the most populous race in the region. 
  Koopas tend to be laid-back, and those who care for 
  a profession will take up something slow and easy 
  like gardening.  Koopas who travel do so because 
  they are outcasts, or because they have acquired a 
  work ethic.
  Koopas are yellow-skinned and hook-nosed with 
  large colored shells on their backs.
  Koopas have the following racial traits:
  •
  Medium Humanoid (Reptilian)
  •
  20' movement
  •
  +2 Con, -2 Dex
  •
  No speed reduction from a medium or heavy 
  load.
  •
  Shell (Ex): All Koopas have a soft shell granting 
  Defense  2,  a  spell  failure  chance  of  5% 
  (considered light armor for the Armored Caster 
  talent), no armor check penalty, no maximum 
  Dexterity bonus, and Light Fortification (25% 
  chance to be immune to a critical hit or sneak 
  attack).  Koopas cannot wear armor or robes, or 
  anything else that would occupy the body slot, 
  but are always proficient with their own shells. 
  A shell can be enchanted just like regular armor, 
  though the Koopa must be present for the entire 
  process.  A koopa is always proficient with his 
  shell.
  •
  Tuck (Ex): A Koopa may tuck his head, arms, 
  and legs into his shell as a move action without 
  provoking an attack of opportunity.  However, 
  this causes the Koopa to fall prone (unless he 
  already  was  prone).   This  grants  total 
  concealment (50% miss chance) and cover (+4 
  cover bonus to AC and Reflex saves).  A Koopa 
  can remain tucked indefinitely.  While tucked, a 
  Koopa can take no actions involving movement 
  other than rising from prone.  A Koopa retains 
  his Tuck bonuses while standing up (specifically 
  against attacks of opportunity incurred), but not 
  after.
  •
  Natural slam attack dealing 1d4 damage.
  •
  Energy resistance 5 for one of the following 
  energy  types:  acid,  cold,  electricity,  or  fire, 
  chosen at 1st level.
  •
  +2 racial bonus to Climb and Jump checks.
  Mushroomfolk
  Mushroomfolk  are  an  indigenous  race  of  the 
  Mushroom Kingdom, and the second most populous 
  race in the region.  Also known as “Toadstools” or 
  “Toads”.  Mushroomfolk are timid and dedicated, 
  avoiding danger and excitement at all costs.  Those 
  who travel do so to prove themselves or because 
  they are obliged to.  The primary export of the 
  Mushroom  Kingdom  is  mushrooms,  and  almost 
  every Mushroomfolk has some role in the billion-
  coin industry.
  Mushroomfolk are short pale-skinned persons with 
  large spotted caps on their heads.
  Mushroomfolk have the following racial traits:
  •
  Small Humanoid (Fungus)
  •
  20' movement.
  •
  +2 Str, -2 Con
  •
  +1 luck bonus to saving throws.
  9
  
  •
  +4 racial bonus to saves against poison.
  •
  One bonus feat at 1st level from the Royal's 
  bonus feat list.
  •
  +2  racial  bonus  to  Survival  or  Knowledge 
  (Nature) checks made to identify mushrooms.
  Noki
  Noki are ocean-dwellers who are often associated 
  with  island  inhabitants  for  trade  and  scholarly 
  discussion.  Noki are almost exclusively scholars, 
  and every Noki is an expert on something.  Noki are 
  always  cheerful  and  optimistic,  even  in  dire 
  circumstances.  Noki who travel usually do so for 
  research or for their own personal learning.
  Noki are pale-skinned with brightly patterned spiral 
  shells, broad hands, and flat feet.
  Noki have the following racial traits:
  •
  Small Humanoid (Aquatic)
  •
  20' movement, 40' swim
  •
  +2 Con, -2 Str
  •
  Amphibious (Ex): Noki can breathe both air and 
  water freely.
  •
  Aquatic (Ex): A Noki can always take 10 on a 
  Swim check, moves a distance equal to his swim 
  speed on a successful Swim check, and can use 
  the run action underwater as long as he moves in 
  a straight line.  Noki have a +8 racial bonus to 
  Swim checks.
  •
  Shell  (Ex):  All  Noki  have  a  shell  granting 
  Defense  2, a  spell  failure  chance  of  5% 
  (considered light armor for the Armored Caster 
  talent), no armor check penalty, no maximum 
  Dexterity bonus, and Light Fortification (25% 
  chance to be immune to a critical hit).  Noki 
  cannot wear armor or robes, or anything else 
  that would occupy the body slot, but are always 
  proficient with their own shells.  A shell can be 
  enchanted just like regular armor, though the 
  Noki must be present for the entire process.  A 
  Noki is always proficient with his shell.
  •
  Tuck (Ex): A Noki may tuck his head, arms, and 
  legs  into  his shell  as a move action without 
  provoking an attack of opportunity.  However, 
  this causes the Noki to fall prone (unless he 
  already  was  prone).   This  grants  total 
  concealment (50% miss chance) and cover (+4 
  cover bonus to AC and Reflex saves).  A Noki 
  can remain tucked indefinitely.  While tucked, a 
  Noki can take no actions other than rising from 
  prone.  A Noki retains his Tuck bonuses while 
  standing  up  (specifically  against  attacks  of 
  opportunity incurred), but not after.
  •
  Natural slam attack dealing 1d3 damage.
  •
  +2 racial bonus to all Knowledge checks
  Nomadimouse
  In  the  past,  nomadimice  were  desert-dwelling 
  nomads who braved long distances to trade precious 
  treasures.   The  modern  nomadimouse  holds  a 
  slightly less glamorous role, but anyone looking for 
  something rare and expensive could do worse than 
  to ask a nomadimouse.  Many of the world's most 
  notorious thieves are nomadimice, and they have a 
  deep-seated  wanderlust  that  leads  them  to 
  adventure.
  Nomadimice are short rodents with sharply angular 
  features.
  •
  Small Humanoid (Rodent)
  •
  20' movement
  •
  +2 Dex, -2 Str
  •
  Metal Scent (Ex): A nomadimouse has the scent 
  ability  out  to  30'  (see  the  scent  ability 
  description), but this is limited to metal objects, 
  creatures  wearing  metal armor,  and  creatures 
  carrying  significant  quantities  of  metal.   A 
  nomadimouse has a +2 racial bonus to Appraise 
  and Craft checks related to metalwork.
  •
  A nomadimouse has a +1 luck bonus to saving 
  throws.
  •
  Low-light vision.
  •
  A nomadimouse applies his Dexterity modifier 
  to Climb and Jump checks.
  Penguinfolk
  Penguinfolk hail from extremely cold climates, and 
  are quite capable of surviving in them.  For all their 
  hardiness, penguinfolk can be quite sensitive and 
  enjoy luxuries and free time no matter where they 
  exist.  Traveling penguinfolk might be vacationing 
  in warmer climes, or seeking adventure.
  Penguinfolk  are  stubby  flightless  birds  with 
  flipperlike  wings,  and  their  thick  coats  range 
  between green, blue, and purple in hue.
  •
  Small Humanoid (Avian)
  •
  20' movement, penguinfolk can swim at a speed 
  of 30' on a successful Swim check.
  •
  +2 Con, -2 Dex
  •
  Cold resistance 5.
  •
  Penguinfolk have a +8 racial bonus to Swim 
  checks and can always take 10 on a Swim check, 
  even when threatened or distracted.
  •
  Ray of frost as a spell-like ability  with caster 
  level  equal  to  ½  character  level  or  existing 
  caster level (to a minimum of 1 at first level).
  •
  +2 racial bonus to Balance and Survival checks.
  Pianta
  Piantas  are  mountain-dwellers,  building  their 
  10
  
  villages in high places to keep themselves safe and 
  protected.  Piantas are single-minded and focused, 
  and always like to work with their hands.  Piantas 
  tend to work where they can build things, such as 
  construction  or  as  the  heads  of  organizations. 
  Piantas who travel are usually tired of mountain life 
  or are seeking riches.
  Piantas are large and pear-shaped, with large mitt-
  like hands and flexible arms.
  Piantas have the following racial traits:
  •
  Large Humanoid (Pianta)
  •
  20' movement
  •
  +2 Str, +2 Con, -4 Dex
  •
  Requires half as much food as normal for a 
  Large humanoid
  •
  +4 racial bonus to Fortitude saves to resist the 
  effects of hot and arid weather
  •
  +2 racial bonus to Balance and Climb checks
  •
  Throw Ally (Ex): As a standard action, a Pianta 
  may use an ally who is at least one size category 
  smaller  than  himself  and  within  reach  as  a 
  thrown  weapon.   This  is  treated  as  an 
  improvised weapon, incurring a -4 penalty to the 
  attack roll, with a range increment of 10'.  A 
  Pianta who takes the Weapon Focus feat (or any 
  other weapon-specific feat) for this ability does 
  not need to select a specific individual, only 
  allies of a particular size (Small or Medium).  A 
  Small-sized  ally  deals  2d6  points  of 
  bludgeoning damage, and a Medium-sized ally 
  deals 2d8 points of bludgeoning damage.  If the 
  ally is wearing magic armor, or armor made of a 
  certain material, the damage is treated as such 
  for the purpose of overcoming DR.  The ally 
  takes no damage if the Pianta hits his target, but 
  falls prone in square of his choice within 10' of 
  the target.  If the Pianta misses, the target takes 
  1d6  points  of  bludgeoning damage  and  falls 
  prone in a randomly determined square adjacent 
  to the target.  This ability may also be used to 
  throw bulky Medium or Small objects (a barrel 
  could be thrown, a greatsword or mallet could 
  not),  dealing 1d8  and 1d6  points  of damage 
  respectively, and the Pianta takes a -4 penalty 
  for using improvised weapons.
  •
  LA +1.
  Piantas starting at level 1 should use the following 
  stats until they gain enough experience to be what 
  would normally be a level 2 character:
  •
  Medium Humanoid (Pianta)
  •
  -4 Dex
  •
  20' movement
  •
  Requires half as much food as normal for a 
  Medium humanoid
  •
  Powerful  Build  (Ex):  A juvenile  Pianta  may 
  wield weapons and deal unarmed strike damage 
  as a Large creature.  He also is treated as a 
  Large creature for determining size modifiers 
  for opposed checks.  This does not grant him the 
  reach of a Large creature
  •
  +4 racial bonus to Fortitude saves to resist the 
  effects of hot and arid weather
  •
  +2 racial bonus to Balance and Climb checks
  Puni
  Punies are reclusive tree-dwellers, always relying 
  on superior numbers to give each individual a better 
  chance of not being eaten.  Punies are in a perpetual 
  panic, always looking out for danger.  Most Punies 
  live simple lives foraging and trying not to be eaten. 
  In their spare time, they craft elaborate and complex 
  art pieces of varying scale.  Punies who travel may 
  be on eye-opening journeys at the request of their 
  tribe,  or  individuals  whose  tribes  have  been 
  scattered or destroyed.
  Punies are very small creatures with dull striped fur 
  and a single bright antenna.
  Punies have the following racial traits:
  •
  Tiny Vermin
  •
  30' movement
  •
  +2  Dex,  +2  Con,  -6  Str,  a  Puni's  starting 
  Strength is always at least 1.
  •
  Darkvision 60'.
  •
  Unlike most vermin, Punies are not mindless 
  and have an Intelligence score.
  •
  +8  racial  bonus  to  Hide  checks  in  natural 
  undergrowth
  •
  +2  morale  bonus  to  saves  against  all  mind-
  affecting effects.
  •
  As Tiny nonhumanoids, armor sized and fitted 
  for Punies costs as much as normal armor of that 
  type, weighs 1/10 as much, and only offers half 
  as much protection.  Tiny weapons cost ½ as 
  much and weigh 1/10 as much.
  •
  Luminesce (Sp): A Puni can cast light on itself 
  as a  spell-like ability, CL equal to  character 
  level.
  Ratooey
  Ratooeys  are  a  hard-working  race  of  creatures, 
  often  sticking  to  civilization  because  they  have 
  nothing better to do.  Modern poets have spun many 
  long pieces about the plight of the hard-working 
  white-collared ratooey, but the truth is that ratooeys 
  thrive when stressed.  Ratooeys may travel to get 
  away from the stress of their professions, or because 
  they actively seek out stressful situations.
  Ratooeys are  long rodents with noticeably large 
  11
  
  teeth and silky coats.
  •
  Medium Humanoid (Rodent)
  •
  30' movement
  •
  +2 Con, -2 Str
  •
  Metal Scent (Ex): A ratooey has the scent ability 
  out to 30' (see the scent ability description), but 
  this  is  limited  to  metal  objects,  creatures 
  wearing  metal  armor,  and  creatures  carrying 
  significant quantities of metal.  A ratooey has a 
  +2 racial bonus to Appraise and Craft checks 
  related to metalwork.
  •
  Natural bite attack dealing 1d6 damage.
  •
  A ratooey is immune to ability damage from 
  nonmagical diseases (but not ability drain).  He 
  suffers a -2 penalty to saving throws against 
  disease.
  •
  +2 racial bonus to skill checks when threatened 
  and/or distracted, and not taking 10 or 20.
  •
  Low-light vision.
  Shamen
  Shamen are a rare race who have become inundated 
  with  magic.   As  a  result,  all  Shamen  have  an 
  idiosyncrasy,  typically  a  minor  curse  like 
  uncontrollable  sneezing  or  speaking  in  iambic 
  pentameter, they can call their own and take great 
  pride in it.  Shamen are most often involved in 
  mystical professions like soothsaying.  Shamen who 
  travel do so as part of their curse or because of the 
  same  wanderlust  that  can  drive  humans  to 
  adventure.
  Shamen are identical to humans but tend to wear 
  concealing robes as part of their curse.
  Shamen have the following racial traits:
  •
  Medium Humanoid (Human)
  •
  +2 Int, +2 Wis, +2 Cha, -2 Str, -2 Dex, -2 Con
  •
  30' movement
  •
  Darkvision 60'.
  •
  Shamen have a +1 racial bonus to their caster 
  level for the purposes of determining variable 
  effects of spells.
  •
  Seer's  Eye  (Su):  When  a  Shamen  rolls  an 
  Intelligence-based  check  and  spends  MP  to 
  improve the roll, he gains a +2 bonus per MP 
  spent.
  •
  +2 racial bonus to Spellcraft and Knowledge 
  (Arcana) checks.
  •
  Cursed (Su): Shamen have a -1 penalty to all 
  attack  rolls,  skill  checks,  and  saving  throws. 
  They do not benefit from luck bonuses.
  •
  LA +1
  Shamen starting at level 1 have the following racial 
  traits until they gain enough experience to be what 
  would normally be a level 2 character:
  •
  Medium Humanoid (Human)
  •
  +2 Int, +2 Wis, +2 Cha, -2 Str, -2 Dex, -2 Con
  •
  30' movement
  •
  Shamen have a +1 racial bonus to their caster 
  level for the purposes of determining variable 
  effects of spells.
  •
  +2 racial bonus to Spellcraft and Knowledge 
  (Arcana) checks
  •
  Uncontrollably Cursed (Su): Juvenile Shamen 
  have a -4 luck penalty to all attack rolls, skill 
  checks, and saving throws.  They do not benefit 
  from luck bonuses.
  Shy
  Shy  are  jungle-dwellers,  maintaining  rigid  tribal 
  structures  among  the  chaos  of  the  wild.   The 
  ferocity of a dedicated Shy protecting his territory is 
  well-known in the less civilized parts of the world. 
  Shys rarely devote themselves to a profession that 
  benefits those outside of their tribe, but banditry is 
  common for lone Shys.  Shys who travel usually do 
  so at the behest of their tribe, or because they are 
  outcast.
  Shys are squat humanoids with stubby limbs and 
  brightly  colored  skin,  and  always wear  a  tribal 
  mask.
  Shys have the following racial traits:
  •
  Small Humanoid (Masked)
  •
  +2 Dex, -2 Con
  •
  20' movement.
  •
  +1 racial bonus to attack rolls with melee reach 
  weapons.
  •
  Shys are automatically proficient with the shiv, 
  sling, and longspear
  •
  War Cry (Su): When a Shy rolls an initiative 
  check and spends MP to improve the roll, he 
  gains a +2 bonus per MP spent.
  •
  +4 racial bonus to saves against fear effects.
  •
  +2 racial bonus to Hide and Intimidate checks.
  Yoshi
  Yoshis  are  island-dwelling  sentients,  descended 
  from dinosaurs.  Their ravenous and omnivorous 
  appetites lead them to swallow their prey whole, but 
  Yoshis are quite amiable to creatures that don't taste 
  good.  Yoshi society is not organized enough for 
  professions,  though  each  masters  some  skill  to 
  contribute.   Yoshis who travel usually do  so to 
  fulfill some self-appointed quest or to find a new 
  food source for their home.
  Yoshis are brightly colored  bipedal reptiles with 
  hooves.
  Yoshis have the following racial traits:
  •
  Medium Dragon
  12
  
  •
  +2 Dex, +2 Int, -2 Wis
  •
  40' movement
  •
  Low-light vision, darkvision 60'.
  •
  Immune to magical paralysis and sleep effects
  •
  Quadruped (Ex): Although Yoshis do not have 
  four legs, they are stable enough to be treated as 
  such.   Yoshis  multiply  their  base  carrying 
  capacity by 150% and gain a +4 bonus to checks 
  to resist being bull rushed and tripped.
  •
  Tongue: A Yoshi has a natural ranged melee 
  touch attack (as a whip) that deals no damage. 
  On a successful hit, the Yoshi can initiate a 
  grapple attempt as a free action.  For such a 
  grapple, the Yoshi moves 5' towards its target as 
  a free action and its target moves up to 10' into 
  its  square  to  start  the  grapple  normally  (the 
  Yoshi and its target each get to choose how 
  exactly they move if multiple routes of equal 
  length are possible).  The Yoshi is not able to 
  deal unarmed damage against its target in the 
  round that it starts the grapple.  Such a grapple 
  does not provoke an attack of opportunity from 
  the  target  (unless  the  Yoshi  uses  its  tongue 
  attack from a square that the target threatens), 
  but both the Yoshi's movement and the target's 
  movement  provoke  attacks  of  opportunity 
  normally.
  •
  +1 natural armor bonus to Defense.
  •
  Energy resistance 5 for one of the following 
  energy  types:  acid,  cold,  electricity,  or  fire, 
  chosen at 1st level.
  •
  +2 racial bonus to Jump and Survival checks.
  •
  LA +1
  Yoshis starting at level 1 should use the following 
  stats until they gain enough experience to be what 
  would normally be a level 2 character:
  •
  Small Dragon
  •
  +2 Dex, -2 Str, -2 Wis
  •
  30' movement
  •
  Low-light vision, darkvision 60'.
  •
  Immune to magical paralysis and sleep effects.
  •
  Energy resistance 5 for one of the following 
  energy  types:  acid,  cold,  electricity,  or  fire, 
  chosen at 1st level.
  Table 1-1: Aging
  Race
  Adulthoo
  d
  Middle
  Age
  Old Vene
  rabl
  e
  Maximum
  Age
  Beanfolk
  15
  35
  53
  70
  +2d10
  Bob-Omb
  12
  25
  40
  60
  +1d10
  Cloudfolk
  20
  45
  60
  90
  +2d20
  Doogan
  12
  20
  50
  80
  +1d10
  Table 1-1: Aging
  Goomba
  20
  45
  60
  90
  +2d20
  Human
  15
  35
  53
  70
  +2d20
  Kitty Boo
  -*
  50
  100
  150
  -*
  Koopa
  40
  100
  200
  300
  +2d%
  Mushroomfol
  k
  20
  45
  60
  90
  +2d20
  Noki
  40
  100
  200
  300
  +2d%
  Nomadimouse 8
  20
  40
  60
  +1d10
  Penguinfolk
  30
  60
  90
  120
  +2d20
  Pianta
  30
  60
  100
  150
  +5d20
  Puni
  5
  18
  30
  50
  +1d10
  Ratooey
  16
  40
  80
  120
  +2d10
  Shamen
  20
  45
  60
  90
  +2d20
  Shy
  14
  30
  45
  60
  +2d10
  Yoshi
  2
  5
  12
  20 +1d10
  *Kitty Boos are effectively immortal, but still age up until a 
  certain point.
  Table 1-2: Height and Weight
  Race
  Base
  Height
  Height
  Modifie
  r
  Base
  Weight
  Weight
  Modifie
  r
  Beanfolk, male
  4' 10"
  +2d12
  120 lbs x2d4
  Beanfolk, female
  4' 5"
  +2d12
  85 lbs
  x2d4
  Bob-Omb, male
  4'
  +2d6
  150 lbs x2d6
  Bob-Omb, female
  3' 10"
  +2d6
  140 lbs x2d6
  Bob-Omb,
   
  Small, 
  male or female
  2'
  +1d6
  50 lbs
  x2d6
  Cloudfolk,  male  or 
  female
  4'
  +1d6
  60 lbs
  x2d6
  Doogan, male
  4'8”
  +2d8
  100 lbs x2d4
  Doogan, female
  4'10”
  +2d8
  110 lbs x2d4
  Goomba, male
  3'
  +3d6
  40 lbs
  x2d6
  Goomba, female
  2' 9"
  +3d6
  35 lbs
  x2d6
  Human, male
  4' 10"
  +2d10
  120 lbs x2d4
  Human, female
  4' 5"
  +2d10
  85 lbs
  x2d4
  Kitty  Boo,  male  or 
  female
  4' 10"
  +1d4
  10 lbs
  x1
  Koopa, male
  4'
  +2d6
  125 lbs x2d6
  Koopa, female
  3' 10"
  +2d6
  110 lbs x2d6
  Mushroomfolk, male
  3'
  +2d6
  30 lbs
  x2d4
  Mushroomfolk, 
  female
  2' 9"
  +2d6
  25 lbs
  x2d4
  Noki, male
  2' 3"
  +2d4
  45 lbs
  x2d6
  13
  
  Table 1-2: Height and Weight
  Noki, female
  2'
  +2d4
  40 lbs
  x2d6
  Nomadimouse,  male 
  or female
  2'
  +2d4
  30 lbs
  x2d10
  Penguinfolk,  male  or 
  female
  3'
  +2d6
  60 lbs
  x2d6
  Pianta, male
  6' 6"
  +2d12
  250 lbs x2d6
  Pianta, female
  6' 3"
  +2d12
  225 lbs x2d6
  Young Pianta, male or 
  female
  4'
  +2d12
  120 lbs x2d6
  Puni, male
  1'
  +1d4
  5 lbs
  x1d4
  Puni, female
  1'
  +1d6
  5 lbs
  x1d4
  Ratooey,  male  or 
  female
  6'
  +3d6
  80 lbs
  x2d10
  Shamen, male
  4' 10"
  +2d10
  120 lbs x2d4
  Shamen, female
  4' 5"
  +2d10
  85 lbs
  x2d4
  Shy, male
  2' 6"
  +3d6
  35 lbs
  x2d4
  Shy, female
  2'
  +3d6
  25 lbs
  x2d4
  Yoshi, male
  5'
  +2d6
  130 lbs x2d6
  Yoshi, female
  4' 10"
  +2d6
  125 lbs x2d6
  Young Yoshi, male or 
  female 
  2'
  +2d6
  40 lbs
  x2d4
  14
  
  Chapter 2: Classes
  Class levels in the Mushroom Kingdom are very 
  different from those in the Player's Handbook.  This 
  chapter exhaustively covers the relevant changes.
  Magic Points
  Hit  Dice  grant Magic Points  in  addition  to  Hit 
  Points, and in the same manner.  Before making a 
  d20 roll, you can spend any amount of MP up to 
  your  class  level  to  add  that  amount  as  an 
  enhancement bonus to  the roll.   If you score  a 
  critical hit with an attack roll, the bonus applies to 
  the  critical  confirmation  roll.   This  is  an 
  extraordinary  ability.   You  cannot  use  MP  to 
  enhance a d20 roll if you take 10 or 20.  If the 
  action takes more than 1 round to complete, you 
  must spend the same amount of MP each round you 
  are performing the action or you gain no benefit.
  MP is also used to fuel class abilities that draw 
  upon internal reserves of power, like spellcasting. 
  MP is treated like hit points for the purpose of 
  temporary ability score changes.
  Characters who cast spells always have a caster 
  level.  Some spell-like abilities allow a character to 
  use either his caster level or ½ his level, whichever 
  is greater, to determine how powerful the effect is. 
  All spells and spell-like abilities have a set MP cost 
  based on their spell level, as noted on Table 2-1.
  Table
   
  2-1: 
  Spellcasting
  Spell
  Level
  MP
  Cost
  0
  1
  1
  3
  2
  5
  3
  7
  4
  9
  5
  11
  6
  13
  7
  15
  8
  17
  9
  19
  Characters  can  learn  spells  from  spell  scrolls, 
  arcane formulae, or from other spellcasters.  Doing 
  so  requires  8  hours  of  study  and  a  successful 
  Spellcraft check (DC 15 + spell level), after which 
  the spellcaster permanently loses a number of MP 
  equal to the spell's level and learns the spell.  A 
  character can only learn a spell in this manner if he 
  is  capable  of  learning  it  normally.   Most 
  spellcasting classes have the option to negate this 
  MP loss by forgetting other spells as they progress.
  Magic Points cannot be used to counterspell.  Only 
  dispel  magic  and  similar effects act as effective 
  counterspells.
  A character cannot spend more MP than he actually 
  has.  If ability score loss or MP drain causes a 
  character's  MP  to  drop  below  0,  he  becomes 
  stunned (drop everything held, can't take actions, 
  take a -2 penalty to AC, and become flat-footed) for 
  one round, then suffers no more ill effects from 
  having negative MP until his MP becomes positive 
  again.  A character always has a minimum of 1 MP 
  per Magic Die.  Level 1 PCs start with maximum 
  MP for their Magic Die, just like hit points.
  As a general guideline, 1 MP used efficiently deals 
  1d6 points of damage, prevents 6 points of damage, 
  or heals 3  points of damage.  Unlike Hit Dice, 
  Magic  Dice  use  a  different  ability  modifier 
  depending on how the class's training causes the 
  character to draw his energy, noted in the class's 
  description.   This  ability  score  is  also  used  to 
  determine the save DC of spells granted by that 
  class.
  Caster Level
  Rather  than  track  caster  levels  by  class,  all 
  characters have a base caster level for all spells and 
  spell-like abilities.  For spells, characters use the 
  sum of all their levels that grant spellcasting (unless 
  noted otherwise in the class description).  For spell-
  like  abilities,  characters  use  the  caster  level 
  specified or their actual caster level, whichever is 
  greater.  Most classes grant access to spells based 
  on caster level.
  Dodge
  Every class grants a bonus to AC.  This is treated in 
  the same manner as a Dexterity bonus, and stacks 
  with any existing Dexterity bonus.  Dodge bonuses 
  from multiclassing stack.  This bonus is lost if a 
  character is flat-footed.
  Dodge should not be confused with Defense, which 
  is a property of armor similar to damage reduction.
  Combat Stances
  Some  classes  grant  combat  stances.   A  combat 
  stance is a method of fighting that usually involves 
  penalty in exchange for  a benefit.   A character 
  declares what combat stance he is using at the start 
  of his round before he takes any actions, and gains 
  the benefits and penalties of the combat stance until 
  his next action.  A character may benefit from a 
  combat stance anytime he would normally be able 
  15
  
  to perform actions.  Thus, a flat-footed character 
  would not be able to use a combat stance during a 
  surprise round unless he was using it actively before 
  the fight started.
  Basic Classes
  Basic  classes  have  no  prerequisites.   Every 
  character can start taking levels in a basic class at 
  level 1, though some powerful monster characters 
  don't have to because they can qualify for advanced 
  or prestige classes with their Hit Dice.
  Base classes grant talents at odd-numbered levels 
  and bonus feats at even-numbered levels.  Talents 
  and bonus feats are chosen from lists given in each 
  class's description.  These are in addition to the 
  normal 1st level bonus feat and bonus feats granted 
  every third level (and ability score increases granted 
  every 4th level).
  Characters can multiclass out of a base class freely, 
  and are not required to finish it.
  Basher
  Bashers are hardcore fighters no matter what their 
  training, be it martial arts, swordplay, archery, or 
  some less refined modes of combat.  Anyone who 
  focuses on hitting where it counts is a Basher.
  HD: D8+Con mod
  MD: D1+Cha mod
  Class Skills:  Climb (Str), Handle Animal (Cha), 
  Intimidate  (Cha),  Jump  (Str),  Profession  (Wis), 
  Ride (Dex), Survival (Wis), Swim (Str), Use Rope 
  (Dex).
  Skill Points at 1st Level: (2+Int mod)x4
  Skill Points/Level: 2+Int mod
  Table 2-2: The Basher
  Level
  BAB
  Fort Ref Will Special
  Dodge
  1
  +1
  +2
  +0
  +0
  Talent
  +0
  2
  +2
  +3
  +0
  +0
  Bonus Feat +1
  3
  +3
  +3
  +1
  +1
  Talent
  +1
  4
  +4
  +4
  +1
  +1
  Bonus Feat +1
  5
  +5
  +4
  +1
  +1
  Talent
  +2
  6
  +6/+1
  +5
  +2
  +2
  Bonus Feat +2
  7
  +7/+2
  +5
  +2
  +2
  Talent
  +2
  8
  +8/+3
  +6
  +2
  +2
  Bonus Feat +3
  9
  +9/+4
  +6
  +3
  +3
  Talent
  +3
  10
  +10/+5 +7
  +3
  +3
  Bonus Feat +3
  Bashers are automatically proficient with all simple 
  weapons.
  Basher Talents
  Offensive  Stance  (Ex):  You  must  declare  one 
  combat stance at the start of your round, and its 
  bonuses and penalties last until your next round. 
  While using offensive stance, you gain a +1 bonus 
  to attack and damage rolls and a -1 penalty to AC.
  Prereq: None
  Improved  Offensive  Stance  (Ex):  While  using 
  offensive stance, your bonus to attack and damage 
  rolls is +2.
  Prereq: Offensive Stance
  Vigor Up (Ex): As a swift action, you may spend 2 
  MP to gain a +4 morale bonus to your Strength 
  score for 3 rounds.  For every Basher level you 
  have, you may spend an additional MP to increase 
  the duration by 2 rounds.
  Prereq: Offensive Stance
  Greater  Offensive  Stance  (Ex):  While  using 
  offensive stance, your bonus to attack and damage 
  rolls is +3.
  Prereq:  Offensive  Stance,  Greater  Offensive 
  Stance
  Timed Hit (Ex): After making a successful hit with 
  an attack, but before rolling damage, you may spend 
  3 MP to attempt to confirm the attack as though it 
  was a critical hit.
  Prereq: None
  Smite (Ex): You gain a +2 bonus to all melee 
  damage rolls.  You may take this talent multiple 
  times, and its effects stack.
  Prereq: None
  Multiblow (Ex): As a full-round action, you may 
  make two successive melee attacks with the same 
  weapon against the same opponent.  Both attacks 
  use  the  same  attack  roll  with  a  -4  penalty  to 
  determine  success,  but  deal  damage  normally. 
  Defense  and  other  resistances  apply  seperately 
  against each attack made.  Percision-based damage, 
  such as a critical hit, or any other effect that only 
  applies to a single attack only applies for the first 
  attack.
  Prereq: None
  Enhanced  Multiblow  (Ex): 
  When  using 
  multiblow, you may spend an extra 2 MP to impose 
  16
  
  a -2 penalty to the attack roll add an extra attack. 
  This does not impose an additional penalty to your 
  attack roll.  You may take this talent multiple times, 
  each time allowing you to spend 2 more MP and 
  increase the penalty by an additional 2.
  Prereq: Multiblow
  Efficient Multiblow (Ex): When using multiblow, 
  your penalty to attack rolls is reduced by 2.  You 
  may  take  this  talent  multiple  times,  each  time 
  reducing the penalty by an additional 2.
  Prereq: Multiblow
  Super  Timed  Hit  (Ex):  You  may  spend  an 
  additional 3 MP before rolling to confirm a timed 
  hit to increase your critical threat modifier by x2 
  (thus, a x2 modifier would become a x3 modifier, a 
  x3 modifier would become a x4 modifier, and a x4 
  modifier would become a x5 modifier).
  Prereq: Timed Hit
  Ultra  Timed  Hit  (Ex):  You  may  spend  an 
  additional 5 MP before rolling to confirm a timed 
  hit to deal maximum damage if you confirm the 
  critical.
  Prereq: Timed Hit, Super Timed Hit
  Martial  Weapons  Training  (Ex):  You  are 
  proficient with all martial weapons.
  Prereq: None
  Basher Bonus Feats
  Bashers gain one of the following bonus feats every 
  even-numbered level.  Basher levels are considered 
  Fighter levels for the purpose of qualifying for feats 
  like Weapon Specialization.
  Athletic,  Armor  Pierce,  Blind-Fight,  Cleave, 
  Deflect  Arrows,  Deft  Hands,  Exotic  Weapon 
  Proficiency, Great Cleave, Greater Two-Weapon 
  Fighting, Greater Weapon Focus, Greater Weapon 
  Specialization,  Improved  Bull  Rush,  Improved 
  Critical,  Improved  Disarm,  Improved  Grapple, 
  Improved Initiative, Improved Overrun, Improved 
  Shield  Bash,  Improved  Sunder,  Improved  Trip, 
  Improved  Two-Weapon  Fighting,  Improved 
  Unarmed  Strike,  Jump  Attack,  Martial  Weapon 
  Proficiency, Power Attack, Self-Sufficient, Snatch 
  Arrows,  Stunning  Fist,  Toughness,  Two-Weapon 
  Fighting, Weapon Focus, Weapon Specialization, 
  Whirlwind Attack 
  Bandit
  Bandits are fast, skill-oriented people.  A duelist, 
  thief, or even a locksmith could be a Bandit.
  HD: D6+Con mod
  MD: D6+Int mod
  Class Skills:  Appraise (Int), Balance (Dex), Bluff 
  (Cha), Climb (Str), Disable Device (Int), Disguise 
  (Cha), Escape Artist (Dex), Forgery (Int), Handle 
  Animal (Cha), Hide (Dex), Jump (Str), Knowledge 
  (Int) (Dungeoneering or Local), Listen (Wis), Move 
  Silently (Dex), Open Lock (Dex), Perform (Cha) 
  (Any),  Ride  (Dex),  Search  (Int),  Sense  Motive 
  (Wis), Sleight of Hand (Dex), Spot (Wis), Survival 
  (Wis),  Swim  (Str),  Tumble  (Dex),  Use  Magic 
  Device (Cha), Use Rope (Dex).  
  Skill Points at 1st Level: (8+Int mod)x4
  Skill Points/Level: 8+Int mod
  Table 2-3: The Bandit
  Level
  BAB
  Fort Ref Will Special
  Dodge
  1
  +0
  +0
  +2
  +0
  Talent
  +1
  2
  +1
  +0
  +3
  +0
  Bonus Feat +2
  3
  +2
  +1
  +3
  +1
  Talent
  +2
  4
  +3
  +1
  +4
  +1
  Bonus Feat +3
  5
  +3
  +1
  +4
  +1
  Talent
  +3
  6
  +4
  +2
  +5
  +2
  Bonus Feat +4
  7
  +5
  +2
  +5
  +2
  Talent
  +4
  8
  +6/+1 +2
  +6
  +2
  Bonus Feat +5
  9
  +6/+1 +3
  +6
  +3
  Talent
  +5
  10
  +7/+2 +3
  +7
  +3
  Bonus Feat +6
  Bandits  are  automatically  proficient  with  three 
  simple weapons, chosen at 1st level.
  Bandit Talents
  Steal (Ex): As a full-round action, you may steal an 
  object from a carried container (a backpack, a belt 
  pouch, etc.) on an opponent of your choice within 
  your normal reach.  You spend 2 MP and provoke 
  an attack of opportunity (but not from the target) 
  when  you  do  so.   You  and  your  target  make 
  opposed grapple checks, and if you win you see the 
  contents of the container and may take one object of 
  your  choice  from  it  that  does  not  weigh  more 
  pounds than your Bandit level.  If the object is very 
  small and light, and there are many similar objects 
  with it  (such  as coins),  you may take  as many 
  objects per Bandit level as possible as long the total 
  weight does not exceed your Bandit level.  You 
  17
  
  must have one hand free to use this ability, and the 
  object ends up in your hand if you succeed.
  Prereq: None
  Improved  Steal  (Ex):  You  may  spend  an 
  additional 2 MP before rolling for Steal to use your 
  Sleight of Hand modifier in place of your grapple 
  modifier before you roll.
  Prereq: Steal
  Mug (Ex):  You may spend an additional 2 MP 
  when  using  Steal  to  make  a  free  melee  attack 
  against your target with a weapon, natural weapon, 
  or unarmed strike before you make any rolls.
  Prereq: Steal
  Advanced  Steal  (Ex):  You  may  spend  an 
  additional 2 MP when using Steal to see every item 
  your opponent is carrying before you choose what 
  to steal and make any rolls.
  Prereq: Steal, Improved Steal
  Counterattack (Ex): When you are attacked by an 
  opponent  within  your  reach  who  misses,  he 
  provokes an attack of opportunity from you.  You 
  may only make this attack of opportunity with a 
  light  weapon.   The  off-hand  end  of  a  double 
  weapon still counts as a two-handed weapon for this 
  purpose.  This talent alone does not allow you to 
  make more  than one  attack of opportunity in  a 
  round.
  Prereq: None
  Improved  Counterattack  (Ex): Attacks  against 
  you always  provoke attacks of opportunity from 
  you.   This  still  has  all  of  the  restrictions  of 
  Counterattack.
  Prereq: Counterattack
  Heavy  Counterattack  (Ex): You may make an 
  attack  of  opportunity  with  Counterattack  and 
  Improved  Counterattack  with  a  one-handed 
  weapon.
  Prereq: Counterattack
  Improved Heavy Counterattack (Ex): You may 
  make an attack of opportunity with Counterattack 
  and  Improved  Counterattack  with  a  two-handed 
  weapon.
  Prereq: Counterattack, Heavy Counterattack
  Fast (Ex):  One of your listed movement speeds 
  increases by 10'.  You may take this talent multiple 
  times.  Its effects stack.
  Prereq: None
  Evasion  Stance  (Ex):  You  must  declare  one 
  combat stance at the start of your round, and its 
  bonuses and penalties last until your next round. 
  While using Evasion Stance, any  effect that deals 
  half damage for success on a Reflex save instead 
  deals no damage on a successful save.
  Prereq: None
  Vim Up (Ex): As a swift action, you may spend 2 
  MP to gain a +4 morale bonus to your Dexteirty 
  score for 3 rounds.  For every Bandit level you 
  have, you may spend an additional MP to increase 
  the duration by 2 rounds.
  Prereq: Evasion Stance
  Improved  Evasion  Stance  (Ex): While  using 
  evasion stance, you always take half damage if you 
  fail a save against an effect that allows a Reflex 
  save for half damage.
  Prereq: Evasion Stance
  Uncanny Dodge (Ex):  You no longer lose your 
  Dexterity bonuse to AC when you are caught flat-
  footed.
  Prereq: Evasion Stance
  Improved  Uncanny  Dodge  (Ex): You  can  no 
  longer be flanked.
  Prereq: Evasion Stance, Uncanny Dodge
  Deadeye (Ex): You gain a +2 bonus to all ranged 
  damage rolls.  You may take this talent multiple 
  times, and its effects stack.
  Prereq: None
  Bandit Bonus Feats
  Bandits gain one of the following bonus feats every 
  even-numbered level.
  Acrobatic,  Alertness,  Athletic,  Armor  Pierce, 
  Assistive, Blind-Fight, Combat Expertise, Combat 
  Reflexes, Deceitful, Deft Hands, Dodge, Far Shot, 
  Greater Two-Weapon Fighting, Improved Critical, 
  Improved  Disarm,  Improved  Feint,  Improved 
  Initiative, Improved Precise Shot, Improved Trip, 
  Improved  Two-Weapon  Fighting,  Investigator, 
  Lightning Reflexes, Manyshot, Negotiator, Nimble 
  Fingers,  Persuasive,  Point  Blank  Shot,  Precise 
  Shot, Quick Draw, Rapid Reload, Rapid Shot, Run, 
  Shot on the Run, Shroom Eater, Simple Weapon 
  Proficiency, Skill Focus, Spring Attack, Stealthy, 
  Thrill Seeker, Track, Two-Weapon Defense, Two-
  Weapon Fighting, Weapon Finesse.
  18
  
  Soldier
  A Soldier is a tough guy, specializing in taking a lot 
  of damage while staying on his feet, even if he 
  doesn't  actually intend  to  or  like to  be  hit.   A 
  bouncer, guard, or wrestler could be a Soldier.
  HD: D10+Con mod
  MD: D1+Wis mod
  Class Skills: Balance (Dex), Climb (Str), Craft (Int) 
  (Any),  Handle  Animal  (Cha),  Heal  (Wis), 
  Intimidate  (Cha),  Jump  (Str),  Listen  (Wis), 
  Profession (Wis), Ride (Dex), Search (Int), Spot 
  (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).
  Skill Points at 1st Level: (4+Int mod)x4
  Skill Points/Level: 4+Int mod
  Table 2-4: The Soldier
  Level
  BAB
  Fort Ref Will Special
  Dodge
  1
  +0
  +2
  +0
  +2
  Talent
  +0
  2
  +1
  +3
  +0
  +3
  Bonus Feat +1
  3
  +2
  +3
  +1
  +3
  Talent
  +1
  4
  +3
  +4
  +1
  +4
  Bonus Feat +1
  5
  +3
  +4
  +1
  +4
  Talent
  +2
  6
  +4
  +5
  +2
  +5
  Bonus Feat +2
  7
  +5
  +5
  +2
  +5
  Talent
  +2
  8
  +6/+1 +6
  +2
  +6
  Bonus Feat +3
  9
  +6/+1 +6
  +3
  +6
  Talent
  +3
  10
  +7/+2 +7
  +3
  +7
  Bonus Feat +3
  Soldiers  are  automatically  proficient  with  light 
  armor and two simple weapons, chosen at 1st level.
  Soldier Talents
  Guts Stance (Ex):  You must declare one combat 
  stance at the start of your round, and its bonuses 
  and penalties last until your next round.  While 
  using Guts Stance, any effect that deals half damage 
  for success on a Fortitude or Will save instead deals 
  no damage on a successful save.
  Prereq: None
  Valor Up (Ex): As a swift action, you may spend 2 
  MP to gain a +4 morale bonus to your Constitution 
  score for 3 rounds.  For every Soldier level you 
  have, you may spend an additional MP to increase 
  the duration by 2 rounds.
  Prereq: Guts Stance
  Improved  Guts  Stance  (Ex): While  using guts 
  stance, you always take half damage if you fail a 
  save against an effect that allows a Fortitude or Will 
  save for half damage.
  Prereq: Guts Stance
  Uncanny Health (Ex): You cannot be poisoned.
  Prereq: Guts Stance
  Improved  Uncanny  Health  (Ex): You  cannot 
  contract disease.
  Prereq: Guts Stance, Uncanny Health
  Steely Mind (Su): While using guts stance, you 
  may add your Constitution modifier as a morale 
  bonus  to  saves  against  spells  with  the  mind-
  affecting descriptor.
  Prereq: Guts Stance
  Timed Block (Ex):  When  you are  attacked  but 
  before any rolls are made, you may spend 1 MP to 
  make an attack roll with a weapon you are wielding 
  in place of your AC.  You must be able to deal 
  lethal damage with that weapon.  If your attack roll 
  is lower than your AC, you still use the roll in place 
  of your AC.  If used against a Timed Hit, your 
  opponent resolves his attack as a normal attack.
  Prereq: None
  Improved Timed Block (Ex):  You may spend 2 
  additional MP when using Timed Block to ignore 
  the first 10 points of damage from your opponent if 
  you are hit anyways.
  Prereq: Timed Block
  Resistance (Ex): When you take this talent, choose 
  an energy type: acid, cold, electricity, fire, force, 
  negative energy, or sonic.  When you are hit by an 
  attack that deals damage of that type, you may 
  ignore an amount of damage equal to your Soldier 
  levels plus your Constitution modifier.  This stacks 
  with  all  other  kinds  of  damage  reduction  and 
  Defense.
  You may take this talent multiple times.  Each time 
  you take it, it applies to a different energy type.
  Prereq: None
  Improved Resistance (Ex): When you take this 
  talent, choose a physical damage type: bludgeoning, 
  slashing, or piercing.  When you are hit by an attack 
  that deals damage of that type, you may ignore an 
  amount  of  damage  equal  to  your  Constitution 
  modifier.  This stacks with Defense and Damage 
  19
  
  Reduction.
  Prereq: Resistance
  Armor Training (Ex): You are proficient with all 
  armors and shields, including tower shields.
  Prereq: None
  Soldier Bonus Feats
  Soldiers gain one of the following bonus feats every 
  even-numbered level.
  Animal Affinity, Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency (Medium), 
  Athletic,  Blind-Fight,  Combat  Expertise,  Deft 
  Hands,  Diehard,  Dodge,  Endurance,  Great 
  Fortitude, Improved Disarm, Improved Initiative, 
  Improved  Feint,  Improved  Grapple,  Improved 
  Shield Bash, Improved Trip, Improved Unarmed 
  Strike,  Whirlwind  Attack,  Mobility,  Mounted 
  Archery,  Mounted  Combat,  Persuasive,  Ride-By 
  Attack,  Self-Sufficient,  Shield  Proficiency,  Skill 
  Focus, Spirited  Charge, Spring Attack,  Stunning 
  Fist,  Toughness,  Tower  Shield  Proficiency, 
  Trample, Two-Weapon Defense 
  Mage
  A  Mage  is  a  student  of  magic  and  knowledge. 
  Mages with high Intelligence scores wield mighty 
  magic, and Mages with low Intelligence scores are 
  people who know a few interesting things but tend 
  to bore young folks with their ramblings.
  HD: D4+Con mod
  MD: D10+Int mod
  Class Skills: Appraise (Int), Concentration (Con), 
  Craft (Int) (Any), Decipher Script (Int), Knowledge 
  (Int) (Any), Profession (Wis), Spellcraft (Int).
  Skill Points at 1st Level: (2+Int mod)x4
  Skill Points/Level: 2+Int mod
  Table 2-5: The Mage
  Level
  BAB Fort Ref Will Special
  Dodge
  1
  +0
  +0
  +0
  +2
  Talent
  +0
  2
  +1
  +0
  +0
  +3
  Bonus Feat +1
  3
  +1
  +1
  +1
  +3
  Talent
  +1
  4
  +2
  +1
  +1
  +4
  Bonus Feat +1
  5
  +2
  +1
  +1
  +4
  Talent
  +2
  6
  +3
  +2
  +2
  +5
  Bonus Feat +2
  7
  +3
  +2
  +2
  +5
  Talent
  +2
  8
  +4
  +2
  +2
  +6
  Bonus Feat +3
  Table 2-5: The Mage
  9
  +4
  +3
  +3
  +6
  Talent
  +3
  10
  +5
  +3
  +3
  +7
  Bonus Feat +3
  Mages are automatically proficient with one simple 
  weapon.
  A 1st level Mage knows a number of cantrips equal 
  to  his  Intelligence  modifier,  and  3  other  spells. 
  Each time he gains a level, he learns a new spell. 
  Every time he gains access to a new spell level, he 
  learns an additional spell.  A Mage cannot learn a 
  spell  whose  spell  level  is  greater  than  his 
  Intelligence  score  -  10.   Mages  use  the 
  Sorcerer/Wizard spell list but are limited to four 
  schools of magic, determined at level 1, and the 
  universal school.  The saves DCs of a Mage's spells 
  are equal to 10 + spell level + Int mod.  A Mage 
  adds his Mage level to his caster level.
  A Mage does not need to prepare his spells, they are 
  ingrained  in  his  mind  and  he  can  cast  them 
  whenever he wishes by spending MP.  Unless the 
  Mage  takes  the  Spell  Knowledge  talent  or  the 
  Repertoire talent or feat, learning other spells is 
  very  strenuous.   A  Mage  who  has  a  scroll  or 
  formulae for a spell which is on his spell list but is 
  unknown to him may memorize it by spending a day 
  studying  it  and  making  a  successful  Spellcraft 
  check, but the cost is the permanent reduction of his 
  maximum MP by an amount equal to the spell's 
  level (½ an MP if the spell is a cantrip).
  Table 2-6: Mage Spells
  Mage
  Level
  Highest Spell
  Level Known
  Spells
  Learned
  1
  1st
  3+Int 
  mod
  2
  1st
  1
  3
  2nd
  2
  4
  2nd
  1
  5
  3rd
  2
  6
  3rd
  1
  7
  4th
  2
  8
  4th
  1
  9
  5th
  2
  10
  5th
  1
  Each time a Mage gains a level, he may swap out 
  one spell he learned at a lower level for a different 
  spell he could have chosen.  Alternately, he may 
  forget a spell he chose earlier and null the MP loss 
  20
  
  from learning another spell of equal or lower spell 
  level from a scroll (and gain the difference in MP).
  Mage Talents
  Armored  Caster  (Ex):  You  can  simplify  the 
  somatic components of your spells, allowing you to 
  ignore the spell failure chance of light armor.
  Prereq: None
  Improved  Armored  Caster  (Ex):  You  can 
  simplify the somatic  components  of your spells, 
  allowing you to ignore the spell failure chance of 
  medium armor.
  Prereq: Armored Caster
  Greater Armored Caster (Ex): You can simplify 
  the somatic components of your spells, allowing 
  you to  ignore the spell  failure  chance  of heavy 
  armor.
  Prereq:  Armored  Caster,  Improved  Armored 
  Caster
  Repertoire  (Ex):  You learn a number of spells 
  equal to your Intelligence modifier at the time you 
  take this talent.  In place of learning a spell, you 
  may null  the  MP  loss  from one  spell  that  you 
  learned from a scroll (and gain the difference in 
  MP).   You  may take this  talent  multiple times. 
  Each time you take it, you learn different spells.
  Prereq: None
  Spell  Knowledge  (Ex):  You  gain  access  to  an 
  additional two schools of magic, and learn one extra 
  spell from either list.  You may take this talent 
  multiple times.  Each time you do, you gain access 
  to another two schools of magic.
  Prereq: None
  Spell  Specialization  (Ex):  Choose  a  number of 
  spells equal to your Intelligence modifier at the time 
  you take this talent.  These spells cost 1 less MP 
  when you cast them, to a minimum of 1 MP.  You 
  may take this talent multiple times, each time for a 
  different set of spells.
  Prereq: Repertoire
  Arcane  Bolt  (Sp):  You  may produce  a bolt  of 
  arcane energy as a standard action provoking an 
  attack of opportunity costing 1 MP.  You cannot 
  use  this  ability  defensively,  and  must  make  a 
  Concentration check to use it if you are damaged 
  while casting it (DC 10  + damage dealt).  The 
  arcane bolt  is  a ranged  touch effect with Close 
  range (25' + 5'/2 caster levels).  It deals one die of 
  damage, depending on the energy type chosen when 
  it is cast.  You may augment the arcane bolt to deal 
  more damage of the same type by spending more 
  MP.  For every additional 2 MP spent, the bolt 
  deals  an  additional  die  of  damage.   For  every 
  additional 3 MP spent, the bolt deals two additional 
  dice of damage.  The total dice of damage dealt by 
  the bolt cannot exceed your caster level.  At your 
  option, the arcane bolt deals acid (1d8-1 per die, 
  range is 50' + 5'/caster level), cold (1d6+1 per die), 
  electricity (1d6, +3 bonus to attack roll), fire (1d8), 
  force (1d4, ignore concealment and cover of any 
  sort), or sonic (1d6-1 per die, ignore hardness and 
  deal full damage if used against an object) damage.
  Prereq: None
  Dissolving Bolt (Sp): You may spend an additional 
  1 MP before casting an acid arcane bolt to force its 
  target to make a Reflex save (DC 5 + damage) if the 
  bolt hits.  If the target fails his save, he takes a -1 
  penalty to Defense for the next 24 hours.  This 
  penalty can be cumulative, but it cannot reduce the 
  target's Defense below 0.
  Prereq: Arcane Bolt
  Freezing Bolt (Sp): You may spend an additional 1 
  MP before casting a cold arcane bolt to force its 
  target to make a Fortitude save (DC 5 + damage) if 
  the bolt hits.  If the target fails his save, he takes a 
  penalty to his Dexterity equal to the damage dealt 
  for the next 2d4 rounds.
  Prereq: Arcane Bolt
  Paralyzing  Bolt  (Sp):  You  may  spend  an 
  additional 1 MP before casting an electricity arcane 
  bolt to force its target to make a Fortitude save (DC 
  5 + damage) if the bolt hits.  If the target fails his 
  save, he becomes flat-footed for 1d4+1 rounds.
  Prereq: Arcane Bolt
  Incendiary  Bolt  (Sp):  You  may  spend  an 
  additional 1 MP before casting a fire arcane bolt to 
  force its target to make a Reflex save (DC 15) if the 
  bolt hits.  If the target fails his save, he catches on 
  fire, as described in the DMG.
  Prereq: Arcane Bolt
  Explosive Bolt (Sp): You may spend an additional 
  1 MP before casting a force arcane bolt to force its 
  target to make a Reflex save (DC 5 + damage) if the 
  bolt hits.  If the target fails his save, he is knocked 
  5'/2  caster  levels  away from  the  caster.   If  he 
  21
  
  collides  with a  stationary object,  he is  knocked 
  prone and takes an additional 2d6 points of damage.
  Prereq: Arcane Bolt
  Thundering  Bolt  (Sp):  You  may  spend  an 
  additional 1 MP before casting a sonic arcane bolt 
  to force its target to make a Fortitude save (DC 5 + 
  damage) if the bolt hits.  If the target fails his save, 
  he is deafened permanently (-4 penalty to initiative, 
  20% chance of spell failure for spells with verbal 
  components, can't make Listen checks).
  Prereq: Arcane Bolt
  Mixed Bolt (Sp): You may spend an additional 1 
  MP before casting an arcane bolt to add dice to the 
  bolt of differing damage types.  The bolt gains the 
  benefits for each of the damage types added to it.
  Prereq: Arcane Bolt
  Mage Bonus Feats
  Mages gain one of the following bonus feats every 
  even-numbered level.
  Arcane Resort, Augment Summoning, Brew Potion, 
  Charged, Combat Casting, Craft Magic Arms and 
  Armor, Craft Rod, Craft Staff, Craft Wand, Craft 
  Wondrous Item, Diligent, Empower Spell, Enlarge 
  Spell, Eschew Materials, Extend Spell, Forge Ring, 
  Greater Spell  Focus,  Greater Spell  Penetration, 
  Magical Aptitude, Maximize Spell, Quicken Spell, 
  Recharge, Repertoire, Scribe Scroll, Silent Spell, 
  Spell Focus, Spell Mastery, Spell Penetration, Still 
  Spell, Widen Spell.
  Healer
  Healers  manipulate  the  flow  of  positive  and 
  negative  energy  in  beings  to  heal  and  protect. 
  However, the same practice of energy flow can be 
  applied  in  some  spectacular  ways,  specifically 
  elemental magic.  Healers with low Wisdom scores 
  are doctors, physicians, and religious leaders.
  HD: D6+Con mod
  MD: D10+Wis mod
  Class  Skills:  Concentration  (Con),  Diplomacy 
  (Cha),  Heal  (Wis),  Knowledge  (Int)  (Any), 
  Profession  (Wis),  Sense  Motive  (Wis),  and 
  Spellcraft (Int).
  Skill Points at 1st Level: (4+Int mod)x4
  Skill Points/Level: 4+Int mod
  Table 2-7: The Healer
  Level
  BAB Fort Ref Will Special
  Dodge
  Table 2-7: The Healer
  1
  +0
  +2
  +0
  +2
  Talent
  +0
  2
  +1
  +3
  +0
  +3
  Bonus Feat +1
  3
  +1
  +3
  +1
  +3
  Talent
  +1
  4
  +2
  +4
  +1
  +4
  Bonus Feat +1
  5
  +2
  +4
  +1
  +4
  Talent
  +2
  6
  +3
  +5
  +2
  +5
  Bonus Feat +2
  7
  +3
  +5
  +2
  +5
  Talent
  +2
  8
  +4
  +6
  +2
  +6
  Bonus Feat +3
  9
  +4
  +6
  +3
  +6
  Talent
  +3
  10
  +5
  +7
  +3
  +7
  Bonus Feat +3
  Healers are automatically proficient with one simple 
  weapon and light armor.
  A 1st level Healer knows a number of orisons equal 
  to his Wisdom modifier, and 2 other spells.  Each 
  time he gains a level, he learns a new spell.  A 
  Healer cannot learn a spell whose spell level is 
  greater than his Wisdom score - 10.  Healers use the 
  spell list noted below.  The saves DCs of a Healer's 
  spells are equal to 10 + spell level + Wis mod.  A 
  Healer adds his Healer level to his caster level.
  A Healer uses the following spell list:
  0:  cure minor wounds, detect poison, purify food 
  and drink, read magic, virtue
  1:
   bless,  bless  water,  cure  light  wounds, 
  deathwatch,  endure  elements,  remove  fear, 
  sanctuary
  2:  aid, calm emotions, consecrate, cure moderate 
  wounds,  delay  poison,  gentle  repose,lesser 
  restoration, remove paralysis, shield other, status
  3:  create food and  water, cure serious wounds, 
  helping hand, prayer, remove blindness/deafness, 
  remove curse, remove disease, speak with dead, 
  valor
  4:  cure critical wounds, death ward, freedom of 
  movement,  imbue  with  spell  ability,  neutralize 
  poison, restoration, sending
  5:  break  enchantment,  hallow,  mass  cure  light 
  wounds, raise dead
  6:  heal, mass cure moderate wounds, undeath to 
  death
  7:  greater restoration, mass cure serious wounds, 
  regenerate, resurrection
  8: mass cure critical wounds
  9: mass heal, soul bind, true resurrection
  A Healer does not need to prepare his spells, they 
  are ingrained in his mind and he can cast them 
  whenever he wishes by spending MP.  Unless the 
  Healer  takes  the  Spell  Knowledge  talent  or  the 
  22
  
  Repertoire talent or feat, learning other spells is 
  very strenuous.   A Healer  who has  a  scroll  or 
  formulae for a spell which is on his spell list but is 
  unknown to him may memorize it by spending a day 
  studying  it  and  making  a  successful  Spellcraft 
  check, but the cost is the permanent reduction of his 
  maximum MP by an amount equal to the spell's 
  level (½ an MP if the spell is an orison).
  Table 2-8: Healer Spells
  Healer
  Level
  Highest Spell
  Level Known
  Spells
  Learned
  1
  1st
  2+Wis mod
  2
  1st
  1
  3
  2nd
  1
  4
  2nd
  1
  5
  3rd
  1
  6
  3rd
  1
  7
  4th
  1
  8
  4th
  1
  9
  5th
  1
  10
  5th
  1
  Each time a Healer gains a level, he may swap out 
  one spell he learned at a lower level for a different 
  spell he could have chosen.  Alternately, he may 
  forget a spell he chose earlier and null the MP loss 
  from learning another spell of equal or lower spell 
  level from a scroll (and gain the difference in MP).
  Healer Talents
  Armored  Caster  (Ex):  You  can  simplify  the 
  somatic components of your spells, allowing you to 
  ignore the spell failure chance of light armor.
  Prereq: None
  Improved  Armored  Caster  (Ex):  You  can 
  simplify the somatic  components  of your spells, 
  allowing you to ignore the spell failure chance of 
  medium armor.
  Prereq: Armored Caster
  Greater Armored Caster (Ex): You can simplify 
  the somatic components of your spells, allowing 
  you to  ignore the spell  failure  chance  of heavy 
  armor.
  Prereq:  Armored  Caster,  Improved  Armored 
  Caster
  Combat Revivification (Sp): As a standard action 
  provoking an attack of opportunity, you can spend 1 
  MP to bring a touched, dying character to 1 hp.
  Prereq: None
  Improved  Revivification  (Sp):  As  a  standard 
  action provoking an attack of opportunity, you can 
  spend 5 MP to bring a character who died after you 
  took your last action back to life at 1 hp.  Such a 
  character does not loose Constitution or experience 
  levels from this revivification.  If the character died 
  recently but you didn't get to him in time, you can 
  still spend an additional 5 MP per round to revive 
  him.
  Prereq: Revivification
  Advanced Revivification (Sp): You can spend 20 
  MP to bring a character who died in the last minute 
  back to life at full hp.  Such a character does not 
  loose Constitution or experience levels from this 
  revivification.  For every additional 10 MP spent, 
  this spell can be used another minute later.
  Prereq: Revivification, Improved Revivification
  Repertoire (Ex):  You learn a number of spells 
  equal to your Wisdom modifier at the time you take 
  this talent.  In place of learning a spell, you may 
  null the MP loss from one spell that you learned 
  from a scroll.  You may take this talent multiple 
  times.  Each time you take it, you learn different 
  spells.
  Prereq: None
  Spell  Specialization  (Ex):  Choose  a  number of 
  spells equal to your Intelligence modifier at the time 
  you take this talent.  These spells cost 1 less MP 
  when you cast them, to a minimum of 1 MP.  You 
  may take this talent multiple times, each time for a 
  different set of spells.
  Prereq: Repertoire
  Spell Knowledge (Ex):  You gain access to one 
  additional set of spells from one of the lists below, 
  and learn one extra spell from that list.  These spells 
  are now on your spell list, you may learn them and 
  use spell-completion items that cast them.  You may 
  take this talent multiple times.  Each time you do, 
  you gain access to another set of spells.
  Prereq: None
  Defense Set:
  0: resistance
  1:  alarm, endure elements, entropic shield, hold 
  portal, protection, sanctuary
  23
  
  2:  arcane lock, fire trap, protection from arrows, 
  resist energy, shield other
  3:  dispel magic, glyph of warding, magic circle, 
  obscure  object,  protection  from  energy,  remove 
  curse, vigor, vim
  4:
   dimensional  anchor,  lesser  globe  of 
  invulnerability, spell immunity
  5: mark of justice, spell resistance
  6: antimagic field, globe of invulnerability, greater 
  glyph of warding
  7: spell turning, refuge, repulsion
  8: dimensional lock, protection from spells, greater 
  spell immunity
  9: prismatic sphere
  Earth/Fire Set:
  0: flare, light
  1:burning hands, magic stone, summon monster I 
  (earth or fire subtype only)
  2:  fire  trap,  flame  blade,  flaming  sphere,  heat 
  metal,  produce  flame,  soften  earth  and  stone, 
  summon monster II (earth or fire subtype only)
  3: flame arrow, meld into stone, resist energy (fire 
  only), stone shape, summon monster III (earth or 
  fire subtype only), vigor
  4: rusting grasph, spike stones, summon monster IV 
  (earth or fire subtype only), wall of fire
  5:  fire  shield,  flame  strike,  summon  monster  V 
  (earth or fire subtype only), transmute mud to rock, 
  transmute rock to mud, wall of stone
  6:  fire  seeds,  move  earth,  stoneskin,  summon 
  monster VI (earth or fire subtype only)
  7:  earthquake,  fire  storm,  summon  monster  VII 
  (earth or fire subtype only)
  8:  incendiary cloud, iron body, repel metal and 
  stone, summon monster VIII (earth or fire subtype 
  only)
  9:  elemental swarm (earth or fire subtype only), 
  summon monster IX (earth or fire subtype only)
  Life/Death Set:
  0: curse water, deathwatch, disrupt undead, inflict 
  minor wounds, touch of fatigue
  1:  cause  fear,  death  knell,  doom,  inflict  light 
  wounds, ray of enfeeblement
  2: blindness/deafness, command undead, false life, 
  gentle  repose,  ghoul  touch,  inflict  moderate 
  wounds, scare, spectral hand
  3:  animate  dead,  contagion,  halt undead,  inflict 
  serious wounds, ray of exhaustion, speak with dead
  4:  blight, enervation, fear, inflict critical wounds, 
  poison, vampiric touch
  5: death ward, mass inflict light wounds, magic jar, 
  slay living, symbol of pain, waves of fatigue
  6: circle of death, create undead, harm, mass inflict 
  moderate wounds, symbol of fear, undeath to death
  7:  control  undead,  finger  of  death,  mass  inflict 
  serious  wounds,  symbol  of  weakness,  waves  of 
  exhaustion
  8:  clone,  create  greater  undead,  horrid  wilting, 
  mass inflict critical wounds, symbol of death
  9: energy drain, soul bind, wail of the banshee
  Plant/Animal Set:
  0: know direction
  1: calm animals, charm animals, detect animals or 
  plants, detect snares and pits, entangle, goodberry, 
  hide from animals, magic fang, pass without trace, 
  shillelagh,  speak with animals, summon nature's 
  ally I
  2: animal messenger, animal trance, barkskin, hold 
  animal,  reduce  animal,  spider  climb,  summon 
  nature's ally II, tree shape, warp wood, wood shape
  3: diminish plants, dominate animal, greater magic 
  fang,  plant  growth,  speak  with  plants,  summon 
  nature's ally III
  4:  antiplant shell, blight, command plants, giant 
  vermin,  reincarnate,  repel  vermin,  summon 
  nature's ally IV
  5:  animal  growth,  awaken,  baleful  polymorph, 
  commune with nature, insect plague, petal curse, 
  summon nature's ally V, tree stride, wall of thorns
  6:  antilife shell, find the path, ironwood, liveoak, 
  repel wood,  spellstaff, summon nature's ally VI, 
  transport via plants
  7:  animate  plants,  changestaff,  creeping  doom, 
  summon nature's ally VII, transmute metal to wood
  8: animal shapes, control plants, summon nature's 
  ally VIII
  9: shambler, shapechange, summon nature's ally IX
  Wind/Water Set:
  0: create water, ray of frost
  1: obscuring mist, summon monster I (air, aquatic, 
  or water subtype only)
  2:  chill  metal,  fog  cloud,  gust  of  wind,  lesser 
  bubble, summon monster II (air, aquatic, or water 
  subtype only), whispering wind, wind wall
  3: gaseous form, quench, summon monster III (air, 
  aquatic, or water subtype only), water breathing, 
  water walk
  4: air walk, bubble, control water, summon monster 
  IV (air, aquatic, or water subtype only)
  5:  greater  bubble,  control  winds,  ice  storm, 
  summon monster V (air, aquatic, or water subtype 
  only)
  6:  summon  monster  VI  (air,  aquatic,  or  water 
  subtype only), wind walk
  24
  
  7:  acid fog chain lightning, cone of cold, control 
  weather;  summon  monster  VII  (air,  aquatic,  or 
  water subtype only)
  8:  summon monster VIII (air, aquatic,  or water 
  subtype only), whirlwind
  9:  horrid  wilting,  elemental  swarm  (air  only), 
  elemental swarm (air, aquatic, or water subtype 
  only), summon monster IX (air, aquatic, or water 
  subtype only)
  Spell Specialization:  Choose a number of spells 
  equal to your Wisdom modifier at the time you take 
  this talent.  These spells cost 1 less MP when you 
  cast them.  If you select any orisons, you may use 
  them as spell-like abilities at will as long as you 
  have at least  1  MP.   You  may take this talent 
  multiple  times,  each  time  for  a  different set  of 
  spells.
  Prereq: None
  Healer Bonus Feats
  Healers gain one of the following bonus feats every 
  even-numbered level.
  Armor Proficiency  (Medium), Armor Proficiency 
  (Heavy),  Assistive,  Augment  Summoning,  Brew 
  Potion,  Charged,  Combat  Casting,  Craft  Magic 
  Arms  and  Armor,  Craft  Rod,  Craft  Staff,  Craft 
  Wand,  Craft Wondrous Item, Diligent,  Empower 
  Spell,  Enlarge  Spell,  Eschew  Materials,  Extend 
  Spell, Forge Ring, Greater Spell Focus, Greater 
  Spell  Penetration,  Improved  Improved  Turning, 
  Iron  Will,  Magical  Aptitude,  Maximize  Spell, 
  Natural  Spell,  Quicken  Spell,  Recharge, 
  Repertoire,  Scribe  Scroll,  Self-Sufficient,  Silent 
  Spell,  Simple  Weapon  Proficiency,  Spell  Focus, 
  Spell Mastery, Spell Penetration, Still Spell, Widen 
  Spell 
  Royal
  Royals are politically important people, or those 
  who serve  under  them.  Even  the relative  of a 
  village elder or a courtier can be a Royal.  Royals 
  have  a  wide  variety  of  abilities  that  are  very 
  beneficial to allies.
  HD: D6+Con mod
  MD: D6+Cha mod
  Class Skills:  The Royal treats all skills as class 
  skills.
  Skill Points at 1st Level: (6+Int mod)x4
  Skill Points/Level: 6+Int mod
  Table 2-9: The Royal
  Level
  BAB
  Fort Ref Will Special
  Dodge
  1
  +0
  +2
  +2
  +2
  Talent
  +1
  2
  +1
  +3
  +3
  +3
  Bonus Feat +2
  3
  +2
  +3
  +3
  +3
  Talent
  +2
  4
  +3
  +4
  +4
  +4
  Bonus Feat +3
  5
  +3
  +4
  +4
  +4
  Talent
  +3
  6
  +4
  +5
  +5
  +5
  Bonus Feat +4
  7
  +5
  +5
  +5
  +5
  Talent
  +4
  8
  +6/+1 +6
  +6
  +6
  Bonus Feat +5
  9
  +6/+1 +6
  +6
  +6
  Talent
  +5
  10
  +7/+2 +7
  +7
  +7
  Bonus Feat +6
  Royals are automatically proficient with all simple 
  weapons.
  A 1st level Royal knows a number of cantrips equal 
  to his Charisma modifier.  Every level after 1st, he 
  learns a new spell.  Every time he gains access to a 
  new spell level after 1st level, he learns an additional 
  spell.  A Royal cannot learn a spell whose spell 
  level is greater than his Charisma score - 10.  A 
  Royal adds his Royal level to his caster level.  The 
  saves DCs of a Royal's spells are equal to 10 + spell 
  level + Cha mod.
  0:  daze, detect magic, flare,  ghost sound,  light, 
  mage hand, message, prestidigitation
  1: alarm, animate rope, charm person, comprehend 
  languages,  cure  light  wounds,  disguise  self, 
  expeditious retreat, feather fall, hypnotism, light, 
  magic  mouth,  remove  fear,  silent  image,  sleep, 
  summon monster I, summon nature's ally I, unseen 
  servant, ventriloquism
  2:  alter  self,  animal  messenger,  animal  trance, 
  blur, calm emotions, cat's grace, cure moderate 
  wounds, darkness, daze monster, detect thoughts, 
  eagle's  splendor,  enthrall,  fox's  cunning, 
  glitterdust, heroism, hold person, hypnotic pattern, 
  invisibility,  minor  image,  mirror  image,  scare, 
  silence, suggestion, summon monster II, summon 
  nature's ally II, tongues, valor, vigor, whispering 
  wind
  3: charm monster, confusion, cure serious wounds, 
  daylight, deep slumber, fear, glibness, good hope, 
  haste, invisibility sphere, major image,  phantom 
  steed,  sculpt  sound,  see invisibility,  slow,  speak 
  with  animals,  summon  monster  III,  summon 
  nature's ally III, tiny hut
  4: cure critical wounds, detect scrying, dimension 
  door,  dominate  person,  greater  invisibility, 
  hallucinatory terrain, hold monster, legend lore, 
  modify  memory,  rainbow  pattern,  repel  vermin, 
  25
  
  secure shelter, speak with plants, summon monster 
  IV, summon nature's ally IV, zone of silence
  5: dream, false vision, greater heroism, mass cure 
  light  wounds,  mass  suggestion,  mirage  arcana, 
  mislead,  nightmare,  persistent  image,  seeming, 
  summon monster V, summon nature's ally V
  6: geas/quest, heroes' feast, irresistible dance, mass 
  cat's  grace,  mass  charm  monster,  mass  cure 
  moderate  wounds,  mass  eagle's  splendor,  mass 
  fox's  cunning,  permanent  image,  programmed 
  image,  project  image,  summon  monster  VI, 
  summon nature's ally VI, veil
  A Royal does not need to prepare his spells, they 
  are ingrained in his mind and he can cast them 
  whenever he wishes by spending MP.  Unless the 
  Royal  takes  the  Spell  Knowledge  talent  or  the 
  Repertoire talent or feat, learning other spells is 
  very  strenuous.   A  Royal  who  has  a  scroll  or 
  formulae for a spell which is on his spell list but is 
  unknown to him may memorize it by spending a day 
  studying  it  and  making  a  successful  Spellcraft 
  check, but the cost is the permanent reduction of his 
  maximum MP by an amount equal to the spell's 
  level (½ an MP if the spell is a cantrip).
  Table 2-10: Royal Spells
  Roya
  l
  Level
  Highest Spell
  Level Known
  Spells
  Learned
  1
  0th
  Cha mod
  2
  1st
  2
  3
  1st
  1
  4
  1st
  1
  5
  2nd
  2
  6
  2nd
  1
  7
  2nd
  1
  8
  3rd
  2
  9
  3rd
  1
  10
  3rd
  1
  Each time a Royal gains a level, he may swap out 
  one spell he learned at a lower level for a different 
  spell he could have chosen.  Alternately, he may 
  forget a spell he chose earlier and null the MP loss 
  from learning another spell of equal or lower spell 
  level from a scroll (and gain the difference in MP).
  Royal Talents
  Armored  Caster  (Ex):  You  can  simplify  the 
  somatic components of your spells, allowing you to 
  ignore the spell failure chance of light armor.
  Prereq: None
  Improved  Armored  Caster  (Ex):  You  can 
  simplify the somatic components  of your spells, 
  allowing you to ignore the spell failure chance of 
  medium armor.
  Prereq: Armored Caster
  Greater Armored Caster (Ex): You can simplify 
  the somatic components of your spells, allowing 
  you to  ignore  the spell  failure  chance  of heavy 
  armor.
  Prereq:  Armored  Caster,  Improved  Armored 
  Caster
  Offensive  Inspirational Stance (Su):  You  must 
  declare one combat stance at the start of your round, 
  and its bonuses and penalties last until your next 
  round.  While using offensive inspirational stance, 
  you take a penalty to attack rolls of your choice, up 
  to your base attack bonus (minimum 1) and all 
  allies within 30' gain an equal morale bonus to 
  attack rolls.
  Prereq: None
  Rousing Inspirational Stance (Su):  While using 
  offensive inspirational stance, you also may take a 
  penalty to damage rolls of your choice, up to your 
  base attack bonus (minimum 1) and all allies within 
  30' gain an equal morale bonus to weapon damage 
  rolls  (including  natural  weapons  and  unarmed 
  strikes).
  Prereq: Offensive Inspirational Stance
  Defensive Inspirational Stance (Su):  You must 
  declare one combat stance at the start of your round, 
  and its bonuses and penalties last until your next 
  round.  While using defensive inspirational stance, 
  you also may take a penalty to your armor class of 
  your choice up to your class dodge bonus and all 
  allies within 30' gain an equal morale bonus to 
  armor class.
  Prereq: None
  Warding Inspirational Stance (Su): While using 
  defensive inspirational stance, you may also take a 
  penalty to saving throws of your choice up to your 
  best save's bonus (from class levels only, ignore 
  bonuses from high ability scores, feats, and items) 
  and all allies within 30' gain an equal morale bonus 
  to saving throws.
  Prereq: Defensive Inspirational Stance
  26
  
  Skilled  Inspirational  Stance  (Su):  You  must 
  declare  one  combat  stance  at  the  start  of  your 
  round, and its bonuses and penalties last until your 
  next  round.   While  using  skilled  inspirational 
  stance, you also  may take a penalty to  all  skill 
  checks up to your level + 3 and all allies within 30' 
  gain an equal morale bonus to all skill checks.
  Prereq: None
  Great Inspirational Stance (Su): Pick a feat you 
  have.  While using skilled inspirational stance, you 
  may lose the benefit of that feat and all allies within 
  30' gain the benefit of it for one round if they meet 
  the prerequisites of it.  You may still use feats that 
  you no longer meet the prerequisites for as long as 
  their effects are not dependent on feats that you do 
  not have.
  You may take this talent multiple times, each time 
  for a different feat.  If you have a feat multiple 
  times, you may pick it that many times.  When 
  using skilled inspirational stance, you determine if 
  you transfer each feat seperately.
  Prereq: Skilled Inspirational Stance.
  Heroic Inspirational Stance (Su): Pick an ability 
  score.  You must declare one combat stance at the 
  start of your round, and its bonuses and penalties 
  last  until  your next  round.   While  using heroic 
  inspirational  stance,  you take  a  penalty  to  your 
  chosen ability score of your choice and all allies 
  within 30' gain an equal morale bonus to that ability 
  score.  You cannot use heroic inspirational stance to 
  reduce any ability score below 1.
  You may take this talent multiple times, each time 
  allowing you to penalize an additional ability score. 
  When  using  heroic  inspirational  stance,  you 
  determine your penalties (if any) seperately for each 
  ability score.
  Prereq: Offensive Inspirational Stance, Defensive 
  Inspirational Stance, Skilled Inspirational Stance
  Repertoire (Ex):  You  learn a number of spells 
  equal to your Charisma modifier at the time you 
  take this talent.  In place of learning a spell, you 
  may null  the  MP  loss  from one  spell  that  you 
  learned from a scroll.  You may take this talent 
  multiple times.  Each time you take it, you learn 
  different spells.
  Prereq: None
  Spell Knowledge (Ex):  You learn any one spell 
  whose spell level is less than the spell level of the 
  highest-level spell you can learn.  You may use this 
  to learn spells from other classes' lists.  You may 
  take this talent multiple times.  Each time you do, 
  you lean a new spell.
  Prereq: None
  Martial  Weapons  Training  (Ex):  You  are 
  proficient with all martial weapons.
  Prereq: None
  Armor Training (Ex): You are proficient with all 
  armors and shields, including tower shields.
  Prereq: None
  Royal Bonus Feats
  Royals gain one of the following bonus feats every 
  even-numbered level.
  Acrobatic, Agile, Alertness, Animal Affinity, Armor 
  Pierce,  Armor  Proficiency  (Heavy),  Armor 
  Proficiency (Light), Armor Proficiency (Medium), 
  Assistive, Athletic, Augment Summoning, Charged, 
  Combat  Casting,  Combat  Expertise,  Combat 
  Reflexes, Deceitful, Deflect Arrows, Deft Hands, 
  Diligent,  Dodge,  Empower Spell,  Enlarge  Spell, 
  Eschew  Materials,  Exotic  Weapon  Proficiency, 
  Extend Spell, Far Shot, Great Fortitude, Greater 
  Spell Focus, Greater Spell Penetration, Improved 
  Critical,  Improved  Disarm,  Improved  Feint, 
  Improved  Initiative,  Improved  Precise  Shot, 
  Improved  Trip,  Improved  Unarmed  Strike, 
  Investigator,  Iron  Will,  Leadership,  Lightning 
  Reflexes,  Magical  Aptitude,  Manyshot,  Martial 
  Weapon  Proficiency,  Maximize  Spell,  Mobility, 
  Mounted  Archery,  Mounted  Combat,  Negotiator, 
  Nimble  Fingers,  Persuasive,  Point  Blank  Shot, 
  Precise Shot, Quick Draw, Quicken Spell, Rapid 
  Reload, Rapid Shot, Recharge, Repertoire, Ride-
  By-Attack,  Scribe  Scroll,  Self-Sufficient,  Shield 
  Proficiency,  Shot  on  the Run,  Silent Spell,  Skill 
  Focus,  Snatch  Arrows,  Spell  Focus,  Spell 
  Penetration,  Spirited  Charge,  Spring  Attack, 
  Stealthy,  Still  Spell,  Stunning  Fist,  Trample, 
  Weapon  Finesse,  Weapon  Focus,  Whirlwind 
  Attack, Widen Spell
  Ordinaries
  Some characters just aren't heroic, but still have 
  decent combat abilities.  This is true of most NPCs 
  in  the  world.   These  characters  are  just  plain 
  ordinary, and as such, they're called Ordinaries.
  Ordinaries,  unheroic  characters,  have  all  of  the 
  same class abilities of other characters, with one 
  27
  
  notable  exception.   Ordinaries  do  not  receive 
  Talents and Bonus Feats when taking basic classes. 
  This  is  equivalent  to  the  rules  in  the  Dungeon 
  Master's Guide for NPC classes.  Ordinaries are 
  treated as being one level lower for the purpose of 
  determining their Challenge Rating.
  Ordinaries still gain a feat at 1st level and every 3rd 
  level thereafter.
  Advanced Classes
  Advanced classes have prerequisites,  and  cannot 
  usually be taken at level 1.  Optimized characters 
  can  meet  the  prerequisites  for  most  advanced 
  classes at level 3, and take the first level for an 
  advanced class at level 4.  Monster characters that 
  advance by class can meet the prerequisites for an 
  advanced class with few or no class levels.
  Abjurer
  Abjurers are masters of defensive magic.
  Prerequisites: Spell Focus (Abjuration), Spellcraft 
  6 ranks.
  HD: D4+Con mod
  MD: D10+Int mod
  Class Skills:  Appraise (Int), Concentration (Con), 
  Craft (Int) (Any), Decipher Script (Int), Knowledge 
  (Int) (Any), Profession (Wis), Spellcraft (Int).  
  Skill Points/Level: 2+Int mod
  Table 3-X: The Abjurer
  Level
  BAB
  Fort
  Ref
  Will
  Special
  Dodge
  1
  +0
  +0
  +0
  +2
  Counterspell
  +0
  2
  +1
  +0
  +0
  +3
  Warding
  +1
  3
  +1
  +1
  +1
  +3
  Dispelling 
  Focus  
  +2, 
  Displaced 
  Abjuration
  +1
  4
  +2
  +1
  +1
  +4
  Metamagic 
  Focus
  +2
  5
  +2
  +1
  +1
  +4
  Auto-Defense +2
  6
  +3
  +2
  +2
  +5
  Improved 
  Counterspell
  +3
  7
  +3
  +2
  +2
  +5
  Dispelling 
  Focus +4
  +3
  8
  +4
  +2
  +2
  +6
  Metamagic 
  Focus
  +4
  9
  +4
  +3
  +3
  +6
  Improved 
  Auto-Defense
  +4
  Table 3-X: The Abjurer
  10
  +5
  +3
  +3
  +7
  Split 
  Abjuration
  +5
  Abjurers are proficient with no weapons or armors.
  An Abjurer cannot learn a spell whose spell level is 
  greater than his Intelligence score - 10.  Abjurers 
  have all spells from the abjuration school on their 
  spell list (using Cleric and Wizard versions of spells 
  before any other versions).  The save DCs of an 
  Abjurer's spells are equal to 10 + spell level + Int 
  mod.  The Abjurer adds half his Abjurer level to his 
  caster  level,  but  for  the  purpose  of  casting 
  abjuration spells (and  only for casting abjuration 
  spells), he adds his whole Abjurer level to his caster 
  level.
  The Abjurer's spells known are based on his caster 
  level for abjuration spells.  Each time the Abjurer 
  gains a level, he learns two abjuration spells of his 
  highest spell level known or lower.
  Table  3-X:  Abjurer 
  Spells
  Caster
  Level
  Highest Spell
  Level Known
  1
  1st
  2
  1st
  3
  2nd
  4
  2nd
  5
  3rd
  6
  3rd
  7
  4th
  8
  4th
  9
  5th
  10
  5th
  11
  6th
  12
  6th
  13
  7th
  14
  7th
  15
  8th
  16
  8th
  17
  9th
  18
  9th
  19
  9th
  20
  9th
  Each time an Abjurer gains a level, he may swap 
  out one spell he learned at a lower level for a 
  28
  
  different spell he could have chosen.  Alternately, 
  he may forget a spell he chose earlier and null the 
  MP loss from learning another spell of equal or 
  lower spell level from a scroll.
  Counterspell (Sp):  An Abjurer can use the ready 
  action to counter an opponent's spells.  The Abjurer 
  must choose the target on his turn who is within 
  Medium range (100' + 10'/caster level).  If the target 
  casts a spell, the Abjurer makes a Spellcraft check 
  (DC 15 + spell's level) as a free action to correctly 
  identify it.  If the Abjurer succeeds, and the target 
  of the counterspell is within range for the spell 
  being cast, he may spend an amount of MP equal to 
  the MP spent  by the target to  cast the spell  to 
  completely negate it.  The Abjurer cannot counter a 
  spell whose spell level is too high for him to cast it.
  Warding (Sp): A  level 2 Abjurer can spend any 
  amount of MP to give one touched creature Spell 
  Resistance equal to the MP spent.  This effect lasts 
  for one round per Abjurer level or until dispelled. 
  There is no limit to the amount of MP that may be 
  spent for this ability.
  Dispelling Focus (Ex):  A level 3 Abjurer gains a 
  +2 bonus to caster level checks when casting dispel 
  magic  and greater dispel magic.  At level 7 this 
  bonus increases to +4.
  Displaced Abjuration (Su): A level 3 Abjurer can 
  spend 2 MP when casting an abjuration spell to 
  increase its range.  Medium-range spells become 
  Long-range  spells,  Short-range  spells  become 
  Medium-range  spells,  touch-range spells  become 
  Short-range  spells,  and  personal-range  spells 
  become touch-range spells.
  Metamagic Focus:  A level 4 Abjurer gains one 
  metamagic feat as a bonus feat.  He gains another 
  metamagic feat at level 8.  Alternately, the Abjurer 
  may  select  one  metamagic  feat  he  has  and 
  permanently reduce the MP increase from that feat 
  by 1, to a minimum of 1.
  Auto-Defense (Su):  As an immediate action, fast 
  enough to react to an attack before the attack roll is 
  made, a level 5 Abjurer may spend an amount of 
  MP up to his Abjurer level and add that number as 
  an armor bonus to his armor class against a single 
  attack.
  Improved Counterspell: A  level 6 Abjurer may 
  counterspell spells of any spell level.
  Improved  Auto-Defense:  While  using  Auto-
  Defense, a level 9 Abjurer also gains Defense equal 
  to the MP spent for the affected attack.
  Split Abjuration  (Su):  A level  10  Abjurer  can 
  spend up to 10 MP when casting an abjuration spell 
  to have it affect an additional target for every 2 MP 
  spent.  Each target must be a valid target for the 
  spell, and no two targets may be further than 30' 
  apart.
  Athlete
  Athletes  are  masters  of  sports,  most  of  which 
  involve sending large balls at great distances into 
  small targets.  The wide variety of skills used in 
  sports have many practical applications in common 
  adventuring situations.
  Prerequisites: 6 ranks in Climb, Jump, and Swim.
  HD: D8+Con mod
  MD: D4+Wis mod
  Class  Skills:
   Balance  (Dex),  Climb  (Str), 
  Concentration (Con), Escape Artist (Dex), Handle 
  Animal  (Cha),  Jump  (Str),  Perform  (Cha), 
  Profession (Wis), Ride (Dex), Swim (Str), Tumble 
  (Dex).
  Skill Points/Level: 6+Int mod
  Table 3-X: The Athlete
  Level
  BAB
  Fort
  Ref
  Will
  Special
  Dodg
  e
  1
  +1
  +2
  +2
  +0
  Powerful 
  Trajectory, 
  Iron Muscles
  +1
  2
  +2
  +3
  +3
  +0
  Throwing 
  Stance
  +2
  3
  +3
  +3
  +3
  +1
  Jump Up
  +2
  4
  +4
  +4
  +4
  +1
  Throwing 
  Stance
  +3
  5
  +5
  +4
  +4
  +1
  Skill Mastery
  +3
  6
  +6
  +5
  +5
  +2
  Throwing 
  Stance
  +4
  7
  +7
  +5
  +5
  +2
  Defensive Roll +4
  8
  +8
  +6
  +6
  +2
  Throwing 
  Stance
  +5
  9
  +9
  +6
  +6
  +3
  Avoidance
  +5
  10
  +10
  +7
  +7
  +3
  Throwing 
  Stance, 
  Omnichucker
  +6
  The  Athlete  is  automatically  proficient  with  the 
  29
  
  bolas,  club,  dagger,  dart,  javelin,  light  hammer, 
  mallet (twohanded), net, sai, shortspear, shuriken, 
  sling,  spear,  throwing axe,  throwing mallet,  and 
  trident.
  Powerful Trajectory (Ex): An Athlete adds double 
  his Athlete level to his damage roll when he scores 
  a  critical  hit  (after  multiplying damage)  with  a 
  thrown weapon.
  Iron  Muscles  (Ex):  When  determining  the 
  maximum MP  an  Athlete  can  spend  on  Climb, 
  Jump, and Swim checks, his Athlete levels count 
  double.
  Throwing  Stance: At  level  2  and  every  level 
  thereafter, the Athlete gains one of the following 
  combat stances that he meets the prerequisites for. 
  Alternately, the Athlete may reduce the penalties of 
  one of his stances by 1, to a minimum of 0.
  Ricochet Shot: While using ricochet shot stance, the 
  Athlete takes a -1 penalty to attack rolls and on 
  every successful thrown attack he may make a free 
  attack against an opponent adjacent to his target at 
  the same base attack bonus.
  Prereq: None
  Improved Ricochet Shot: While using ricochet shot 
  stance, the Athlete may increase his attack penalty 
  by -1 and increase the range for his second attack 
  by 5'.
  This stance may be chosen multiple times, each 
  time increasing the penalty by -1 and the range by 
  5'.
  Prereq: Ricochet Shot
  Superior Ricochet Shot: When using ricochet shot 
  stance, the Athlete may increase his attack penalty 
  by -1 and make an additional free attack against an 
  opponent adjacent to his last target if he hits with 
  the  extra  attack.   This  stance  may  be  chosen 
  multiple times, each time increasing the penalty by 
  -1  and  allowing  an  additional  attack  against  an 
  opponent adjacent to the last target.
  Prereq: Ricochet Shot
  Overhanded  Hurl:  When  using  overhanded  hurl 
  stance, the Athlete may take a -1 penalty to damage 
  rolls to apply his Strength modifier to attack rolls 
  with thrown weapons.
  Prereq: None
  Curveball: When using curveball stance, the Athlete 
  may take a -1 penalty to attack rolls to apply his 
  Dexterity  modifier  to  damage  rolls  with  thrown 
  weapons.
  Prereq: None
  Jump Up (Ex): At level 3, an Athlete may spend 1 
  MP to rise from prone as a swift action without 
  provoking an attack of opportunity.
  Skill Mastery (Ex): At level 5, an Athlete may take 
  10 on Climb, Jump, and Swim checks even while 
  distracted or threatened.
  Defensive Roll (Ex):  At level 7,  when physical 
  damage from an attack would normally deal enough 
  damage to drop the Athlete to 0 hp or less, he may 
  spend 4 MP to make a Reflex save (DC 5 + damage 
  dealt) for half damage.  Evasion stance applies to 
  this save.
  Avoidance (Ex): At level 9, the Athlete may spend 
  5 MP as a free action to not provoke any attacks of 
  opportunity from an opponent for one round (from 
  when the MP is spent until the start of his next 
  round).   This  may  be  used  against  multiple 
  opponents in a round by spending an additional 5 
  MP per opponent.
  Omnichucker (Ex): A level 10 Athlete takes no 
  penalty for nonproficiency when throwing objects, 
  even improvised weapons, and uses all throwing 
  weapons with a minimum range increment of 30' 
  while using throwing stance.
  Berserker
  Berserkers are reckless warriors with no fear of 
  death.
  Prerequisites: +3 BAB, Endurance, Diehard
  HD: D12+Con mod
  MD: D1+Wis mod
  Class  Skills: Climb  (Str),  Craft  (Int),  Handle 
  Animal (Cha), Heal (Wis), Intimidate (Cha), Jump 
  (Str), Profession (Wis), Ride (Dex), Survival (Wis), 
  Swim (Str).
  Skill Points/Level: 2+Int mod
  Table 3-X: The Berserker
  Level
  BAB
  Fort
  Ref
  Will
  Special
  Dodge
  1
  +1
  +2
  +0
  +0
  Berserk 
  Fighter
  +0
  2
  +2
  +3
  +0
  +0
  Vigor Up
  +1
  30
  
  Table 3-X: The Berserker
  3
  +3
  +3
  +1
  +1
  Berserker 
  Technique
  +1
  4
  +4
  +4
  +1
  +1
  Peril  Stance 
  (+4)
  +2
  5
  +5
  +4
  +1
  +1
  Endless Vigor
  +2
  6
  +6
  +5
  +2
  +2
  Berserker 
  Technique
  +3
  7
  +7
  +5
  +2
  +2
  Vigor Stance
  +3
  8
  +8
  +6
  +2
  +2
  Peril  Stance 
  (+8)
  +4
  9
  +9
  +6
  +3
  +3
  Berserker 
  Technique
  +4
  10
  +10
  +7
  +3
  +3
  Final Peril
  +5
  The Berserker is automatically proficient with the 
  battleaxe, double axe, greataxe, handaxe, throwing 
  axe, urgosh, and waraxe (as a onehanded weapon).
  Berserk  Fighter  (Ex): A  Berserker  is  such  a 
  reckless  fighter  that  he  can  keep  fighter  after 
  suffering  wounds  that  would  outright  kill  lesser 
  beings.  The amount by which his hit points can be 
  reduced below 0 before he dies is increased by an 
  amount equal to double his Berserker level.  Thus, a 
  level 7 Berserker would need to be reduced to -24 
  hit points to be killed.
  Vigor Up (Ex): A level 2 Berserker gains the Vigor 
  up ability, as described in the Basher class abilities. 
  He  uses  his  Berserker  levels  to  determine  the 
  duration of this ability, and if he has the Vigor Up 
  talent from the Basher class, he may use the sum of 
  his levels to determine the duration.
  Berserker Tech (Ex): At level 3 and every third 
  level thereafter, the Berserker gains one ability from 
  the following list that he meets the perequisites for. 
  Alternately, he may choose to gain a bonus feat 
  from the Basher or Soldier bonus feat lists.
  Super Peril: The Berserker can use Peril Stance as 
  long as his current hit point total is equal to his 
  level or less.
  Prerequisite: None
  Ultra Peril: The Berserker can use Peril Stance as 
  long as his current hit point total is equal to his 
  level times his Constitution modifier or less.
  Prerequisite: Super Peril
  Retribution: While the Berserker is benefiting from 
  the Diehard feat, he may add the difference between 
  0 and his current hit point total to his damage rolls.
  Prerequisite: None
  Rage:  While the Berserker is benefiting from the 
  Diehard feat, he may add the difference between 0 
  and his current hit point total to his attack rolls.
  Prerequisite: Retribution
  Clearminded:  While  the  Berserker  is  benefiting 
  from the Diehard feat, he may add the difference 
  between 0  and  his current hit point total to his 
  armor class.
  Prerequisite: None
  Quiescent:  While the Berserker is benefiting from 
  the Diehard feat, he may add the difference between 
  0 and his current hit point total to his defense.
  Prerequisite: Clearminded
  Peril Stance (Ex): At level 4, the Berserker can use 
  the Peril Stance.  The Berserker can only use this 
  stance when his hit point total is at 0 or less.  While 
  using this stance, the Berserker suffers 1 point of 
  damage at the end of each round (in addition to hit 
  points lost for using Diehard), and gains a +4 bonus 
  to Strength.
  At level 8, the Berserker can suffer an additional 
  point of damage at the end of each round to gain a 
  +8 bonus to Strength.
  Endless Vigor (Ex): A level 5 Berserker does not 
  need to spend MP to improve the duration of his 
  Vigor  Up  ability, it  lasts  until  the end  of each 
  encounter in which he uses it.
  Vigor Stance (Ex): A level 7 Berserker can use 
  Vigor Up as a stance without having to spend any 
  MP, provided he has previously been damaged by 
  an enemy in the current encounter.  The effects of 
  Vigor only last as long as the Berserker continues to 
  use it as a stance.
  Final Peril (Ex): A Berserker who suffers enough 
  damage to kill him may spend 10 MP to keep going 
  anyways.  He can continue to fight as though under 
  the benefit of the Diehard feat for a number of 
  rounds equal to his Constitution modifier.  At the 
  end of this time, he drops dead, regardless.  If the 
  Berserker is healed sufficiently before the end of 
  this duration, he instead falls unconscious until fully 
  healed.
  Blood Mage
  Blood magic is the most simple arcana to discover 
  31
  
  through  independent  research,  as  the  process  of 
  substituting body energy for magical energy is an 
  easy  one.   Its  destructive  nature  also  makes  it 
  difficult to find a mage willing to teach it.  Those 
  who master it are capable of astounding feats of 
  arcane stamina.
  Prerequisites: Great Fortitude, the ability to cast 
  three necromancy spells, 6 ranks in Spellcraft, a 
  Constitution score.
  HD: D6+Con mod
  MD: D8+Int mod
  Class Skills: Appraise (Int), Concentration (Con), 
  Craft  (Int),  Decipher  Script  (Int),  Forgery  (Int), 
  Heal (Wis), Intimidate (Cha), Knowledge (all skills 
  individually) (Int), Profession (Wis), Spellcraft (Int)
  Skill Points/Level: 4+Int mod
  Table 3-X: The Blood Mage
  Level
  BAB Fort Ref Will Special
  Dodge
  1
  +0
  +2
  +0
  +0
  Blood casting (3:1)
  +0
  2
  +1
  +3
  +0
  +0
  Focused pain
  +1
  3
  +1
  +3
  +1
  +1
  Combat stance
  +1
  4
  +2
  +4
  +1
  +1
  Blood casting (2:1)
  +2
  5
  +2
  +4
  +1
  +1
  Vital arcana (1:1)
  +2
  6
  +3
  +5
  +2
  +2
  Combat stance
  +3
  7
  +3
  +5
  +2
  +2
  Blood casting (1:1)
  +3
  8
  +4
  +6
  +2
  +2
  Expert vital arcana
  +4
  9
  +4
  +6
  +3
  +3
  Combat stance
  +4
  10
  +5
  +7
  +3
  +3
  Expert
   
  blood 
  casting
  +5
  The Blood Mage is proficient with the dagger and 
  sickle.
  A Blood Mage cannot learn a spell whose spell 
  level is greater than his Intelligence score  - 10. 
  Blood Mages use all spell lists they have access to 
  from other class levels, and determine their save 
  DCs  appropriately.   The  Blood  Mage  adds  his 
  Blood Mage level to his caster level.
  Each time the Blood Mage gains a level, he learns 
  one spell of his highest spell level known or lower 
  for the class he gains that spell from.  If the Blood 
  Mage has  levels  in a  class  that bases its  spells 
  known off of levels in that class rather than caster 
  level,  he may substitute his  caster  level  for  his 
  levels in that class.
  Each time a Blood Mage gains a level, he may swap 
  out  one spell  he learned  at a lower level  for a 
  different spell he could have chosen.  Alternately, 
  he may forget a spell he chose earlier and null the 
  MP loss from learning another spell of equal or 
  lower spell level from a scroll.
  Blood Casting (Ex): A Blood Mage is capable of 
  using his own life force to fuel his magic.  If the 
  Blood Mage does not have enough magic points to 
  cast a spell, he may instead pay for its entire MP 
  with 3 hit points per MP in the spell's cost.  HP lost 
  in this manner cannot be magically healed, it can 
  only be regained through rest.
  A level 4 Blood Mage using Blood Casting only has 
  to pay 2 hit points per MP.
  A level 7 Blood Mage using Blood Casting only has 
  to pay 1 hit point per MP.
  A level 10 Blood Mage only has to pay an amount 
  of hit points equal to the spell's level (minimum 1).
  Focused Pain (Ex): A level 2 Blood Mage who 
  takes damage during an encounter can use his own 
  blood as a material component for his spells for the 
  rest of the encounter or until the damage is healed. 
  Doing so  grants him the benefit  of the Eschew 
  Materials  feat,  and  he  may  substitute  his 
  Constitution modifier for his mental ability score 
  modifiers for the purpose of determining the save 
  DCs of his spells.
  Combat Stance (Su): At level 3 and every third 
  level  thereafter,  a  Blood  Mage  gains  a  Combat 
  Stance  from the list below.   He  must meet  the 
  prerequisites for the stance to gain it.  In place of a 
  Combat  Stance,  a  Blood  Mage  may reduce  the 
  penalties of one of his stances by 1, to a minimum 
  of -0.
  Lifeblood Stance: While using lifeblood stance, the 
  Blood Mage heals 1 point of damage each minute, 
  but spells he casts suffer a -1 penalty to their caster 
  level.
  Prereq: None
  Improved Lifeblood Stance: While using lifeblood 
  stance,  the  Blood  Mage  regains hit  points  at  a 
  quicker rate.  He gains fast healing 1 and suffers a 
  -2 penalty to caster level.  
  Prereq: Lifeblood Stance
  Greater  Lifeblood  Stance:  While  using lifeblood 
  stance, the Blood Mage gains fast healing 2 and 
  suffers a -3 penalty to caster level.
  Prereq:  Lifeblood  Stance,  Improved  Lifeblood 
  Stance
  Mana Rage: While using mana rage, each time the 
  32
  
  Blood Mage takes damage, ½ of the damage taken 
  cannot be healed by magical healing or any other 
  means besides actual rest.  However, he also gains a 
  number of temporary MP equal to ½ the damage he 
  takes.  This does not apply to self-inflicted damage.
  Prereq: None
  Improved Mana Rage: While using mana rage, the 
  Blood Mage gains all of the damage he takes as 
  temporary MP.  All of the damage he takes can only 
  be healed through rest.
  Prereq: Mana Rage
  Greater Mana Rage: While using improved mana 
  rage, the Blood Mage can heal half of the damage 
  taken through rest, as mana rage.
  Prereq: Mana Rage, Improved Mana Rage
  Mana Shield: While using mana shield, the Blood 
  Mage suffers 1/3 less damage, but the prevented 
  damage is instead taken from his magic points.
  Prereq: None
  Improved Mana Shield: While using mana shield, 
  the Blood Mage may transfer ½ of his damage to 
  his magic points.
  Prereq: Mana Shield
  Greater Mana Shield: While using mana shield, the 
  Blood Mage may transfer all of his damage to his 
  magic points.
  Vital Arcana (Su): A level 5 Blood Mage may use 
  his  life  force  to  enhance  his  spells.   When  he 
  applies metamagic to a spell, he may choose to pay 
  the magic point increase from the metamagic with 
  hit points instead of MP, at a one-per-one exchange 
  rather than the Blood Casting rate.  This cannot be 
  used in conjunction with Blood Casting.
  A level 8 Blood Mage reduces the amount of HP he 
  must spend for Vital Arcana to be equal to the spell 
  level increase of the spell.
  Brawler
  Brawlers  are  masters  of  unarmed  combat,  be  it 
  martial arts, wrestling, or even drunken fistfighting.
  Prerequisites: BAB +3, Improved Unarmed Strike
  HD: D12+Con mod
  MD: D1+Wis mod
  Class  Skills:
   Balance  (Dex),  Climb  (Str), 
  Concentration (Con), Craft (Int) (Any), Diplomacy 
  (Cha),  Escape  Artist  (Dex),  Hide  (Dex),  Jump 
  (Dex), Listen (Wis), Move Silently (Dex), Sense 
  Motive (Wis), Spot (Wis), Swim (Str), and Tumble 
  (Dex).
  Skill Points/Level: 2+Int mod
  Table 3-X: The Brawler
  Level
  BAB
  Fort
  Ref
  Will
  Special
  Dodge
  1
  +0
  +2
  +0
  +0
  Living 
  Weapon
  +1
  2
  +1
  +3
  +0
  +0
  Combat 
  Stance
  +2
  3
  +2
  +3
  +1
  +1
  Breaker
  +2
  4
  +3
  +4
  +1
  +1
  Combat 
  Stance
  +3
  5
  +3
  +4
  +1
  +1
  Gloved Strike
  +3
  6
  +4
  +5
  +2
  +2
  Combat 
  Stance
  +4
  7
  +5
  +5
  +2
  +2
  Rattle
  +4
  8
  +6
  +6
  +2
  +2
  Combat 
  Stance
  +5
  9
  +6
  +6
  +3
  +3
  Mercy Strike
  +5
  10
  +7
  +7
  +3
  +3
  Iron
   
  Fist, 
  Combat 
  Stance
  +6
  Brawlers are proficient with no weapons or armor.
  Living  Weapon  (Ex):  This  is  identical  to  the 
  Monk's  Unarmed  Strike  ability,  but  damage  is 
  determined from the table below.  A Brawler cannot 
  use this  ability while wearing armor  or  using a 
  shield.
  Table 3-X: Brawler Unarmed Strike
  Brawler Level Unarmed Strike Damage
  Small Medium Large
  1st-2nd
  1d4
  1d6
  1d8
  3rd-4th
  1d6
  1d8
  1d10
  5th-6th
  1d8
  1d10
  2d6
  7th-8th
  1d10
  2d6
  2d8
  9th-10th
  2d6
  2d8
  3d6
  2d10
  Combat  Stance:  At  level  1  and  every  odd-
  numbered level  after,  a Brawler gains a combat 
  stance  from the  list  below.   He  must  meet  the 
  prerequisites for the stance to gain it.  In place of a 
  Combat Stance, a Brawler may reduce the penalties 
  of one of his stances by 1, to a minimum of -0.
  33
  
  Armored Stance: While using armored stance, the 
  Brawler loses the ability to strike with any part of 
  his body and still retains his living weapon ability 
  while wearing armor or a shield.
  Prereq: None
  Heavy  Stance:  While  using  Heavy  Stance,  the 
  Brawler's  unarmed  strike  is  considered  a  two-
  handed weapon for all purposes and he takes a -1 
  penalty to AC.
  Prereq: None
  Improved  Heavy  Stance:  While  using  Heavy 
  Stance, the Brawler also gains Defense equal to his 
  Wisdom modifier and his penalty to AC increases 
  to -2.
  Prereq: Heavy Stance
  Medium Stance: While using Medium Stance, the 
  Brawler is considered one size category larger for 
  opposed checks and he takes a -1 penalty to damage 
  rolls.
  Prereq: None
  Improved Medium Stance: While using Medium 
  Stance,  the  Brawler  also  applies  his  Wisdom 
  modifier as a shield bonus to AC and his penalty to 
  damage rolls increases to -2.
  Prereq: Medium Stance
  Light Stance: While using Light Stance, a Brawler 
  uses his Dexterity modifier instead of his Strength 
  modifier for damage rolls and he takes a -1 penalty 
  to attack rolls.
  Prereq: None
  Improved Light Stance: While using Light Stance, a 
  Brawler gains concealment (20% miss chance) and 
  his penalty to attack rolls increases to -2.
  Prereq: Light Stance
  Breaker (Ex): A level 3 Brawler's unarmed strike 
  may ignore any object's hardness if it is less than or 
  equal to his Brawler level.
  Gloved Strike (Ex): A level 5  Brawler who is 
  wearing a gauntlet or spiked gauntlet may apply its 
  enhancement  bonus  (as  a  weapon,  if  any)  to 
  unarmed attack and damage rolls.  His unarmed 
  strikes are treated as being made of its material for 
  the purpose of overcoming damage reduction.  The 
  Brawler cannot use this ability if he is using the 
  gauntleted  hand  for  another  purpose,  such  as 
  holding a weapon or a shield.
  Rattle  (Ex):  A  level  7  Brawler  may  spend  an 
  amount  of  MP  up  to  his  Brawler  level  before 
  making  an  unarmed  attack  dealing  nonlethal 
  damage to ignore an equal amount of his target's 
  Defense.
  Mercy  Strike  (Ex):  When  a level  9  Brawler 
  chooses to deal nonlethal damage with his unarmed 
  strike, he is treated as being one size category larger 
  or  two  levels  higher  for the purpose  of dealing 
  damage.
  Iron Fist (Ex): A level 10 Brawler may spend up to 
  10 MP before making a damage roll to add an equal 
  amount as an enhancement bonus to the roll.
  Conjurer
  Conjurers are masters of summoning magic.
  Prerequisites:
   Spell  Focus  (Conjuration), 
  Spellcraft 6 ranks.
  HD: D4+Con mod
  MD: D10+Int mod
  Class Skills:  Appraise (Int), Concentration (Con), 
  Craft (Int) (Any), Decipher Script (Int), Knowledge 
  (Int) (Any), Profession (Wis), Spellcraft (Int).  
  Skill Points/Level: 2+Int mod
  Table 3-X: The Conjurer
  Level
  BAB
  Fort
  Ref
  Will
  Special
  Dodg
  e
  1
  +0
  +0
  +0
  +2
  Mighty 
  Summons
  +0
  2
  +1
  +0
  +0
  +3
  Conjure 
  Equipment
  +1
  3
  +1
  +1
  +1
  +3
  Displaced 
  Conjuration
  +1
  4
  +2
  +1
  +1
  +4
  Metamagic 
  Focus
  +2
  5
  +2
  +1
  +1
  +4
  Quick 
  Summoning
  +2
  6
  +3
  +2
  +2
  +5
  Augment 
  Summons
  +3
  7
  +3
  +2
  +2
  +5
  Masterwork 
  Conjuration
  +3
  8
  +4
  +2
  +2
  +6
  Metamagic 
  Focus
  +4
  9
  +4
  +3
  +3
  +6
  Rapid 
  Summons
  +4
  10
  +5
  +3
  +3
  +7
  Imbued 
  Conjuration
  +5
  34
  
  Conjurers are proficient with no weapons or armors.
  A Conjurer cannot learn a spell whose spell level is 
  greater than his Intelligence score - 10.  Conjurers 
  have all spells from the conjuration school on their 
  spell list (using Cleric and Wizard versions of spells 
  before any other versions).  The save DCs of a 
  Conjurer's spells are equal to 10 + spell level + Int 
  mod.  The Conjurer adds half his Conjurer level to 
  his  caster  level,  but  for  the  purpose  of  casting 
  conjuration spells (and only for casting conjuration 
  spells), he adds his whole Conjurer  level to his 
  caster level.
  The Conjurer's spells known are based on his caster 
  level for conjuration spells.  Each time the Conjurer 
  gains a level, he learns two conjuration spells of his 
  highest spell level known or lower.
  Table  3-9:  Conjurer 
  Spells
  Caster
  Level
  Highest Spell
  Level Known
  1
  1st
  2
  1st
  3
  2nd
  4
  2nd
  5
  3rd
  6
  3rd
  7
  4th
  8
  4th
  9
  5th
  10
  5th
  11
  6th
  12
  6th
  13
  7th
  14
  7th
  15
  8th
  16
  8th
  17
  9th
  18
  9th
  19
  9th
  20
  9th
  Each time a Conjurer gains a level, he may swap 
  out  one spell  he learned  at a lower level  for a 
  different spell he could have chosen.  Alternately, 
  he may forget a spell he chose earlier and null the 
  MP loss from learning another spell of equal or 
  lower spell level from a scroll.
  Mighty  Summons  (Su): Every  celestial  and 
  fiendish  creature  summoned  by  a  Conjurer  may 
  make a smite attack once while it is summoned, 
  allowing it to make a normal melee attack deal extra 
  damage equal to its HD (to a maximum of +20) 
  against any foe.
  Conjure Equipment (Sp): A level 2 Conjurer can 
  craft items from raw magic as a full-round action by 
  spending 3 MP.  This is a conjuration (Summoning) 
  effect.   A  conjured  item  must  be  a  mundane, 
  nonmasterwork, nonunique item costing no more 
  than 50 gp, lasts for one hour per Conjurer level, 
  and  the  Conjurer  can  only  have  one  item  in 
  existence at a time unless the item is small and 
  normally sold on the market in set quantities (such 
  as a quiver of 20 arrows).  The Conjurer must be 
  able to carry and handle the item, as he crafts it in 
  his hands.  If a suit of armor, set of clothing, or 
  shield is being crafted, the Conjurer may craft it on 
  a  creature  or  himself,  allowing  the  creature  to 
  circumvent the process of donning or strapping it on 
  and  ensuring  a  perfect  fit.   The  Conjurer  can 
  dismiss this effect as a free action.  Conjured items 
  cannot be used as spell components, and have a 
  distinctive unreal glimmer.
  Displaced Conjuration (Su):  A level 3 Conjurer 
  can spend 2 MP when casting a conjuration spell to 
  increase its range.  Medium-range spells become 
  Long-range  spells,  Short-range  spells  become 
  Medium-range  spells,  touch-range spells  become 
  Short-range  spells,  and  personal-range  spells 
  become touch-range spells.
  Metamagic Focus:  A level 4 Conjurer gains one 
  metamagic feat as a bonus feat.  He gains another 
  metamagic feat at level 8.  Alternately, the Conjurer 
  may  select  one  metamagic  feat  he  has  and 
  permanently reduce the MP increase from that feat 
  by 1, to a minimum of 1.
  Quick Summons: A level 5 Conjurer can cast any 
  Conjuration spell that normally requires 1 round to 
  cast as a full-round action.  Doing so is treated as 
  metamagic,  and  requires  the  caster  to  spend  an 
  additional 2 MP.
  Augment Summons: A level 6 Conjurer gains the 
  Augment Summoning feat as a bonus feat if he did 
  not already have it.
  35
  
  Masterwork Conjuration: A level 7 Conjurer who 
  uses Conjure Equipment may spend an additional 2 
  MP while making an item to make it of masterwork 
  quality.  His gp limit for items created improves to 
  500  gp  (including  the  change  in  price  from 
  masterwork quality), and he may have up to two 
  items in existence at once if their total cost does not 
  exceed 500 gp.
  Rapid Summons: A level 9 Conjurer can cast any 
  Conjuration spell  of the (Summoning) subschool 
  that normally requires 1 round to cast as a standard 
  action.
  Imbued Conjuration: A level 10 Conjurer who 
  uses Conjure Equipment may spend up to 20 MP 
  when crafting a masterwork item to apply a magical 
  enhancement bonus equal to half the MP spent to it. 
  Weapons and armor crafted in this manner have a 
  maximum enhancement bonus of +5, and may have 
  magical weapon properties added if the Conjurer 
  meets  the  prerequisites  for  the  properties.   The 
  Conjurer may create any item of up to 1000 gp in 
  value  (before  magical  enhancements)  and  up  to 
  three items may be in existence simultaneously if 
  their  total  cost  before  enhancements  does  not 
  exceed 1000 gp.
  Diplomat
  Diplomats are masters of the spoken word, capable 
  of talking their way out of the stickiest situations.
  Prerequisites: Skill Focus (Diplomacy), 6 ranks in 
  Diplomacy and Sense Motive.
  HD: D6+Con mod
  MD: D8+Cha mod
  Class  Skills: Bluff  (Cha),  Concentration  (Con), 
  Decipher Script (Int), Diplomacy (Cha), Disguise 
  (Cha),  Forgery  (Int),  Gather  Information  (Cha), 
  Handle Animal (Cha), Intimidate (Cha), Knowldge 
  (geography,  history,  local,  nobility  and  royalty) 
  (Int),  Listen  (Wis),  Perform  (Cha),  Profession 
  (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), 
  Use Magic Device (Cha).
  Skill Points/Level: 6+Int mod
  Table 3-X: The Diplomat
  Level
  BAB Fort Ref Will Special
  Dodge
  1
  +0
  +0
  +0
  +2
  Allegiance
  +1
  2
  +1
  +0
  +0
  +3
  Silver tongue
  +2
  3
  +2
  +1
  +1
  +3
  Diplomat stance
  +2
  Table 3-X: The Diplomat
  4
  +3
  +1
  +1
  +4
  Enchantment 
  specialization
  +3
  5
  +3
  +1
  +1
  +4
  Diplomatic 
  immunity
  +3
  6
  +4
  +2
  +2
  +5
  Diplomat stance +2
  +4
  7
  +5
  +2
  +2
  +5
  Commanding
  +4
  8
  +6
  +2
  +2
  +6
  Enchantment 
  specialization
  +5
  9
  +6
  +3
  +3
  +6
  Diplomat stance +3
  +5
  10
  +7
  +3
  +3
  +7
  Reinforcement
  +6
  The Diplomat is automatically proficient with the 
  longsword, rapier, and light armor.
  A Diplomat cannot learn a spell whose spell level is 
  greater than his Charisma score - 10.  Diplomats use 
  the Royal spell list.  The save DCs of a Diplomat's 
  spells are equal to 10 + spell level + Cha mod.  The 
  Diplomat  adds  his  Diplomat  level  to  his  caster 
  level.
  The Diplomat's spells known are based on his caster 
  level.  Each time the Diplomat gains a level, he 
  learns one spell of his highest spell level known or 
  lower.
  Table  3-X:  Diplomat 
  Spells
  Caster
  Level
  Highest Spell
  Level Known
  1
  0th
  2
  1st
  3
  1st
  4
  1st
  5
  2nd
  6
  2nd
  7
  2nd
  8
  3rd
  9
  3rd
  10
  3rd
  11
  4th
  12
  4th
  13
  5th
  14
  5th
  15
  5th
  16
  6th
  17
  6th
  18
  6th
  36
  
  Table  3-X:  Diplomat 
  Spells
  19
  6th
  20
  6th
  Each time a Diplomat gains a level, he may swap 
  out  one spell  he learned  at a lower level  for a 
  different spell he could have chosen.  Alternately, 
  he may forget a spell he chose earlier and null the 
  MP loss from learning another spell of equal or 
  lower spell level from a scroll.
  Allegiance (Ex): A level 1 Diplomat chooses a city, 
  state, nation, or other entity that he represents, and 
  is officially acknowledged by that entity.  He gains 
  a  +4  circumstance  bonus  to  Diplomacy, Gather 
  Information,  and  Profession  checks  within  that 
  locale, and with individuals from it.
  If at any time the Diplomat's chosen entity decides 
  that he is no longer fit to represent it, he loses the 
  Allegiance  class  feature and  can no  longer take 
  levels in Diplomat, though he retains all other class 
  features.
  Silver Tongue (Ex): A level 2 Diplomat is adept at 
  social backtracking.  As an immediate action, he 
  may spend 3 MP to reroll any Bluff, Diplomacy, or 
  Intimidate check made to influence someone.
  Diplomat Stance (Ex): A level 3 Diplomat can 
  focus  on  social  interaction  at  the  expense  of 
  everything else.  While using this combat stance, he 
  gains  a  +1  bonus  to  Bluff,  Diplomacy,  Gather 
  Information, Intimidate, and Sense Motive checks, 
  but suffers a -1 penalty to all other skills.
  At  level  6,  this  bonus  increases  to  +2  and  the 
  penalty increases to -2.
  At level 9,  this bonuse increases to +3 and the 
  penalty increases to -3.
  Enchantment Specialization (Ex): At levels 4 and 
  8,  the  Diplomat  may  choose  a  number  of 
  enchantment  spells  he  can  cast  equal  to  his 
  Charisma modifier and decrease the amount of MP 
  he needs to spend to cast those spells by 1.  This 
  cannot reduce a spell's MP cost below 1.
  Diplomatic Immunity (Ex): A level 5 Diplomat in 
  a  foreign  entity  that  recognizes  his  own  gains 
  diplomatic immunity.  Though he can be arrested 
  and have property seized from him, he cannot be 
  imprisoned  for  longer  than  1d4+1  hours.   This 
  protection extends to one character per Diplomat 
  level that he designates as a retainer, with approval 
  from his chosen entity.
  If at any time the Diplomat's chosen entity decides 
  that he is no longer fit to represent it, he loses the 
  Diplomatic  Immunity  class  feature  and  can  no 
  longer take levels in Diplomat, though he retains all 
  other class features.
  Commanding (Sp): A level 7 Diplomat can use the 
  aid  another  action  at  a  range  of  up  to  10'  per 
  Diplomat level using only his voice (though he still 
  must make an appropriate check), and he may assist 
  multiple  allies  within  that  range  if  he  makes 
  multiple checks at a -2 penalty per additional ally.
  Reinforcement (Ex): A level 10 Diplomat gains a 
  +4 bonus whenever another character uses the aid 
  another  action  on  him,  and  grants  a  +4  bonus 
  whenever he uses the Aid Another action on another 
  character.
  Diviner
  Diviners are masters of detection magic.
  Prerequisites: Spell Focus (Divination), Spellcraft 
  6 ranks.
  HD: D4+Con mod
  MD: D10+Int mod
  Class Skills: Appraise (Int), Concentration (Con), 
  Craft (Int) (Any), Decipher Script (Int), Knowledge 
  (Int) (Any), Profession (Wis), Spellcraft (Int).
  Skill Points/Level: 2+Int mod
  Table 3-X: The Diviner
  Level
  BAB Fort Ref Will Special
  Dodge
  1
  +0
  +0
  +0
  +2
  Remote 
  Interference
  +0
  2
  +1
  +0
  +0
  +3
  Displaced 
  Divination
  +1
  3
  +1
  +1
  +1
  +3
  Remote Eye
  +1
  4
  +2
  +1
  +1
  +4
  Metamagic Focus
  +2
  5
  +2
  +1
  +1
  +4
  Insight (hp)
  +2
  6
  +3
  +2
  +2
  +5
  Remote
   
  Eye 
  (Darkvision 60')
  +3
  7
  +3
  +2
  +2
  +5
  Insight (mp)
  +3
  8
  +4
  +2
  +2
  +6
  Metamagic Focus
  +4
  9
  +4
  +3
  +3
  +6
  Remote
   
  Eye 
  (Channel)
  +4
  10
  +5
  +3
  +3
  +7
  Truesight
  +5
  Diviners are proficient with no weapons or armors.
  37
  
  A Diviner cannot learn a spell whose spell level is 
  greater than his Intelligence score - 10.  Diviners 
  have all spells from the divination school on their 
  spell list (using Cleric and Wizard versions of spells 
  before any other versions).  The save DCs of a 
  Diviner's spells are equal to 10 + spell level + Int 
  mod.  The Diviner adds half his Diviner level to his 
  caster  level,  but  for  the  purpose  of  casting 
  divination spells (and  only for casting divination 
  spells), he adds his whole Diviner level to his caster 
  level.
  The Diviner's spells known are based on his caster 
  level for divination spells.  Each time the Diviner 
  gains a level, he learns two divination spells of his 
  highest spell level known or lower.
  Table  3-X:  Diviner 
  Spells
  Caster
  Level
  Highest Spell
  Level Known
  1
  1st
  2
  1st
  3
  2nd
  4
  2nd
  5
  3rd
  6
  3rd
  7
  4th
  8
  4th
  9
  5th
  10
  5th
  11
  6th
  12
  6th
  13
  7th
  14
  7th
  15
  8th
  16
  8th
  17
  9th
  18
  9th
  19
  9th
  20
  9th
  Each time a Diviner gains a level, he may swap out 
  one spell he learned at a lower level for a different 
  spell he could have chosen.  Alternately, he may 
  forget a spell he chose earlier and null the MP loss 
  from learning another spell of equal or lower spell 
  level from a scroll.
  Remote Interference (Ex): A level 1 Diviner adds 
  ½ his Diviner level to saving throws against spells 
  of the divination school (minimum +1).
  Displaced Divination (Su): A level 2 Diviner can 
  spend  2  MP  when casting  a  divination  spell  to 
  increase its range.  Medium-range spells become 
  Long-range  spells,  Short-range  spells  become 
  Medium-range  spells,  touch-range spells  become 
  Short-range  spells,  and  personal-range  spells 
  become touch-range spells.
  Remote Eye (Sp): A level 3 Diviner can spend up 
  to 4 MP per Diviner level to create a modified 
  scrying sensor in his hand.  The sensor lasts for 1 
  hour per MP spent.  It is capable of normal vision 
  and hearing with no range limit using the Diviner's 
  skill modifiers.  It does not benefit from any spells, 
  effects, or racial traits the Diviner has.  It moves at 
  a  speed  of  10'  per  caster  level  each  round,  as 
  directed by the Diviner as a free action.  This is a 
  Divination (Scrying).
  A level 6 Diviner's Remote Eye has darkvision 60' 
  and blindsense out to 30'.
  A level 9 Diviner's Remote Eye can benefit from 
  any spell from the divination school that the diviner 
  can cast through it.
  Metamagic Focus:  A level 4 Diviner gains one 
  metamagic feat as a bonus feat.  He gains another 
  metamagic feat at level 8.  Alternately, the Diviner 
  may  select  one  metamagic  feat  he  has  and 
  permanently reduce the MP increase from that feat 
  by 1, to a minimum of 1.
  Insight (Sp): A level 5 Diviner can spend 1 MP as 
  a swift action to reveal the remaining hit points of 
  one creature in his line of sight.
  A level 7 Diviner may spend an additional MP to 
  reveal the target's remaining MP also.
  Truesight  (Sp): A  Diviner  gains  the  continual 
  benefit of a true seeing spell as though he had cast 
  the spell on himself.  If this ability is dispelled, he 
  may resume using it on his next action as a free 
  action.
  Enchanter
  Enchanters are masters of mind-altering magic.
  Prerequisites:
   Spell  Focus  (Enchantment), 
  Spellcraft 6 ranks.
  HD: D4+Con mod
  38
  
  MD: D10+Int mod
  Class Skills: Appraise (Int), Concentration (Con), 
  Craft (Int) (Any), Decipher Script (Int), Knowledge 
  (Int) (Any), Profession (Wis), Spellcraft (Int).
  Skill Points/Level: 2+Int mod
  Table 3-X: The Enchanter
  Level
  BAB
  Fort
  Ref
  Will
  Special
  Dodge
  1
  +0
  +0
  +0
  +2
  Defensive 
  Mind Control
  +0
  2
  +1
  +0
  +0
  +3
  Displaced 
  Enchantment
  +1
  3
  +1
  +1
  +1
  +3
  Empathic 
  Aura
  +1
  4
  +2
  +1
  +1
  +4
  Metamagic 
  Focus
  +2
  5
  +2
  +1
  +1
  +4
  Mind Read
  +2
  6
  +3
  +2
  +2
  +5
  Empathic 
  Aura (-5)
  +3
  7
  +3
  +2
  +2
  +5
  Antipathic 
  Aura
  +3
  8
  +4
  +2
  +2
  +6
  Metamagic 
  Focus
  +4
  9
  +4
  +3
  +3
  +6
  Empathic 
  Aura (-8)
  +4
  10
  +5
  +3
  +3
  +7
  Enthrallment
  +5
  Conjurers are proficient with no weapons or armors.
  An Enchanter cannot learn a spell whose spell level 
  is  greater  than  his  Intelligence  score  -  10. 
  Enchanters  have  all  spells  from  the  conjuration 
  school on their spell list (using Cleric and Wizard 
  versions of spells before any other versions).  The 
  save DCs of an Enchanter's spells are equal to 10 + 
  spell level + Int mod.  The Enchanter adds half his 
  Enchanter  level  to  his  caster  level,  but  for  the 
  purpose of casting enchantment spells (and only for 
  casting  enchantment  spells),  he  adds  his  whole 
  Enchanter level to his caster level.
  The  Enchanter's  spells  known  are  based  on  his 
  caster level for enchantment spells.  Each time the 
  Enchanter gains a level, he learns two enchantment 
  spells of his highest spell level known or lower.
  Table  3-X:  Enchanter 
  Spells
  Caster
  Level
  Highest Spell
  Level Known
  1
  1st
  2
  1st
  3
  2nd
  Table  3-X:  Enchanter 
  Spells
  4
  2nd
  5
  3rd
  6
  3rd
  7
  4th
  8
  4th
  9
  5th
  10
  5th
  11
  6th
  12
  6th
  13
  7th
  14
  7th
  15
  8th
  16
  8th
  17
  9th
  18
  9th
  19
  9th
  20
  9th
  Each time an Enchanter gains a level, he may swap 
  out one spell he learned at a lower level for a 
  different spell he could have chosen.  Alternately, 
  he may forget a spell he chose earlier and null the 
  MP loss from learning another spell of equal or 
  lower spell level from a scroll.
  Defensive Mind Control (Ex): A level 1 Enchanter 
  adds ½ his Enchanter level to saving throws against 
  spells of the enchantment school (minimum +1).
  Displaced Enchantment (Su): A level 2 Enchanter 
  can spend 2 MP when casting an enchantment spell 
  to increase its range.  Medium-range spells become 
  Long-range  spells,  Short-range  spells  become 
  Medium-range  spells,  touch-range spells  become 
  Short-range  spells,  and  personal-range  spells 
  become touch-range spells.
  Empathic Aura (Su): A level 3 Enchanter exudes 
  an aura of positive influence.  All NPCs with as 
  many or less Hit Dice as the Enchanter's Enchanter 
  level within Close range (25' + 5'/2 caster levels) 
  have an attitude one step more friendly towards the 
  Enchanter (no save).  This effect ends immediately 
  if the Enchanter tries to influence the attitude of an 
  affected creature, or if he or his perceived allies 
  perform  a  hostile  action  against  an  affected 
  creature.  This cannot improve a creature's attitude 
  39
  
  beyond Helpful.
  At level 6, the Enchanter's empathic aura extends 
  out to Medium range (100' + 10'/caster level) and 
  improves attitude by two steps for creatures with as 
  many  or  less  Hit  Dice  than  the  Enchanter's 
  Enchanter level - 5.
  At level 9, the Enchanter's empathic aura extends 
  out  to  Long range (400' +  40'/caster level)  and 
  improves attitude by three steps for creatures with 
  as  many  or  less  Hit  Dice  than  the  Enchanter's 
  Enchanter level - 8.
  Metamagic Focus: A level 4 Enchanter gains one 
  metamagic feat as a bonus feat.  He gains another 
  metamagic  feat  at  level  8.   Alternately,  the 
  Enchanter may select one metamagic feat he has 
  and permanently reduce the MP increase from that 
  feat by 1, to a minimum of 1.
  Mind Read (Sp): A level 5 Enchanter has enough 
  influence over the minds of those around him to see 
  into them.  As a free action, an Enchanter may 
  spend 1 MP to read the surface thoughts of any 
  creature within Medium range (100' + 10'/caster 
  level) for one round.  Creatures are allowed a Will 
  save (DC 10 + Enchanter level + Int mod) to negate 
  this effect, and creatures who succeed on their saves 
  are immune to the Enchanter's Mind Read ability 
  for 24 hours.  This is a mind-affecting enchantment 
  effect.
  Antipathic Aura (Sp): A level 7 Enchanter can 
  choose to exude an aura of negative influence.  As a 
  standard action, an Enchanter can spend 5 MP to 
  designate a target within his Empathic Aura's range 
  as an object of hatred.  All NPCs with as many or 
  less Hit Dice as the Enchanter's Enchanter level 
  within his Empathic Aura have an attitude two steps 
  less friendly towards the target (no save) as long as 
  the Enchanter is within range.  This cannot reduce a 
  creature's attitude below Hostile.
  Enthrallment  (Su): A  level  10  Enchanter's 
  enchantments are exceptionally difficult to throw 
  off.  The Enchanter's mind-affecting spells do not 
  expire when their duration ends.  Instead, the target 
  must make a new save against the same DC to end 
  the effect, otherwise the spell continues to stay in 
  effect for the same duration, allowing the target a 
  new save against the same DC when that duration 
  expires, and so on and so forth.  This only applies 
  to enchantment spells that allow a save and do not 
  have a save of (harmless).  If the target was willing 
  when the spell was cast, or chooses to fail any of its 
  saves  against  the  spell,  the  spell  ends  normally 
  when its duration expires.
  Evoker
  Evokers are masters of destructive magic.
  Prerequisites:  Spell Focus (Evocation), Spellcraft 
  6 ranks.
  HD: D4+Con mod
  MD: D10+Int mod
  Class Skills: Appraise (Int), Concentration (Con), 
  Craft (Int) (Any), Decipher Script (Int), Knowledge 
  (Int) (Any), Profession (Wis), Spellcraft (Int).
  Skill Points/Level: 2+Int mod
  Table 3-X: The Evoker
  Level
  BAB
  Fort
  Ref
  Will
  Special
  Dodg
  e
  1
  +0
  +0
  +0
  +2
  Defensive 
  Elementalism
  +0
  2
  +1
  +0
  +0
  +3
  Displaced 
  Evocation
  +1
  3
  +1
  +1
  +1
  +3
  Geomancy 
  (+1)
  +1
  4
  +2
  +1
  +1
  +4
  Metamagic 
  Focus
  +2
  5
  +2
  +1
  +1
  +4
  Elemental 
  Absorbency
  +2
  6
  +3
  +2
  +2
  +5
  Geomancy 
  (+2)
  +3
  7
  +3
  +2
  +2
  +5
  Greater 
  Elemental 
  Absorbency
  +3
  8
  +4
  +2
  +2
  +6
  Metamagic 
  Focus
  +4
  9
  +4
  +3
  +3
  +6
  Geomancy 
  (+3)
  +4
  10
  +5
  +3
  +3
  +7
  Split 
  Evocation
  +5
  Evokers are proficient with no weapons or armors.
  An Evoker cannot learn a spell whose spell level is 
  greater than his Intelligence score - 10.  Evokers 
  have all spells from the evocation school on their 
  spell list (using Cleric and Wizard versions of spells 
  before any other versions).  The save DCs of an 
  Evoker's spells are equal to 10 + spell level + Int 
  mod.  The Evoker adds half his Evoker level to his 
  caster level, but for the purpose of casting evocation 
  spells (and  only for casting evocation spells), he 
  adds his whole Evoker level to his caster level.
  The Evoker's spells known are based on his caster 
  40
  
  level for evocation spells.  Each time the Evoker 
  gains a level, he learns two evocation spells of his 
  highest spell level known or lower.
  Table  3-X:  Evoker 
  Spells
  Caster
  Level
  Highest Spell
  Level Known
  1
  1st
  2
  1st
  3
  2nd
  4
  2nd
  5
  3rd
  6
  3rd
  7
  4th
  8
  4th
  9
  5th
  10
  5th
  11
  6th
  12
  6th
  13
  7th
  14
  7th
  15
  8th
  16
  8th
  17
  9th
  18
  9th
  19
  9th
  20
  9th
  Each time an Evoker gains a level, he may swap out 
  one spell he learned at a lower level for a different 
  spell he could have chosen.  Alternately, he may 
  forget a spell he chose earlier and null the MP loss 
  from learning another spell of equal or lower spell 
  level from a scroll.
  Defensive Elementalism (Ex): A level 1 Evoker 
  adds ½ his Evoker level to saving throws against 
  spells of the evocation school (minimum +1).
  Displaced Evocation (Su):  A level 2 Evoker can 
  spend 2 MP when casting an evocation spell to 
  increase its range.  Medium-range spells become 
  Long-range  spells,  Short-range  spells  become 
  Medium-range  spells,  touch-range spells  become 
  Short-range  spells,  and  personal-range  spells 
  become touch-range spells.
  Geomancy (Su): A level 3 Evoker can draw upon 
  his environment to bolster his spells.  Whenever an 
  Evoker casts a spell with one of the sources listed 
  on  table Geomancy Foci matching its descriptor 
  within the spell's range, he gains a +1 circumstance 
  bonus to his caster level for that spell.
  Table 3-X: Geomancy Foci
  Spell
  Descripto
  r
  Elemental Source
  Air
  A moderate or stronger wind (11+ mph)
  Cold
  A Small or larger piece of ice
  Darkness
  A shadow cast by a Gargantuan or larger object 
  or creature
  Earth
  A 20'x20' or larger patch of bare dirt or unworked 
  stone
  Electricity
  A metal object weighing at least 200 pounds
  Fire
  A Small or larger fire
  Force
  An active force effect
  Light
  A 40'-radius or larger area of bright illumination
  Sonic
  An 80 decibel or louder source of noise (as loud 
  as a vacuum cleaner)
  Water
  A Huge or larger volume of water
  At level 6, the Evoker's caster level bonus improves 
  to +2.
  At level 9, the Evoker's caster level bonus improves 
  to +3.
  Metamagic Focus:  A level 4  Evoker gains one 
  metamagic feat as a bonus feat.  He gains another 
  metamagic feat at level 8.  Alternately, the Evoker 
  may  select  one  metamagic  feat  he  has  and 
  permanently reduce the MP increase from that feat 
  by 1, to a minimum of 1.
  Elemental Absorbency (Su): A level 5 Evoker can 
  consume elemental energies around himself.  If a 
  spell with the Acid, Cold, Earth, Electricity, Fire, 
  Force,  Sonic,  or  Water  descriptor  affects  the 
  Evoker, its caster takes a cumulative -1 penalty to 
  its caster level for a number of rounds equal to the 
  Evoker's Evoker level.  The Evoker is immune to 
  this effect for spells he casts on himself, and he may 
  suppress it as a standard action.
  Greater Elemental Absorbency: A level 7 Evoker 
  is trained enough to concentrate absorbed elemental 
  energy into himself.  When a caster suffers from 
  Elemental Absorbency, the Evoker gains a number 
  of temporary mp equal to ½ the mp cost of the spell 
  cast on him.  These mp may only be used to cast a 
  41
  
  spell with the same descriptor as the spell cast on 
  the Evoker.
  Split Evocation (Su): A level 10 Evoker can spend 
  up to 10 MP when casting an evocation spell to 
  have it affect an additional target for every 2 MP 
  spent.  Each target must be a valid target for the 
  spell, and no two targets may be further than 30' 
  apart.
  Illusionist
  Illusionist are masters of deceptive magic.
  Prerequisites:  Spell Focus (Illusion), Spellcraft 6 
  ranks.
  HD: D4+Con mod
  MD: D10+Int mod
  Class Skills: Appraise (Int), Concentration (Con), 
  Craft (Int) (Any), Decipher Script (Int), Knowledge 
  (Int) (Any), Profession (Wis), Spellcraft (Int).
  Skill Points/Level: 2+Int mod
  Table 3-X: The Illusionist
  Level
  BAB
  Fort
  Ref
  Will
  Special
  Dodge
  1
  +0
  +0
  +0
  +2
  Illusory 
  Interference
  +0
  2
  +1
  +0
  +0
  +3
  Displaced 
  Illusion
  +1
  3
  +1
  +1
  +1
  +3
  Personal Veil
  +1
  4
  +2
  +1
  +1
  +4
  Metamagic 
  Focus
  +2
  5
  +2
  +1
  +1
  +4
  Personal Veil 
  (+1)
  +2
  6
  +3
  +2
  +2
  +5
  Shadow 
  Mastery
  +3
  7
  +3
  +2
  +2
  +5
  Personal Veil 
  (+2)
  +3
  8
  +4
  +2
  +2
  +6
  Metamagic 
  Focus
  +4
  9
  +4
  +3
  +3
  +6
  Personal Veil 
  (+3)
  +4
  10
  +5
  +3
  +3
  +7
  Reinforced 
  Illusion
  +5
  Illusionists  are  proficient  with  no  weapons  or 
  armors.
  An Illusionist cannot learn a spell whose spell level 
  is  greater  than  his  Intelligence  score  -  10. 
  Illusionists have all spells from the illusion school 
  on their spell list (using Cleric and Wizard versions 
  of spells before any other versions).  The save DCs 
  of an Illusionist's spells are equal to 10 + spell level 
  + Int mod.  The Illusionist adds half his Illusionist 
  level to his caster level, but for the purpose  of 
  casting illusion spells (and only for casting illusion 
  spells), he adds his whole Illusionist level to his 
  caster level.
  The  Illusionist's  spells  known  are  based  on  his 
  caster  level  for  illusion  spells.   Each  time  the 
  Illusionist gains a level, he learns two illusion spells 
  of his highest spell level known or lower.
  Table  3-X:  Illusionist 
  Spells
  Caster
  Level
  Highest Spell
  Level Known
  1
  1st
  2
  1st
  3
  2nd
  4
  2nd
  5
  3rd
  6
  3rd
  7
  4th
  8
  4th
  9
  5th
  10
  5th
  11
  6th
  12
  6th
  13
  7th
  14
  7th
  15
  8th
  16
  8th
  17
  9th
  18
  9th
  19
  9th
  20
  9th
  Each time an Illusionist gains a level, he may swap 
  out one spell he learned at a lower level for a 
  different spell he could have chosen.  Alternately, 
  he may forget a spell he chose earlier and null the 
  MP loss from learning another spell of equal or 
  lower spell level from a scroll.
  Illusory Interference (Ex): A level 1 Illusionist 
  adds ½ his Illusionist level to saving throws against 
  spells of the divination school (minimum +1).
  Displaced Illusion (Su):  A level 2 Illusionist can 
  42
  
  spend  2  MP  when  casting  an  illusion  spell  to 
  increase its range.  Medium-range spells become 
  Long-range  spells,  Short-range  spells  become 
  Medium-range  spells,  touch-range spells  become 
  Short-range  spells,  and  personal-range  spells 
  become touch-range spells.
  Personal Veil (Sp): A level 3 Illusionist can spend 
  5 MP to veil himself in a shell of illusion, obscuring 
  his  true  form.   This  is  otherwise  identical  to 
  disguise self, but the Illusionist can assume almost 
  any form, it only lasts as long as the Illusionist is 
  conscious, and is visual, tactile, and auditory (the 
  Illusionist  can  duplicate  any sound  his  assumed 
  form could make in addition to any sounds he could 
  normally make,  he could  make it both feel and 
  sound like he is wearing armor).  This is an illusory 
  shadow effect.  The Illusionist cannot deal damage 
  with the shell, he still uses his real weapons, but he 
  may  disguise  his  weapons  with  it.   Creatures 
  interacting with the shell's tactile or auditory effects 
  are allowed a Will save to disbelieve it.
  At level 5, the Illusionist can spend 7 MP to veil 
  himself to appear as though he is one size category 
  larger or smaller.  When appearing as a smaller 
  creature, he uses the space and reach of that size, 
  but all other abilities remain unchanged.  When 
  appearing as a larger creature, the Illusionist uses 
  the space (but not reach) of that size and takes size 
  penalties to attack and AC, but all other abilities 
  remain unchanged.
  At level 7, the Illusionist can spend 9 MP to veil 
  himself  to  appear  as  though  he  is  two  size 
  categories larger or smaller.
  At level 9, the Illusionist can spend 11 MP to veil 
  himself  to  appear  as  though  he  is  three  size 
  categories larger or smaller.
  Metamagic Focus: A level 4 Illusionist gains one 
  metamagic feat as a bonus feat.  He gains another 
  metamagic  feat  at  level  8.   Alternately,  the 
  Illusionist may select one metamagic feat he has 
  and permanently reduce the MP increase from that 
  feat by 1, to a minimum of 1.
  Shadow Mastery (Su): A level 6 Illusionist may 
  enforce his shadow effects.  When the Illusionist 
  casts a spell from the Shadow subschool, he may 
  spend 2 MP to increase the shadow's effectiveness 
  by one-tenth (10%).  He may not spend more MP 
  than his Illusionist level in this way.
  Reinforced Illusion (Su): A level 10 Illusionist's 
  illusions stand up to even the harshest skepticism. 
  Each  round  after  making  a  successful  save  to 
  disbelieve  an  illusion  cast  by  the  Illusionist,  a 
  creature must make a new save or resume being 
  affected  by  the  illusion.   The  creature  still 
  remembers  that  the  effect  was  an  illusion,  and 
  makes all future saves against it as though it had 
  been told that it was an illusion (+4 bonus to the 
  save).  This applies to the Illusionist's Personal Veil 
  ability.
  Knight
  Knights are specialists in defensive tactics.
   
  Prerequisites: Tower Shield Proficiency, 6 ranks in 
  Craft (Armorsmithing)
  HD: D12+Con mod
  MD: D4+Wis mod
  Class  Skills: Concentration  (Con),  Craft  (Int), 
  Diplomacy  (Cha),  Handle  Animal  (Cha),  Heal 
  (Wis),  Knowledge  (nobility  and  royalty)  (Int), 
  Knowledge (religion) (Int), Profession (Wis), Ride 
  (Dex), and Sense Motive (Wis).
  Skill Points/Level: 2 + Int mod
  Table 3-X: The Knight
  Level
  BAB
  Fort
  Ref
  Will
  Special
  Dodge
  1
  +0
  +2
  +0
  +2
  Knight Stance 
  (Armor Class)
  +0
  2
  +1
  +3
  +0
  +3
  Cover (Melee) +1
  3
  +2
  +3
  +1
  +3
  Shield  Focus 
  (+1)
  +1
  4
  +3
  +4
  +1
  +4
  Knight Stance 
  (Saves)
  +1
  5
  +3
  +4
  +1
  +4
  Cover 
  (Ranged)
  +2
  6
  +4
  +5
  +2
  +5
  Shield  Focus 
  (+2)
  +2
  7
  +5
  +5
  +2
  +5
  Knight Stance 
  (Defense)
  +2
  8
  +6
  +6
  +2
  +6
  Cover Focus
  +3
  9
  +6
  +6
  +3
  +6
  Shield  Focus 
  (+3)
  +3
  10
  +7
  +7
  +3
  +7
  Iron Shield
  +3
  A Knight is proficient with all simple weapons and 
  all shields.
  Knight Stance (Ex): A Knight is always alert and 
  can aid multiple allies against attacks.  While using 
  this  combat  stance,  the  Knight  loses  his  shield 
  bonus to AC and all allies within his natural reach 
  add  it to  theirs.  This  does  not  stack  with any 
  43
  
  existing shield bonuses.
  A level 4 Knight also grants his shield bonus as a 
  cover bonus to Reflex saving throws.
  A level 7 Knight also grants his shield bonus as a 
  bonus to Defense.
  Cover (Ex): A Knight's ability to defend his allies 
  also allows him to deflect blows.  A level 2 Knight 
  can spend 1 MP to take a melee attack in place of 
  an adjacent ally before any rolls are made.  This 
  applies to any effect that requires a melee attack 
  roll, such as a touch spell.
  A level 5 Knight may use his Cover ability against 
  ranged attacks.
  Shield  Focus  (Ex): At  level  3,  6,  and  9,  the 
  Knight's AC bonus while using a shield increases by 
  the listed amount, effectively increasing its base AC 
  bonus by the indicated amount.  This applies to 
  Knight Stance.
  Cover Focus (Ex): A level 8 Knight may spend any 
  amount of MP up to his Knight level and add the 
  same as a shield bonus to AC (this stacks with any 
  existing shield bonus) while using Cover.
  Iron Shield (Ex): A level 10 Knight may spend up 
  to 10 MP as a free action and add the same as an 
  enhancement bonus to his shield until the beginning 
  of his next turn.
  Mana Bandit
  Mana Bandits are thieves so skilled that they can 
  even steal magic.
   
  Prerequisites: Caster level 1, Magical Aptitude, 6 
  ranks in Sleight of Hand and Use Magic Device
  HD: D6+Con mod
  MD: D8+Cha mod
  Class Skills: Appraise (Int), Balance (Dex), Bluff 
  (Cha), Climb (Str), Concentration (Con), Disable 
  Device (Int), Disguise (Cha), Escape Artist (Dex), 
  Forgery (Int), Handle Animal (Cha), Hide (Dex), 
  Jump  (Str),  Knowldge  (arcana,  dungeoneering, 
  local)  (Int),  Listen  (Wis),  Move  Silently  (Dex), 
  Open  Lock  (Dex),  Perform  (Cha),  Ride  (Dex), 
  Search (Int), Sense Motive (Wis), Sleight Of Hand 
  (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), 
  Swim  (Str),  Tumble  (Dex),  Use  Magic  Device 
  (Cha), Use Rope (Dex).
  Skill Points/Level: 6 + Int mod
  Table 3-X: The Mana Bandit
  Level
  BAB
  Fort
  Ref
  Will
  Special
  Dodge
  1
  +0
  +0
  +2
  +2
  Steal Spell (1 
  school)
  +1
  2
  +1
  +0
  +3
  +3
  Mana Thief
  +2
  3
  +2
  +1
  +3
  +3
  Steal Spell  (2 
  schools)
  +2
  4
  +3
  +1
  +4
  +4
  Mana Thief
  +3
  5
  +3
  +1
  +4
  +4
  Steal Spell (3 
  schools)
  +3
  6
  +4
  +2
  +5
  +5
  Mana Thief
  +4
  7
  +5
  +2
  +5
  +5
  Steal Spell (4 
  schools)
  +4
  8
  +6
  +2
  +6
  +6
  Mana Thief
  +5
  9
  +6
  +3
  +6
  +6
  Steal Spell (5 
  schools)
  +5
  10
  +7
  +3
  +7
  +7
  Mana Thief
  +6
  A Mana Bandit is proficient with no weapons or 
  armors.
  The Mana Bandit adds his Mana Bandit level to his 
  caster level.
  Steal Spell (Su): The Mana Bandit can use the 
  Steal Spell combat stance.  Each time he gains an 
  odd-numbered Mana Bandit level, he chooses one 
  spell school.  The Mana Bandit can only use the 
  Steal Spell stance to to steal a spell from a school 
  he has chosen in this manner.  The Mana Bandit can 
  always steal universal spells.
  While using the Steal Spell stance, the Mana Bandit 
  suffers a -1 penalty to attack and damage rolls. 
  Each time he damages a spellcaster (any creature 
  that can use spells or spell-like abilities) with a 
  melee attack, the spellcaster must make a Will save 
  (DC 10 + Mana Bandit level + Cha mod) or lose the 
  ability to cast one spell of the Mana Bandit's choice 
  for 24 hours.  The Mana Bandit can specify a spell 
  he knows the spellcaster knows, or he can specify a 
  spell by school and level and the spell he steals is 
  chosen randomly from spells that fit the criteria.  If 
  the Mana Bandit tries to steal a spell the spellcaster 
  does not have, this ability has no effect.
  If the Mana Bandit successfully steals a spell that he 
  can cast (he has a high enough mental ability score 
  and his caster level is at least 2*spell's level – 1), he 
  may do so once within 24 hours of stealing it using 
  his own MP and abilities.  Casting the spell in this 
  manner does not restore it to the spellcaster.
  Mana Thief (Su): At every even-numbered level, 
  the  Mana  Bandit  gainst  one  of  the  following 
  44
  
  abilities he meets the perequisites for.  Alternately, 
  he can gain a bonus feat from the Bandit or Mage 
  bonus feats list.
  Expanded Theft: The Mana Bandit can steal spells 
  from an additional spell school.
  This ability may be taken multiple times.
  Prerequisite: None
  Magic Leech: When the Mana Bandit steals a spell, 
  he can also cause the spellcaster to lose an amount 
  of MP equal to the spell's level (minimum 1) and 
  the  Mana  Bandit  gains  an  equal  amount  of 
  temporary  MP  or  an  amount  equal  to  the 
  spellcaster's current MP, whichever is less.
  Prerequisite: None
  Improved  Magic  Leech:  Magic  Leech  steals  an 
  amount of MP equal to the MP that would be used 
  to cast the spell stolen.
  Prerequisite: Magic Leech
  Ranged Steal Spell: The Mana Bandit can use Steal 
  Spell each time he damages a spellcaster with a 
  ranged attack and the spellcaster is within 30'.
  Prerequisite: None
  Improved Ranged Steal Spell: The Mana Bandit can 
  use Steal Spell each time he damages a spellcaster 
  with a ranged attack regardless of range.
  Prerequisite: Ranged Steal Spell
  Magic Steal Spell: The Mana Bandit can use Steal 
  Spell each time he damages a spellcaster with a 
  spell.  He can only use this ability once per spell, 
  and he can only steal from one spellcaster affected 
  by the spell.
  Prerequisite: None
  Improved Magic Steal Spell: The Mana Bandit can 
  use  Magic  Steal  Spell  against  all  spellcasters 
  damaged by each spell.
  Prerequisite: Magic Steal Spell
  Light Steal Spell: The Mana Bandit can use Steal 
  Spell even when his spell doesn't deal damage, so 
  long as the spellcaster is affected by it.
  Prerequisite: Magic Steal Spell
  Feat Steal: The Mana Bandit can use Steal Spell to 
  steal a Magic or Metamagic feat instead of a spell. 
  The Mana Bandit can use this ability against non-
  spellcasters with Magic feats.  The Mana Bandit 
  gains the benefit of the stolen feat for a number of 
  hours equal to his Charisma modifier (minimum 1).
  Prerequisite: None
  Mana Battery
  Mana batteries are individuals who focus on being 
  able to use what special techniques and spells they 
  know  without  tiring,  rather  than  improving  any 
  actual power or ability.
  Prerequisite: Charged four times
  HD: D1+Con mod
  MD: D20+Wis mod
  Class Skills: None.  All skills are cross-class skills 
  for a mana battery.
  Skill Points/Level: 2+Int mod
  Table 3-X: The Mana Battery
  Level
  BAB Fort Ref Will Special Dodge
  1
  +0
  +0
  +0
  +0
  -
  +0
  2
  +1
  +0
  +0
  +0
  -
  +1
  3
  +1
  +1
  +1
  +1
  -
  +1
  4
  +2
  +1
  +1
  +1
  -
  +1
  5
  +2
  +1
  +1
  +1
  -
  +2
  6
  +3
  +2
  +2
  +2
  -
  +2
  7
  +3
  +2
  +2
  +2
  -
  +2
  8
  +4
  +2
  +2
  +2
  -
  +3
  9
  +4
  +3
  +3
  +3
  -
  +3
  10
  +5
  +3
  +3
  +3
  -
  +3
  The mana battery is proficient with no weapons or 
  armors.
  Meat Shield
  Meat shields are individuals who focus on simply 
  being difficult to kill, at the expense of all other 
  skills.
  Prerequisite: Toughness four times
  HD: D20+Con mod
  MD: D1+Wis mod
  Class Skills: None.  All skills are cross-class skills 
  for a meat shield.
  Skill Points/Level: 2+Int mod
  Table 3-X: The Meat Shield
  Level
  BAB Fort Ref Will Special Dodge
  1
  +0
  +0
  +0
  +0
  -
  +0
  2
  +1
  +0
  +0
  +0
  -
  +1
  45
  
  Table 3-X: The Meat Shield
  3
  +1
  +1
  +1
  +1
  -
  +1
  4
  +2
  +1
  +1
  +1
  -
  +1
  5
  +2
  +1
  +1
  +1
  -
  +2
  6
  +3
  +2
  +2
  +2
  -
  +2
  7
  +3
  +2
  +2
  +2
  -
  +2
  8
  +4
  +2
  +2
  +2
  -
  +3
  9
  +4
  +3
  +3
  +3
  -
  +3
  10
  +5
  +3
  +3
  +3
  -
  +3
  The meat shield is proficient with no weapons or 
  armors.
  Natural Warrior
  Natural  Warriors  are  feral  combatants  who 
  specialize in using their natural weapons to great 
  effect.
  Prerequisites:  Weapon Focus for a natural attack 
  (not unarmed strike), BAB +3.
  HD: D12+Con mod
  MD: D1+Wis mod
  Class Skills:  Balance (Dex), Climb (Str), Escape 
  Artist  (Dex),  Handle  Animal  (Cha),  Intimidate 
  (Cha), Jump (Str), Listen (Wis), Swim (Str)
  Skill Points/Level: 2+Int mod
  Table 3-X: The Natural Warrior
  Level
  BAB
  Fort
  Ref
  Will
  Special
  Dodge
  1
  +1
  +2
  +2
  +0
  Improved  Natural 
  Attack, Magic Nail
  +1
  2
  +2
  +3
  +3
  +0
  Natural Armor +1
  +2
  3
  +3
  +3
  +3
  +1
  Vigor +4, Valor +4
  +2
  4
  +4
  +4
  +4
  +1
  Improved  Natural 
  Attack
  +3
  5
  +5
  +4
  +4
  +1
  Natural Armor +2
  +3
  6
  +6
  +5
  +5
  +2
  Vigor  +6,  Valor 
  +6, Sharp Nail
  +4
  7
  +7
  +5
  +5
  +2
  Improved  Natural 
  Attack
  +4
  8
  +8
  +6
  +6
  +2
  Natural Armor +3
  +5
  9
  +9
  +6
  +6
  +3
  Vigor +8, Valor +8
  +5
  10
  +10
  +7
  +7
  +3
  Improved  Natural 
  Attack, Iron Nail
  +6
  A Natural Warrior is proficient with no weapons or 
  armor.
  Improved  Natural  Attack:  A  Natural  Warrior 
  gains the Improved Natural Attack feat for all of his 
  weapons if he did not already have it.  At level 4, 7, 
  and 10, the Natural Warrior's natural weapon each 
  improve in damage by one size category.
  Natural Armor  (Ex):  At levels  2,  5,  and 8,  a 
  Natural  Warrior  gains  a  natural  armor  bonus to 
  Defense,  or  his  existing  natural  armor  bonus 
  improves by 1.  Natural armor Defense does not 
  stack with Defense from worn armor.
  Magic  Nail  (Su):  A  Natural  Warrior's  natural 
  weapons are considered to be magic weapons for 
  the purpose of overcoming DR/magic.
  Vigor (Sp):  A level 3 Natural Warrior gains the 
  Vigor Up and Valor Up abilities, described in the 
  Basher and Soldier  class  abilities.   He  uses  his 
  Natural Warrior levels to determine the duration of 
  these abilities, and if he has the Vigor Up or Valor 
  Up talent from the Basher or Soldier class, he may 
  use the sum of his levels to determine the duration. 
  At level 6, a Natural Warrior may spend 2 more MP 
  to improve his ability score increases from Vigor 
  Up and Valor Up to +6, and at level 9 he may spend 
  an additional 2 MP to improve the ability score 
  increases to +8.  The amount of MP spent in this 
  manner counts towards the normal limit for what 
  would normally be increasing the duration of the 
  effect.
  Sharp Nail (Ex): At level 6, a Natural Warrior may 
  spend any amount of MP before making a damage 
  roll  to  ignore  twice  that  amount  in  Damage 
  Reduction.
  Iron Nail (Ex):  A level 10 Natural Warrior may 
  spend up to 10 MP before making a damage roll for 
  a  natural  attack  to  add  an  equal  amount  as  an 
  enhancement bonus to the roll.
  Nature Mage
  Nature Mages tap into the the wild lifeflow of raw 
  nature, without the aid of mind-affecting substances 
  that are normally associated with such practices.
  Prerequisites: Ability to cast summon nature's ally 
  II, 6 ranks in Knowledge (Nature), and Endurance.
  HD: D6+Con mod
  MD: D10+Wis mod
  Class Skills: Concentration (Con), Handle Animal 
  (Cha), Heal (Wis), Knowledge (Int) (Geography, 
  Nature), Listen (Wis), Ride (Dex), Spellcraft (Int), 
  Spot (Wis), Survival (Wis), Swim (Str)
  46
  
  Table 3-X: The Nature Mage
  Level
  BAB Fort Ref Will Special
  Dodge
  1
  +0
  +0
  +0
  +2
  Empathy
  +0
  2
  +1
  +0
  +0
  +3
  Without A Trace
  +1
  3
  +2
  +1
  +1
  +3
  Nature Aide
  +1
  4
  +3
  +1
  +1
  +4
  Animal Guise
  +2
  5
  +3
  +1
  +1
  +4
  Track
  +2
  6
  +4
  +2
  +2
  +5
  Animal Cohort
  +3
  7
  +5
  +2
  +2
  +5
  Natural Defense
  +3
  8
  +6
  +2
  +2
  +6
  Animal Form
  +4
  9
  +6
  +3
  +3
  +6
  Plant Form
  +4
  10
  +7
  +3
  +3
  +7
  Greater
   
  Animal 
  Cohort
  +5
  Nature Mages are proficient with no weapons or 
  armors.
  A Nature Mage cannot learn a spell whose spell 
  level is greater than her Wisdom score - 10.  Nature 
  Mages use the Druid spell list.  The save DCs of a 
  Nature Mage's spells are equal to 10 + spell level + 
  Wis mod.  The Nature Mage adds her Nature Mage 
  level to her caster level.
  The Nature Mage's spells known are based on her 
  caster level.  Each time the Nature Mage gains a 
  level, she learns two spells of her highest spell level 
  known or lower.
  Table  3-X:  Nature  Mage 
  Spells
  Caster
  Level
  Highest Spell
  Level Known
  1
  1st
  2
  1st
  3
  2nd
  4
  2nd
  5
  3rd
  6
  3rd
  7
  4th
  8
  4th
  9
  5th
  10
  5th
  11
  6th
  12
  6th
  13
  7th
  14
  7th
  Table  3-X:  Nature  Mage 
  Spells
  15
  8th
  16
  8th
  17
  9th
  18
  9th
  19
  9th
  20
  9th
  Each time a Nature Mage gains a level, she may 
  swap out one spell she learned at a lower level for a 
  different spell she could have chosen.  Alternately, 
  she may forget a spell she chose earlier and null the 
  MP loss from learning another spell of equal or 
  lower spell level from a scroll.
  Empathy (Ex): A Nature Mage may use the Handle 
  Animal skill in the same manner as the Diplomacy 
  skill to influence unintelligent animals and magical 
  beasts  without  needing  to  share  a  common 
  language.
  Without A Trace (Ex):  A level 2 Nature Mage 
  leaves  no  trail  that  can  be  detected  through 
  mundane means, even by scent.
  Nature Aide (Su):  A level 3 Nature Mage may 
  empower all spells with the [Healing] descriptor, as 
  the Empower Spell metamagic feat, at no MP cost 
  when casting them on animals and magical beasts.
  Animal Guise (Sp): As a spell-like ability, a level 4 
  Nature  Mage  may  spend  4  MP  to  assume  the 
  appearance of any animal of her size or smaller. 
  This is a purely cosmetic change except for the 
  change in size, if any (which works in the same 
  manner as the  reduce person spell chain).  The 
  effect lasts for  a  number of hours equal to  the 
  Nature Mage's Nature Mage level.
  Track:  A level 5 Nature Mage gains Track as a 
  bonus feat if she did not have it already.
  Animal Cohort (Ex): A level 6 Nature Mage may 
  attract  an  animal  or  magical  beast  cohort,  as 
  described  in the Leadership feat.  If the Nature 
  Mage attracts an animal, its only limitation is its Hit 
  Dice,  which may not  exceed  the Nature Mage's 
  Leadership score.  An animal cohort advances by 
  Hit Dice as noted for its entry, increasing in size as 
  it  progresses,  and  it  may  advance  beyond  the 
  maximum Hit Dice for a creature of its type.  If the 
  47
  
  Nature Mage attracts a magical beast, it must have a 
  listed cohort ECL and is treated normally for a 
  cohort.
  Natural  Defense  (Ex):  A level 8  Nature  Mage 
  gains a natural armor bonus to Defense equal to her 
  Constitution modifier.  This does not stack with 
  worn armor, but does stack with existing natural 
  armor.
  Animal Form (Sp): A level 8 Nature Mage learns 
  the polymorph spell, limited to animal forms only. 
  However, she may assume any animal form of any 
  size whose Hit Dice is not greater than her caster 
  level.
  Plant Form (Sp): A level 9 Nature Mage may use 
  the polymorph spell as a spell-like ability on herself 
  to assume any plant form whose Hit Dice does not 
  exceed her caster level.  In addition, the Nature 
  Mage may use polymorph to assume the form of an 
  inanimate  plant,  though  she  retains  her  natural 
  ability to percieve her surroundings.
  Greater Animal Cohort (Ex): A level 10 Nature 
  Mage's  animal  cohort  gains  all  of  the  special 
  abilities  of  a  familiar,  using  the  Nature  Mage's 
  caster level.
  Necromancer
  Necromancers are masters of death magic.
  Prerequisites:
   Spell  Focus  (Necromancy), 
  Spellcraft 6 ranks.
  HD: D4+Con mod
  MD: D10+Int mod
  Class Skills: Appraise (Int), Concentration (Con), 
  Craft (Int) (Any), Decipher Script (Int), Knowledge 
  (Int) (Any), Profession (Wis), Spellcraft (Int).
  Skill Points/Level: 2+Int mod
  Table 3-X: The Necromancer
  Level
  BAB Fort Ref Will Special
  Dodge
  1
  +0
  +0
  +0
  +2
  Bolstered 
  Necromancy
  +0
  2
  +1
  +0
  +0
  +3
  Displaced 
  Necromancy
  +1
  3
  +1
  +1
  +1
  +3
  Deathly Aura
  +1
  4
  +2
  +1
  +1
  +4
  Metamagic Focus
  +2
  5
  +2
  +1
  +1
  +4
  Command
  +2
  Table 3-X: The Necromancer
  6
  +3
  +2
  +2
  +5
  Superior  Animation 
  (Str)
  +3
  7
  +3
  +2
  +2
  +5
  Dark Creation
  +3
  8
  +4
  +2
  +2
  +6
  Metamagic Focus
  +4
  9
  +4
  +3
  +3
  +6
  Superior  Animation 
  (Dex)
  +4
  10
  +5
  +3
  +3
  +7
  Self-Reanimation
  +5
  Necromancers are proficient with no weapons or 
  armors.
  A Necromancer cannot learn a spell whose spell 
  level is greater than his Intelligence score – 10. 
  Necromancers have all spells from the necromancy 
  school on their spell list (using Cleric and Wizard 
  versions of spells before any other versions).  The 
  save DCs of a Necromancer's spells are equal to 10 
  + spell level + Int mod.  The Necromancer adds half 
  his Necromancer level to his caster level, but for the 
  purpose of casting necromancy spells (and only for 
  casting  necromancy  spells),  he  adds  his  whole 
  Necromancer level to his caster level.
  The Necromancer's spells known are based on his 
  caster level for necromancy spells.  Each time the 
  Necromancer  gains  a  level,  he  learns  two 
  necromancy spells of his highest spell level known 
  or lower.
  Table  3-X:  Necromancer 
  Spells
  Caster
  Level
  Highest Spell
  Level Known
  1
  1st
  2
  1st
  3
  2nd
  4
  2nd
  5
  3rd
  6
  3rd
  7
  4th
  8
  4th
  9
  5th
  10
  5th
  11
  6th
  12
  6th
  13
  7th
  14
  7th
  15
  8th
  16
  8th
  48
  
  Table  3-X:  Necromancer 
  Spells
  17
  9th
  18
  9th
  19
  9th
  20
  9th
  Each time a Necromancer gains a level, he may 
  swap out one spell he learned at a lower level for a 
  different spell he could have chosen.  Alternately, 
  he may forget a spell he chose earlier and null the 
  MP loss from learning another spell of equal or 
  lower spell level from a scroll.
  Bolstered  Necromancy  (Ex): 
  A  level  1 
  Necromancer adds his Necromancer level to his 
  caster level for necromancy spells to determine the 
  maximum HD of undead he can control.
  Displaced  Necromancy  (Su):
   A  level  2 
  Necromancer  can  spend  2  MP  when  casting  a 
  necromancy spell to increase its range.  Medium-
  range spells become Long-range spells, Short-range 
  spells  become  Medium-range  spells,  touch-range 
  spells  become  Short-range  spells,  and  personal-
  range spells become touch-range spells.
  Deathly Aura (Ex): A level 3 Necromancer adds ½ 
  his  Necromancer  level  to  saving  throws  against 
  spells of the necromancy school.
  Metamagic Focus:  A level 4 Necromancer gains 
  one metamagic  feat as a bonus  feat.  He gains 
  another metamagic feat at level 8.  Alternately, the 
  Necromancer may select one metamagic feat he has 
  and permanently reduce the MP increase from that 
  feat by 1, to a minimum of 1.
  Command  (Su): A  level  5  Necromancer  can 
  channel negative energy to control undead.   By 
  spending  5  MP  as  a  standard  action,  the 
  Necromancer can make a caster level check (using 
  his caster level for necromancy spells) and bring as 
  many Hit Dice worth of undead within 60' under his 
  control, starting with the closest.  This requires line 
  of effect.  Undead controlled in this manner count 
  towards the maximum Hit Dice worth of undead the 
  Necromancer  can  control,  and  the  Necromancer 
  may  choose  to  relinquish  control  over  any 
  previously  controlled  undead  to  meet  his  limit. 
  Undead commanded in this manner remain under 
  the Necromancer's control indefinitely.
  Intelligent undead are allowed a Will save against 
  this effect, and are affected differently.  Intelligent 
  undead  have  their  attitude  towards  the  caster 
  improved to Helpful for one hour per caster level, 
  and count towards the Necromancer's maximum Hit 
  Dice of controllable undead for the duration.
  Superior Animation (Ex): A level 6 Necromancer 
  may use an extra 50 gp of powdered ruby as a 
  material  component  when  creating  an  undead 
  creature to increase its Strength score by 2.
  At level 9, the Necromancer may use an extra 50 gp 
  of powdered emerald as a material component when 
  creating an undead to increase its Dexterity score by 
  2.  This may be used in conjunction with the level 6 
  ability to increase both ability scores by 2.
  Dark Creation (Ex): A level 7 Necromancer can 
  infuse a corpse with negative energy while creating 
  it to cause it to grow.  While creating undead, the 
  Necromancer  can  simply  use  a  more  expensive 
  material component to advance the undead by Hit 
  Dice to what the material component would allow, 
  up  to  the  normal  maximum  for  the  undead's 
  advancement.   This  may  be  used  to  advance 
  creatures that advance by class to a maximum of 20 
  HD without changing their size.
  Self-Reanimation (Sp): A level 10 Necromancer 
  can supercede death.  Only living Necromancers 
  can use this ability.  When the Necromancer dies, 
  he retains a sense of his surroundings for one hour. 
  This sense allows him to feel life forces within 10' 
  per  caster  level  (for  necromancy  spells,  only 
  creatures on the same plane of existence can be 
  sensed),  regardless  of  line  of  sight.   The 
  Necromancer  cannot  determine  the  types  or 
  positions of creatures, he only knows how many 
  creatures are in the area, if there is a difference of 4 
  or  more  HD  between  any  two  creatures,  and 
  whether or not they are undead.
  During  this  duration,  the  Necromancer  may 
  reanimate himself as a skeleton or zombie as a full-
  round  action  without  needing  any  material 
  components.  When reanimated, the Necromancer 
  loses one level (as though from  raise dead) and 
  retains his feats, mental ability scores, spellcasting 
  abilities,  and  class  features,  but  all  physical 
  abilities, such as Hit Dice, hit points, armor class, 
  saves, and physical ability scores use whatever he is 
  reanimating as.  If the Necromancer has material 
  components on his person when he reanimates, he 
  may use  them  to  bolster  himself  with  Superior 
  Animation and Dark Creation.
  While  undead,  the  Necromancer  cannot  benefit 
  49
  
  from Self-Reanimation if he is slain a second time. 
  The Necromancer can still speak and cast spells 
  with verbal components.  As an intelligent undead, 
  the  Necromancer  is  immune  to  mind-affecting 
  effects,  in  addition  to  all  other  undead  traits 
  (besides  weapon  and  armor  proficiency).   The 
  Necromancer can rest to restore his magic points, 
  but he cannot heal his hit points through rest.
  The Necromancer can restore himself to his living 
  state through a 24-hour ritual, at the end of which 
  he kills a living creature with at least as many Hit 
  Dice as his level (using his class levels and racial 
  HD after losing a level, not his undead Hit Dice or 
  Necromancer level) by drowning it in a 5,000 gp 
  mixture of lethal poisons and unholy water.  A wish 
  or miracle spell can also restore the Necromancer to 
  life.
  Sharpshooter
  Sharpshooters are master archers, capable of hitting 
  anything from anywhere.
  Prerequisites: Point Blank Shot, Far Shot, 6 ranks 
  in Spot, BAB +2.
  HD: D6+Con mod
  MD: D6+Wis mod
  Class Skills: Climb (Str), Craft (Int), Hide (Dex), 
  Jump (Str), Listen (Wis), Move Silently (Dex), Ride 
  (Dex), Spot (Wis), Survival (Wis), Swim (Str), and 
  Use Rope (Dex).
  Skill Points/Level: 4+Int mod
  Table 3-X: The Sharpshooter
  Level
  BAB Fort Ref Will Special
  Dodge
  1
  +1
  +2
  +0
  +0
  Sharp Aim, Combat 
  Stance
  +1
  2
  +2
  +3
  +0
  +0
  Pinpoint  Accuracy 
  +1
  +2
  3
  +3
  +3
  +1
  +1
  Combat Stance
  +2
  4
  +4
  +4
  +1
  +1
  Pinpoint  Accuracy 
  +2
  +3
  5
  +5
  +4
  +1
  +1
  Preserve
   
  (25%), 
  Combat Stance
  +3
  6
  +6
  +5
  +2
  +2
  Pinpoint  Accuracy 
  +3
  +4
  7
  +7
  +5
  +2
  +2
  Preserve
   
  (50%), 
  Combat Stance
  +4
  8
  +8
  +6
  +2
  +2
  Pinpoint  Accuracy 
  +4
  +5
  9
  +9
  +6
  +3
  +3
  Combat Stance
  +5
  Table 3-X: The Sharpshooter
  10
  +10
  +7
  +3
  +3
  Iron
   
  Arrow, 
  Pinpoint  Accuracy 
  +5
  +6
  A Sharpshooter is proficient with all martial and 
  simple ranged weapons.
  Sharp  Aim  (Ex): A  Sharpshooter  adds  his 
  Sharpshooter level to ranged attack rolls to confirm 
  critical hits.
  Pinpoint Accuracy (Ex): A level 2 Sharpshooter 
  may add his Dexterity bonus, to a maximum of +1, 
  to his damage rolls with ranged attacks.  This bonus 
  does not stack with any damage bonus from his 
  Strength modifier.
  A level 4 Sharpshooter may add his Dexterity bonus 
  to damage rolls, to a maximum of +2.
  A level 6 Sharpshooter may add his Dexterity bonus 
  to damage rolls, to a maximum of +3.
  A level 8 Sharpshooter may add his Dexterity bonus 
  to damage rolls, to a maximum of +4.
  A level 10  Sharpshooter  may add  his Dexterity 
  bonus to damage rolls, to a maximum of +5.
  Combat  Stance:  At  level  1  and  every  odd-
  numbered  level  after,  a  Sharpshooter  gains  a 
  combat stance from the list below.  He must meet 
  the prerequisites for the stance to gain it.  In place 
  of a Combat Stance, a Sharpshooter may reduce the 
  penalties of one of his stances by 1, to a minimum 
  of -0.
  Trick Shot: The Sharpshooter takes a -1 penalty to 
  damage rolls but opponents with cover reduce the 
  AC  bonus  of  their  cover  by  2  against  the 
  Sharpshooter's  ranged  attacks.   In  addition,  the 
  Sharpshooter can hit an opponent he does not have 
  line of sight to if he knows what square he is in and 
  has a flat, relatively smooth surface (i.e., a brick 
  wall) to skip an arrow, bolt, or bullet off of, but 
  suffers a 50% miss chance.
  Prereq: None
  Improved Trick Shot: While using Trick Shot, the 
  Sharpshooter may take a -2 penalty to damage rolls 
  to ignore all cover opponents have and only suffers 
  a 25% miss chance when skipping an arrow or bolt 
  to hit an opponent he does not have line of sight to.
  Prereq: Trick Shot
  Shrapnel Burst: The Sharpshooter takes a -1 penalty 
  to attack rolls, his ranged weapons deal damage as 
  though they are two size categories smaller, and all 
  50
  
  his ammunition breaks when fired.  Because of the 
  shattering effects of his attacks, the Sharpshooter 
  may  make  a  separate  extra  attack  against  all 
  creatures adjacent to any creature or object he hits, 
  even if he hits a square or intersection (AC 5).  This 
  does not ignore cover against the Sharpshooter.
  Prereq: None
   
  Improved  Shrapnel  Burst:  When  using  Shrapnel 
  Burst, the Sharpshooter may take a -2 penalty to 
  attack rolls to improve his effective size category to 
  be one smaller.
  Prereq: Shrapnel Burst
  Greater  Shrapnel  Burst:  When  using  Shrapnel 
  Burst, the Sharpshooter may take a -3 penalty to 
  attack rolls to make his ranged weapons take no 
  damage penalty.
  Prereq: Shrapnel Burst, Improved Shrapnel Burst
  Reflex  Shooting:  The  Sharpshooter  takes  a  -1 
  penalty  to  Armor  Class  and  does  not  provoke 
  attacks of opportunity when firing a ranged weapon.
  Prereq: None
  Improved  Reflex  Shooting:  While  using  Reflex 
  Shooting, the Sharpshooter takes a -2 penalty to 
  Armor  Class  and  threatens  squares  within  his 
  normal reach with his ranged weapon.   He still 
  needs to reload or draw arrows on his own action.
  Prereq: Reflex Shooting
  Preserve  (Ex): A level 5  Sharpshooter's missed 
  attacks  only have  a  75%  chance  to  destroy his 
  ammunition, and his hits only have a 25% chance to 
  destroy his ammunition.  Masterwork ammunition 
  used  by the Sharpshooter  is  never  automatically 
  destroyed,  and instead uses  these chances to  be 
  destroyed.
  A  level  7  Sharpshooter's  missed  attacks  never 
  destroy his ammunition, and his hits only have a 
  50% chance to destroy his ammunition.
  Iron Arrow (Ex):  A level 10 Sharpshooter can 
  spend up to 10 MP before making a damage roll 
  with a ranged weapon to add an equal amount as an 
  enhancement bonus to the roll.
  Skill Monkey
  Skill monkeys are individuals who focus on ability, 
  at the expense of any actually useful skills.
  Prerequisite: Open Minded four times.
  HD: D1+Con mod
  MD: D1+Int mod
  Class Skills: All skills are class skills for a Skill 
  Monkey.
  Skill Points/Level: 20+Int mod
  Table 3-X: The Skill Monkey
  Level
  BAB Fort Ref Will Special Dodge
  1
  +0
  +0
  +0
  +0
  -
  +0
  2
  +1
  +0
  +0
  +0
  -
  +1
  3
  +1
  +1
  +1
  +1
  -
  +1
  4
  +2
  +1
  +1
  +1
  -
  +1
  5
  +2
  +1
  +1
  +1
  -
  +2
  6
  +3
  +2
  +2
  +2
  -
  +2
  7
  +3
  +2
  +2
  +2
  -
  +2
  8
  +4
  +2
  +2
  +2
  -
  +3
  9
  +4
  +3
  +3
  +3
  -
  +3
  10
  +5
  +3
  +3
  +3
  -
  +3
  The skill monkey is proficient with no weapons or 
  armors.
  Spellblade
  Spellblades  master  the  two  most  dangerous 
  weapons in the known world: steel and magic.
   
  Prerequisites: BAB  +2,  ability  to  cast  magic 
  weapon, 6 ranks in Craft (Weaponsmithing)
  HD: D8+Con mod
  MD: D6+Cha mod
  Class Skills: Appraise (Int), Concentration (Con), 
  Craft (Int) (Any), Decipher Script (Int), Intimidate 
  (Cha), Knowledge (Int) (Any), Profession (Wis), 
  Ride (Dex), Sense Motive (Wis), Spellcraft (Int), 
  Use Magic Device (Cha)
  Skill Points/Level: 2 + Int mod
  Table 3-X: The Spellblade
  Level
  BAB Fort Ref Will Special
  Dodge
  1
  +1
  +2
  +0
  +2
  Imbue (enhance)
  +0
  2
  +2
  +3
  +0
  +3
  Craft  Magic  Arms 
  and Armor
  +1
  3
  +3
  +3
  +1
  +3
  Spell
   
  Stance 
  (Weapon), Armored 
  Casting (Light)
  +1
  4
  +4
  +4
  +1
  +4
  Imbue (spell)
  +1
  5
  +5
  +4
  +1
  +4
  Spell
   
  Stance 
  (Equipment)
  +2
  51
  
  Table 3-X: The Spellblade
  6
  +6
  +5
  +2
  +5
  Armored  Casting 
  (Medium)
  +2
  7
  +7
  +5
  +2
  +5
  Imbue 
  (enchantment)
  +2
  8
  +8
  +6
  +2
  +6
  Spell Stance (Allies) +3
  9
  +9
  +6
  +3
  +6
  Armored  Casting 
  (Heavy)
  +3
  10
  +10
  +7
  +3
  +7
  Imbue (energy)
  +3
  A Spelblade is proficient with all simple and martial 
  weapons.
  The Spellblade adds ½ of his Spellblade level to his 
  caster  level.   The  save  DCs  for  his  spells  are 
  Charisma-based.
  A Spellblade's spells known are based on his caster 
  level.  Each time the Spellblae gains a level, he 
  learns one new spell from his highest spell level 
  known or lower.  Spellblades use their own spell 
  list, noted below.
  0: daze, flare, touch of fatigue
  1:  cause fear, chill touch,  divine favor, enlarge 
  person,  expeditious  retreat,  inflict  light  wounds, 
  mage  armor,  magic  stone,  magic  weapon, 
  protection,  reduce  person,  sanctuary,  shield, 
  shocking grasp, true strike
  2:  aid,  barkskin,  bear's  endurance,  blur,  bull's 
  strength,  cat's  grace,  crushing  despair,  daze 
  monster,  false  life,  ghoul  touch,  heat  metal, 
  heroism,  hold  person,  inflict  moderate  wounds, 
  mirror  image,  produce  flame,  protection  from 
  arrows, pyrotechnics, rage, scare, shatter, shield 
  other,  spiritual  weapon,  touch  of  idiocy,  valor, 
  vigor, vim
  3: blink, displacement, fear, greater magic weapon, 
  haste,  inflict  serious  wounds,  keen  edge,  magic 
  vestment, ray of exhaustion, slow, vamipiric touch
  4:  bestow curse, divine power, fire shield, inflict 
  critical wounds, phantasmal killer, resilient sphere, 
  smite, stoneskin 
  Table  3-X:  Spellblade 
  Spells
  Caster
  Level
  Highest Spell
  Level Known
  .5
  0th
  1
  1st
  2
  1st
  3
  2nd
  4
  2nd
  Table  3-X:  Spellblade 
  Spells
  5
  3rd
  6
  3rd
  7
  4th
  8
  4th
  9
  4th
  10+
  4th
  Each time a Spellblade gains a level, he may swap 
  out one spell he learned at a lower level for a 
  different spell he could have chosen.  Alternately, 
  he may forget a spell he chose earlier and null the 
  MP loss from learning another spell of equal or 
  lower spell level from a scroll.
  Imbue (Sp):  As a swift action, a Spellblade may 
  spend 3 MP to grant one melee weapon he wields a 
  +1 enhancement bonus to attack and damage rolls 
  for a number of rounds equal to  his Spellblade 
  level.  At level 4, he may spend 6 MP to make this a 
  +2 bonus, 9 MP for a +3 bonus at level 6, 12 MP 
  for a +4 bonus at level 8, and 15 MP for a +5 bonus 
  at level 10.  The weapon remains imbued until the 
  duration expires or it leaves the Spellblade's hand.
  At  level  4,  a  Spellblade  may  spend  3  MP  (in 
  addition to any other MP costs) to cast a spell into a 
  weapon as though it is a spell storing weapon, but 
  the spell only stays imbued for a number of hours 
  equal to his Spellblade level.   He can hold the 
  charge on his weapon.
  At level 7, a Spellblade may change his weapon 
  when  Imbuing  it  with  an  enhancement  bonus, 
  reducing the enchancement bonus by any amount 
  and adding an equal value of weapon abilities.  This 
  may  be  used  to  create  a  weapon  with  a  base 
  enhancement bonus of +0.
  At level 10,  a Spellblade may spend 10  MP  to 
  change his weapon to deal energy damage of a 
  specific type (acid, cold, electricity, or fire) instead 
  of physical damage for one minute.
  Craft  Magic  Arms  and  Armor:  A  level  2 
  Spellblade gains the Craft Magic Arms and Armor 
  feat as a bonus feat, even if he does not meet the 
  prerequisites for it.
  Armored Casting (Ex): A level 3 Spellblade may 
  ignore the spell failure chance for light armor.  This 
  is identical to the Armored Casting talent tree.
  A level 6 Spellblade may ignore the spell failure 
  chance for medium armor.
  52
  
  A level 9 Spellblade may ignore the spell failure 
  chance for heavy armor.
  Spell Stance (Su): A level 3 Spellblade can more 
  effectively cast combat spells.  While using this 
  combat stance, he takes a -1 penalty to AC and he 
  may cast any spell with a range of touch and deliver 
  it with his weapon in the same round.  He may 
  choose to only make a touch attack with his weapon 
  to deliver the spell, or make a normal attack with 
  his weapon and deliver the spell on a successful hit.
  A level 5 Spellblade may take a -2 penalty to AC 
  while using Spell Stance to cast any spell with a 
  casting time of one standard action or shorter on his 
  equipment as a swift action.
  A level 8 Spellblade may take a -3 penalty to AC 
  while using Spell Stance to cast any spell with a 
  save of (harmless) on himself or an ally as a swift 
  action.
  Transmuter
  Transmuters are masters of alteration magic.
  Prerequisites:
   Spell  Focus  (Transmutation), 
  Spellcraft 6 ranks.
  HD: D4+Con mod
  MD: D10+Int mod
  Class Skills:  Appraise (Int), Concentration (Con), 
  Craft (Int) (Any), Decipher Script (Int), Knowledge 
  (Int) (Any), Profession (Wis), Spellcraft (Int).  
  Skill Points/Level: 2+Int mod
  Table 3-X: The Transmuter
  Level
  BAB Fort Ref Will Special
  Dodge
  1
  +0
  +0
  +0
  +2
  Defensive Shifting
  +0
  2
  +1
  +0
  +0
  +3
  Displaced 
  Transmutation
  +1
  3
  +1
  +1
  +1
  +3
  Shifting Ability (+2) +1
  4
  +2
  +1
  +1
  +4
  Metamagic Focus
  +2
  5
  +2
  +1
  +1
  +4
  Alter Aura
  +2
  6
  +3
  +2
  +2
  +5
  Shifting Ability (+4) +3
  7
  +3
  +2
  +2
  +5
  Everchanging Self
  +3
  8
  +4
  +2
  +2
  +6
  Metamagic Focus
  +4
  9
  +4
  +3
  +3
  +6
  Shifting Ability (+6) +4
  10
  +5
  +3
  +3
  +7
  Entrapment
  +5
  Transmuters  are  proficient  with  no  weapons  or 
  armors.
  A Transmuter cannot learn a spell whose spell level 
  is  greater  than  his  Intelligence  score  -  10. 
  Transmuters have all spells from the transmutation 
  school on their spell list (using Cleric and Wizard 
  versions of spells before any other versions).  The 
  save DCs of a Transmuter's spells are equal to 10 + 
  spell level + Int mod.  The Transmuter adds half his 
  Transmuter level to his caster level, but for the 
  purpose of casting transmutation spells (and  only 
  for casting transmutation spells), he adds his whole 
  Transmuter level to his caster level.
  The Transmuter's spells known are based on his 
  caster level for transmutation spells.  Each time the 
  Transmuter  gains  a  level,  he  learns  two 
  transmutation spells of his highest spell level known 
  or lower.
  Table  3-X:  Transmuter 
  Spells
  Caster
  ]Level
  Highest Spell
  Level Known
  1
  1st
  2
  1st
  3
  2nd
  4
  2nd
  5
  3rd
  6
  3rd
  7
  4th
  8
  4th
  9
  5th
  10
  5th
  11
  6th
  12
  6th
  13
  7th
  14
  7th
  15
  8th
  16
  8th
  17
  9th
  18
  9th
  19
  9th
  20
  9th
  Each time a Transmuter gains a level, he may swap 
  out one spell he learned at a lower level for a 
  different spell he could have chosen.  Alternately, 
  he may forget a spell he chose earlier and null the 
  MP loss from learning another spell of equal or 
  lower spell level from a scroll.
  Defensive  Shifting  (Ex): A  level  1  Transmuter 
  53
  
  adds ½ his Transmuter level to his saving throws 
  against spells of the transmutation school (minimum 
  +1).
  Displaced  Transmutation  (Su):  A  level  2 
  Transmuter  can  spend  2  MP  when  casting  a 
  transmutation spell to increase its range.  Medium-
  range spells become Long-range spells, Short-range 
  spells  become  Medium-range  spells,  touch-range 
  spells  become  Short-range  spells,  and  personal-
  range spells become touch-range spells.
  Shifting Ability (Su): A level 3 Transmuter is able 
  to enhance particular physical attributes in himself. 
  He  may  spend  2  MP  to  grant  himself  a  +2 
  enhancement  bonus  to  Strength,  Dexterity,  or 
  Constitution  which  lasts  for  one  hour  per 
  Transmuter level.  At level 6, the Transmuter may 
  spend an additional 2 MP to increase this bonus to 
  +4.   At level  9,  the Transmuter may spend yet 
  another 2 MP to increase the bonus to +6.
  Metamagic Focus: A level 4 Transmuter gains one 
  metamagic feat as a bonus feat.  He gains another 
  metamagic  feat  at  level  8.   Alternately,  the 
  Transmuter may select one metamagic feat he has 
  and permanently reduce the MP increase from that 
  feat by 1, to a minimum of 1.
  Alter  Aura  (Su): A  level  5  Transmuter's 
  transmutations are difficult to detect.  Any character 
  who uses magical means to discern the true nature 
  of  a  creature  or  object  that has  been  magically 
  altered by the Transmuter must make a Will save 
  (DC 10 + ½ caster level + Intelligence modifier) or 
  fail to identify the transmutation as a fake.
  Everchanging Self (Ex): A level 7 Transmuter is 
  so  adept  at  shapeshifting  that  he  gains  the 
  Shapechanger subtype, though this does not grant 
  any actual shapeshifting ability beyond that granted 
  by the spells he can cast.  The Transmuter may 
  spend a standard action to revert to his natural form 
  while under the effect of any shapechanging effect.
  Entrapment  (Su): A  level  10  Transmuter's 
  transmutations are exceptionally difficult to throw 
  off.  The Transmuter's transmutation spells do not 
  expire when their duration ends.  Instead, the target 
  must make a new save against the same DC to end 
  the effect, otherwise the spell continues to stay in 
  effect for the same duration, allowing the target a 
  new save against the same DC when that duration 
  expires, and so on until the target finally succeeds 
  on  its save.  This only applies to transmutation 
  spells that allow a save and do not have a save of 
  (harmless).  If the target was willing or chose to fail 
  its save when the spell was cast, the spell ends 
  normally when its duration expires.
  Prestige Classes
  Prestige  classes  are  like  Advanced  Classes,  but 
  entail  an  even  greater  degree  of  specialization. 
  Most prestige classes can be taken at level 7.
  Bandit Plus
  Bandits are fast, skill-oriented people.  A duelist, 
  thief, or even a locksmith could be a Bandit.
  Prerequisite: 13 ranks in six skills
  HD: D6+Con mod
  MD: D6+Int mod
  Class Skills:  Appraise (Int), Balance (Dex), Bluff 
  (Cha), Climb (Str), Disable Device (Int), Disguise 
  (Cha), Escape Artist (Dex), Forgery (Int), Handle 
  Animal (Cha), Hide (Dex), Jump (Str), Knowledge 
  (Int) (Dungeoneering or Local), Listen (Wis), Move 
  Silently (Dex), Open Lock (Dex), Perform (Cha) 
  (Any),  Ride  (Dex),  Search  (Int),  Sense  Motive 
  (Wis), Sleight of Hand (Dex), Spot (Wis), Survival 
  (Wis),  Swim  (Str),  Tumble  (Dex),  Use  Magic 
  Device (Cha), Use Rope (Dex).  
  Skill Points at 1st Level: (8+Int mod)x4
  Skill Points/Level: 8+Int mod
  Table 2-3: The Bandit Plus
  Level
  BAB
  Fort Ref Will Special
  Dodge
  1
  +0
  +0
  +2
  +0
  Talent
  +1
  2
  +1
  +0
  +3
  +0
  Bonus Feat +2
  3
  +2
  +1
  +3
  +1
  Talent
  +2
  4
  +3
  +1
  +4
  +1
  Bonus Feat +3
  5
  +3
  +1
  +4
  +1
  Talent
  +3
  6
  +4
  +2
  +5
  +2
  Bonus Feat +4
  7
  +5
  +2
  +5
  +2
  Talent
  +4
  8
  +6/+1 +2
  +6
  +2
  Bonus Feat +5
  9
  +6/+1 +3
  +6
  +3
  Talent
  +5
  10
  +7/+2 +3
  +7
  +3
  Bonus Feat +6
  Bandits are proficient with no weapons or armor.
  A Bandit Plus gains talents and bonus feats as a 
  Bandit.
  54
  
  Basher Plus
  Bashers are hardcore fighters no matter what their 
  training, be it martial arts, swordplay, archery, or 
  some less refined modes of combat.  Anyone who 
  focuses on hitting where it counts is a Basher.
  Prerequisite: BAB +10
  HD: D8+Con mod
  MD: D1+Cha mod
  Class Skills:  Climb (Str), Handle Animal (Cha), 
  Intimidate  (Cha),  Jump  (Str),  Profession  (Wis), 
  Ride (Dex), Survival (Wis), Swim (Str), Use Rope 
  (Dex).
  Skill Points at 1st Level: (2+Int mod)x4
  Skill Points/Level: 2+Int mod
  Table 2-2: The Basher Plus
  Level
  BAB
  Fort Ref Will Special
  Dodge
  1
  +1
  +2
  +0
  +0
  Talent
  +0
  2
  +2
  +3
  +0
  +0
  Bonus Feat +1
  3
  +3
  +3
  +1
  +1
  Talent
  +1
  4
  +4
  +4
  +1
  +1
  Bonus Feat +1
  5
  +5
  +4
  +1
  +1
  Talent
  +2
  6
  +6/+1
  +5
  +2
  +2
  Bonus Feat +2
  7
  +7/+2
  +5
  +2
  +2
  Talent
  +2
  8
  +8/+3
  +6
  +2
  +2
  Bonus Feat +3
  9
  +9/+4
  +6
  +3
  +3
  Talent
  +3
  10
  +10/+5 +7
  +3
  +3
  Bonus Feat +3
  Bashers are proficient with no weapons or armor.
  A Basher Plus gains talents and bonus feats as a 
  Basher.
  Caricaturist
  Caricaturists are master artists who focus on the 
  more  magical  side  of  their  trade.   Master 
  caricaturists  are  able  to  create  almost  perfect 
  replicas of the world around them, and even bring 
  them to life with magic.
  Prerequisite: Ability to cast  summon monster  or 
  summon nature's ally, Creative, and 8 ranks in Craft 
  (painting), Craft (photography), or Craft (sculpture) 
  and Skill Focus for that skill
  HD: D6+Con mod
  MD: D4+Cha mod
  Class Skills: Appraise (Int), Concentration (Con), 
  Craft  (Int),  Knowledge  (all  skills,  taken 
  individually)  (Int),  Listen  (Wis),  Perform  (Cha), 
  Profession (Wis), Sense Motive (Wis), Spellcraft 
  (Int), and Use Magic Device (Cha).
  Skill Points at 1st Level: (4+Int mod)x4
  Skill Points/Level: 4+Int mod
  Table 2-2: The Caricaturist
  Level
  BAB
  Fort Ref Will Special
  Dodge
  1
  +0
  +0
  +0
  +2
  Imitation 
  (attacks)
  +0
  2
  +1
  +0
  +0
  +3
  Quickdraw, 
  +1
   
  caster 
  level
  +1
  3
  +1
  +1
  +1
  +3
  Hyper  Stroke 
  (1d6),
   
  +1 
  caster level
  +1
  4
  +2
  +1
  +1
  +4
  Imitation 
  (spells)
  +2
  5
  +2
  +1
  +1
  +4
  Augment 
  Summoning, 
  +1
   
  caster 
  level
  +2
  6
  +3
  +2
  +2
  +5
  Hyper  Stroke 
  (2d6),
   
  +1 
  caster level
  +3
  7
  +3
  +2
  +2
  +5
  Imitation 
  (any effect)
  +3
  8
  +4
  +2
  +2
  +6
  Lasting 
  Work,
   
  +1 
  caster level
  +4
  9
  +4
  +3
  +3
  +6
  Hyper  Stroke 
  (3d6),
   
  +1 
  caster level
  +4
  10
  +5
  +3
  +3
  +7
  Imitation 
  (creature)
  +5
  Caricaturists  are  proficient  with  no  weapons  or 
  armor.
  Imitation (Su): A caricaturist can produce a brief 
  imitation of a creature, long enough to duplicate a 
  single melee attack.  The attack must have occurred 
  in  the  last  round,  it  must  have  been  performed 
  within 20' per caricaturist level of the caricaturist 
  and the caricaturist must have declared beforehand 
  that he will copy the attack.  The caricaturist can 
  only  declare  that  he  will  copy  one  attack  with 
  imitation  each  round,  and  he  must  declare  it 
  immediately before or after it occurs.
  Using imitation requires the caricaturist to spend an 
  amount of MP equal to ½ the level (total Hit Dice) 
  of  the  creature  that  performed the  attack.   The 
  caricaturist makes a melee attack against a target of 
  his choosing with the exact same attack modifiers, 
  damage, and other effects that the target had for the 
  declared attack (though any modifiers based on the 
  55
  
  creature attacked, such as Defense and cover, are 
  based on who the caricaturist attacks).
  For the following uses of imitation, the caricaturist 
  can only declare the he is going to imitate one 
  attack, spell, ability, or creature each round.
  A level  4  caricaturist  can  also  use  imitation  to 
  mimic spells and spell-like abilities.  This usage of 
  imitation does provoke an attack of opportunity. 
  When doing so, he must spend MP equal to the 
  amount  of  MP  used  to  cast  the  spell.   The 
  caricaturist must use the same spell options that the 
  original caster used, but he may specify his own 
  target or targets, if any.
  A level 7 caricaturist can duplicate any ability he 
  can  detect,  so  long  as  it  requires  an  action  to 
  perform.  Doing so requires a full-round action and 
  the caricaturist must spend an amount of MP equal 
  to the imitated creature's level or the amount of MP 
  the imitated creature spent to perform it, whichever 
  is less.   The  caricaturist can use this  ability to 
  duplicate a full attack.
  A level 10 caricaturist can completely replicate a 
  creature.  Doing so requires a full-round action and 
  the caricaturist must spend an amount of MP equal 
  to  twice  the  target's  level.   This  summons  a 
  duplicate of the target in exactly the state it was in 
  when  the  caricaturist  declared  to  imitate  it, 
  including any active spell effects, but the duplicate 
  only  has  nonmagical  (though  probably  still 
  masterwork)  duplicates  of  any  magic  items  it 
  carried.  The duplicate only has an amount of MP 
  equal  to  the  target's  level,  and  it  is  treated  as 
  temporary MP.  The duplicate appears within 20' of 
  the  caricaturist,  performs  one  round's  worth  of 
  actions  as  the  caricaturist  commands,  and 
  disappears.
  Caster Level: The caricaturist's spell list includes 
  all  Conjuration  (summoning)  and  Conjuration 
  (creation)  spells.   At  the  indicated  levels,  the 
  caricaturist's  caster  level  improves  by  1  and  he 
  learns one new spell from his spell list.
  Quickdraw: A level 2 caricaturist can speed up 
  summoning spells.  When casting summon monster 
  or summon nature's ally, the caricaturist may spend 
  10 gp per spell level of pigments, rare rock, or 
  concentrated  chemicals  as  a  material  component 
  and respectively make a DC 25 + spell level Craft 
  (painting), Craft (sculpting), or Craft (photography) 
  check to cast the spell as a full-round action instead 
  of taking 1 round.  If he fails the Craft check, the 
  spell still has a casting time of 1 round and the 
  material component is wasted.
  Hyper  Stroke  (Su): A  level  3  caricaturist  can 
  effectively  invert  the  artistic  process;  instead  of 
  using  his  imagination  to  shape  materials  to 
  represent the world around him, he can reshape the 
  world around him to represent his imagination.  On 
  a successful ranged touch attack with a range of 5' 
  per  caricaturist  level,  the  caricaturist  deals  the 
  indicated  amount  of  slashing,  piercing,  or 
  bludgeoning damage at the caricaturist's option.  In 
  order to use this ability, the caricaturist must be 
  wielding an appropriate Craft tool.
  Augment Summoning: A level 5 caricaturist gains 
  the Augment Summoning feat as a bonus feat if he 
  did not already have it.
  Lasting  Work  (Ex): A  level  8  caricaturist  can 
  create summons that last indefinitely.  This allows 
  the  caricaturist  to  change  the  duration  of  any 
  summon monster or  summon nature's ally spell to 
  be  instantaneous.   In  addition  to  the  material 
  component  and  Craft requirement of Quickdraw, 
  the MP spent to cast the spell cannot be restored by 
  any means until the summoned creature is slain, 
  banished, or dismissed.
  Elementalhand
  The ancient Oho Jee civilization (or the race that 
  preceded the Oho Jee) was able to manipulate the 
  elements as easily as modern society manipulates 
  electricity  (in  some  cases,  they  did  manipulate 
  electricity).  The arts of Hand Power are still alive 
  today, but very few practice it.  Those who master 
  this art wield its powers for great good or great evil.
  A character may start taking new levels a second 
  time  in  the  Elementalhand  prestige  class  for  a 
  different  energy  type,  allowing  him  to  use  its 
  abilities for his other hand.
  Prerequisites: BAB +6, Weapon Focus (Unarmed 
  Strike), and two of the following: Great Fortitude, 
  Iron  Will,  or  Lightning  Reflexes,  must  have 
  survived an extreme elemental event (such as being 
  struck  by  lightning  or  surviving  a  volcanic 
  eruption).
  HD: D8+Con mod
  MD: D8+Cha mod
  Class Skills: Balance (Dex), Concentration (Con), 
  Craft  (Any)  (Int),  Intimidate  (Cha),  Jump  (Str), 
  Knowledge  (The  Planes),  Profession  (Int), 
  Spellcraft  (Int),  Swim  (Str),  Use  Magic  Device 
  (Cha).
  56
  
  Skill Points/Level: 2 + Int mod
  Table 3-X: The Elementalhand
  Level
  BAB Fort Ref Will Special
  Def
  1
  +0
  +2
  +2
  +2
  Hand Power
  +1
  2
  +1
  +3
  +3
  +3
  Energy Resistance 5
  +2
  3
  +2
  +3
  +3
  +3
  Hand Bolt
  +2
  4
  +3
  +4
  +4
  +4
  Energy  Resistance 
  10
  +3
  5
  +3
  +4
  +4
  +4
  Hand Stroke
  +3
  6
  +4
  +5
  +5
  +5
  Energy  Resistance 
  15
  +4
  7
  +5
  +5
  +5
  +5
  Hand Blast
  +4
  8
  +6
  +6
  +6
  +6
  Energy  Resistance 
  20
  +5
  9
  +6
  +6
  +6
  +6
  Catch Energy
  +5
  10
  +7
  +7
  +7
  +7
  Energy Immunity
  +6
  Elementalhands are proficient with no weapons or 
  armors.
  At level 1, the Elementalhand chooses one energy 
  type as his favored energy: acid, cold, electricity, or 
  fire.
  Hand  Power  (Sp):  As  a  move  action,  the 
  Elementalhand  may  charge  one  hand  with  his 
  favored energy, spending any amount of MP up to 
  his Elementalhand level.  This may be discharged as 
  a  standard  action  as  a  melee  touch  attack,  or 
  delivered with unarmed strike in the same manner 
  that a touch spell  is delivered.   This deals 1d6 
  points of favored energy damage per MP charged. 
  If the Elementalhand fails with a melee attack, he 
  still holds the charge.
  The Elementalhand cannot charge his hand if he is 
  holding the charge on a touch spell or with the 
  charge from this ability.
  Energy Resistance (Ex):  At the indicated levels, 
  the  Elementalhand  gains  the  listed  energy 
  resistance, and eventual immunity for his favored 
  energy.   This  does  not  confer  any  associated 
  vulnerabilities,  such  as  fire  immunity  and  cold 
  vulnerability.
  Hand Bolt: A level 3 Elementalhand can discharge 
  a bolt of his favored energy as a ranged touch attack 
  with a range increment of 20' after charging his 
  hand.   This deals 2d6  points  of favored energy 
  damage per 3 MP.
  Hand  Stroke:  A  level  5  Elementalhand  can 
  discharge a 120' line of his favored energy, dealing 
  1d6 points of favored energy damage per 2 MP 
  (Fortitude DC 10 + Elementalhand level + Cha mod 
  for ½ damage) to each creature in the effect.
  Hand  Blast:  A  level  7  Elementalhand  can 
  discharge a 30' radius blast anywhere within 400' 
  (but he still needs line of effect), dealing 1d6 points 
  of favored energy damage per 2 MP (Reflex DC 10 
  + Elementalhand level + Cha mod for ½ damage) to 
  each creature in the effect.
  Catch  Energy:  A  level  9  Elementalhand  can 
  absorb an effect that deals damage of his favored 
  energy  type.   The  effect  must  affect  the 
  Elementalhand, and he must fail (or choose to fail) 
  all saving throws against the effect, allowing it to 
  affect him normally (though energy resistance or 
  immunity may still apply).  If he does so, he may 
  charge his hand with as many MP as were used to 
  create the effect (up to his Elementalhand level) as 
  an immediate action without having to spend MP.
  Healer Plus
  Healers  manipulate  the  flow  of  positive  and 
  negative  energy  in  beings  to  heal  and  protect. 
  However, the same practice of energy flow can be 
  applied in some spectacular ways.  Healers with low 
  Wisdom scores are doctors and physicians.
  Prerequisites: Ability to cast a level 5 spell whose 
  save DC is Wisdom-based, caster level 10.
  HD: D6+Con mod
  MD: D10+Wis mod
  Class  Skills:  Concentration  (Con),  Diplomacy 
  (Cha),  Heal  (Wis),  Knowledge  (Int)  (Any), 
  Profession  (Wis),  Sense  Motive  (Wis),  and 
  Spellcraft (Int).
  Skill Points at 1st Level: (4+Int mod)x4
  Skill Points/Level: 4+Int mod
  Table 2-7: The Healer Plus
  Level
  BAB Fort Ref Will Special
  Dodge
  1
  +0
  +2
  +0
  +2
  Talent
  +0
  2
  +1
  +3
  +0
  +3
  Bonus Feat +1
  3
  +1
  +3
  +1
  +3
  Talent
  +1
  4
  +2
  +4
  +1
  +4
  Bonus Feat +1
  5
  +2
  +4
  +1
  +4
  Talent
  +2
  6
  +3
  +5
  +2
  +5
  Bonus Feat +2
  57
  
  Table 2-7: The Healer Plus
  7
  +3
  +5
  +2
  +5
  Talent
  +2
  8
  +4
  +6
  +2
  +6
  Bonus Feat +3
  9
  +4
  +6
  +3
  +6
  Talent
  +3
  10
  +5
  +7
  +3
  +7
  Bonus Feat +3
  Healers are proficient with no weapons or armors.
  Each time a Healer Plus gains a level, he learns a 
  new spell.  Every time he gains access to a new 
  spell level, he learns an additional spell.  A Healer 
  Plus cannot learn a spell whose spell level is greater 
  than his Wisdom score - 10.  Healer Pluses use the 
  Healer spell list.  If the Healer Plus already has 
  levels in Healer, he uses any spell groups he gained 
  from that base class.  The saves DCs of a Healer 
  Plus's spells are equal to 10 + spell level + Wis 
  mod.  A Healer Plus adds his Healer Plus level to 
  his caster level.
  Table  2-6:  Healer 
  Spells
  Caster
  Level
  Highest Spell
  Level Known
  11
  6th
  12
  6th
  13
  7th
  14
  7th
  15
  8th
  16
  8th
  17
  9th
  18
  9th
  19
  9th
  20
  9th
  Each time a Healer Plus gains a level, he may swap 
  out  one spell  he learned  at a lower level  for a 
  different spell he could have chosen.  Alternately, 
  he may forget a spell he chose earlier and null the 
  MP loss from learning another spell of equal or 
  lower  spell  level  from  a  scroll  (and  gain  the 
  difference in MP).
  A Healer Plus gains talents and bonus feats as a 
  Healer.
  Mage Plus
  A  Mage  is  a  student  of  magic  and  knowledge. 
  Mages with high Intelligence scores wield mighty 
  magic, and Mages with low Intelligence scores are 
  people who know a few interesting things but tend 
  to bore young folks with their ramblings.
  Prerequisites: Ability to cast a level 5 spell whose 
  save DC is Intelligence-based, caster level 10.
  HD: D4+Con mod
  MD: D10+Int mod
  Class Skills: Appraise (Int), Concentration (Con), 
  Craft (Int) (Any), Decipher Script (Int), Knowledge 
  (Int) (Any), Profession (Wis), Spellcraft (Int).
  Skill Points at 1st Level: (2+Int mod)x4
  Skill Points/Level: 2+Int mod
  Table 2-5: The Mage Plus
  Level
  BAB Fort Ref Will Special
  Dodge
  1
  +0
  +0
  +0
  +2
  Talent
  +0
  2
  +1
  +0
  +0
  +3
  Bonus Feat +1
  3
  +1
  +1
  +1
  +3
  Talent
  +1
  4
  +2
  +1
  +1
  +4
  Bonus Feat +1
  5
  +2
  +1
  +1
  +4
  Talent
  +2
  6
  +3
  +2
  +2
  +5
  Bonus Feat +2
  7
  +3
  +2
  +2
  +5
  Talent
  +2
  8
  +4
  +2
  +2
  +6
  Bonus Feat +3
  9
  +4
  +3
  +3
  +6
  Talent
  +3
  10
  +5
  +3
  +3
  +7
  Bonus Feat +3
  Mages are proficient with no weapons or armors.
  Each time a Mage Plus gains a level, he learns a 
  new spell.  Every time he gains access to a new 
  spell level, he learns an additional spell.  A Mage 
  Plus cannot learn a spell whose spell level is greater 
  than his Intelligence score - 10.  Mage Pluses use 
  the Mage spell list, limited to four schools of magic 
  determined at level 1 and the universal school.  If 
  the Mage Plus already has levels in Mage, he uses 
  the schools for that base class.  The saves DCs of a 
  Mage Plus's spells are equal to 10 + spell level + Int 
  mod.  A Mage Plus adds his Mage Plus level to his 
  caster level.
  Table 2-6: Mage Spells
  Caster
  Level
  Highest Spell
  Level Known
  11
  6th
  12
  6th
  13
  7th
  14
  7th
  15
  8th
  16
  8th
  58
  
  Table 2-6: Mage Spells
  17
  9th
  18
  9th
  19
  9th
  20
  9th
  Each time a Mage Plus gains a level, he may swap 
  out  one spell  he learned  at a lower level  for a 
  different spell he could have chosen.  Alternately, 
  he may forget a spell he chose earlier and null the 
  MP loss from learning another spell of equal or 
  lower  spell  level  from  a  scroll  (and  gain  the 
  difference in MP).
  A Mage Plus gains talents and bonus feats as a 
  Mage.
  Magikoopa
  The organization of Magikoopas in the Mushroom 
  Kingdom is dedicated to perfection of all things 
  arcane.  Once each year, they screen a few talented 
  sorcerers for the best and the brightest koopas, and 
  a  handful  of  the  most  talented  are  selected  for 
  training in the dark arts.
  Though only koopas are selected for this training, 
  there have been at least ten recorded instances of 
  other mages using magical guises to circumvent this 
  requirement.  A Magikoopa who is not a Koopa 
  may  be  lucky  enough  to  fool  the  society  long 
  enough to take levels in the Magikoopa class, but 
  can only use Iron Shell, Iron Resistance, Tucked 
  Casting, Silver Resistance,  and  Efficient  Casting 
  when shapechanged into a form that has the Tuck 
  racial ability.
  Prerequisites: Tuck racial ability, Armored Casting 
  talent, Arcane Bolt talent, Craft Wand feat, ability 
  to cast level 5 spells, must apply for apprenticeship 
  by an elder Magikoopa.
  HD: D4+Con mod
  MD: D12+Int mod
  Class Skills:  Appraise (Int), Concentration (Con), 
  Craft (Int) (Any), Decipher Script (Int), Knowledge 
  (Int) (Any), Profession (Wis), Spellcraft (Int).
  Skill Points/Level: 2+Int mod
  Table 3-X: The Magikoopa
  Level
  BAB Fort Ref Will Special
  Dodge
  1
  +0
  +0
  +0
  +2
  Mage Wand
  +0
  2
  +1
  +0
  +0
  +3
  Iron Shell
  +1
  Table 3-X: The Magikoopa
  3
  +1
  +1
  +1
  +3
  Combat Stance
  +1
  4
  +2
  +1
  +1
  +4
  Iron Resistance
  +2
  5
  +2
  +1
  +1
  +4
  Tucked Casting
  +2
  6
  +3
  +2
  +2
  +5
  Combat Stance
  +3
  7
  +3
  +2
  +2
  +5
  Improved  Tucked 
  Casting
  +3
  8
  +4
  +2
  +2
  +6
  Silver Resistance
  +4
  9
  +4
  +3
  +3
  +6
  Combat Stance
  +4
  10
  +5
  +3
  +3
  +7
  Efficient Casting
  +5
  Magikoopas  are  proficient  with  no  weapons  or 
  armors.
  A Magikoopa cannot learn a spell whose spell level 
  is  greater  than  his  Intelligence  score  -  10. 
  Magikoopas use the Sorcerer/Wizard spell list.  The 
  save DCs of a Magikoopa's spells are Intelligence-
  based.  The Magikoopa adds his Magikoopa level 
  to his caster level.
  The Magikoopa's spells known are based on his 
  caster level.   Each time the Magikoopa  gains a 
  level, he learns two spells of his highest spell level 
  known or lower.
  Table  3-X:  Magikoopa's 
  Spells
  Caster
  Level
  Highest Spell
  Level Known
  10
  5th
  11
  6th
  12
  6th
  13
  7th
  14
  7th
  15
  8th
  16
  8th
  17
  9th
  18
  9th
  19
  9th
  20
  9th
  Each time a Magikoopa gains a level, he may swap 
  out one spell he learned at a lower level for a 
  different spell he could have chosen.  Alternately, 
  he may forget a spell he chose earlier and null the 
  MP loss from learning another spell of equal or 
  lower spell level from a scroll.
  Magikoopas  are  proficient  with  no  weapons  or 
  59
  
  armors.
  Mage Wand (Ex): A level 1 Magikoopa gains the 
  ability to craft a specially prepared wand to channel 
  magic through.  Creating the wand takes one week 
  of preparation, 25,000 gp of raw materials, and 30 
  Star Points (300 XP per level).
  The wand is a golden, jewel-studded rod that can be 
  wielded  in  combat  as  a  +1  club,  though  the 
  Magikoopa may further enchant and modify it if he 
  desires.  While wielding the wand, the Magikoopa 
  adds his Magikoopa level to damage rolls for touch 
  attacks, ranged touch attacks, and rays for spells 
  and spell-like abilities.  This only applies to energy 
  or physical damage, not to other effects like ability 
  damage or level drain.
  Iron Shell (Sp): A level 2 Magikoopa can charge 
  his natural defenses.  As an immediate action, he 
  may spend any amount of MP up to 1 MP per 
  Magikoopa level to grant himself the same amount 
  as a natural armor bonus to Defense for one round. 
  This stacks with existing bonuses.
  Combat Stance (Su): At level 3 and every third 
  level  after,  a  Magikoopa gains  a  combat  stance 
  from the list below.  He must meet the prerequisites 
  for the stance to gain it.  In place of a Combat 
  Stance, a Magikoopa may reduce the penalties of 
  one of his stances by 1, to a minimum of -0.
  Concentrative Stance: The Magikoopa takes a -1 
  penalty to caster level and gains a +1 bonus to his 
  spells' save DCs.
  Prereq: None
  Improved  Concentrative  Stance:  While  using 
  Concentrative Stance, the Magikoopa's spell save 
  DCs improve by 1.
  This stance may be taken multiple times, and its 
  effects stack.
  Prereq: Concentrative Stance
  Focused  Concentrative  Stance:  While  using 
  Concentrative Stance,  the Magikoopa takes  a -2 
  penalty to caster level and does not provoke attacks 
  of opportunity from casting spells.
  Prereq: Concentrative Stance
  Power Stance: The Magikoopa takes a -1 penalty to 
  his spells' save DCs and may reroll all spell damage 
  dice that come up as “1” once.
  Improved  Power  Stance:  While  using  Improved 
  Power  Stance,  the  Magikoopa  may increase  his 
  penalty to save DCs by 2 to roll an extra die of spell 
  damage  per  Magikoopa  level  for  all  spells  and 
  discard  an  equal  number  of  the  lowest-resulting 
  dice.
  Iron Resistance (Sp): A level 4 Magikoopa can 
  charge his natural defenses.  As a swift action, he 
  may spend any amount of MP up to 1 MP per 
  Magikoopa  level  to  improve  his  racial  energy 
  resistance by 5 per MP spent.
  Tucked Casting (Ex): A level 5 Magikoopa may 
  spend 2 MP to cast any spell with a casting time of 
  a standard action or less while tucked, even if it has 
  somatic components.  However, all opponents have 
  total cover and concealment to him.
  At level 7, the Magikoopa may spend an additional 
  2 MP while using Tucked Casting to ignore the total 
  cover and concealment from his shell.
  Silver Resistance (Sp): A level 8 Magikoopa can 
  charge  his  natural  defenses.   As  an  immediate 
  action, he may spend any amount of MP up to 2 MP 
  per Magikoopa level to cause all effects that are 
  reduced by his racial energy resistance to dissipate 
  in a 5' per 2 MP spent burst centered on himself for 
  one round, dealing as much damage as the effect 
  before resistance (Reflex 10 + ½ caster level + Int 
  mod for half damage).
  Self Casting (Ex): A level 10 Magikoopa is able to 
  channel arcane energy through his shell with great 
  efficiency.  He may cast any spell with a range of 
  Personal or Touch on himself as a move action. 
  Doing so increases the spell's MP cost by 2.
  Mimic
  The  art  of  mimicry  requires  the  ability  to 
  completely  lose  any sense  of  self  and  tap  into 
  something  more  flexible.   Master  mimics  are 
  capable  of amazing feats  of bodily legerdemain, 
  even in the heat of combat.
  Prerequisites: Skill Focus (Disguise), 12 ranks in 
  Disguise, 6 ranks in Sense Motive and Spot.
  HD: D6+Con mod
  MD: D6+Wis mod
  Class Skills:  Bluff (Cha), Disguise (Cha), Escape 
  Artist  (Dex),  Forgery  (Int),  Gather  Information 
  (Cha),  Handle  Animal  (Cha),  Hide  (Dex), 
  Knowledge (Int) (Any), Listen (Wis), Move Silently 
  (Dex), Perform (Cha), Sense Motive (Wis), Spot 
  60
  
  (Wis), Tumble (Dex), Use Magic Device (Cha)
  Skill Points/Level: 6+Int mod
  Table 3-X: The Mimic
  Level
  BAB Fort Ref Will Special
  Dodge
  1
  +0
  +2
  +2
  +2
  Mimic 
  (Appearance)
  +1
  2
  +1
  +3
  +3
  +3
  Mimic (Skill)
  +2
  3
  +2
  +3
  +3
  +3
  Mimic (Ability)
  +2
  4
  +3
  +4
  +4
  +4
  Mimic (Attack)
  +3
  5
  +3
  +4
  +4
  +4
  Mimic (Defense)
  +3
  6
  +4
  +5
  +5
  +5
  Mimic (Feat)
  +4
  7
  +5
  +5
  +5
  +5
  Mimic (Equipment)
  +4
  8
  +6
  +6
  +6
  +6
  Mimic (Quality)
  +5
  9
  +6
  +6
  +6
  +6
  Mimic (Magic)
  +5
  10
  +7
  +7
  +7
  +7
  Mimic (Immunity)
  +6
  A Mimic is proficient with no weapons or armor.
  Mimic (Su): A Mimic can copy the abilities of 
  living creatures with a mere touch.  Copying an 
  ability requires 1 MP and a successful touch attack 
  (this may be delivered with an unarmed strike or 
  natural attack), during which the Mimic specifies a 
  single trait of his target to copy (the Mimic does not 
  get to pick and choose, his choice is limited to what 
  he knows about the target, but on a successful touch 
  attack  the  Mimic  does  know the  degree  of  the 
  specified trait for the purpose of spending MP, as 
  noted below).  The Mimic may choose to copy up 
  to ten abilities as a full-round action from a willing, 
  helpless, or unconscious target.  In addition to the 
  MP  spent  to  copy,  each  type  of  copy  notes  a 
  permanent MP loss.  Once spent to copy an ability, 
  this  MP  cannot  be  regained  through  rest  or 
  restoration until the Mimic forfeits it or swaps it for 
  a new ability.  The Mimic cannot choose to copy a 
  temporary effect, such as a held enchantment.  A 
  Mimic may keep an ability indefinitely, though the 
  Mimic loses all of his copied abilities if he dies and 
  is  raised.  A Mimic cannot suppress an ability, it 
  can  only  be  forfeited  and  lost  until  he  copies 
  another one.  Forfeiting an ability is a free action 
  (fast enough to lose the ability if an ability of the 
  same category is to be swapped in), and does not 
  restore any MP lost to maintain it.
  A Mimic may copy as many abilities as he is able to 
  in a round.  The Mimic may choose to not copy an 
  ability if he does not wish to spend (or doesn't have) 
  the MP to maintain it or if he deems it to be less 
  attractive than the ability he already has.  When the 
  Mimic copies an ability, it is based on the target's 
  characteristics at the moment of copying, any future 
  changes  to  the  target  do  not  affect  the  Mimic. 
  Abilities limited by the Mimic's own abilities use 
  the Mimic's base abilities before any enhancements 
  from  equipment  or  spell  effects  unless  noted 
  otherwise.
  Appearance: A Mimic's most basic ability is the art 
  of disguise.  This mimicry duplicates the effect of a 
  disguise self spell, granting a +10 bonus to Disguise 
  checks to appear as the copied creature.  The effect 
  is tactile (the Mimic actually changes physically) 
  and does not allow a save for disbelief as it is not 
  illusory.  This requires the loss of 3 MP.  If used on 
  a  likeness  of  a  creature,  such  as  a  statue  or  a 
  painting, the Disguise bonus is merely +5.
  Skill: This mimicry grants the Mimic one rank per 
  MP lost to one skill that the target has ranks in.  The 
  Mimic is treated as trained in any skill he acquires 
  ranks  in.   In  addition,  the  Mimic  may lose  an 
  additional  5  MP  to  gain  the  benefit  of  any 
  conditional, racial, or synergy bonuses to the skill 
  that the target has (racial bonuses do not stack). 
  This may not be used to improve the Mimic's skill 
  ranks beyond the target's ranks in the skill, and the 
  bonuses do not stack with the Mimic's racial or 
  synergy bonuses, if any, in that skill.
  Ability: This mimicry grants the Mimic a +2 bonus 
  to one ability score per 3 MP spent, and a +1 bonus 
  to the same ability score per additional 2 MP spent. 
  This cannot improve the Mimic's ability score to be 
  greater  than  the  target's is  before  any nonracial 
  bonuses.
  Attack: This mimicry grants the Mimic a +1 bonus 
  to attack rolls per 5 MP spent.  The sum of this 
  bonus and the Mimic's base attack bonus cannot 
  exceed the target's base attack bonus.  This does not 
  grant the Mimic iterative attacks.
  Defense:  This  mimicry  grants  the  Mimic  a  +1 
  dodge bonus to AC per 5 MP spent, which stacks 
  with any existing dodge bonus.  The sum of this 
  bonus and the Mimic's class dodge bonus cannot 
  exceed the target's class dodge bonus.  Alternately, 
  this grants the Mimic a +1 natural armor bonus to 
  Defense per 5 MP spent.  This cannot be used to 
  improve the Mimic's Defense (including any worn 
  armor) beyond the target's natural armor.
  Feat: This mimicry grants the Mimic the use of one 
  extraordinary class ability or general feat that the 
  61
  
  target has.  This costs 3 MP per level of the target. 
  The Mimic does not have to meet any prerequisites 
  for  the  ability,  but  he  cannot  use  any feats  or 
  abilities that make use of an ability that he does not 
  have.
  Equipment:  This  mimicry  grants  the  Mimic  a 
  single piece of equipment.  This costs 1 MP per 250 
  gp of the object's price.  The equipment copy is 
  sized  for  the  Mimic  and  has  all  mundane  and 
  magical properties, but the magical properties of 
  artifacts  cannot  be  copied  and  any  magical 
  functions that are charge-dependent (even in uses 
  per day) are not copied.  This does not grant the 
  Mimic proficiency or any ability to use the copy 
  that  he  does  not  posses.   The  equipment  is 
  automatically forfeited if the Mimic is not touching 
  it for one round.
  Quality:  This mimicry grants the Mimic a single 
  supernatural  class  ability or  magic feat  that  the 
  target has.  Alternately, it can grant the Mimic a 
  single racial ability or racial feat the target has. 
  This costs 3 MP per level of the target.  The Mimic 
  does not have to meet any prerequisites for the 
  ability, but he cannot use any feats or abilities that 
  make use of an ability he does not have.
  Magic:  This mimicry grants the Mimic a single 
  spell or spell-like ability that the target has.  This 
  costs twice as many MP as the spell or spell-like 
  ability does.  The Mimic gains the ability to cast the 
  spell using his own MP, the target's caster level, and 
  the target's save DC.  The Mimic must supply spell 
  components for a spell that requires them.
  Immunity: This mimicry grants the Mimic a single 
  immunity that the target has.  This costs 20 MP for 
  an  energy  immunity  and  15  MP  for  any  other 
  immunity.  Alternately, it can grant the Mimic a 
  single subtype the target has, assuming the subtype 
  is not dependent on the target's type.  This costs 10 
  MP.
  Raccoon Disciple
  Some ordinary beings are able to set out upon the 
  path  of  becoming  closer  to  nature,  and  become 
  quite extraordinary as a result.
  Prerequisites: 7 ranks in 7 different skills, ability 
  to cast 7 spells or spell-like abilities, must commune 
  with a nature spirit.
  HD: D10+Con mod
  MD: D12+Wis mod
  Class  Skills:
   Balance  (Dex),  Climb  (Str), 
  Concentration (Con), Disguise (Cha), Escape Artist 
  (Dex),  Handle Animal (Cha), Jump (Str),  Listen 
  (Wis),  Move Silently (Dex),  Search (Int), Sense 
  Motive (Wis), Spot (Wis), Survival (Wis), Tumble 
  (Dex), Use Magic Device (Cha).
  Skill Points/Level: 2 + Int mod
  Table 3-X: The Raccoon Disciple
  Level
  BAB Fort Ref Will Special
  Def
  1
  +1
  +2
  +2
  +0
  Natural
   
  Armor 
  Increase,
   
  Magical 
  Talent
  +1
  2
  +2
  +3
  +3
  +0
  Ability  Boost  (Dex 
  +2), Jump (+4)
  +2
  3
  +3
  +3
  +3
  +1
  Quick  Change,  Speed 
  (+10')
  +2
  4
  +4
  +4
  +4
  +1
  Natural
   
  Armor 
  Increase, Ability Boost 
  (Dex +2)
  +3
  5
  +5
  +4
  +4
  +1
  Senses
  +3
  6
  +6
  +5
  +5
  +2
  Speed  (+10'),  Ability 
  Boost (Con +2), Jump 
  (+8)
  +4
  7
  +7
  +5
  +5
  +2
  Natural Armor Increase +4
  8
  +8
  +6
  +6
  +2
  Ability Boost (Cha +2)
  +5
  9
  +9
  +6
  +6
  +3
  Speed (+10'), Slam
  +5
  10
  +10
  +7
  +7
  +3
  Apotheosis
  +6
  Raccoon Disciples are proficient with no weapons 
  or armors.
  Natural Armor Increase (Ex):  At first level and 
  every third level thereafter, the Raccoon Disciple's 
  hide thickens and its tail and ears become more 
  pronounced, granting it a +1 natural armor bonus to 
  Defense.  This stacks with other armor bonuses.
  Magical Talent: Every time the Raccoon Disciple 
  gains a level in this class, he learns one spell from 
  any spell list he knows spells from.  This does not 
  improve the Raccoon Disciple's caster level.
  Ability Boost (Ex): As the Raccoon Disciple gains 
  levels in this class, his ability scores improved as 
  noted on the table above.  These increases stack.
  Jump (Ex): At level 2, the Raccoon Disciple gains 
  a +4 racial bonus to Jump checks.  At level 6, this 
  bonus improves to +8.
  Quick  Change  (Su): At  level  3,  the  Raccoon 
  62
  
  Disciple gains the ability to use the Disguise skill as 
  a standard action without penalty.
  Speed  (Ex): At  level  3  and  every  third  level 
  thereafter, the Raccoon Disciple's base land speed 
  improves by 10'.
  Senses (Ex): At level 5, the Raccoon Disciple gains 
  darkvision 60' and low-light vision, or its existing 
  darkvision or low-light vision range doubles.
  Slam (Ex): At level 9, the Raccoon Disciple gains a 
  natural slam attack, dealing damage as a bastard 
  sword.
  Apotheosis (Ex): At level 10, the Raccoon Disciple 
  takes on the Raccoonian template.  He gains +2 Str, 
  +2 Con, +2 Int, +2 Wis, and +2 Cha.  His natural 
  armor bonus to Defense increases by 1.  His type 
  changes to Magical Beast.
  Royal Plus
  Royals are politically important people, or those 
  who serve  under  them.  Even  the relative  of a 
  village elder or a courtier can be a Royal.  Royals 
  have  a  wide  variety  of  abilities  that  are  very 
  beneficial to allies.
  Prerequisites: Ability to cast three level four spells 
  whose save DCs are Charisma-based, caster level 
  10, 13 ranks in any skill
  HD: D6+Con mod
  MD: D6+Cha mod
  Class Skills:  The Royal treats all skills as class 
  skills.
  Skill Points at 1st Level: (6+Int mod)x4
  Skill Points/Level: 6+Int mod
  Table 2-9: The Royal Plus
  Level
  BAB
  Fort Ref Will Special
  Dodge
  1
  +0
  +2
  +2
  +2
  Talent
  +1
  2
  +1
  +3
  +3
  +3
  Bonus Feat +2
  3
  +2
  +3
  +3
  +3
  Talent
  +2
  4
  +3
  +4
  +4
  +4
  Bonus Feat +3
  5
  +3
  +4
  +4
  +4
  Talent
  +3
  6
  +4
  +5
  +5
  +5
  Bonus Feat +4
  7
  +5
  +5
  +5
  +5
  Talent
  +4
  8
  +6/+1 +6
  +6
  +6
  Bonus Feat +5
  9
  +6/+1 +6
  +6
  +6
  Talent
  +5
  10
  +7/+2 +7
  +7
  +7
  Bonus Feat +6
  Royals are proficient with no weapons or armors.
  Each time a Royal Plus gains a level, he learns a 
  new spell.  Every time he gains access to a new 
  spell level, he learns an additional spell.  A Royal 
  Plus cannot learn a spell whose spell level is greater 
  than his Charisma score - 10.  Royal Pluses use the 
  Royal spell list.  The saves DCs of a Royal Plus's 
  spells are equal to 10 + spell level + Cha mod.  A 
  Royal Plus adds his Royal Plus level to his caster 
  level.
  Table  2-6:  Royal  Plus 
  Spells
  Caster
  Level
  Highest Spell
  Level Known
  11
  4th
  12
  4th
  13
  5th
  14
  5th
  15
  5th
  16
  6th
  17
  6th
  18
  6th
  19
  6th
  20
  6th
  Each time a Royal Plus gains a level, he may swap 
  out one spell he learned at a lower level for a 
  different spell he could have chosen.  Alternately, 
  he may forget a spell he chose earlier and null the 
  MP loss from learning another spell of equal or 
  lower  spell  level  from  a  scroll  (and  gain  the 
  difference in MP).
  A Royal Plus gains talents and bonus feats as a 
  Royal.
  Sensei
  Great  martial  artist  are  able  to  train  their  own 
  bodies to be the perfect weapon.  Masters are able 
  to use the bodies of others as weapons.
  Prerequisites: 
  Improved  Unarmed  Strike, 
  Improved  Grapple,  Improved  Trip,  Improved 
  Disarm, BAB +6, must defeat a Sensei in single 
  combat
  HD: D8+Con mod
  MD: D1+Wis mod
  Class  Skills: 
  Balance  (Dex),  Climb  (Str), 
  63
  
  Concentration (Con), Craft (Int) (Any), Diplomacy 
  (Cha),  Escape  Artist  (Dex),  Hide  (Dex),  Jump 
  (Dex), Listen (Wis), Move Silently (Dex), Sense 
  Motive (Wis), Spot (Wis), Swim (Str), and Tumble 
  (Dex).
  Skill Points/Level: 4+Int mod
  Table 3-X: The Sensei
  Level
  BAB Fort Ref Will Special
  Dodge
  1
  +0
  +2
  +0
  +0
  Gripping
  +1
  2
  +2
  +3
  +0
  +0
  Megagrab (2)
  +2
  3
  +3
  +3
  +1
  +1
  Wield Opponent
  +2
  4
  +3
  +4
  +1
  +1
  Megagrab (3)
  +3
  5
  +4
  +4
  +1
  +1
  Grapple Smash
  +3
  6
  +5
  +5
  +2
  +2
  Wield
   
  Opponent 
  (+1), Megagrab (4)
  +4
  7
  +6
  +5
  +2
  +2
  Silver Bullet
  +4
  8
  +6
  +6
  +2
  +2
  Megagrab (5)
  +5
  9
  +7
  +6
  +3
  +3
  Wield
   
  Opponent 
  (+2)
  +5
  10
  +8
  +7
  +3
  +3
  Megagrab  (6),  Iron 
  Grip
  +6
  A Sensei is proficient with no weapons or armors.
  Gripping (Ex): A Sensei adds his Sensei level to 
  grapple checks when he is initiating a grapple or 
  damaging an opponent in a grapple.
  Megagrab (Ex): A level 2 Sensei may move a 
  grapple through an opponent's square to draw him 
  into the grapple as a free action.   He may move 
  through multiple squares with one action to do so to 
  multiple opponents as long as he succeeds each 
  time.  The Sensei makes an opposed grapple check 
  and the target takes unarmed strike damage and is 
  drawn into  the grapple.   If  the Sensei  fails  the 
  opposed grapple check, his move action ends and 
  his  opponent  is  pushed  aside  into  an  adjacent 
  square.  Opponents drawn into a grapple in this 
  manner do not count towards the normal limit of 
  four  opponents  per  grapple  unless  the  Sensei 
  chooses to do so.
  A level 2 Sensei may make spend 2 MP to make 
  two grapple checks and use the highest result when 
  in a grapple with multiple opponents.  He cannot 
  make more grapple checks than he has opponents, 
  and he only makes a single grapple check against 
  opponents trying to escape the grapple.
  A level 4 Sensei may spend 5 MP to make three 
  grapple checks and use the highest result when in a 
  grapple with three or more opponents.
  A level 6 Sensei may spend 8 MP to make four 
  grapple checks and use the  highest result when in a 
  grapple with four or more opponents.
  A level 8 Sensei may spend 11 MP to make five 
  grapple checks and use the  highest result when in a 
  grapple with five or more opponents.
  A level 10 Sensei may spend 14 MP to make six 
  grapple checks and use the  highest result when in a 
  grapple with six or more opponents.
  Wield Opponent (Ex): A level 3 Sensei who is 
  grappling a single opponent of his size or smaller 
  can use him as a twohanded weapon, and threatens 
  squares  using  his  own  reach  or  his  opponent's, 
  whichever is greater.  A Long opponent threatens 
  space as a Tall creature of its size.  For each attack 
  made with his opponent, the Sensei must make an 
  opposed  grapple  check  to  make  a  melee  attack 
  dealing nonlethal bludgeoning damage based on his 
  opponent's size and adding his Strength modifier as 
  for a twohanded weapon.  He does not add the 
  benefit of his Gripping ability to this attack roll.  On 
  a successful hit, the Sensei's grappled opponent and 
  attacked opponent both take equal damage (before 
  Defense  and  Damage  Reduction).   If  either  is 
  wearing armor or a shield with an enhancement 
  bonus or made of a special material, it counts as 
  such  for  the  purpose  of  overcoming  damage 
  reduction or hardness.  The Sensei may also slam 
  his opponent against the ground (AC 5) or sunder 
  an object.
  Table 3-X: Opponent Damage By 
  Size
  Size
  Damage
  Fine
  1d2
  Diminuitive
  1d3
  Tiny
  1d4
  Small
  1d6
  Medium
  1d8
  Large
  1d10
  Huge
  2d6
  Gargantuan
  2d8
  Colossal
  3d6
  A level 6 Sensei can use Wield Opponent while 
  grappling a single opponent one size category larger 
  than himself.
  A level 9 Sensei gains the ability to establish a hold 
  on  an  opponent  two size  categories  larger  than 
  himself and can use Wield Opponent against an 
  opponent of any size.
  64
  
  Grapple Smash (Ex): A level 5 Sensei in a grapple 
  with multiple opponents can damage all of them. 
  Spending 1 MP per opponent as a full-round action, 
  he may make an opposed grapple check against 
  each opponent individually to deal unarmed strike 
  damage to each one.  The Sensei adds the total 
  number  of  characters  in  the  grapple,  including 
  himself, to his damage roll.  The Sensei may use the 
  benefit of Megagrab for a Grapple Smash.
  Silver  Bullet  (Ex): A  level  7  Sensei  who  has 
  pinned an opponent can spend 10 MP to kill him 
  outright as a full-round action.  The Sensei makes 
  an opposed grapple check and if he succeeds, his 
  opponent must make a Fortitude save (DC 10 + 
  Sensei  level  +  Wis  mod)  or  die.   As with  an 
  unarmed strike, the Sensei may instead choose to 
  deal  nonlethal  damage  equal  to  the  target's 
  remaining hit points + 10.  This is a death effect. 
  The Sensei does not gain the benefit of his Gripping 
  ability when using Silver Bullet.
  Iron Grip (Ex): A level 10 Sensei may spend up to 
  10 MP before rolling damage for any attack made 
  in  a  grapple  to  add  an  equal  amount  as  an 
  enhancement bonus to the damage roll.
  Shell Warrior
  Shell  Warriors  are  shelled  creatures  who  have 
  mastered the art of fighting with their own shells. 
  This  is  an  ancient  tradition  among  koopas,  and 
  those who follow it are treated with respect and 
  honor.
  Prerequisites: 
  Tuck  racial  ability,  Weapon 
  Specialization (slam), Tackle, must be trained by 
  another Shell Warrior.
  HD: D10+Con mod
  MD: D4+Wis mod
  Class  Skills:  Climb  (Str),  Concentration  (Con), 
  Craft  (Int),  Jump (Str),  Listen (Wis),  Profession 
  (Wis),  Search  (Int),  Sense  Motive  (Wis),  Spot 
  (Wis).
  Skill Points at 1st Level: (2+Int mod)x4
  Skill Points/Level: 2+Int mod
  Table 2-4: The Shell Warrior
  Level
  BAB
  Fort Ref Will Special
  Dodge
  1
  +1
  +2
  +2
  +0
  Shell Stance (slam)
  +0
  2
  +2
  +3
  +3
  +0
  Shell
   
  Stance 
  (cover)
  +1
  Table 2-4: The Shell Warrior
  3
  +3
  +3
  +3
  +1
  Shell
   
  Stance 
  (movement)
  +1
  4
  +4
  +4
  +4
  +1
  Shell
   
  Stance 
  (concealment)
  +2
  5
  +5
  +4
  +4
  +1
  Shell Shot
  +2
  The Shell Warrior is proficient with no weapons or 
  armor.
  Shell Stance (Ex): The Shell Warrior masters a 
  unique  fighting  style,  in  which  he  fights  while 
  tucked.  Shell Stance can only be used while the 
  koopa is using the Tuck ability.  While using Shell 
  Stance, the koopa can make slam attacks as normal, 
  but suffers 50% concealment on all of his attacks.
  At level 2, the Shell Warrior's cover bonus while 
  tucked and using Shell Stance improves to +6.
  At level 3, the Shell Warrior can move while tucked 
  and using Shell Stance at ½ his normal speed.
  At level 4, the Shell Warrior's concealment while 
  tucked and using Shell Stance improves to 75%, 
  and he only suffers 25% concealment for his own 
  attacks.
  Shell Shot (Ex): A level 5 Shell Warrior can hurl 
  himself at his enemies with tremendous force.  As a 
  full-round action, he can spend 5 MP to move up to 
  double his land speed (or reduced land speed if he 
  is using Tuck, the Shell Warrior cannot use Tuck in 
  the middle of the attack) in a straight line, allowing 
  him to make a single slam attack against every 
  enemy in his path.  This movement provokes attacks 
  of opportunity as normal.  If the Shell Warrior uses 
  this  ability  to  attack  aerial  opponents  or  cross 
  adverse  terrain,  he  must  make  Jump  checks  as 
  appropriate (and he is always treated as having a 
  running start).
  Star Mage
  Star Mages are spellcasters who have tapped into 
  the root source of magic: the stars.  The paths that 
  Star  Mages tread  to  attain  this power are  more 
  numerous than the constellations.  Star Mages can 
  use virtually any kind of magic.
  Prerequisites: Knowledge (The Planes) 9 ranks, 
  ability to cast three spells of level 3 or higher with 
  save DCs dependent on Intelligence, Wisdom, and 
  Charisma, must have been mentored or blessed by 
  some creature with stellar heritage.
  HD: D4+Con mod
  MD: D4+Int mod+Wis mod+Cha mod
  65
  
  Class Skills: Concentration (Con), Decipher Script 
  (Int),  Knowledge  (Int)  (Any),  Profession  (Wis), 
  Spellcraft (Int).  
  Skill Points/Level: 2+Int mod
  Table 3-X: The Star Mage
  Level
  BAB Fort Ref Will Special
  Dodge
  1
  +0
  +0
  +0
  +2
  Spell Resistance 15 +0
  2
  +1
  +0
  +0
  +3
  Spell Resistance 16 +1
  3
  +1
  +1
  +1
  +3
  Spell Resistance 18 +1
  4
  +2
  +1
  +1
  +4
  Spell Resistance 19 +2
  5
  +2
  +1
  +1
  +4
  Spell Resistance 21 +2
  6
  +3
  +2
  +2
  +5
  Spell Resistance 22 +3
  7
  +3
  +2
  +2
  +5
  Spell Resistance 24 +3
  8
  +4
  +2
  +2
  +6
  Spell Resistance 25 +4
  9
  +4
  +3
  +3
  +6
  Spell Resistance 27 +4
  10
  +5
  +3
  +3
  +7
  Spell Resistance 28 +5
  A Star Mage cannot learn a spell whose spell level 
  is greater than the ability that modifies its save DC 
  minus 10.  Star Mages have all spells on their spell 
  list  (using Cleric  and  Wizard  versions  of spells 
  before any other versions).  The save DCs of a Star 
  Mage's spells are the same as the class from which 
  they draw the spell.  The Star Mage adds his Star 
  Mage level to his caster level.
  The Star Mage's spells known are based on his 
  caster level.  Each time the Star Mage gains a level, 
  he  learns  three  spells  of  his  highest  spell  level 
  known or lower.
  Table  3-X:  Star  Mage's 
  Spells
  Caster
  Level
  Highest Spell
  Level Known
  6
  3rd
  7
  3rd
  8
  4th
  9
  4th
  10
  5th
  11
  5th
  12
  6th
  13
  6th
  14
  7th
  15
  7th
  16
  8th
  17
  8th
  18
  9th
  Table  3-X:  Star  Mage's 
  Spells
  19
  9th
  20
  9th
  Each time a Star Mage gains a level, he may swap 
  out one spell he learned at a lower level for a 
  different spell he could have chosen.  Alternately, 
  he may forget a spell he chose earlier and null the 
  MP loss from learning another spell of equal or 
  lower spell level from a scroll.
  Star  Mages  are  proficient  with  no  weapons  or 
  armor.
  Spell Resistance (Su): A Star Mage gains the noted 
  spell resistance as he advances in Star Mage levels.
  Experience Variant: Star Points
  Learning and growing in the Mushroom is a little 
  different than it is in other places.  Every character 
  gains Star Points (SP) from successfully finishing 
  an encounter, though it is recommended that the 
  Dungeon Master distribute SP awards all at once 
  when the party has had appropriate time to reflect 
  on their adventure (such as when they spend 8 hours 
  to  rest).   This  is  an  alternate  experience  point 
  system.
  SP are awarded to the party based on the difference 
  between their average level (rounded up) and the 
  challenge  ratings  of  the  encounters  they  face. 
  Encounters composed of multiple monsters do not 
  get modified, awards are given for each monster 
  individually.  If the party fights a large group of 
  weak  monsters  that  individually  would  give  the 
  party no SP, the DM may use the rules for treating 
  multiple monsters as one higher-level encounter as 
  normal.  For the purpose of treasure, the effective 
  level  of  an  encounter  should  be  determined  as 
  normal.
  Table 3-X: Star Points by 
  CR
  Level
  Difference
  Star
  Points
  -8
  1
  -7
  2
  -6
  3
  -5
  5
  -4
  7
  66
  
  Table 3-X: Star Points by 
  CR
  -3
  10
  -2
  15
  -1
  20
  +0
  30
  +1
  40
  +2
  60
  +3
  80
  +4
  120
  +5
  160
  +6
  240
  +7
  320
  +8
  480
  When SP is totaled at the end of the adventure, it is 
  distributed evenly among all party members.  Any 
  leftover SP  may be held  in reserve, for use by 
  spellcasters  for  item  creation  or  experience 
  components,  or  to  be  added  to  the  total  for 
  distribution the next time the party gains SP.
  To account for lower-level characters learning more 
  than higher-level characters, for every 10 SP each 
  character receives he must give 1 SP from that 10 to 
  every character who is at a lower level than him.  If 
  a character is three or more levels lower than a 
  character, he must give him an additional SP for 
  every three levels the character is below his level. 
  In exceptionally large or small parties, the DM may 
  want to adjust these values to better meet these 
  needs.
  Table 3-X: Small and Large Party Distribution
  Party
  Members
  SP Gained Per Distribution to Lower-Level 
  Characters
  2
  3
  3
  7
  4
  10
  5
  13
  6
  17
  7
  20
  8
  23
  9
  27
  10
  30
  11
  33
  12
  37
  Cohorts get the same amount of SP each level as the 
  PC  they follow,  and  1  free  SP  per  10  if their 
  effective level is lower than their master's by 3, plus 
  an additional SP for every two levels below that.
  When a character has 100 or more SP, he subtracts 
  100  from  his  total  and  applies  the  benefits  of 
  gaining a level.  A character cannot receive enough 
  SP to gain two levels from one encounter, he only 
  sets his total at one less than 100 SP and the rest is 
  wasted if it is not spent towards item creation or 
  spell components.
  When  crafting  magical  items,  a  character  must 
  spend SP.  Refer to the table below and find the 
  equivalent challenge rating of the item the character 
  is trying to make based on its market price, moving 
  to  the  more  expensive  entry  if  the  price  falls 
  between two.  The amount of SP that the character 
  would normally gain for defeating such a creature in 
  single combat (to a minimum of 1 SP) is how much 
  SP must be spent to craft the item.  If the crafter is 
  making items in bulk, he may use the total cost of 
  all of the items he is making to avoid losing SP to 
  rounding errors.
  Table 3-X: Star Point Crafting Equivalences
  Crafted Magic Item's
  Market Price
  Equivalent
  Challenge Rating
  250 gp
  1/30*
  375 gp
  1/20*
  500 gp
  1/15*
  750 gp
  1/10*
  1,500 gp
  1/5*
  1,875 gp
  1/4*
  2,500 gp
  1/3*
  3,750 gp
  1/2*
  5,000 gp
  2/3*
  7,500 gp
  1
  15,000 gp
  2
  22,500 gp
  3
  30,000 gp
  4
  37,500 gp
  5
  45,000 gp
  6
  52,500 gp
  7
  60,000 gp
  8
  67,500 gp
  9
  75,000 gp
  10
  82,500 gp
  11
  90,000 gp
  12
  97,500 gp
  13
  105,000 gp
  14
  112,500 gp
  15
  67
  
  Table 3-X: Star Point Crafting Equivalences
  120,000 gp
  16
  127,500 gp
  17
  135,000 gp
  18
  142,500 gp
  19
  150,000 gp
  20
  157,500 gp
  21
  165,000 gp
  22
  172,500 gp
  23
  180,000 gp
  24
  187,500 gp
  25
  187,500 gp
  26
  195,000 gp
  27
  202,500 gp
  28
  217,500 gp
  29
  225,000 gp
  30
  *The SP cost is a fraction of the SP for a CR 1 
  monster
  Characters with level adjustment and/or racial hit 
  dice must use their Effective Character Level (the 
  sum of the character's level adjustment, racial hit 
  dice,  and  actual  class  levels)  in  place  of  their 
  character level for determining the party's average 
  level, how much SP they relinquish to lower-level 
  characters, and how much SP they spend on item 
  creation.
  Spells  with  experience  components  are  instead 
  listed with challenge ratings, causing the character 
  to spend the amount of SP that he would normally 
  gain to defeat a monster of the indicated challenge 
  rating (to a minimum of 1 SP).
  68
  
  Chapter 3: Skills
  The following are expanded uses of existing skills 
  from the Player's Handbook.
  Concentration
  Meditate: The Concentration skill may also be used 
  in the same manner as the Heal skill to accelerate 
  MP restoration.  Before resting, a character may 
  spend a minute meditating to focus himself, and 
  make a DC 15 Concentration check to double his 
  natural MP restoration rate (normally equal to his 
  character level).  This may only be attempted once 
  per day.  If the character will be resting for 24 
  hours, he triples his MP restoration rate.  This use 
  of Concentration may only be attempted once per 
  day, and cannot be used on other characters.
  Craft (Alchemy)
  This skill is used to make chemicals and explosives.
  Knowledge (Arcana)
  A DC 30 Knowledge (Arcana) check can identify 
  one power of a star.  For every increment of 5 by 
  which the character  beats the DC, the character 
  identifies an additional power.
  Knowledge (Nature)
  A DC 20 + caster level Knowledge (Nature) check 
  can  correctly  identify  the  level,  school,  and 
  descriptor of a mushroom's magical effect.  The 
  DM should roll this secretly.  Failure by 5 or more 
  gives the character a random school and descriptor. 
  Characters cannot take 10 or 20 on this check.
  Knowledge (The Planes)
  This  skill  may be  used  in  the  same  manner  as 
  Knowledge (Arcana) to identify stars.
  Profession (Mycologist)
  Mycology  is  the  care  and  raising  of  specific 
  mushrooms in less than ideal conditions.  Mycology 
  may be used in a manner similar to a Craft subskill 
  to grow mushrooms.  The base craft DC for any 
  mushroom is 20 + 3 * spell level (21 for cantrips). 
  The mycologist only needs to spend one hour a day 
  tending to each patch of mushrooms he is growing. 
  Mushrooms require the proper tools for the job and 
  a 20'-by-20' patch of dark, damp, and cool dirt to 
  grow them.  Growing specific mushrooms in a patch 
  requires special chemical cocktails and spores to 
  treat the soil with, which cost twice the market price 
  of a single mushroom of the expected species.  A 
  successful patch yields 2d4+1 mushrooms, or an 
  average of 6.  Once picked, mushrooms wilt in one 
  week.
  Spellcraft
  Identify Aura: A character using detect magic can 
  identify  the  exact  ability  of  the  most  powerful 
  magical aura on a creature with a DC 25 Spellcraft 
  check.  For every increment of 5 by which he beats 
  the DC, he can identify the next-weakest aura.  
  Survival
  A character may use the Survival skill in the same 
  manner as the Knowledge (Nature) skill to identify 
  mushrooms.
  69
  
  Chapter 4: Feats
  The following feats from the Player's Handbook do 
  not work with the Mario D20 System, or have been 
  altered  in this chapter:  combat  expertise, deflect 
  arrows,  extra  turning,  far  shot,  greater  weapon 
  focus, greater weapon specialization, heighten spell, 
  improved  counterspell,  improved  precise  shot, 
  improved turning, natural spell, point blank shot, 
  power  attack,  precise  shot,  snatch  arrows,  spell 
  mastery, weapon specialization.
  Characters with metamagic feats simply increase the 
  MP cost of spells by 2 per spell level when applying 
  metamagic.  A spellcaster does not need to be able 
  to  cast  spells  of  the  requisite  spell  level  when 
  applying metamagic, but he does need to have a 
  high enough ability score to cast spells of that level. 
  Thus,  a  level 3  Mage could apply the Quicken 
  metamagic feat to a level 1 spell, making it a level 4 
  spell, as long as he had 9 MP to cast it and an 
  Intelligence of 14 or higher.  Metamagic does not 
  normally increase the casting time of a spell.
  Feats with the [Magic] descriptor grant supernatural 
  abilities.  They do not function in an  antimagic 
  field, and leave a lingering aura equivalent to a spell 
  whose caster level is equal to ½ the character's 
  level.  Feats without the [Magic] descriptor that cost 
  MP  are  extraordinary abilities,  and  can be  used 
  anytime.
  Feats with the [Racial] descriptor  are  limited to 
  certain  races  or  groups  of  races.   Their  exact 
  prerequisites always specify which races may take 
  them.
  A subrace of a race that can take a racial feat may 
  also take that racial feat, provided it does not lack 
  any racial feature the feat is based upon.
  A character using a juvenile form of a race who 
  plans  on  taking  the  full  abilities  and  level 
  adjustment for his race at the first opportunity may 
  take a racial feat that relies on an ability he does not 
  yet have, but he does not gain the benefit of the feat 
  until he has the appropriate ability.  While he does 
  not meet the prerequisites, a low-impact feat like 
  Improved Initiative may be substituted for the feat 
  until the character qualifies for it.
  Agile Trip [General]
  You can force your opponents to react to your trip 
  attempts by avoiding them.
  Prerequisites: Int 13, Combat Expertise, Improved 
  Trip
  Benefit: When  tripping  an  opponent,  your 
  opponent must oppose your Strength check with a 
  Dexterity check if his Dexterity modifier is lower 
  than his Strength modifier.  If you are dismounting 
  a mounted opponent, he makes a Ride check as 
  normal.
  Normal: A trip attempt can be opposed by either a 
  Strength or Dexterity check.
  A Bandit or Royal may take this feat as a bonus 
  feat.
  Air Control [Magic]
  You have an uncanny aerial ability, almost allowing 
  you to “swim” through air.
  Prereqisite: Skill Focus (Jump)
  Benefit: As a free action while you are jumping, 
  you may spend 1 MP to change your direction up to 
  90 degrees.  If you are jumping as part of a charge, 
  this does not interrupt it.
  A Bandit or Royal may take this feat as a bonus 
  feat.
  Ally Proficiency [Racial]
  Prerequisites: Throw Ally racial ability, BAB +1
  Benefit: You take no penalty when throwing allies.
  Normal: Allies are treated as improvised weapons, 
  and impose a -4 penalty to attack rolls.
  Armor Pierce [General]
  You can strike at weak points in your opponent's 
  armor,  though  you're more  likely to  miss  when 
  doing so.
  Prerequisite: Dex 13
  Benefit: You must declare one combat stance at the 
  start of your round, and its bonuses and penalties 
  last until your next round.  You may choose to 
  subtract a number from all attack rolls and ignore an 
  equal number from the Defense of any opponent 
  you deal piercing damage to.  This number may not 
  exceed your base attack bonus.
  If you attack with a weapon that uses your Dexterity 
  modifier for attack rolls, such as a ranged weapon 
  or a light weapon with the benefit of the Weapon 
  Finesse feat, you ignore twice as much Defense.
  Armor Pierce only works against characters with 
  Defense,  and  not  against  any  type  of  Damage 
  Reduction.
  If your opponent has fortification, you must make a 
  d% roll as though rolling for a critical hit in order to 
  benefit from this feat.  Armor Pierce does not work 
  against opponents who are immune to critical hits.
  A Basher, Bandit, or Royal may take this feat as a 
  bonus feat.
  Armor Specialization [General]
  You  can trust  your armor  to  completely deflect 
  blows, at the cost of leaving more weak points.
  70
  
  Prerequisite: Armor Proficiency (light)
  Benefit: You must declare one combat stance at the 
  start of your round, and its bonuses and penalties 
  last until your next round.  You may choose to 
  subtract a number from the Defense granted by your 
  armor and add the same number as an armor bonus 
  to your Armor Class.  This number cannot exceed 
  the Defense bonus of the armor.  You may use this 
  ability on other bonuses to Defense, such as natural 
  armor and mage shell.
  A Soldier, Bandit, or Royal may take this feat as a 
  bonus feat.
  Assistive [Magic]
  You are very good at helping others with any task.
  Benefit: When using the Aid Another action, you 
  may spend MP to add an enhancement bonus to 
  your ally's D20 roll as though it was your own.  As 
  an enhancement bonus, this does not stack with any 
  bonus your ally may receive if he spends MP to 
  improve his roll also.
  A Bandit, Healer, or Royal may take this feat as a 
  bonus feat.
  Charged [General]
  Your body brims with magical energy, ki flow, or 
  just luck.
  Benefit: You gain +3 MP.
  You may take this feat multiple times.  Its effects 
  stack.
  A Healer, Mage, or Royal may take this feat as a 
  bonus feat.
  Combat Expertise [General]
  Prerequisite: Int 13
  Benefit: You must declare one combat stance at the 
  start of your round, and its bonuses and penalties 
  last until your next round.  You do not benefit from 
  combat expertise stance until you make a melee 
  attack in a round.  While using combat expertise 
  stance you take a penalty up to -5 to attack rolls and 
  add the same as a dodge bonus to AC.  This number 
  may not exceed your base attack bonus.
  A Basher or Royal may take this feat as a bonus 
  feat.
  This replaces the Combat Expertise feat, due to the 
  stances system used in these rules.
  Craft Magic Aura [Item Creation]
  Prerequisite: Caster level 13
  Benefit: 
  You  can  create  auras,  permanent 
  enchantments on living beings.  Applying an aura 
  takes one day (8 hours) per 25,000 gp in its base 
  price, and you must spend SP and gp as normal for 
  a magic item.  The taker may choose to split the SP 
  cost with you, causing each of you to spend half as 
  much SP as would be appropriate for your levels. 
  You can apply an aura on yourself.
  A Mage, Healer, or Royal may take this feat as a 
  bonus feat.
  Creative [General]
  Benefit: You  get a  +2  bonus  on  all  Craft  and 
  Perform checks.
  A Royal may take this feat as a bonus feat.
  Deflect Arrows [General]
  Prerequisites: Dex 13, Improved Unarmed Strike
  Benefit: You must declare one combat stance at the 
  start of your round, and its bonuses and penalties 
  last until your next round.  While using deflect 
  arrows stance, once per round you may deflect a 
  ranged weapon directed against you and take no 
  damage from it as a free action.
  Unusually massive objects and spell effects cannot 
  be deflected.
  A Basher or Royal may take this feat as a bonus 
  feat.
  This replaces the Deflect Arrows feat, due to the 
  stances system used in these rules.
  Dismounting Trip [General]
  You can pull your opponents out of their saddles 
  with relative ease.
  Prerequisites: Int 13, Combat Expertise, Improved 
  Trip
  Benefit: When tripping a mounted opponent, you 
  may spend 3 MP to force your opponent to oppose 
  your Strength check with a Strength or Dexterity 
  check.  If he has any bonuses to Ride checks to stay 
  in the saddle, he may apply those bonuses to the 
  check.  This may be used in conjunction with Agile 
  Trip or Overpowering Trip.
  Normal: A trip attempt against a mounted opponent 
  may be opposed by a Ride check.
  A Basher, Bandit, or Royal may take this feat as a 
  bonus feat.
  Dragon Breath [Racial]
  You have mastered the time-honored yoshi art of 
  firebreathing, though you probably don't actually 
  breathe fire.
  Prerequisites: Yoshi, Con 15
  Benefit: When you take this feat, choose a line or a 
  cone effect.  As a standard action, you may breathe 
  either a 30' cone or 60' line of energy matching your 
  racial resistance.  The effect deals 1d6 damage per 
  3 MP  spent, up to 1d6  per level,  and  allows a 
  71
  
  Reflex save (DC 10 + ½ level + Con mod) for half 
  damage.
  You may take this feat a second time in order to use 
  it as either a cone or a line at your option.
  Exotic Armor Proficiency [General]
  Choose one kind of exotic armor, such as a soft 
  koopa shell.
  Prerequisites: Armor  Proficiency (light),  Armor 
  Proficiency (medium), Armor Proficiency (heavy)
  Benefit: You gain proficiency with the chosen type 
  of armor.  When you wear it, you gain its full 
  Defense bonus and the armor check penalty only 
  applies  to  Balance,  Climb,  Escape  Artist,  Hide, 
  Jump, Move Silently, Sleight of Hand, and Tumble 
  checks.
  Normal: A character who is wearing armor with 
  which she is not proficient applies its armor check 
  penalty to attack rolls and to all skill checks that 
  involve moving, including Ride.  If it is light armor 
  its Defense bonus is 1, 2 if it is medium, or 3 if it is 
  heavy.
  Extended Tongue [Racial]
  Your  tongue  is  much  longer  than  normal  for  a 
  yoshi.
  Prerequisite: Yoshi
  Benefit: Your  tongue  attack  is  5'  longer  than 
  normal.  When you grapple an opponent with it, 
  your opponent is dragged a correspondingly greater 
  distance to meet you.
  You  may  take  this  feat  multiple  times,  and  its 
  effects stack.
  Failure Affinity [Magic]
  You  can  protect  your  equipment  from  magical 
  attacks.
  Prerequisites: 
  Great  Fortitude,  Iron  Will, 
  Lightning Reflexes
  Benefit: When  rolling  a  saving  throw,  you 
  automatically succeed on a roll of 19.
  When you roll a natural 1 on a saving throw, you 
  may  spend  5  MP  to  ensure  that  none  of  your 
  exposed  items are damaged before any rolls are 
  made.  You still automatically fail a saving throw 
  on a natural 1.
  Normal: A natural 1 on a saving throw always 
  forces a check for item damage, and a natural 20 is 
  always a success.
  A Bandit or Royal may take this feat as a bonus 
  feat.
  Far Shot [General]
  Prerequisites: Point Blank Shot
  Benefit: While using point blank shot stance, the 
  range increment of any projectile weapon you use 
  increases by one-half, and the range increment of 
  any thrown weapon you use is doubled.
  A Basher or Bandit may take this feat as a bonus 
  feat.
  Fast Peek [Racial]
  Prerequisites: Boo, Peek, 9 ranks in Hide
  Benefit: You may spend 8 additional MP to use 
  your invisibility spell-like ability as a swift action.
  Normal: Using any spell-like ability is a standard 
  action.
  Firmfooted [Racial]
  Prerequisite: Cloudfolk
  Benefit: You take no penalty for being on solid 
  ground.
  Normal: Cloudfolk take a -1 penalty to all attack 
  rolls, skill checks, and saves while on solid ground.
  Flexible [General]
  You have a few hobbies.
  Benefit: Choose  two skills  or  subskills.   These 
  skills are always class skills for you, and you gain a 
  +1 competence bonus to checks with them.
  You may take this feat multiple times.  Each time 
  you do, you choose two different skills.
  A Bandit or Royal may take this feat as a bonus 
  feat.
  Flurry [General]
  Prerequisites: BAB +6, Weapon Focus
  Benefit: When  making  a  full  attack,  you  may 
  instead choose to make a number of attacks equal to 
  one-half your base attack bonus (rounded down) 
  with one weapon or natural weapon, but you do not 
  add your base attack bonus to any of the attacks. 
  You do not gain the benefit of any extra attacks, 
  such as from wielding two weapons or a double 
  weapon, when using Flurry.
  A Basher, Bandit, or Royal may take this feat as a 
  bonus feat.
  Focus Strike [Magic]
  You can line up a single, powerful blow.
  Prerequisite: BAB +6
  Benefit:  As a full-round action, you may make a 
  single attack with a +1 bonus to both the attack and 
  damage roll.  You may spend 3 MP to make a focus 
  strike as a standard action.
  A Basher may take this feat as a bonus feat.
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  Frightful Presence [Racial]
  Prerequisites: Boo or Shy, 9 ranks in Intimidate, 
  Charisma 13
  Benefit: You gain the fright stance.  You must 
  declare  one  combat  stance  at  the  start  of  your 
  round, and its bonuses and penalties last until your 
  next round.  While using the fright stance, you take 
  a -1 penalty to AC and all creatures that come or 
  pass within 10' of you and have less levels than you 
  do must make a Will save (DC 10 + ½ level + 
  Charisma modifier).  Creatures who fail their saves 
  are shaken (-2 penalty to attack rolls, saves, and 
  skill checks) for 1d6+Cha mod rounds.
  Greater Dragon Breath [Racial]
  Your firebreathing is more efficient.
  Prerequisites: Yoshi,  Con  15,  Dragon  Breath, 
  Improved Dragon Breath
  Benefit: Your breath weapon deals 1d6 damage per 
  1 MP spent.
  Greater Jump Attack [Magic]
  Prerequisites: 5  ranks  in  Jump,  Jump  Attack, 
  Improved Jump Attack
  Benefit: When using the Improved Jump Attack 
  feat, you may spend 1 MP before any rolls are made 
  when you drop to deal an additional 1d8 damage. 
  You may take this feat multiple times, each time 
  you  take  it  beyond  the  first  you  may  deal  an 
  additional d8 of damage by spending an additional 
  1 MP.
  A Basher may take this feat as a bonus feat.
  Greater Focus Strike [General]
  You can line up a single, powerful blow.
  Prerequisites: BAB +16, Focus Strike, Improved 
  Focus Strike
  Benefit: When using Focus Strike, you gain a +1 
  bonus to both the attack and damage roll.  This 
  feat's effects stack with Focus Strike and Improved 
  Focus Strike, for a total of +3 to the attack and 
  damage roll.
  A Basher may take this feat as a bonus feat.
  Greater Power Expansion [Racial]
  Prerequisites: Puni, Power Expansion, Improved 
  Power Expansion, Dexterity 7, 12 ranks in any skill
  Benefit: You can use the  level 5  spell  greater 
  enlarge person  on yourself as a spell-like ability, 
  CL ½ character level or caster level, whichever is 
  greater.  This increases your size by three categories 
  to Large.
  Greater Weapon Focus [General]
  Choose  a  weapon you have Weapon  Focus for. 
  You may choose unarmed strike or grapple for this, 
  or even ray or touch attack if you are a spellcaster.
  Prerequisites: Proficiency with selected weapon, 
  Weapon  Focus  with  selected  weapon,  Weapon 
  Specialization with selected weapon, BAB +8
  Benefit: You gain a +1 bonus to all attack rolls 
  with the selected weapon.  This stacks with other 
  bonuses, including the bonus from Weapon Focus.
  This feat may be taken multiple times, its effects do 
  not stack,  each time you take it it applies  to  a 
  different weapon.
  A Basher may take this feat as a bonus feat.
  This replaces the Greater Weapon Focus feat, due 
  to the lack of a Fighter class.
  Greater Weapon Specialization [General]
  Choose  a  weapon you have Weapon  Focus for. 
  You may choose unarmed strike or grapple for this, 
  or even ray or touch attack if you are a spellcaster.
  Prerequisites: Proficiency with selected weapon, 
  Weapon  Focus,  Weapon  Specialization,  and 
  Greater Weapon Focus with selected weapon, BAB 
  +12
  Benefit: You gain a +2 bonus to all damage rolls 
  with the selected weapon.  This stacks with other 
  bonuses,  including  the  bonus  from  Weapon 
  Specialization.
  This feat may be taken multiple times, its effects do 
  not stack,  each time you take it it applies  to  a 
  different weapon.
  A Basher may take this feat as a bonus feat.
  This replaces the Greater Weapon Specialization 
  feat, due to the lack of a Fighter class.
  Heavy Shell [Racial]
  Prerequisites: Tuck racial ability, Light Shell
  Benefit: Your  natural  Defense  from  your  shell 
  increases to 8, you gain Heavy Fortification (75% 
  immunity to  critical  hits),  and  your shell's spell 
  failure chance increases to 35%.  Your shell gains 
  an  armor  check  penalty  of  -6  and  a  maximum 
  Dexterity bonus of +1.  Your shell is treated as 
  heavy armor for all purposes.
  Heighten Spell [Metamagic]
  Benefit: A heightened spell is treated as being one 
  spell  level  higher  for  the purpose  of all  effects 
  dependent on spell level (such as saving throw DCs 
  and  ability  to  penetrate  a  lesser  globe  of 
  invulnerability).  A heightened spell costs 2 more 
  MP to cast and is one spell level higher.
  A Mage or Royal may take this feat as a bonus feat.
  73
  
  Heroic Familiar [General]
  Your familiar is more heroic than most.
  Prerequisites: Caster level 1, Summon Familiar
  Benefit: Your familiar can spend its own MP or 
  your MP to improve its D20 rolls, as a character 
  does.  It uses your caster level to determine the 
  maximum MP it can spend on a single roll.
  Normal: Familiar  cannot  spend  MP  to  improve 
  D20 rolls as characters do.
  A Mage may take this feat as a bonus feat.
  Heroic Monster [Racial]
  Benefit: You may treat your racial Hit Dice as class 
  levels when determining the maximum MP you may 
  spend on a D20 roll.
  Normal: The maximum MP that may be spent on a 
  D20 roll is equal to a character's total class levels.
  High Jump [General]
  Prerequisite: Skill Focus (Jump)
  Benefit: When you jump, your maximum vertical 
  height is one-half the distance you cover (or one 
  foot per increment of 2).  This must be declared 
  before the Jump check is made.
  Normal: Your vertical jump height is one-quarter 
  the horizontal distance you cover.
  Illuminating Aura [Racial]
  Your light can reveal the unseen.
  Prerequisite: Puni, Wis 13
  Benefit: When  using your racial  light  spell-like 
  ability, you may spend an additional amount of MP 
  up to your level.  The range of bright illumination 
  of your light increases by 5' per MP spent, the range 
  of dim illumination beyond that increases by 5' per 
  MP spent, and creatures making Search and Spot 
  checks against creatures or objects within the bright 
  illumination add the amount of MP  spent as an 
  enhancement bonus to their checks.
  Improved Dragon Breath [Racial]
  Your firebreathing is more efficient.
  Prerequisites: Yoshi, Con 15, Dragon Breath
  Benefit: Your breath weapon deals 1d6 damage per 
  2 MP spent.
  Improved Flight [Racial]
  Prerequisites: Fly speed, Dex 13
  Benefit: You must declare one combat stance at the 
  start of your round, and its bonuses and penalties 
  last until your next round.  While using improved 
  flight stance your flight maneuverability improves 
  by one step.
  You may take this feat multiple times, each time 
  improving your flight maneuverability while using 
  this stance an additional step. 
  Improved Focus Strike [General]
  You can line up a single, powerful blow.
  Prerequisites: BAB +11, Focus Strike
  When using Focus Strike, you gain a +1 bonus to 
  both the attack and damage roll.  This feat's effects 
  stack with Focus Strike, for a total of +2 to the 
  attack and damage roll.
  A Basher may take this feat as a bonus feat.
  Improved Heighten Spell [Metamagic]
  Benefit: When using the heighten spell metamagic 
  feat, you may spend an additional 2 MP to increase 
  the spell's effective level by an additional level and 
  its actual spell level by one.
  You may take this feat multiple times, each time 
  allowing you to spend 2 more MP and increase the 
  spell by one level to increase the effective level by 
  one.
  A Mage or Royal may take this feat as a bonus feat.
  Improved Jump Attack [Magic]
  Prerequisites: 4 ranks in Jump, Jump Attack
  Benefit:  While jumping as part of a charge, you 
  may spend 1 MP to drop straight down at any point 
  in your movement as a free action, and continue the 
  charge if possible.  If doing so lands you in a square 
  occupied by an enemy, you may end your charge 
  and make an attack as normal without provoking an 
  attack  of opportunity, dealing  an additional  1d8 
  points  of  damage.   Even  if  you  miss,  you 
  immediately  land  in  a  square  of  your  choice 
  adjacent to your enemy without provoking an attack 
  of opportunity.
  A Basher may take this feat as a bonus feat.
  Improved Natural Defense [Racial]
  Prerequisites: Natural armor bonus to Defense of 1 
  or higher, 13 Con
  Benefit: Your  natural  armor  bonus  to  Defense 
  improves by 1.
  You may take this feat multiple times, its effects 
  stack.
  This replaces the Improved Natural Armor feat, due 
  to the Defense system that replaces armor.
  A Soldier may take this feat as a bonus feat.
  Improved Power Expansion [Racial]
  Prerequisites: Puni, Power Expansion, 8 ranks in 
  any skill
  Benefit: You can use the level 3 spell  improved 
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  enlarge person  on yourself as a spell-like ability, 
  CL ½ character level or caster level, whichever is 
  greater.  This increases your size by two categories 
  to Medium.
  Improved Precise Shot [General]
  Prerequisites: Dex 19, Point Blank Shot, Precise 
  Shot, BAB +11
  Benefit: While using point blank shot stance,  your 
  ranged  attacks  ignore  the  AC  bonus  granted  to 
  targets by anything less than total cover, and the 
  miss chance granted to targets by anything less than 
  total  concealment.  Total  cover  and  total 
  concealment provide their normal benefits against 
  your ranged attacks.  In addition, when using point 
  blank shot stance, when you shoot or throw ranged 
  weapons at a grappling opponent you automatically 
  strike at the opponent you have chosen. 
  A Basher or Bandit may take this feat as a bonus 
  feat.
  Improved Resistance [Racial]
  One of your energy resistances improves.
  Prerequisite: Energy resistance
  Benefit: Your energy resistance for one energy type 
  chosen when you take this feat improves by 5.
  You  may  take  this  feat  multiple  times,  and  its 
  effects stack.  Each time you take it, it may apply to 
  a different energy resistance or improve the same 
  resistance by 5.
  A Soldier or Royal may take this feat as a bonus 
  feat.
  Improved Scent [Racial]
  Prerequisite: Scent ability
  Benefit: The range of your scent ability is doubled. 
  You gain a +2 bonus to Wisdom checks related to 
  your  scent  ability,  and  can  pinpoint  unseen 
  creatures within 10'.
  Normal: Creatures with the scent ability can only 
  pinpoint unseen creatures within 5'.
  Improved Smokeless [Racial]
  Prerequisite: Bob-Omb, Smokeless
  Benefit: You only need to spend 1 MP per die for 
  your Explode racial ability.
  Normal: A bob-omb's Explode racial ability costs 3 
  MP per die of damage.
  Improved Superior Spell [Metamagic]
  You can push the boundaries of weaker spells.
  Prerequisite: Superior Spell
  Benefit: When  using  Superior  Spell,  you  may 
  spend  an  additional  4  MP  to  raise  the  spell's 
  maximum  effective  level  by  an  additional  five 
  caster levels and increase its spell level by 2.
  You may take this feat multiple times, each time 
  allowing you to  spend 4  more MP  to  raise the 
  maximum effective  level  by  another  five  caster 
  levels and increase its spell level by 2.
  A Mage, Healer, or Royal may take this feat as a 
  bonus feat.
  Jump Attack [Magic]
  You  can  circumvent  most  obstacles  between 
  yourself and a target while charging.
  Prerequisite: 1 rank in Jump
  Benefit: When you make a long jump as part of an 
  action that requires you to move in a straight line, 
  either charging or running, you may spend 1 MP to 
  not  provoke  attacks  of opportunity from anyone 
  besides your opponent while you are airborne.
  You can only use this feat once per charge.  You 
  still can be hit by characters who ready actions to 
  attack you.
  A Basher may take this feat as a bonus feat.
  Last Resort [General]
  Benefit: As a swift action, you may suffer 1 point 
  of ability damage to all of your physical ability 
  scores to gain 1 temporary MP (2 if you can cast 
  spells), or 2 points of ability damage to gain an 
  amount of MP equal ½ your level or your caster 
  level, whichever is greater.  The MP gained in this 
  manner lasts for one hour.  This ability damage 
  cannot be healed magically, it can only be healed 
  with rest.
  A Mage, Healer, or Royal may take this feat as a 
  bonus feat.
  Light Shell [Racial]
  Prerequisite: Tuck racial ability
  Benefit:  Your  natural  Defense  from  your  shell 
  increases to 4, you gain Medium Fortification (50% 
  immunity to  critical  hits),  and  your shell's spell 
  failure chance increases to 20%.  Your shell gains 
  an  armor  check  penalty  of  -2  and  a  maximum 
  Dexterity bonus of +4.  Your shell is treated as 
  medium armor for all purposes.
  This  natural  armor  bonus  stacks  with  all  other 
  natural armor bonuses.
  Normal: A shell grants Defense 2, an spell failure 
  chance  of  5%,  no  armor  check  penalty,  no 
  maximum Dexterity bonus, Light Fortification, and 
  is treated as light armor.
  Mage's Familiar [General]
  Your familiar is capable of using spells that you 
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  know.
  Prerequisites: Caster level 2, Summon Familiar
  Benefit: Your familiar can cast one spell that you 
  know as a spell-like ability, using its own MP or 
  your MP.  It uses ½ your caster level as its caster 
  level, and the save DC uses the familiar's ability 
  scores and feats.  If the spell has any focuses your 
  familiar must have them on hand, and if the spell 
  has an experience cost or costly material component 
  you must expend it each time it casts the spell.  The 
  MP cost of the spell cannot be greater than ½ your 
  caster level when you take this feat.
  A Mage may take this feat as a bonus feat.
  Master Alchemist [Magic]
  You can imbue potions with your own power.
  Prerequisite: Brew Potion
  Benefit: As a swift action, you may spend up to 2 
  MP per caster level (or ½ your level if it is greater) 
  to charge a held potion or oil with magic, improving 
  its caster level to match ½ the amount of MP spent. 
  If the potion is not used in one minute, it evaporates 
  and its container implodes.
  A Healer or Mage may take this feat as a bonus 
  feat.
  Mushroom Magic [Magic, Racial]
  You can boost mushrooms with your own power.
  Prerequisite: 
  Fungus  subtype,  9  ranks  in 
  Profession (Mycologist)
  Benefit: As  a  swift action,  you may apply any 
  metamagic feats you care to cast to a mushroom by 
  simply  spending  twice  as  much  MP  as  would 
  normally be necessary to augment a spell.  If the 
  mushroom is not used in one minute, it dissolves 
  into fine ash.
  Open Minded [General]
  You are  naturally able  to  reroute your memory, 
  mind, and skill expertise.
  Benefit: You  immediately gain  an  extra  5  skill 
  points. You spend these skill points as normal.  If 
  you spend them on a cross-class skills they count as 
  ½ ranks. You cannot exceed the normal maximum 
  ranks for your level in any skill.
  You can gain this feat multiple times. Each time, 
  you immediately gain another 5 skill points. 
  A Bandit, Mage, or Royal may take this feat as a 
  bonus feat.
  Overpowering Trip [General]
  You can force your opponents to react to your trip 
  attempts with brute force.
  Prerequisites: Int 13, Combat Expertise, Improved 
  Trip
  Benefit: When tripping an opponent, your opponent 
  must oppose your Strength check with a Strength 
  check if his Strength modifier is lower than his 
  Dexterity  modifier.   If  you  are  dismounting  a 
  mounted opponent, he still may make a Ride check 
  as normal but applies his Strength modifier to the 
  roll instead of his Dexterity modifier.
  Normal: A trip attempt can be opposed by either a 
  Strength or Dexterity check.
  A Basher or Royal may take this feat as a bonus 
  feat.
  Peek [Racial]
  Prerequisites: Boo, 6 ranks in Hide
  Benefit: You may spend 4 additional MP to use 
  your invisibility spell-like ability as a move action.
  Normal: Using any spell-like ability is a standard 
  action.
  Peril Blast [Racial]
  You can explode at the expense of your own health.
  Prerequisite: Bob-omb, Con 15.
  Benefit: You may use your explode racial ability 
  even if you do not have enough MP to use it.  In 
  addition to the normal effects of having your MP 
  reduced below 0 (which you suffer each time you 
  use this ability), you take damage equal to twice the 
  amount of MP spent.
  Normal: You cannot spend MP you do not have.
  Precise Shot [General]
  Prerequisites: Point Blank Shot
  Benefit: While using point blank shot stance, you 
  can shoot or throw ranged weapons at an opponent 
  engaged in melee without taking the standard -4 
  penalty on your attack roll. 
  A Basher or Bandit may take this feat as a bonus 
  feat.
  Point Blank Shot [General]
  Benefit: You must declare one combat stance at the 
  start of your round, and its bonuses and penalties 
  last until your next round.  While using point blank 
  shot stance you gain a +1 bonus on attack and 
  damage rolls with ranged weapons at ranges of up 
  to 30'.
  A Basher or Bandit may take this feat as a bonus 
  feat.
  This replaces the Point Blank Shot feat, due to the 
  stances system used in these rules.
  Power Attack [General]
  Prerequisite: Str 13
  76
  
  Benefit: You must declare one combat stance at the 
  start of your round, and its bonuses and penalties 
  last  until  your next  round.   While  using power 
  attack stance you choose a number up to your base 
  attack  bonus  and  subtract  the  same from melee 
  attack rolls and add it to melee damage rolls.  If you 
  attack with a two-handed weapon, or a one-handed 
  weapon in two hands, the damage bonus is doubled. 
  The damage bonus does not apply to light weapons 
  (except for unarmed strikes and natural attacks), 
  though  the  attack  penalty still  does.   A double 
  weapon is still considered  a one-handed weapon 
  and a light weapon, but you may still attack with 
  one end and treat it as a two-handed weapon as 
  normal.
  A Basher may take this feat as a bonus feat.
  This replaces the Power Attack feat, due to the 
  stances system used in these rules.
  Power Expansion [Racial]
  You can draw upon internal reserves of energy to 
  dramatically boost your size.
  Prerequisite: Puni
  Benefit: You can cast the level 1 spell  enlarge 
  person  on yourself as a spell-like ability, CL ½ 
  character level or caster level, whichever is greater. 
  This increases your size by one category to Small.
  Prehensile Tongue [Racial]
  Prerequisites: Yoshi, Dex 15
  Benefit: You may use your tongue to perform any 
  manipulation  within  its  reach  that  you  could 
  perform with one hand.   You may also add  its 
  length to your vertical reach.
  You can wield a light weapon or use an unarmed 
  strike with your tongue and make attacks with it in 
  the same manner as your tongue whip, but you do 
  not threaten any squares with it.
  You qualify for the Multiweapon Fighting feat.
  Recharge [General]
  Benefit: When you regain MP from rest, you may 
  add your best mental ability modifier to your base 
  MP regeneration rate.
  You may take this feat multiple times.  Its effects 
  stack.
  Normal: A character's  base  regeneration rate  is 
  equal to his level.
  A Healer, Mage, or Royal may take this feat as a 
  bonus feat.
  Recover [General]
  Benefit: When you regain hp from rest, you may 
  add  your Constitution  modifier  to  your base hp 
  regeneration rate.
  You may take this feat multiple times.  Its effects 
  stack.
  Normal: A character's base  regeneration  rate  is 
  equal to his level.
  A Basher, Bandit, or Soldier may take this feat as a 
  bonus feat.
  Repertoire [General]
  Choose a class you have levels in.  You learn a 
  handful of easy spells from that class's spell list. 
  This  does  not  grant  access  to  spells  that  the 
  Repetoire talent grants.
  Prerequisite: Caster level 1
  Benefit: You learn a number of spells from the 
  chosen class's spell list equal to its ability modifier 
  of any spell level, up to the highest spell level you 
  could cast – 1.  This only applies to spells you 
  would normally be able to learn from that class's 
  spell list.
  You may take this feat multiple times.  Each time 
  you take it, you learn a different set of spells, or a 
  set of spells from a different class.
  A Healer, Mage, or Royal may take this feat as a 
  bonus feat.
  Resilient Familiar [General]
  Your familiar is tougher than most.
  Prerequisites: Caster level 1, Summon Familiar
  Benefit: Your  familiar's  natural  armor  bonus  to 
  Defense improves by +2.
  This  feat  may be  taken  multiple  times,  and  its 
  effects stack.
  A Mage may take this feat as a bonus feat.
  Ricochet [Racial]
  You can bounce thrown allies, allowing them to hit 
  multiple targets.
  Prerequisites: Throw  Ally  racial  ability,  Ally 
  Proficiency, BAB +6
  Benefit: On a successful hit with an ally, your ally 
  may choose to hit a second enemy within 10' at the 
  same attack and damage bonuses, then land within 
  10' of that enemy (or fall prone if the second attack 
  misses).
  You may take this feat multiple times.  Each time 
  you take it, your ally may bounce an additional 
  time, though never at the same enemy twice in a 
  round.
  Savage [Racial]
  Prerequisite: A natural weapon, such as a claw or 
  bite attack
  Benefit: When you take this feat, choose a natural 
  77
  
  weapon.  You gain a racial bonus to damage rolls 
  equal  to  the  number  of  feats  with  the  [Racial] 
  descriptor you have, including this one.  If you have 
  more than one of the same kind of natural weapon, 
  this feat applies to all of them.
  You may take this feat multiple times, each time for 
  a different natural attack.
  Shroom Eater [Magic]
  Through long years of perfect practice, memorable 
  meals, and repressed retching, you have perfected 
  the art of mushroom connoisseurship.
  Benefit: You may spend 1 MP to eat a mushroom 
  or apply its spores to a willing target as a move 
  action.
  Normal: Eating a mushroom or applying it to an 
  ally is a standard action.
  A Healer or Royal may take this feat as a bonus 
  feat.
  Smokeless [Racial]
  Prerequisite: Bob-Omb
  Benefit: You only need to spend 2 MP per die for 
  your Explode racial ability.
  Normal: A bob-omb's Explode racial ability costs 3 
  MP per die of damage.
  Snatch Arrows [General]
  Prerequisites: Dex 15, Deflect Arrows, Improved 
  Unarmed Strike.
  Benefit: When using the Deflect Arrows stance you 
  may catch the weapon instead of just deflecting it. 
  Thrown weapons can immediately be thrown back 
  at the original attacker (even though it isn’t your 
  turn) or kept for later use.
  You must have  at least  one  hand free  (holding 
  nothing) to use this feat.
  A Basher or Royal may take this feat as a bonus 
  feat.
  Solicit Familiar [General]
  Your familiar can assist you in your spellcasting 
  abilities.
  Prerequisites: Caster level 1, Summon Familiar, 
  base Will save +5 
  Benefit: As  a  swift  action,  you can  have  your 
  familiar take over the responsibility of maintaining 
  concentration on any single spell you have cast and 
  are currently concentrating on.  Your familiar can 
  only concentrate  on  one  spell  at  a  time in  this 
  manner.
  A Mage may take this feat as a bonus feat.
  Spin Jump Attack [General]
  Prerequisites: 5  ranks  in  Jump,  Jump  Attack, 
  Improved Jump Attack
  Benefit: When using the Improved Jump Attack 
  feat, you may spend 5 MP when you drop to make a 
  full attack against your enemy.
  A Basher may take this feat as a bonus feat.
  Sporebite [Racial]
  Your spores are mildly poisonous.
  Prerequisites: Fungus subtype, Con 19
  Benefit: As a full-round action, you may spend 2 
  MP to spread a cloud of poisonous spores in the 
  square you occupy and every adjacent square.  The 
  spores are an inhaled poison dealing 1 point of 
  initial  Constitution  damage  and  1d6  points  of 
  secondary  damage  (DC  10  +  Con  mod  +  ½ 
  character level).  The spores last for one minute or 
  until dissipated.   You  are  immune to your own 
  poison.
  Stance Focus [General]
  Choose a stance.  You can use that stance without 
  much  effort,  allowing  you  to  use  it  with  other 
  stances.
  Benefit: You  always  gain  the  benefit  of  your 
  chosen stance unless you choose not to do so at the 
  start of your round.  This allows you to choose a 
  different stance at the start of your round, allowing 
  you to benefit from that stance and all stances you 
  have Stance Focus for.  You still do not gain the 
  benefit of your stance if you cannot  act due to 
  paralysis, unconsciousness, or a similar condition.
  You may take this feat multiple times, each time for 
  a different stance.
  A Soldier or Royal may take this feat as a bonus 
  feat.
  Stunning Fist [General]
  Prerequisites: Dex 13, Wis 13, Improved Unarmed 
  Strike, BAB +8
  Benefit: You may spend 5 MP before making an 
  unarmed  attack  or  natural  attack  to  force  your 
  opponent to make a Fortitude save (DC 10 + ½ 
  level + Wis mod) if you deal damage.  If your 
  opponent  fails  the  save,  he  is  stunned  (drops 
  everything held, can't take actions, -2 penalty to 
  AC, becomes flat-footed) for 1 round (until your 
  next action).  You cannot use Stunning Fist more 
  than once per round.  Creatures immune to critical 
  hits are immune to this effect.
  A Basher may take this feat as a bonus feat.
  This replaces Stunning fist, due to the MP system.
  Summon Familiar [General]
  78
  
  Prerequisite: Caster level 1
  Benefit: You gain the ability to summon a familiar. 
  Your  familiar's  abilities  are  determined  by  your 
  caster level, rather than your levels in any class.  If 
  your  familiar  dies,  you  must  make  a  DC  15 
  Fortitude save.  Failure means you lose 20 SP, or 10 
  SP on a successful save.  You may summon a new 
  familiar to replace it after one month or when you 
  have gained a level, whichever comes first.
  Your familiar has an MP pool equal to ½ your MP, 
  and  can  spend  it  within  the  limits  of  its  own 
  abilities.
  A Mage may take this feat as a bonus feat.
  Superior Power Expansion [Racial]
  Prerequisites: Puni, Power Expansion, Improved 
  Power  Expansion,  Greater  Power  Expansion, 
  Dexterity 9, 16 ranks in any skill
  Benefit: You can use the level 7 spell  superior 
  enlarge person  on yourself as a spell-like ability, 
  CL ½ character level or caster level, whichever is 
  greater.  This increases your size by four categories 
  to Huge.
  Superior Spell [Metamagic]
  You can push the boundaries of weaker spells.
  Benefit: You may apply this feat to any spell that 
  has a maximum effect based on caster level.  The 
  spell's maximum is raised by an effective five caster 
  levels, based on how the spell's effect is determined 
  by caster level.  Thus, a  fireball would deal 1d6 
  damage per caster level to a maximum of 15d6, 
  protection from energy would absorb 12 points per 
  caster level of energy to a maximum of 180 points, 
  and searing light would deal 1d8 damage per two 
  caster levels to a maximum of 7d8 (and 1d6 per 
  caster level to a maximum of 15d6 against undead 
  and 7d6 against objects and constructs).  A Superior 
  Spell costs 4 more MP to cast and is two spell 
  levels higher.
  A Mage, Healer, or Royal may take this feat as a 
  bonus feat.
  Superior Weapon Focus [General]
  Choose a  weapon  you have Weapon  Focus for. 
  You may choose unarmed strike or grapple for this, 
  or even ray or touch attack if you are a spellcaster.
  Prerequisites: Proficiency with selected weapon, 
  Weapon  Focus,  Weapon  Specialization,  Greater 
  Weapon Focus, and Greater Weapon Specialization 
  with selected weapon, BAB +16
  Benefit: You gain a +1 bonus to all attack rolls 
  with the selected weapon.  This stacks with other 
  bonuses, including the bonus from Weapon Focus 
  and Greater Weapon Focus.
  This feat may be taken multiple times, its effects do 
  not stack,  each time you take it it applies  to  a 
  different weapon.
  A Basher may take this feat as a bonus feat.
  Superior Weapon Specialization [General]
  Choose  a  weapon you have Weapon  Focus for. 
  You may choose unarmed strike or grapple for this, 
  or even ray or touch attack if you are a spellcaster.
  Prerequisites: Proficiency with selected weapon, 
  Weapon  Focus,  Weapon  Specialization,  Greater 
  Weapon  Focus,  Greater  Weapon  Specialization, 
  and Superior Weapon Focus with selected weapon, 
  BAB +20
  Benefit: You gain a +2 bonus to all damage rolls 
  with the selected weapon.  This stacks with other 
  bonuses,  including  the  bonus  from  Weapon 
  Specialization and Greater Weapon Specialization.
  This feat may be taken multiple times, its effects do 
  not stack,  each time you take it it applies  to  a 
  different weapon.
  A Basher may take this feat as a bonus feat.
  Swift Strike [Magic]
  You can strike with blinding speed when you have 
  to.
  Prerequisites: 
  Improved  Initiative,  Combat 
  Reflexes, Dex 19
  Benefit: You can spend 9 MP to make a single 
  attack  (with  a  melee  weapon,  ranged  weapon, 
  unarmed  strike,  natural  attack,  held  touch  spell, 
  etc.) as an immediate action, quick enough to react 
  before or during an opponent's action.  When you 
  use this feat, you become nauseated (only capable 
  of taking a single move action per turn) for 1 round.
  A Bandit may take this feat as a bonus feat.
  Tackle [General]
  Prerequisites: Int 13, Combat Expertise, Improved 
  Trip
  Benefit: If you make a successful trip attack as part 
  of a  charge, you may spend  1  MP  to  continue 
  charging in a straight line as though you had not 
  attacked your target, possibly making consecutive 
  trip  attacks  against  multiple  targets  along  your 
  charge.
  A Basher or Soldier may take this feat as a bonus 
  feat.
  Tenuous Grasp [Magic]
  Prerequisite: Craft Wondrous Item
  Benefit: Whenever you are struck while under the 
  effects of a held enchantment, you may spend 1 MP 
  79
  
  to make a DC 20 Charisma check to avoid losing it.
  A Bandit or Royal may take this feat as a bonus 
  feat.
  Thrill Seeker [General]
  Prerequisite: Great  Fortitude,  Iron  Will,  or 
  Lightning Reflexes
  Benefit: The maximum MP you may add to a D20 
  roll increases by 5.
  You may take this feat multiple times.  Its effects 
  stack.
  A Bandit or Royal may take this feat as a bonus 
  feat.
  Ultimate Power Expansion [Racial]
  Prerequisite: Puni,  Power  Expansion,  Improved 
  Power  Expansion,  Greater  Power  Expansion, 
  Dexterity 11, 20 ranks in any skill
  Benefit: You  can  increase  your  size  by  five 
  categories to Gargantuan.  This is treated as a level 
  9 spell-like ability, CL ½ character level or caster 
  level, whichever is greater.
  Unluck Stance [Magic, Racial]
  Prerequisite: Shamen, Cha 21
  Benefit: You must declare one combat stance at the 
  start of your round, and its bonuses and penalties 
  last  until your next round.   When using unluck 
  stance, you and every creature within 30' suffers 
  debilitatingly  bad  luck.   Each  time  an  affected 
  creature makes an attack roll, saving throw, or skill 
  check, he rolls twice and must use the worse of the 
  two rolls.
  Weapon Specialization [General]
  Choose a  weapon  you have Weapon  Focus for. 
  You may choose unarmed strike or grapple for this, 
  or even ray or touch attack if you are a spellcaster.
  Prerequisites: Proficiency with selected weapon, 
  Weapon Focus with selected weapon, BAB +4
  Benefit: You gain a +2 bonus to damage rolls with 
  the selected weapon
  You may take this feat multiple times, each time for 
  a different weapon.
  A Basher may take this feat as one of his bonus 
  feats.
  This replaces the Weapon Specialization feat, due 
  to the lack of a Fighter class.
  Weathered [Racial]
  You  are  well-adapted  to  high  altitudes  and  the 
  dangers found there.
  Prerequisite: Cloudfolk
  Benefit: You  gain  cold  resistance  5,  electricity 
  resistance 5, or sonic resistance 5, chosen when you 
  take this feat.
  You  may take  this  feat  multiple  times  to  gain 
  another type of energy resistance.
  80
  
  Chapter 5: Items
  This chapter extends the list of items found in the 
  Player's  Handbook.   The  Mushroom  Kingdom's 
  technology level is more advanced than that of a 
  standard Dungeons & Dragons setting, but all of the 
  equipment  presented  in  the  Player's  Handbook 
  remains available for purchase.  However, many 
  remote areas do not benefit from more advanced 
  technologies,  and  they  remain  prohibitively 
  expensive.
  Armor
  Armor  works  differently  in  the  Mushroom 
  Kingdom,  granting  Defense  rather  than  an  AC 
  bonus.
  Defense
  Armor  does  not  grant  an  armor  bonus  to  AC. 
  Instead, it grants Defense equal to what it would 
  normally grant to AC.  A character can ignore an 
  amount  of  physical  (slashing,  piercing,  and 
  bludgeoning) damage per hit equal to his Defense.. 
  Thus,  a  chain  shirt  grants 4  Defense,  which  is 
  equivalent to DR 4/-.  Defense stacks with damage 
  reduction.  All characters have a class-based dodge 
  bonus to AC, which counts towards the maximum 
  Dexterity bonus of armor.  Shields grant bonuses to 
  AC as normal.
  Natural Defense never stacks with Defense from 
  armor.
  Enchanted armor, and any other spell or effect that 
  grants an armor bonus to AC, is not able to soften 
  blows, but it can deflect blows.  Enchanted armor 
  adds its enhancement bonus as an armor bonus to 
  AC, as normal.  Thus, a +2 chain shirt grants 4 
  Defense and a +2 armor bonus to AC,  and  mage 
  armor cast on the wearer would improve the armor 
  bonus to +4.
  A character who is nonproficient with armor does 
  not benefit as much from its protection, in addition 
  to the other penalties for nonproficiency.  Light 
  armor only grants 1 Defense, medium armor only 
  grants 2 Defense, and heavy armor only grants 3 
  Defense.
  The spell failure chance of armor applies no matter 
  what kind of spell the character is casting.  Only the 
  Armored Casting talents can allow a character to 
  ignore the spell failure chance of armor.
  Table 6-X: Armor
  Armor
  Cost
  Defense
  Max 
  Dex
  ACP SFC
  30
  '
  20
  '
  Wgt
  Exotic Light Armor
  Soft 
  Shell
  500 
  gp
  +2
  +0
  -4
  25%
  30' 20' 25 
  lbs
  Exotic Medium Armor
  Light 
  Shell
  1000 
  gp
  +4
  +0
  -7
  50%
  20' 15' 50 
  lbs
  Exotic Heavy Armor
  Heavy 
  Shell
  2000 
  gp
  +8
  +0
  -10
  75%
  20' 15' 100 
  lbs
  Extras
  Shell 
  Plates
  +
  100 
  gp
  Base +1
  Base 
  -1
  Base 
  -1
  +5% -
  -
  +10 
  lbs
  Shell 
  Spikes
  +
  150 
  gp
  -
  -
  -
  -
  -
  -
  +10 
  lbs
  Heavy  Shell: This  koopa  shell  is  ill-fitting  for 
  anyone other than a shelless koopa (typically a dead 
  koopa), and requires the Exotic Armor Proficiency 
  (Heavy Shell) feat to use properly.  It grants its 
  wearer  Heavy  Fortification  (75%  immunity  to 
  critical hits).  A shell can also be used as a weapon, 
  as described in the Weapons section.
  Light  Shell: This  koopa  shell  is  ill-fitting  for 
  anyone other than a shelless koopa, and requires the 
  Exotic Armor Proficiency (Light Shell) feat to use 
  properly.  It grants its wearer Medium Fortification 
  (50% immunity to critical hits).  A shell can also be 
  used as a weapon, as described in the Weapons 
  section.
  Shell Plates: A koopa, or any other character with 
  the Tuck racial ability, can have his shell plated 
  with a layer of sheet metal to improve its Defense. 
  Plating armor onto a shell requires the subject to be 
  present for the entire crafting process.  This may be 
  used to improve the subject's total natural armor 
  bonus from the shell up to +10.  Shell plates cannot 
  be  enchanted  because a shell  plate cannot  be  a 
  masterwork item and shells can be enchanted.
  Shell Spikes: A koopa, or any other character with 
  the Tuck racial ability, can be fitted with spiked 
  armor, though the process is more complicated than 
  it is for regular armor.  Bolting spikes onto a shell 
  requires the subject  to be present for the entire 
  crafting process.  Because all creatures with the 
  Tuck  racial  ability  already  have  a  natural  slam 
  attack, the spikes cannot be used as a weapon, but 
  the koopa is still treated as wearing spiked armor 
  for all purposes.  A spiked shell grants a +1 damage 
  81
  
  bonus to the character's slam attack and allows the 
  character to deal piercing damage with it.
  Soft Shell: This koopa shell is ill-fitting for anyone 
  other than a shelless koopa, and requires the Exotic 
  Armor Proficiency (Soft Shell) feat to use properly. 
  It  grants  its  wearer  Light  Fortification  (25% 
  immunity to critical hits).  A shell can also be used 
  as a weapon, as described in the Weapons section.
  Goods
  Table 6-X: General Items
  Item
  Cost
  Weight
  Briefcase
  3 gp
  2 lb1
  Business Suit
  10 gp
  3 lb
  Camcorder
  35 gp
  2 lb
  Film
  5 sp
  -
  Camera (35mm or digital)
  50 gp
  2 lb
  Film or battery
  6 sp
  -
  Developing
  6 sp
  -
  Cannon
  1,000 
  gp
  600 lb
  Computer, Desktop
  175 gp
  10 lb
  Computer, Handheld
  30 gp
  ½ lb
  Computer, Notebook
  250 gp
  5 lb
  Computer Printer
  10 gp
  3 lb
  Computer Scanner
  10 gp
  3 lb
  Detonating cord (50')
  15 gp
  2 lb
  Dynamite (1 stick)
  50 gp
  1 lb
  Fire Extinguisher
  4 gp
  3 lb
  Flashlight
  2 gp
  1 lb
  Formal Wear
  20 gp
  3 lb
  Kit, Mwk Mushroom Growing
  1500 gp 50 lb
  Kit,
   
  Portable
   
  Mushroom 
  Growing
  1000 gp 30 lb
  Kit, Mushroom Growing
  300 gp
  50 lb
  Kitty Ears
  5 sp
  -
  Light Sticks (5)
  3 sp
  1 lb
  Luggage, Tiny
  6 gp
  5 lb
  Luggage, Small
  8 gp
  10 lb
  Luggage, Medium
  10 gp
  15 lb
  Mushroom
  Varies
  1 lb
  Night-vision Goggles
  50 gp
  3 lb
  Phone, Cellular
  5 gp
  -
  Table 6-X: General Items
  Phone, Satellite
  50 gp
  2 lb
  Radio, Two-way
  25 gp
  1 lb
  Recorder
  5 gp
  1 lb
  Tape and battery
  3 sp
  -
  Tear Gas
  50 gp
  1 lb
  Windup Bob-Omb
  100 gp
  3 lb
  1: These items weigh one-quarter this amount for 
  Small characters.  Small containers also carry one-
  quarter the normal amount.
  Briefcase: A briefcase can carry up to 5 pounds 
  worth of gear.  It has a cheap lock (Open Lock DC 
  20, break DC 10).
  Business  Suit: This  outfit  of  clothing  generally 
  includes a jacket or blazer, and it tends to look 
  sharp  and  well groomed without  looking  overly 
  formal.
  Camcorder: This portable video camera can be 
  used to record activity, up to 5 straight hours.  It can 
  be played back using a television or the eyepiece. 
  After  one  full  recording  the  battery  must  be 
  recharged and a new tape is needed.  Activating or 
  deactivating a camera is a free action.
  Camera: 
  The  trademark  of  a  professional 
  photographer.  Film cameras can use many different 
  kinds of film and lenses, and produce high-quality 
  pictures.  Digital cameras have much poorer quality, 
  but can be uploaded straight to a computer.  Lining 
  up and taking a steady shot is a full-round action 
  that provokes an attack of opportunity.
  Conventional cameras use film and digital cameras 
  use batteries, either is good for 24 photos.  In either 
  case reloading a camera is a full-round action.
  Photo developing produces two prints of every shot, 
  or one of each with any two blown up to a larger 
  size.   Depending  on  the  locale,  photos  can  be 
  developed at drug stores or other outlets in 1 hour 
  or 24 hours.  In really remote areas, developing may 
  require film to be sent away, sometimes taking more 
  than  a  week  to  return.   A  character  with  an 
  alchemist's  lab,  a  dark  area,  and  2  sp  of  the 
  necessary  material  can  develop  photos  with  a 
  successful DC 15 Craft (photography) check.
  A camera is necessary for the Craft (photography) 
  skill.  Crafting photographs for money requires an 
  expenditure of gp for travel, time, wasted film, and 
  other raw materials, as normal for the Craft skill.
  Cannon: A cannon is basically an upscaled gun not 
  meant to be moved.  It fires shells dealing 4d6 
  points  of  bludgeoning  damage,  with  a  range 
  increment of 150' and a critical threat range of 19-
  82
  
  20/x2.  Its size makes it difficult to aim, Large 
  creatures suffer a -2 penalty to attack rolls, Medium 
  creatures suffer a -4 penalty to attack rolls, and 
  Small creatures suffer a -6 penalty to attack rolls.  It 
  only  requires  one  man  to  operate,  but  it  takes 
  creatures smaller than Large two full-round actions 
  to reload after firing.  Thus, most armies make sure 
  a team is present to speed up the process.
  A cannon takes up a space 5' across.
  Computer,  Desktop: This  includes  a  keyboard, 
  mouse, monitor, speakers, disk drive, and modem.
  Computer,  Handheld: This  small  PDA  can  be 
  used to review, store, and upload files, but it has no 
  direct online functionality.  It is possible to have 
  periodic  updates  like  news  and  electronic  mail 
  automatically uploaded to a handheld computer as 
  soon as they are available, provided the user is has 
  wireless coverage.  Its battery lasts for 24 hours 
  before needing to be recharged.
  Computer,  Notebook: This  slim  and  portable 
  computer has nearly all of the functionality that a 
  desktop computer does.  Its battery lasts for 8 hours 
  of constant use before needing to be recharged.
  Computer Printer: This color inkjet can be used 
  with a computer to print files.  Black and white 
  prints require 1 cp per two pages of paper and ink, 
  while at-home processing of digital camera photos 
  requires  6  sp  worth,  as  described  for  photo 
  processing.
  Spell  scrolls  can  be  printed  using  expensive 
  specially prepared inks and paper, as normal.  This 
  does  not  change the  time necessary to  scribe  a 
  scroll.
  Computer Scanner: This color flatbed scanner can 
  be  used  to  copy  images  and  documents  to  a 
  computer.
  Spell scrolls cannot be scanned, they only result in a 
  corrupt file.
  Detonating Cord: This rope has an explosive core. 
  When lit, it burns at approximately 135,000 feet per 
  round, quickly enough to cause several dispersed 
  explosives to detonate simultaneously.  It can be 
  wrapped around a tree, post, or other object to cut it 
  neatly in half.  Creatures in the same square as an 
  exploding length of detonating cord take 2d6 points 
  of fire damage.
  Detonating cord can be doubled up, increasing the 
  damage it deals by 1d6 per extra cord in the same 
  square (to a maximum of 6d6).
  Dynamite: This stable explosive is common and 
  straightforward.  Its fuse can be lit as a move action 
  by a lighter or other flame, the time it takes to 
  explode is based on the length of the fuse, anywhere 
  from  within  the  same  round  to  within  several 
  minutes.  Cutting the fuse to the desired length is a 
  move action.  When it explodes, it deals 2d6 points 
  of damage to all creatures and objects in a 10' burst. 
  If thrown, it has a range increment of 5'.
  Dynamite can be stacked for demolitions purposes. 
  For  each  additional  stick  added,  it  deals  an 
  additional 1d6 damage (to a maximum of 10d6) and 
  its burst radius increases by 5' (to a maximum of 
  20').
  Fire  Extinguisher: 
  This  apparatus  sprays 
  chemicals  onto  a  flame,  allowing  its  user  to 
  extinguish fires in an adjacent 10'-by-10' square as a 
  standard action.  It contains enough material for two 
  such uses.
  Flashlight: This handheld battery-powered light is 
  rugged enough to withstand the normal hazards of 
  adventuring.  It provides good illumination in a 30' 
  cone, and shadowy illumination 60' beyond that.  Its 
  battery  lasts  for  6  hours  before  it  needs  to  be 
  recharged.  Switching it on or off is a move action.
  Formal Wear: From a little black dress to a fully 
  appointed tuxedo, formal clothes are appropriate for 
  "black  tie"  occasions.  Special  designer  creations 
  can be much more expensive.
  Kitty Ears: The icebreaker of choice for Boos who 
  wish to blend in with civilized crowds, this is a 
  silly-looking headband made to fit a 5'-wide head. 
  A  kitty  boo  headband  negates  a  kitty  boo's 
  Charisma-based racial skill modifiers.
  Light Stick: This disposable plastic stick can be 
  stressed and shaken as a full-round action, causing 
  the alchemical liquids within to create light for 6 
  hours.  This provides shadowy illumination in a 5' 
  radius.  Once activated, a stick cannot be turned off 
  or reused.
  Luggage: This  is  a  reinforced  metal  box  with 
  padded inserts, good for long trips.  A Tiny box 
  holds  10  lbs,  a  Small box  holds  40  lbs,  and  a 
  Medium box holds 75 lbs.
  Mushroom: The world-famous mushrooms of the 
  Mushroom  Kingdom  are  almost  always  derived 
  from magical fungus stock.  Eating a mushroom or 
  sprinkling its spores is a standard action, granting 
  its  target  an  instantaneous  effect  or  a  held 
  enchantment.  As a standard action, a mushroom 
  can be thrown with a range increment of 10' to 
  douse its target with its spores.  Unwilling targets 
  require a touch attack to hit.
  Mushrooms  granting  instantaneous  effects  cost 
  20*spell  level*caster  level gp,  while mushrooms 
  granting held enchantments cost half as much as 
  normal.  Mushrooms always grant spell effects at 
  the lowest possible caster level.  A mushroom of 
  any type only remains fresh for  one week after 
  83
  
  being  picked,  after  which  it  rots  into  a  wilt 
  mushroom.  A DC 10 Knowledge (Nature) check 
  can detect when a mushroom has turned for the first 
  1d4 days, after which its nature becomes obvious. 
  Mushrooms on the open market tend to be 1d6+1 
  days old.  Some economies use precise expiration 
  stamps on mushrooms, but such mushrooms can 
  cost up to twice as much.
  Mushroom  Growing  Kit: This  collection  of 
  apparatus is quite similar to an alchemist's kit, but 
  contains every conceivable object relating to the 
  proper  care  and  cultivation  of  mushrooms 
  (described in the Skills chapter).  This is necessary 
  to grow mushrooms.  Anything less is improvised, 
  and imposes a -10 penalty to the check.
  Mushroom Growing Kit, Mwk: This high-quality 
  mushroom growing kit grants a +2 bonus to skill 
  checks to cultivate mushrooms.
  Mushroom Growing Kit, Portable: This bulky kit 
  contains  everything  the  standard  mushroom 
  growing  kit  does,  but  in  smaller  amounts.   It 
  contains a sealed box of soil which can be used by a 
  travelling  mycologist  to  cultivate  a  single 
  mushroom for half the market price.
  Table 6-X: Mushrooms
  Species
  Cost
  Effect
  Blue Squishy
  225 gp
  Water
   
  breathing
   held 
  enchantment
  Dancing Red
  560 gp
  Flame strike, DC 16
  Green Putrid
  120 gp
  Acid arrow
  Kingdom 
  Standard
  20 gp
  Cure light wounds
   
  Kingdom 
  Super
  300 gp
  Cure serious wounds
   
  Kingdom 
  Ultra
  900 gp
  Heal
  Life
  2,125 gp
  Raise dead (only in the round the 
  target dies)
   One-up
  6,125 gp
  Raise dead
   One-up Super
  28,060 
  gp
  True resurrection
  Mega
  25 gp
  Enlarge person held enchantment
   Mega Super
  375 gp
  Improved  enlarge  person  held 
  enchantment
   Mega Ultra
  1,125 gp
  Greater  enlarge  person
   held 
  enchantment
   Mega Mega
  2,275 gp
  Superior  enlarge  person  held 
  enchantment
  Mini
  25 gp
  Reduce person held enchantment
   Mini Super
  375 gp
  Improved  reduce  person  held 
  enchantment
  Table 6-X: Mushrooms
   Mini Ultra
  1,125 gp
  Greater  reduce  person
   held 
  enchantment
   Mini Mega
  2,275 gp
  Superior  reduce  person
   held 
  enchantment
  Orange 
  Shimmering
  150 gp
  Blur held enchantment
  Pale Red
  10 gp
  Flare, DC 10
  Petrishroom
  1,320 gp
  Flesh to stone, DC 19
   Break
  1,320
  Stone to flesh
  Radiant Red
  2,400 gp
  Fire storm, DC 22
  Violet Cloudy
  375 gp
  Fly held enchantment
  Volt Shroom
  375 gp
  Electrify as a held enchantment
  White 
  Spectrum
  1 gp
  Eater's tongue randomly changes 
  colors for one hour
  Wilt
   
  (any 
  spoiled 
  mushroom)
  1 sp
  Heal  1  hp  of  damage,  ingested 
  poison (1 Con/1d4 Con, Fort DC 
  19)
  Yellow 
  Luminescent
  7 gp, 5 sp
  Light as a held enchantment
  Yellow Solar
  2,400 gp
  Sunburst, DC 22
  Identifying a mushroom is described in the Skills 
  chapter.  A mushroom may be eaten or fed to an 
  ally as a standard action, and can be thrown as a 
  ranged attack with an increment of 10', causing its 
  spores to burst over its target.
  Night-vision Goggles: These bulky goggles impair 
  vision when worn, and their wearer suffers a -4 
  penalty to all Spot and Search checks.  However, 
  they grant low-light vision for up to 3 hours before 
  they need to be recharged.
  Phone, Cellular: A digital communications device 
  that comes in a hand-held model with a headset, a 
  cell phone uses a battery that lasts for 24 hours 
  before it must be recharged.  It works in any area 
  covered  by  cellular  service.   In  the  Mushroom 
  Kingdom, this is within 2d6 miles of any village, 
  town, or city.  Dialing with a phone or attaching an 
  earpiece is a move action, talking to someone on a 
  phone is a simple free action.
  Phone, Satellite: This object looks much like a 
  bulky cell phone, and functions in much the same 
  way as well. However, because it communicates 
  directly  via  satellite,  it  can  be  used  anywhere 
  aboveground, even in remote areas well beyond the 
  extent of cell phone service.
  Radio,  Two-way: This  hand-held  transciever 
  communicates with any other radio within range 
  operating on the same frequency.  It comes with an 
  attached  headset.   It  has  a  range  of  15  miles 
  outdoors, and lasts for 48 hours before its battery 
  84
  
  needs to be replaced.  Activating or deactivating a 
  radio in your hand is a free action, changing its 
  channel is a move action.
  Recorder: This tiny recorder, about the size of a 
  deck of playing cards, can record up to eight hours 
  of  audio  and  play  it  back  at  will.   Its  limited 
  microphone only picks  up conversational sounds 
  within 10'.  After one full recording, both the tape 
  and batteries need to be replaced.  A recording can 
  be uploaded to a computer or removed from the 
  player at any time.  Manipulating a recorder in your 
  hand is a free action.
  Tear Gas: This grenade releases a caustic gas, used 
  to disperse crowds and deal with hostage situations. 
  On the round that it is thrown, it releases an inhaled 
  poison (DC 15, initial nauseated for 1d6 rounds, 
  secondary none) in a 10' cube.  The gas produced is 
  otherwise identical to that of a smokestick.
  Windup Bob-Omb: A windup bob-omb is a highly 
  compressed  explosive  device  approximately  four 
  inches  in  diameter,  favored  by  adventurers  and 
  ne'er-do-wells.  A bob-omb has AC 8, hardness 5, 
  and 3 hit points, and has a 50% chance to explode 
  when destroyed.  A bob-omb is wound as a standard 
  action, during which the number of rounds until its 
  detonation  is  specified  (up  to  five,  as  low  as 
  immediately after the prepper's action, the prepper 
  may specify the initiative count the bomb acts on). 
  Each  round  on  the  prepper's  action  until  its 
  explosion, a bob-omb walks (or tries to walk) 10' in 
  a random direction (using a d8 twice to determine 
  the compass direction on each 5' of movement), and 
  explodes  after  moving on  the  final  round.   All 
  creatures  within  30'  of  the  bob-omb  when  it 
  explodes take 2d6 points of fire damage (Ref 13 for 
  ½  damage),  and  all  unattended  brittle  objects 
  (anything with a hardness of 1 or more) take 4d6 
  points of bludgeoning damage.
  Magic Items
  A magic item that grants its bearer the ability to cast 
  a spell at his own caster level (or ½ his caster level) 
  by spending his own MP costs 300 gp times its MP 
  cost squared.
  Held Enchantments
  A  held  enchantment  is  a  command-activated 
  wondrous item in the form of a small and light 
  token that grants its user an effect that lasts until he 
  is damaged.  The item grants its effect when the 
  wielder holds it and a command word is spoken, 
  after which it disintegrates into a worthless powder. 
  The effect created by a held enchantment cannot 
  have a duration of “Instantaneous” or “Permanent”. 
  A  character  may  only  benefit  from  one  held 
  enchantment  at  a  time.   A  held  enchantment 
  duplicates a spell effect, and costs an amount equal 
  to the spell level * caster level * 50  gp if the 
  duration of the spell is measured in rounds, 40 gp if 
  the duration is measured in minutes, 30 gp if the 
  duration is measured in hours, and 20 gp if the 
  duration is measured in days.  A held enchantment 
  that grants a template or a set of class abilities costs 
  an amount equal to the ECL adjustment squared * 
  200 gp.  Many mushrooms grant held enchantments 
  when consumed.
  Feather Charm: The user of this white and gold 
  feather  gains  a  flight  speed  of  60'  with  a 
  maneuverability of good until he is damaged.  The 
  user cannot use the run action while flying, and 
  suffers a reduction in speed if he is wearing medium 
  or heavy armor or carrying a medium or heavy load.
  Faint transmutation; CL 5th; Craft Wondrous Item, 
  fly; Price 375 gp.
  Fire Flower: The user of this burning red flower 
  gains fire resistance 10 and the ability to hurl balls 
  of flame.  As a move action, he may fill his hand 
  with up  to  4  MP  worth  of  fire.   This  may be 
  discharged in either of the following ways:
  Touch: 1d6 fire damage per MP charged as a touch 
  attack, charge may be held.
  Bolt: 2d6 fire damage per 3 MP charged as a ranged 
  touch attack (increment 20').
  If the user is damaged while holding a charge, the 
  charge is lost.
  Weak  evocation;  CL  4th;  Craft  Wondrous  Item, 
  burning hands, scorching ray; Price 3,200 gp.
  Maple Leaf: The user of this bright orange leaf 
  gains the Raccoonian template until he is damaged.
  Moderate transmutation; CL 7th; Craft Wondrous 
  Item, disguise self, fox's cunning, polymorph; Price 
  1,800 gp.
  Metal Cap: The user of this shiny reflective hat 
  gains the benefit of the iron body spell until he is 
  damaged.
  Strong  transmutation;  CL  15th,  Craft  Wondrous 
  Item, iron body; Price 4,800 gp
  Power Balloon: The user of this pink balloon gains 
  the benefit of the inflation spell until he is damaged.
  Faint transmutation; CL 5th, Craft Wondrous Item, 
  85
  
  inflation; Price 750 gp
  Starman: The user of this shiny star-shaped piece 
  of starmetal gains the benefit of  star's rampage 
  until he is damaged.
  Strong evocation; CL 15th, Craft Wondrous Item, 
  star's rampage; 6,750
  Magic Auras
  An aura is a permanent enchantment on a creature, 
  referred to as the “taker”, that enhances its natural 
  abilities,  grants it  the  ability to  invoke  a  spell, 
  grants it a spell that triggers after a certain event, or 
  some other magical effect.  The base price of an 
  aura is based on its effect, in the same manner as a 
  magic item that does not require an equipment slot. 
  Bonuses  granted  by  auras  are  always  intristic 
  bonuses.  If an aura grants an intristic bonus or feat, 
  it functions normally in an antimagic field.  Auras 
  can be  disjunctioned  and  dispelled, as normal for 
  magic items, but  disjunction  does not destroy an 
  aura.
  Applying an  aura  to  a  taker  takes  one  day per 
  25,000 gp in its base price, and the crafter must 
  spend SP and gp as normal for a magic item.  The 
  taker only needs to be present for the last day of the 
  creation process.  The crafter and the taker may 
  split the SP cost, each spending half as much SP as 
  normal for his level.  An aura may be crafted into a 
  charm,  incantation,  or  comestible,  granting  its 
  effects  to  a  taker  when used  in  an  appropriate 
  manner.
  A character using detect magic on a taker can only 
  detect the school and power of the strongest aura.
  A taker may only have one aura per 3 levels.  Any 
  more auras added are suppressed, any auras that 
  become excess due to level drain are suppressed.
  Auras can never be removed from a taker.  They are 
  imprinted on the soul, and the taker keeps his auras 
  even if his body is destroyed and brought back by 
  true resurrection.
  Ability  Aura: The taker is naturally more able, 
  expressed as an intristic bonus to all ability scores.
  Transmutation; CL 13th; Craft Magic Aura,  bear's 
  endurance,  bull's  strength,  cat's  grace,  eagle's 
  splendor, fox's cunning, owl's wisdom; +2, 42,000 
  gp; +4, 168,000 gp; +6, 378,000 gp
  Protection Aura: The taker is naturally harder to 
  hit, expressed as an intristic bonus to AC.  The 
  taker retains this bonus against touch attacks and 
  while flat-footed.
  Abjuration;  CL  13th;  Craft  Magic  Aura,  mage 
  armor; +1, 5,000 gp; +2, 20,000 gp; +3, 45,000 gp; 
  +4, 80,000 gp; +5, 125,000 gp; +6, 180,000 gp; +7, 
  245,000 gp; +8, 320,000 gp; +9, 405,000 gp; +10, 
  500,000 gp
  Spell Aura: The taker can activate a spell with a 
  command word.  This aura may only be used once, 
  after  which  it  destroys  itself.   The  spell  either 
  targets  the  taker  or  is  centered  on  him,  as 
  appropriate for its range.  Any variable options the 
  spell may have, such as the destination of a teleport, 
  are determined when the aura is being crafted.  The 
  crafter of the aura must supply the spell during 
  creation (through a scroll, by expending a charge 
  from a wand, etc).
  Any school; Variable CL; Craft Magic Aura, spell 
  to be used; 0th 50 gp; 1st 100 gp; 2nd 600 gp, 3rd 
  1,500 gp, 4th 2,800 gp, 5th 4,500 gp, 6th 6,600 gp, 7th 
  9,100 gp, 8th 12,000 gp, 9th 15,300 gp (in addition to 
  the cost of any material components and focuses, 
  and  five  times  the  cost  of  any  experience 
  component)
  Spell Staffs
  A spell staff grants spells to its wielder, just like a 
  spell wand.  However, a spell staff grants its wielder 
  multiple spells of any spell levels from multiple 
  schools and from any spell lists.  Spell staffs can 
  also  grant  spells  with  metamagic  feats  already 
  applied.
  Spell staffs are built the same as normal staffs, and 
  require the Craft Staff item creation feat.
  A spell staff's base price is 300 gp times the MP 
  cost of its highest-level spell squared, plus 150 gp 
  times  the  total  MP  cost  of  all  its  other  spells 
  squared,  plus  the  price  of  any  expensive  spell 
  focuses.
  Spell Staff of Life and Death: This marble staff 
  glows when held near living creatures, and blackens 
  when  held  near  undead.   It  allows  use  of  the 
  following spells:
  •
  Animate dead (7 MP)
  •
  Death knell (5 MP)
  •
  Death ward (9 MP)
  •
  Deathwatch (3 MP)
  •
  Detect undead (3 MP)
  •
  Raise dead (11 MP)
  •
  Virtue (1 MP)
  Moderate conjuration; CL 9th; Craft Staff, animate 
  dead, deathknell, death ward, deathwatch, detect 
  undead, raise dead, virtue; Price 130,050 gp
  86
  
  Spell Wands
  A spell wand is a magic item that relies entirely on 
  the abilities of its wielder, unlike a standard wand 
  which  is  limited  to  50  uses  at  a  predetermined 
  power level.  25% of randomly generated wands are 
  spell  wands,  with  1d4  spells  from  the  same 
  subschool or with the same descriptor.   A spell 
  wand grants its wielder the ability to cast a specific 
  spell of up to 4th level, but instead of using charges 
  the wand requires its wielder to spend his own MP.
  Spell wands tend to be more ornate than standard 
  wands, as they are built to last.  A spell wand is 6 to 
  24 inches long and about half an inch thick.  Most 
  spell wands are made of precious metals, such as 
  gold  or  silver,  and  are  ornately  detailed  with 
  carvings and precious gems.  A typical spell wand 
  has AC 7, 10 hit points, hardness 5, and a break DC 
  of 20.  Spell wands weigh at least one pound.
  Unlike a wand, a spell wand is not activated; the 
  wielder simply casts the spell while holding it in 
  one hand. A spell wand is not a spell trigger item, 
  and  its  wielder  is  under  all  the  normal 
  considerations  for  spellcasting.  If  the  spell  has 
  somatic components, waving the wand is sufficient 
  to meet this requirement, allowing the wielder to 
  hold a weapon or material component in his free 
  hand.  If  the  spell  has  expensive  material 
  components or experience components, the caster 
  must expend these each time the spell is cast. If the 
  spell has an expensive focus, it is usually built into 
  the wand and added to the base price.  The spell is 
  cast using its  wielder's caster  level (even if the 
  wielder would normally be incapable of casting the 
  spell)  or  1/2  the  character's  level,  whichever  is 
  greater.
  Spell wands are ornately decorated. Roll d%. A 01 
  indicates  the  wand  is  intelligent.   02-31  result 
  indicates the spell wand is plain metal, and 32-100 
  indicates the wand's purpose is fairly obvious (a 
  spell wand of fireball would be an ivory rod with 
  flickering red gems).  Spell wands require the Craft 
  Wand item creation feat.
  A spell wand's base price is 300 gp times its spell's 
  MP cost squared, plus the price of any expensive 
  spell focuses needed for the spell. A spell wand 
  may hold multiple spells, in the same manner as a 
  spell scroll, in which case its price is 300 gp times 
  its strongest spell's MP cost squared plus 150 gp 
  times the total MP cost squared of all its other 
  spells. Such a spell wand may hold any number of 
  spells of up to 4th level, but all spells must be from 
  the  same  spell  school  and  spell  list.  When 
  determining the base price of a spell wand with 
  multiple spells, use the total MP cost of all of its 
  spells.
  The  following  are  example  spell  wands,  a 
  spellcaster can create a spell wand with whatever 
  abilities he wishes.
  Healing  Wand: This  polished  wooden  rod  is 
  etched with green runes.  It grants its wielder the 
  ability  to  cast  cure  minor  wounds,  cure  light 
  wounds,  cure  moderate  wounds,  cure  serious 
  wounds, and cure critical wounds at his caster level 
  or ½ his level.
  Weak evocation; CL 7th; Craft Wand,  cure minor 
  wounds, cure light wounds, cure moderate wounds, 
  cure serious wounds, cure critical wounds; 53,100 
  gp
  Fire Wand: This white rod has a cluster of rubies 
  set into a knob at its tip.  It grants its wielder the 
  ability to cast  burning hands, scorching ray,  and 
  fireball at his caster level or ½ his level.
  Weak  evocation;  CL  5th;  Craft  Wand,  burning 
  hands, scorching ray, fireball; 24,300 gp
  Weapons
  Heroes are not great for the equipment they use. 
  Heroes are great for their natural abilities.  A fencer 
  will use a sword in combat, and he may have had 
  the sword enchanted to slice through any material, 
  but the bottom line is that the fencer would be just 
  as heroic with a stick due to his natural abilities.
  DMs  should  consider  quality over  quantity with 
  equipment.  Instead of the "golf bag" of weapons, a 
  character  should have one good weapon that he 
  always uses.  In fact, many great heroes don't use 
  weapons, relying  on  what  they  were  born  with 
  instead.
  Table 6-2: Weapons
  Simple 
  Weapons
  Cost
  Damage 
  (Sml)
  Damage 
  (Med)
  Critical
  Range Inc
  Weight
  Type
  Light Melee
  Throwing 
  Mallet
  4 gp
  1d3
  1d4
  x2
  10'
  2 lb
  Blud
  One-Handed Melee
  Shiv
  5 sp
  1d2
  1d3
  x4
  -
  1 lb
  Pierc
  Stun gun
  10 gp
  1d2
  1d3
  -
  -
  1 lb
  Elec
  Two-Handed Melee
  Mallet
  35 gp
  1d6
  1d8
  x3
  10'
  4 lb
  Blud
  Ranged
  Shell
  x2
  Blud
   Soft Shell
  500 gp
  1d3
  1d4
  30'
  25 lb
   
  Light 
  Shell
  1000 
  gp
  1d4
  1d6
  20'
  50 lbs
  87
  
  Table 6-2: Weapons
   
  Heavy 
  Shell
  2000 
  gp
  1d6
  1d8
  15'
  100 lbs
  Taser
  15 gp
  1d3
  1d4
  -
  5'
  2 lb
  Elec
  Martial 
  Weapons
  Cost
  Damage 
  (Sml)
  Damage 
  (Med)
  Critical
  Range Inc
  Weight
  Type
  Light Melee
  One-Handed Melee
  Two-Handed Melee
  Steel Staff
  10 gp
  1d6/1d6
  1d8/1d8
  x2
  -
  4 lb
  Blud
  Greatham
  mer
  25 gp
  1d10
  2d6
  x3
  -
  10 lb
  Blud
  Ranged
  Boomerang
  -
  1d2
  1d3
  X2
  10'
  1 lb
  Blud
  Exotic 
  Weapons
  Cost
  Damage 
  (Sml)
  Damage 
  (Med)
  Critical
  Range Inc
  Weight
  Type
  Light Melee
  Claw
  20 gp
  1d4
  1d6
  X3
  -
  1 lb
  Blud 
  Slash 
  and 
  Pierc
  Goomba 
  Skullcap
  10 gp
  1d4
  1d6
  19-20/x2
  -
  3 lb
  Blud
  Parasol
  1 gp
  1d4
  1d6
  x2
  -
  2 lb
  Blud
  One-Handed Melee
  Goomba 
  Skullnail
  15 gp
  1d6
  1d8
  19-20/x2
  -
  6 lb
  Blud 
  and 
  Pierc
  Mallet
  35 gp
  1d8
  1d10
  x2
  20'
  4 lb
  Blud
  Two-Handed Melee
  Ball  and 
  Chain
  25 gp
  1d8
  1d10
  X2
  -
  25 lb
  Blud 
  and 
  Pierc
  Megaham
  mer
  75 gp
  2d6
  2d8
  x3
  -
  20 lb
  Blud
  Harpoon
  50 gp
  1d10
  2d6
  x3
  10'
  15 lb
  Pierc
  Zweihande
  r
  100 gp
  2d6
  2d8
  19-20/x2
  -
  10 lb
  Slash
  Ranged
  FLUDD
  5,000 
  gp
  1d4
  1d6
  x2
  30'
  10  lb  (50 
  full)
  Blud
  Longrifle
  300 gp
  2d6
  3d6
  19-20/x2
  200'
  15 lb
  Pierc
   
  Bullets 
  (20)
  10 gp
  -
  -
  -
  -
  1 lb
  -
  Pistol
  100 gp
  1d10
  2d6
  19-20/x2
  150'
  10 lb
  Pierc
   
  Bullets 
  (20)
  10 gp
  -
  -
  -
  -
  1 lb
  -
  Pistol,  six-
  shot
  200 gp
  1d10
  2d6
  19-20/x2
  150'
  12 lb
  Pierc
   
  Bullets 
  (20)
  10 gp
  -
  -
  -
  -
  1 lb
  -
  Poltergust 
  3000
  10,000 
  gp
  special
  special
  -
  special
  20 lb
  special
  Shotgun
  250 gp
  special
  special
  x3
  special
  12 lb
  Slash 
  and 
  pierc
   
  Shells 
  (20)
  30 gp
  -
  -
  -
  -
  2 lb
  -
  Ball  and  Chain: This  heavy  spiked  sphere  is 
  attached to a long length of chain with numerous 
  plates  built  into  it  to  provide  a  good  grip  for 
  gauntlet-clad  hands.   It  has  reach,  allowing  its 
  wielder to strike opponents 10' away, and unlike a 
  normal  reach  weapon  it  can  be  used  to  strike 
  adjacent foes.  A ball and chain can be used to make 
  trip attacks, and its wield can choose to drop the 
  chain  to  avoid  being  tripped  on  his  own  trip 
  attempt.
  Boomerang: This curved piece of wood is used for 
  hunting small game.  You can use this weapon to 
  make a ranged trip attack against an opponent.  You 
  can't be tripped during your own trip attempt when 
  using a boomerang.  If you miss your target, the 
  boomerang returns to your square at the start of 
  your next action.  You may make a DC 10 Dexterity 
  check to catch it, otherwise it falls in your square.
  Claw: This glove or gauntlet has numerous razors 
  and spikes built into it, causing the wounds it leaves 
  to be remarkably similar to those left by a mauling. 
  A character wearing a claw cannot be disarmed.
  FLUDD: The  Flash  Liquidizer  Ultra  Dousing 
  Device is intended for use as a cleaning tool in 
  hard-to-reach areas, but works quite well in combat 
  too.  Its modular design accepts multiple nozzle 
  heads for specialized functions, but its default is a 
  simple spray nozzle.  The FLUDD must be strapped 
  on  to  be  properly  used,  taking  up  the  same 
  equipment slot and imposing the same penalties as 
  scale mail without granting any Defense, but the 
  wielder does not need to draw it and can keep both 
  hands free as long as he isn't firing.  The FLUDD 
  carries 5 gallons of its own ammunition, water, and 
  uses one gallon each time it is fired.  The wielder 
  may  refill  2  gallons  as  a  swift  action  while 
  submerged in water.  The FLUDD deals nonlethal 
  damage, but its wielder may take a -4 penalty (in 
  addition  to  the  nonproficiency  penalty  for  not 
  having the Exotic Weapon Proficiency feat) to deal 
  lethal damage with it.  As a full-round action, a 
  character  may  empty  the  FLUDD's  tank  in  all 
  directions  in  a  60' burst,  dealing  1d4  points  of 
  nonlethal bludgeoning damage per gallon (1d3 for 
  small  wielders)  to  each  creature  in  the  effect. 
  Creatures are not allowed a save to avoid this effect.
  Concentrated-fire  can  be  exceedingly  effective 
  against  creatures  that  can  be  broken  up  or 
  smothered.  The FLUDD typically deals 3d6 points 
  of lethal damage (2d6 for small wielders) to oozes, 
  swarms, and other dispersible or dousable creatures, 
  though the exact effects are up to the DM.
  Greathammer: This weapon is a relatively new 
  invention.  It is unknown why such a simplistic, 
  logical progression of the light hammer and war 
  hammer was never created up until now, as it is an 
  obvious  improvement  over  the  cumbersome 
  greatclub (besides its cost).  This weapon may be 
  thrown.
  88
  
  Harpoon: This massive spear requires a Strength 
  score  of 13  or higher  to  use at all,  even for a 
  character proficient with it.  This is a reach weapon, 
  and it can also be thrown.
  Longrifle: A  longrifle  is  a  single-round  high-
  powered gunpowder weapon, which operates in the 
  same manner as a hevay crossbow.
  Mallet:  A mallet is too large to use in one hand 
  without  special  training;  thus,  it  is  an  exotic 
  weapon.  A character with a Strength score of 13 or 
  higher can use a mallet two-handed as a simple 
  weapon.
  Megahammer: This massive hammer requires  a 
  Strength score of 13 or higher to use at all, even for 
  a character proficient with it.
  Parasol: If you take the Exotic Weapon Proficiency 
  feat for the parasol, you gain a +2 shield bonus to 
  AC while wielding it and may choose to wield it as 
  a light weapon (though you still must wield it in 
  both  hands).   Otherwise,  it  is  treated  as  an 
  improvised club.
  As a standard action, you may use a parasol to 
  break a fall, and you may do so quickly enough to 
  react to falling from any height.  Doing so allows 
  you to treat the fall as being 10' shorter.
  As a full-round action, you may use a parasol to 
  grant  yourself  total  concealment  (50%  miss 
  chance).
  Pistol: A  pistol  is  a  single-round  gunpowder 
  weapon, which operates in the same manner as a 
  light crossbow.
  Pistol,  Six-Shot: This  improved  model  of  a 
  standard pistol can be loaded with up to six bullets, 
  as a repeating crossbow, but each bullet must be 
  loaded seperately.  An empty six-shot requires 3 
  rounds to fully load.
  Poltergust 3000: The Poltergust can be used as a 
  standard action to create a gust of wind  effect for 
  five  rounds  per  minute,  which  can  be  spread 
  throughout  the  minute  as  the  wielder  sees  fit. 
  Instead of a Fortitude DC, the effect uses an attack 
  roll from the wielder each round as an opposed 
  check.  The Poltergust is an exotic weapon, and 
  imposes a -4 nonproficiency penalty if the wielder 
  is not proficient with it.  The wielder may choose to 
  have the effect go towards or away from himself. 
  As a full-round action, a wielder proficient with the 
  Poltergust 3000 may sweep a 180-degree area with 
  the effect, but doing so does not damage, knock 
  down, check, or move objects of Fine size or larger.
  If the Poltergust 3000 brings any creature into the 
  wielder's square, the wielder may attempt to grapple 
  it  with  a  +4  equipment  bonus,  even  if  it  is 
  incorporeal  or  normally  incapable  of  being 
  grappled.  If the wielder succeeds on the grapple 
  and the creature is not incorporeal, a swarm, or an 
  ooze, the creature automatically becomes grappled 
  (if  possible)  without  taking  damage.   While 
  grappling in such a manner, the wielder has a +4 
  equipment bonus to all checks and can make an 
  opposed grapple check as an attack to throw the 
  creature 1d6×5 feet in any direction.  If the creature 
  is incorporeal, a swarm, or an ooze (or generally 
  shapeless and compressible), it must make another 
  Fortitude  save  against  a  new  attack  roll  or  be 
  trapped  in  the  Poltergust's  containment  tank  as 
  though  with  an  imprisonment  spell.   Some 
  elementals can also be trapped in such a manner, 
  specifically air, fire, and water elementals.  The 
  Poltergust  can store up to 100  HD of creatures 
  before it ceases functioning and must be cleaned 
  manually (releasing every creature trapped inside) 
  or  emptied  with  special  processing  and  capture 
  equipment.
  Shell: This two-handed weapon is the shell from a 
  dead koopa, or a similar creature.  Some koopa 
  tribes practice use of the shells of their ancestors as 
  weapons.  A shell is never destroyed on a successful 
  hit,  instead  falling  5'  away  from  its  target,  or 
  landing at the end of its range on a miss.  Shells do 
  not  need  to  be  sized  for  their  wielders,  and  a 
  character  with  the  Exotic  Weapon  Proficiency 
  (Shell) feat is proficient with shells of all sizes. 
  Shells can also be used as armor, described in the 
  armor section.
  Shiv: This crude instrument is somewhere between 
  a dagger and a short sword, designed to put a good 
  amount of force on a single point.  It is favored by 
  tribal cultures for ceremonial use, and by ne'er-do-
  wells for its easy construction.
  Shotgun: A shotgun is a single-round gunpowder 
  weapon,  meant  for  close-range  combat.   When 
  fired, the wielder makes an attack roll against every 
  creature in a 50' cone.  The weapon  deals 5d6 
  damage at its closest if it hits, but it deals one die 
  less of damage for every 10' between the wielder 
  and his target.  A shotgun operates in the same 
  manner as a heavy crossbow.
  Skullcap,  Goomba: The  Goomba  Skullcap  is 
  considered a martial weapon for Goombas.
  Skullnail, Goomba: See Goomba Skullcap
  Steel Staff: A steel staff is a double weapon.  You 
  can fight with it as if fighting with two weapons, but 
  if you do, you incur all the normal attack penalties 
  associated with fighting with two weapons, just as if 
  you were using a one-handed weapon and a light 
  weapon. A creature wielding a steel staff in one 
  hand can’t use it as a double weapon, only one end 
  89
  
  of the weapon can be used in any given round.
  Stun Gun: Similar to a taser, this prod is used to 
  disable individuals.  On a successful melee attack, 
  the target takes electricity damage.  Defense granted 
  by  non-metal  armor  and  natural  armor  applies 
  against this damage.  If the target suffers damage 
  from this attack, it must make a Fortitude save (DC 
  15) or be paralyzed for 1d6 rounds.  One used, a 
  stun gun must be recharged to use again.
  Taser: A taser uses spring-loaded darts to deliver 
  an electrical current to a target.  On a successful hit, 
  the target takes electricity damage.  Defense granted 
  by  non-metal  armor  and  natural  armor  applies 
  against this damage.  If the target suffers damage 
  from this attack, it must make a Fortitude save (DC 
  15) or be paralyzed for 1d6 rounds.  Once used, a 
  taser must be recharged to use again.  A taser is 
  treated  as  a  thrown  weapon  for  the  purpose  of 
  determining its range.
  Zweihander:  This  massive  sword  requires  a 
  Strength score of 13 or higher to use at all, even for 
  a character proficient with it.
  Special Materials
  The following are materials found in the Mushroom 
  Kingdom.
  Bluesteel: This durable alloy has a supernaturally 
  defensive aura. Items made of bluesteel weigh three 
  times as much as their normal counterparts, cost 
  twice as much, and have twice as many hit points. 
  Armor and shields made of bluesteel grant a +4 
  equipment bonus to Defense against rolls to confirm 
  critical hits.
  Bluesteel has hardness 8 and 60 hit points per inch 
  of thickness.
  Cloud: Cloudfolk build with clouds as easily as 
  humans build with stone and mortar.  Though there 
  are as many different kinds of cloud as there are 
  kinds of wood, the most common building cloud 
  has hardness 2 and 12 hp per inch of thickness.
  Weapons and armor made of cloud are light, but 
  soft.   Cloud  weapons  are  the  same  as  normal 
  weapons of their type, but weigh half as much and 
  have a -2 penalty to damage rolls.  Cloud armor is 
  the same as normal armor of its type, but it weighs 
  half as much and has a -2 penalty to its Defense 
  bonus.  Shields made of cloud require such large 
  amounts of material to remain effective as shields 
  that they receive no significant bonuses.
  Plastic: Cheap, but durable.  Any weapon, shield, 
  or suit of armor normally made of metal can be 
  made of plastic instead.  Plastic armor reduces its 
  Defense bonus by 2, plastic shields reduce their AC 
  bonus by 1, and plastic weapons suffer a -1 penalty 
  to attack and a -2 penalty to damage.  However, 
  items made of plastic also weigh half as much.
  Plastic has hardness 3 and 20 hit points per inch of 
  thickness.
  Redsteel: This durable alloy has a supernaturally 
  offensive aura. Items made of  redsteel weigh twice 
  as much as their normal  counterparts, cost three 
  times as much, and have twice as many hit points. 
  Weapons made of  redsteel grant a +4 equipment 
  bonus to rolls to  confirm critical hits.
  Redsteel has hardness 8 and 60 hit points per  inch 
  of thickness.
  Starmetal  Alloy:  This  ultra-dense  metal  reacts 
  strongly to magical power, and is used as a steel 
  alloy  to  create  the  finest  arms  on  earth,  and 
  sometimes  in  the  heavens.   Starmetal  weapons, 
  shields,  and  armors  always  have  enhancement 
  bonuses  based  on  their  wielder's  MP.   This 
  enhancement  bonus  is  equal  to  the  ratio  of  the 
  wielder's MP to his level rounded down.  If the 
  wielder spends MP to augment an attack in such a 
  manner that would cause the weapon's enhancement 
  to drop, a starmetal weapon's enhancement does not 
  drop until after the attack and damage rolls have 
  been made.  Weapons and armor made of starmetal 
  alloy  cost  10,000  gp  more  than  their  mundane 
  counterparts, weigh five times as much, and have 
  ten  times as  many hp.   Starmetal  weapons  and 
  armor cannot be enchanted unless they are used to 
  create artifacts.
  Stipe: Most architecture in the Mushroom Kingdom 
  is composed of mycosculpture (mushrooms coaxed 
  into  growing  into  specific  shapes).   Two  major 
  breeds of giant mushroom are used for construction, 
  one that grows well in dark, damp places, and one 
  that has a bright, chlorophyll-filled cap that can 
  thrive in wet, well-lit places.  Mushroom walls have 
  hardness 4 and 15 hit points per inch of thickness.
  90
  
  Chapter 6: Magic
  Spells
  The  following spells do  not  function  within the 
  Mario D20 rules: align weapon, astral projection, 
  blasphemy, bless weapon, chaos hammer, cloak of 
  chaos, commune, detect chaos, detect evil, detect 
  good,
   
  detect
   
  law,
   
  dictum,
   
  dispel 
  chaos/evil/good/law,  divination,  holy  aura,  holy 
  smite, holy sword, holy word, magic circle against 
  chaos/evil/good/law,  mordenkainen's  lucubration 
  (mage's  lucubration),  miracle,  protection  from 
  chaos/evil/good/law,  rary's  mnemonic  enhancer, 
  shield of law, undetectable alignment, unholy aura, 
  unholy blight, word of chaos.
  Due to the lack of divine magic, alignment plays a 
  very minor role in the Mario D20 Rules.  Alignment 
  descriptors  and  alignment-dependent  effects  of 
  spells in the Player's Handbook should be ignored, 
  several  major  alignment-based  spells  have  been 
  rewritten  in  this  chapter  for  use  with  this 
  consideration.  DMs are encouraged to find better 
  and more meaningful methods to define character 
  personalities (like actually developing a character).
  The use of magic by characters is covered in the 
  beginning of Classes chapter and under each class's 
  description.
  Acid Armor
  Transmuation [Acid]
  Level: Mage 4, Nature Mage 4, Wind/Water 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  You  melt  your  body  slightly,  making  yourself 
  harder to injure.  This grants you a +2 cumulative 
  natural armor bonus to Defense, or your existing 
  natural  armor  bonus  gains  a  cumulative  +2 
  enhancement bonus to Defense.  You also gain 25% 
  fortification against critical hits, or your existing 
  fortification increases by 25%.  Finally, you gain 
  fire  resistance  5  or  your existing fire  resistance 
  increases by 5.
  However, you also suffer a cumulative -4 penalty to 
  Strength and a -2 penalty to Dexterity, though this 
  spell cannot reduce an ability score below 0.
  All of the effects of this spell are cumulative.
  Acid Hurl
  Evocation
  Level: Mage 2, Wind/Water 2
  Components: V, S
  Casting Time: 1 attack
  Range: See text
  Effect: One ranged touch attack
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You conjure a ball of acid in one hand, which can 
  be thrown at your enemies.  The ball is thrown as a 
  thrown  weapon  with  a  range  increment  of  10', 
  dealing 1d8+Int mod damage on a successful touch 
  attack (Healers can use their Wisdom modifier for 
  this).  You may use this spell as part of or all of 
  two-weapon  fighting  or  a  full  attack,  casting  it 
  separately for each attack.
  Air Morph
  Transmutation [Air]
  Level: Mage 8, Wind/Water 8
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One living creature
  Duration: 1 hour/caster level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  The target of the spell gains the air subtype and a 
  fly speed of 120' with a maneuverability of Perfect.
  Material Component: A piece of skin, bit of nail, or 
  scale from a creature with the air subtype.
  Astonish
  Illusion (Figment) [Mind-Affecting]
  Level: Mage 0, Royal 0
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100' + 10'/level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: None, see text
  Spell Resistance: Yes
  You flash a brief image of your choosing before the 
  target.  This is sufficient to distract a character who 
  is casting a spell or concentrating on a skill, forcing 
  a Concentration check (DC equal to what this spell's 
  save DC would be plus the level of the spell being 
  cast).   If  you  choose  an  image  of  particular 
  importance to the target, such as a loved one in peril 
  or a creature or object that it bears strong hatred or 
  fear towards, the target suffers a -4 penalty to its 
  Concentration check.
  91
  
  Aurora Flash
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Mage 4, Royal 4
  Components: V, S, M
  Casting Time: 1 round
  Range: Personal
  Effect: 120' burst centered on the caster
  Duration: 1 min/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You  create  a  bright,  hypnotic  flash,  causing  all 
  creatures  that  can  see  you  to  fall  into  a  deep 
  slumber.  You may specify one creature per caster 
  level to not be affected.  This effect is identical to 
  the sleep spell, but it affects 2 HD per caster level 
  and creatures of up to 8 Hit Dice.
  Material  Component: A  pinch  of  powdered 
  crystals.
  Baton Pass
  Conjuration (Teleportation)
  Level: Mage 2, Royal 2, Spellblade 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25' + 5'/2 levels)
  Target: You and one ally within range, or any two 
  allies in range; see text
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You instantly swap positions between your current 
  position  and  that  of  a  designated  ally in  range. 
  Alternatively, you can swap the positions of any 
  two allies in range.  You can bring along objects up 
  to your maximum load, but not other creatures.
  A spellblade can cast this spell to swap positions 
  with an ally, but not to swap the positions of two 
  allies.
  Focus: A stick.
  Bide
  Abjuration [Force]
  Level: Defense 2, Mage 2, Spellblade 2
  Components: V, S, F
  Casting Time: 1 standard action, see text
  Duration: Concentration, see text
  Range: 30'-radius burst, centered on caster
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You absorb damage dealt to you and release it in a 
  focused blast.  You automatically succeed on any 
  Concentration checks to cast this spell, and provoke 
  an  attack  of  opportunity  every  round  you 
  concentrate on it.  When you cease concentrating, 
  this spell deals twice the amount of lethal damage 
  plus exactly the amount of nonlethal damage that 
  you suffered while casting and concentrating on it 
  (after Defense, DR, and energy resistance).  The 
  damage dealt by this spell is lethal damage, and you 
  are not affected by it.
  Focus: A small battery.
  Bubble, Lesser
  Conjuration [Water]
  Level: Mage 1, Wind/Water 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25' + 5'/2 levels)
  Effect: Ranged touch attack
  Duration: Instantaneous
  Saving Throw: Ref half
  Spell Resistance: Yes
  You create a globe of high-pressure water, or air if 
  you cast this spell underwater, and throw it at a 
  target.  This spell deals 1d6 points of bludgeoning 
  damage per caster level (to a maximum of 5d6, 
  Reflex save for ½) on a successful touch attack and 
  1 point of damage to every creature adjacent to the 
  target (including the target, Reflex negates), even if 
  the touch attack misses.  Every creature affected by 
  this spell only makes one save, regardless of how it 
  is affected by it.
  Material Component: A loop of string.
  Bubble
  Conjuration [Water]
  Level: Mage 3, Wind/Water 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100' + 10'/level)
  Target: Up to fifteen creatures, no two of which 
  can be more than 15' apart
  Duration: Instantaneous
  Saving Throw: Ref half, see text
  Spell Resistance: Yes
  You create many globes of high-pressure water, or 
  air if you cast this spell underwater, and direct them 
  to fly at multiple targets.  This spell creates one 
  globe per caster level, up to 10 globes, each dealing 
  1d6 points of bludgeoning damage (Reflex save for 
  ½), in addition to one point of damage to its target 
  and every creature adjacent to it (Reflex negates). 
  You may shoot these globes to hit one target or 
  multiple targets.  Each creature only makes one 
  save, regardless of how it takes damage from this 
  spell.
  Material Component: A loop of string.
  92
  
  Bubble, Greater
  Conjuration [Water]
  Level: Mage 5, Wind/Water 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100' + 10'/level)
  Effect: 5'-diameter globe
  Duration: 1 round/level (D)
  Saving Throw: Ref half, see text
  Spell Resistance: Yes
  You create a single globe of high-pressure water, or 
  air if you cast this spell underwater, and direct it. 
  The globe moves at 30' per round, can ascend or 
  jump up to 30' to strike a target, and can float in 
  three dimensions if cast underwater.  If it enters a 
  space with a creature, it stops moving for the round 
  and deals 5d6 points of bludgeoning damage to that 
  creature, though a successful Reflex save negates 
  that damage.  The globe rolls over barriers less than 
  4' tall and squeezes through spaces more than 2' 
  wide.
  The globe moves as long as you actively direct it (a 
  move  action);  otherwise  it  merely  stays at  rest. 
  Each time it is attacked (considered an object with 
  hardness 0, AC 5), you must make a caster level 
  check against the damage dealt to it or the spell 
  ends.  The sphere is resilient and massive, but it 
  does  not  deal  damage  by  simply  occupying  a 
  square, and it cannot gain enough momentum to 
  deal damage to a creature if it starts the round in the 
  same square as it.  It cannot push aside unwilling 
  creatures or batter down large obstacles.  The spell's 
  effect ends if it exceeds the spell's range.
  When the spell ends (through you dismissing it, 
  directing it to leave the spell range, or after the 
  duration ends) the globe “pops”, dealing 1d6 points 
  of  bludgeoning  damage  per  caster  level  (to  a 
  maximum of 15d6) to all creatures within 20' of it 
  (Reflex save for ½ damage), and 1 point of damage 
  per caster level (to a maximum of 15 points of 
  damage) to all creatures within 40' of it (Reflex 
  negates).  Each affected creature only makes one 
  save regardless of how it takes damage.
  Material Component: A loop of string.
  Cold Morph
  Transmutation [Cold]
  Level: Mage 4, Wind/Water 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One living creature
  Duration: 1 hour/caster level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  The  target  of  the  spell  gains  the  cold  subtype, 
  granting  it  immunity  to  cold  damage  and  fire 
  vulnerability.
  Material Component: A piece of skin, bit of nail, or 
  scale from a monster with the cold subtype.
  Diamond Saw
  Conjuration [Cold]
  Level: Mage 6, Wind/Water 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100' + 10'/level)
  Effect: One disc
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes (see text)
  You throw a 5'-diameter serrated wheel of ice at a 
  creature, dealing 1d6 points of damage per caster 
  level (maximum 20d6) on a successful ranged touch 
  attack.  Half of the damage is cold and the other 
  half is slashing.  Creatures that successfully resist 
  this spell do not take the cold damage.  This spell 
  deals quadruple damage on a critical hit.
  Material Component: A paper snowflake.
  Dimension Tip
  Conjuration (Teleportation)
  Level: Mage 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One Medium-sized or smaller creature, or 
  one object weighing 300 lbs or less
  Duration: 1 round/level; see text
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You tip the target out of the standard dimensional 
  plane, trapping him outside of the normal universe. 
  From  the  subject's  point  of  view,  he  suddenly 
  becomes  detached  and  unable  to  interact  with 
  objects and creatures in the world for the duration, 
  though he can still see a fuzzy representation of his 
  surroundings.  He can hear what is happening in 
  reality,  walk  on  terrain  and  large  objects,  and 
  interact with his equipment and himself normally. 
  He can even pass through creatures and any object 
  of  his  size  or  smaller,  though  forces  and 
  environmental effects still harm and hinder him.  He 
  can  only  guess  at  the  locations  of  objects  and 
  creatures  he  can  pass  through,  and  he  cannot 
  interact with reality in any manner.
  If more than one creature is dimension tipped at the 
  same time, even by different spells or casters, each 
  93
  
  creature can clearly see and interact normally with 
  other dimension tipped creatures and objects.
  In each round of the target's turn, he is allowed a 
  DC 15 Wisdom check to end the spell.  He returns 
  at the beginning his next action if successful, and 
  can act normally then.
  If the space the target returns to is occupied upon 
  his  return  to  reality,  he  appears  in  the  closest 
  unoccupied space, still in his original orientation. 
  Determine the closest space randomly if necessary.
  Magical  divinations  cannot  detect  or  find  an 
  affected creature or object unless they work across 
  planes.  A targeted dispel cast in the space a target 
  is currently perpendicular to will bring him back.  A 
  true seeing  effect reveals the exact location of an 
  affected creature for this purpose.
  At caster level 7th, you can affect a Large or smaller 
  creature and up to 600 lbs.  At 9th, you can affect 
  Huge or smaller creatures and up to 1200 lbs.
  Material Component: A slip of paper.
  Dimension Tip, Mass
  Conjuration (Teleportation)
  Level: Mage 5
  Range: Close
  Target: One Medium-sized or smaller creature, or 
  object weighing no more than 300 lbs, per caster 
  level
  As dimension tip, except as noted here.  Creatures 
  make their Wisdom checks individually to return 
  themselves to reality.
  At caster level 11th, you can affect Large or smaller 
  creatures and up to 600 lbs per object.  At 13th, you 
  can affect Huge or smaller creatures and up to 1200 
  lbs per object.
  Dimensional Banishment
  Conjuration (Teleportation)
  Level: Mage 6
  Range: Touch
  Target: One Medium-sized or smaller creature, or 
  one object weighing 300 lbs or less
  Duration: Permanent; see text
  As dimension tip, except as noted here.  The target 
  is only allowed a single Wisdom check to escape 
  the effect 24 hours after the spell is cast, after that 
  he is forever trapped outside of reality.
  At caster level 13th, you can affect Large or smaller 
  creatures and up to 600 lbs per object.  At 15th, you 
  can affect Huge or smaller creatures and up to 1200 
  lbs per object.
  Doom Desire
  Necromancy
  Level: Life/Death 2, Mage 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25' + 5'/2 levels)
  Effect: Stationary point, see text
  Duration: 2 rounds (D)
  Saving Throw: Will half
  Spell Resistance: Yes
  You create a floating pinpoint of negative energy in 
  the air.  When this spell  ends  (but not  if it  is 
  dismissed) it explodes silently, dealing 1d6 damage 
  per  caster  level  (to  a  maximum of  5d6)  to  all 
  creatures in a 20'-radius burst.
  Material Component: A broken blade.
  Dream Eater
  Necromancy [Mind-Affecting]
  Level: Mage 1, Royal 1
  Components: S, M
  Casting Time: 1 standard action
  Range: Close (25' + 5'/2 levels)
  Target: One sleeping creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: No
  You  consume  dreamstuff  from  the  target's 
  subconscious.   The  target  takes  1d6  points  of 
  damage per caster level, to a maximum of 5d6, and 
  you heal the same amount.  If this spell reduces the 
  target below 0 hp, you instead heal a number of hit 
  points  equal  to  its  current  hit  point  total  (to  a 
  minimum of 0).
  Material Component: A copper needle.
  Earth Morph
  Transmutation [Earth]
  Level: Earth/Fire 8, Mage 8
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One living creature
  Duration: 1 hour/caster level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  The  target of the  spell  gains  the  earth  subtype, 
  tremorsense 30', a burrow speed equal to its base 
  land speed, and the earth glide trait (allowing it to 
  pass  through earth and stone as easily as water 
  without leaving a trace).
  Material Component: A piece of skin, bit of nail, or 
  scale from a creature with the earth subtype.
  Electrify
  Abjuration [Electricity]
  94
  
  Level: Mage 3, Wind/Water 3
  Components: V, S, M
  Casting Time: 1 standard action
  Target: One creature (see text)
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes
  You charge the target with electricity, making him 
  dangerous to touch.  Each round, the first creature 
  to hit the target with a melee attack suffers 4d6 
  points of electricity damage.
  Material Component: A doorknob.
  Electrowhip
  Evocation [Electricity]
  Level: Mage 4, Wind/Water 5
  Components: V, S, M
  Range: Close (25' + 5'/2 levels)
  Effect: Ranged touch attack
  Duration: 1 round/level; see text
  Saving Throw: Reflex partial, see text
  Spell Resistance: Yes
  You produce a constant stream of electricity from 
  one hand, and can lash out with it as an attack 
  during the spell's duration.  Each time you hit a 
  creature with it, you deal 1d6 points of electricity 
  damage per 2 caster levels, to a maximum of 5d6. 
  Creatures damaged by this spell must make a Reflex 
  save or be sickened for one round.
  Material Component: A small chip of quartz.
  Encore
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Mage 1, Royal 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100' + 10'/level)
  Target: One creature
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  Your encouragement forces the subject to repeat the 
  actions it took on its previous turn.  If the situation 
  has changed in such a way that the subject can’t 
  take the same actions again (if its foe is dead, or the 
  subject has run out of MP, and so on), the subject 
  stands still and takes no actions for 1 round. In any 
  event,  the  subject  can  still  defend  itself,  and  it 
  retains its Dexterity bonus to AC even if it stands 
  still.
  Material Component: A rose.
  Enlarge Person, Improved
  Transmutation
  Level: Mage 3, Royal 3, Spellblade 3
  This spell functions as  enlarge person except as 
  noted  above.  The target's height triples and its 
  weight is multiplied by 27.  This increase changes 
  the creature's size category by two steps.  The target 
  gains a +4 size bonus to Strength, a -4 size penalty 
  to Dexterity (to a minimum of 1), and a -2 penalty 
  to attack rolls and AC due to its increased size.  If a 
  Large humanoid's size increases to Gargantuan, its 
  penalties to attack and AC are each -3 instead.
  Improved  enlarge  person  counters  and  dispels 
  reduce person and improved reduce person.
  Improved enlarge person can be made permanent 
  with a  permanency spell for the SP of a CR 3 
  encounter (1,000 XP).
  Enlarge Person, Greater
  Transmutation
  Level: Mage 5, Royal 5
  This spell functions as  enlarge person except as 
  noted above.  The target's height quadruples and its 
  weight is multiplied by 64.  This increase changes 
  the creature's size category by three steps.  The 
  target gains a +6 size bonus to Strength, a -6 size 
  penalty to Dexterity (to a minimum of 1), and a -4 
  penalty to attack rolls and AC due to its increased 
  size.   If  a  Large  humanoid's  size  increases  to 
  Colossal, its penalties to attack and AC are each -7 
  instead.  If a Small humanoid's size increases to 
  Huge, its penalties to attack and AC are each -3 
  instead.
  Greater enlarge person counters and dispels reduce 
  person,  improved  reduce  person,  and  greater 
  reduce person.
  Greater enlarge  person can be made permanent 
  with a  permanency spell for the SP of a CR 7 
  monster (2,000 XP).
  Enlarge Person, Superior
  Transmutation
  Level: Mage 7
  Target: One humanoid creature of Medium size or 
  smaller
  This spell functions as  enlarge person except as 
  noted above.  The target's height is multiplied by 6 
  and its weight is multiplied by 216.  This increase 
  changes the creature's size category by four steps. 
  The target gains a +8 size bonus to Strength, a -8 
  size penalty to Dexterity (to a minimum of 1), and a 
  -8  penalty  to  attack  rolls  and  AC  due  to  its 
  increased size.  If a Small humanoid's size increases 
  to Gargantuan, its penalties to attack and AC are 
  each -5 instead.
  Superior  enlarge  person  counters  and  dispels 
  95
  
  reduce  person,  improved  reduce person, greater 
  reduce person, and superior reduce person.
  Superior enlarge person can be made permanent 
  with a  permanency spell for the SP of a CR 13 
  monster (4,000 XP).
  Fire Hurl
  Evocation [Fire]
  Level: Earth/Fire 2, Mage 2
  Components: V, S
  Casting Time: 1 attack
  Range: See text
  Effect: One ranged touch attack
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You conjure a ball of flame in one hand, which can 
  be thrown at your enemies.  The ball is thrown as a 
  thrown  weapon  with  a  range  increment  of  10', 
  dealing 1d8+Int mod damage on a successful touch 
  attack (Healers can use their Wisdom modifier for 
  this).  You may use this spell as part of or all of 
  two-weapon  fighting  or  a  full  attack,  casting  it 
  separately for each attack.
  Fire Morph
  Transmutation [Fire]
  Level: Earth/Fire 4, Mage 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One living creature
  Duration: 1 hour/caster level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  The  target  of  the  spell  gains  the  fire  subtype, 
  granting  it  immunity  to  fire  damage  and  cold 
  vulnerability.
  Material Component: A piece of skin, bit of nail, or 
  scale from a monster with the fire subtype.
  Flame Whip
  Evocation [Fire]
  Level: Mage 4, Earth/Fire 5
  Components: V, S, M
  Range: Close (25' + 5'/2 levels)
  Effect: Ranged touch attack
  Duration: 1 round/level; see text
  Saving Throw: Reflex partial, see text
  Spell Resistance: Yes
  You produce a constant stream of flame from one 
  hand, and can lash out with it as an attack during 
  the spell's duration.  Each time you hit a creature 
  with it, you deal 1d6 points of fire damage per 2 
  caster levels, to a maximum of 5d6.  Creatures and 
  objects damaged by this spell must make a Reflex 
  save or  catch on  fire, and must beat the spell's 
  Reflex DC to extinguish themselves.  Fires started 
  by this spell do not end when its duration ends.
  Material Component: A small chip of ruby.
  Flutter Hush
  Enchantment (Compulsion) [Mind-affecting]
  Level: Mage 3, Royal 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 1 minute/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  The target of the spell is rendered mute, incapable 
  of speaking, activating items with command words, 
  and casting spells with verbal components.
  Material Component: A bird's flight feather.
  Force Screen
  Abjuration
  Level: Defense 3, Mage 3, Royal 3, Spellblade 3
  Components: V
  Casting Time: 1 immediate action
  Range: Personal
  Duration: 1 round
  Saving Throw: None
  Spell Resistance: None
  You  project  a  field  of  improbability  around 
  yourself, making a fleeting protective shield.  You 
  gain a +4 deflection bonus to AC.  For every 4 
  caster  levels  beyond  5th,  the  deflection  bonus 
  increases by +1, to a maximum of +8 at 21st.
  You  can  manifest  this  spell  instantly,  quickly 
  enough to gain its benefits in an emergency.  You 
  can cast this spell even when it's not your turn, 
  however you must cast it prior to your opponent's 
  attack roll to gain its benefit against that attack.
  Hex
  Necromancy
  Level: Royal 5, Mage 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  You place a curse on the subject.  Choose one of 
  the following three effects.
  96
  
  •
  -6 decrease to all six ability scores (minimum 1)
  •
  -10 penalty to attack rolls, saves, ability checks, 
  and skill checks
  •
  Each turn, the target has a 25% chance to act 
  normally; otherwise, it takes no action
  You may also invent your own curse, but it should 
  be no more powerful than those described above.
  The  curse  bestowed  by  this  spell  cannot  be 
  dispelled,  but  it can be removed with a  limited 
  wish, miracle, or wish spell.
  Hex counters and dispels break enchantment.
  Hyper Beam
  Evocation [Force]
  Level: Mage 7
  Components: V, S, M
  Casting Time: 1 full-round action
  Range: Medium (100' + 10'/level)
  Effect: Line plus spread
  Duration: Instantaneous; see text
  Saving Throw: None
  Spell Resistance: Yes
  You charge up a dangerous quantity of energy and 
  release it in a wide beam.  This spell's effect is a 
  line plus a 5'-radius spread from every point on that 
  line.  Affected creatures take 1d6 points of damage 
  per caster level, to a maximum of 20d6.
  You are immune to the damage dealt by this spell. 
  If this spell's burst effect destroys a barrier, the line 
  effect continues through unimpeded.
  You are stunned until the end of your next turn after 
  casting this spell.
  Material Component: A clove of garlic.
  Incorporeal Morph
  Transmutation 
  Level: Life/Death 8, Mage 8 
  Components: V, S, M
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One living creature 
  Duration: 1 hour/caster level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes 
  The  target  of  the  spell  gains  the  incorporeal 
  subtype,  and  all  of  its  equipment  become 
  incorporeal.  It gains no benefit from armor, natural 
  armor,  and  shiels,  but  it  does  benefit  from 
  deflection bonuses and force effects.  It gains a 
  deflection  bonus  to  AC  equal  to  its  Charisma 
  modifier, to a minimum of +1.  Its Strength score 
  becoems null, so its Dexterity score applies to all 
  attack  rolls  and  it  gains  no  Strength  bonus  to 
  damage rolls.  Any equipment seperated from the 
  creature becomes corporeal when the spell ends. 
  The  creature's  nonvisual  senses  are  ineffective 
  except against other incorporeal creatures. 
  While incorporeal, the creature can be harmed only 
  by other incorporeal creatures, magic weapons or 
  creatures that strike as magic weapons, and spells, 
  spell-like abilities, or supernatural abilities.  It is 
  immune to all nonmagical attack forms.  Even when 
  hit by spells or magic weapons, it has a 50% chance 
  to ignore damage from a corporeal source (except 
  for positive energy, negative energy, force effects 
  such as magic missile, or attacks made with ghost 
  touch weapons).  If the creature is undead, holy 
  water has a 50% chance to affect it. 
  The creature can enter or pass through solid objects, 
  but must remain adjacent to the object's exterior, 
  and so cannot pass entirely through an object whose 
  space  is  bigger than  its  own.   It can sense the 
  presence of creatures or objects  within a square 
  adjacent to its current location, but enemies have 
  total  concealment  (50%  miss  chance)  from  an 
  incorporeal creature that is inside an object.   In 
  order to see farther from the object it is in and 
  attack  normally,  the  incorporeal  creature  must 
  emerge.  An incorporeal creature inside an object 
  has  total  cover,  but  when  it  attacks  a  creature 
  outside the object it only has cover, so a creature 
  outside with a readied action could strike at it as it 
  attacks.  An  incorporeal  creature  cannot  pass 
  through a force effect.  An incorporeal creature's 
  attacks pass through (ignore) natural armor, armor, 
  and shields, although deflection bonuses and force 
  effects (such as mage armor) work normally against 
  it.  Incorporeal creatures pass through and operate 
  in water as easily as they do in air.  Incorporeal 
  creatures  cannot  fall  or  take  falling  damage. 
  Incorporeal creatures cannot make trip or grapple 
  attacks, nor can they be tripped or grappled.  In 
  fact, they cannot take any physical action that would 
  move or manipulate an opponent or its equipment, 
  nor are they subject to such actions.  Incorporeal 
  creatures have no weight and do not set off traps 
  that are triggered by weight. 
  An incorporeal creature moves silently and cannot 
  be heard with Listen checks if it doesn't wish to be. 
  Material  Component: A  bone,  bit  of  skin,  or 
  powder from an undead creature.
  Inflation
  Transmutation [Air]
  Level: Mage 3, Wind/Water 3
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  97
  
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You transmute the target's body and equipment into 
  a balloon shape.  The target's size increases by one 
  category,  it suffers a -6 penalty to Strength and 
  Dexterity (to a minimum of 1), and it gains DR 
  10/piercing.  This size increase does not change the 
  target's reach.  The target loses all movement modes 
  it  had  and  gains  a  fly  speed  of  10'  with  a 
  maneuverability  of  clumsy.   The  target  is 
  considered to be two size categories smaller than its 
  original size for the purpose of being pushed back 
  by winds, and it becomes buoyant in water, floating 
  upwards at a rate of 60'/round if submerged.  The 
  target's abilities are otherwise unchanged, and it can 
  act normally.
  Focus: An air pump.
  Ink Bubble
  Conjuration [Water]
  Level: Mage 2, Wind/Water 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25' + 5'/2 levels)
  Effect: Ranged touch attack
  Duration: Instantaneous, see text
  Saving Throw: Ref half, Fort negates (see text)
  Spell Resistance: Yes
  You create a globe of high-pressure ink, or smoke if 
  you cast this spell underwater, and throw it at a 
  target.  This spell deals 1d6 points of bludgeoning 
  damage per caster level (to a maximum of 10d6, 
  Reflex ½) on a successful touch attack and 1 point 
  of damage to every creature adjacent to the target 
  (including the target, Reflex negates), even if the 
  touch attack misses.  Every creature affected by this 
  spell only makes one Reflex save, regardless of how 
  it is affected by this spell.  On a successful hit, the 
  target must make a Fortitude save or be blinded for 
  1 minute per caster level.
  Material Component: A loop of string and a bottle.
  Kuribo's Tread
  Transmutation
  Level: Mage 3, Spellblade 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates (harmless); see 
  text
  Spell Resistance: Yes
  You greatly enlarge the target's feet and toughen 
  them.  The target becomes immune to caltrops and 
  similar ground-based attacks, and suffers no penalty 
  moving over difficult terrain.  The target suffers a 
  -4 penalty to Climb and Tumble checks.
  For the duration of this spell, the target can also 
  trample  opponents.   As a  full-round  action,  the 
  target can move up to twice its speed and literally 
  run  over  any  opponent  of  its  size  category  or 
  smaller merely by moving into its space, provided it 
  enters all squares the opponent occupies (if it does 
  not, the affected creature may make an attack of 
  opportunity at a -4 penalty).  If the target ends its 
  space in an opponent's space, it moves back along 
  its  movement until  to  the  last  location  it  could 
  occupy, or to the nearest open location, whichever 
  is closer.
  Trampled creatures suffer damage as a mace of the 
  target's size, plus 1-½ the target's Strength modifier. 
  Affected creatures are allowed either an attack of 
  opportunity against the target at a -4 penalty, or a 
  Reflex save for ½ damage (DC 13 + target's Str 
  mod)  at  their  option.   A  creature  can  only  be 
  trampled by the same target once per round
  Material Component: The sole of a shoe.
  Mage Shell
  Abjuration
  Level: Defense 1, Mage 1
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: No
  An invisible but tangible field of force surrounds 
  the subject of a mage shell spell, providing a +4 
  armor bonus to Defense.
  Unlike mundane armor, mage shell entails no armor 
  check  penalty,  spell  failure  chance,  or  speed 
  reduction.  Since  mage  shell  is  made  of  force, 
  incorporeal creatures can't bypass it the way they do 
  normal armor.
  Focus: A piece of cured leather.
  Magic Circle
  Abjuration
  Level: Defense 3, Mage 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Area: 
  10-ft.-radius  emanation  from  touched 
  98
  
  creature
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: No; see text
  All creatures within the area gain the effects of a 
  protection  spell, and no summoned creatures can 
  enter  the  area  either.   You  must  overcome  a 
  creature’s spell resistance in order to keep it at bay 
  (as  in  the  third  function  of  protection),  but  the 
  deflection and resistance bonuses and the protection 
  from mental control apply regardless of enemies’ 
  spell resistance.
  This spell has an alternative version that you may 
  choose when casting it.  A  magic circle  can be 
  focused inward rather than outward.  When focused 
  inward, the spell binds a called creature (such as 
  those called by the  lesser planar binding, planar 
  binding,  and  greater planar binding  spells) for a 
  maximum of 24 hours per caster level, provided 
  that you cast the spell that calls the creature within 
  1 round of casting the magic circle.  The creature 
  cannot cross the circle’s boundaries.  If a creature 
  too large to fit into the spell’s area is the subject of 
  the spell, the spell acts as a normal protection spell 
  for that creature only.
  A magic circle leaves much to be desired as a trap. 
  If the circle of powdered silver laid down in the 
  process  of  spellcasting  is  broken,  the  effect 
  immediately ends.  The trapped  creature can do 
  nothing  that  disturbs  the  circle,  directly  or 
  indirectly, but other creatures can.  If the called 
  creature has spell resistance, it can test the trap once 
  a day.  If you fail to overcome its spell resistance, 
  the creature breaks free, destroying the circle.  A 
  creature capable of any form of dimensional travel 
  (astral  projection,  blink,  dimension  door, 
  etherealness,  gate,  plane  shift,  shadow  walk, 
  teleport, and similar abilities) can simply leave the 
  circle through that means.  You can prevent the 
  creature’s  extradimensional  escape  by  casting  a 
  dimensional anchor  spell on it, but you must cast 
  the  spell  before  the  creature  acts.   If  you  are 
  successful, the  anchor  effect lasts as long as the 
  magic  circle  does.   The  creature  cannot  reach 
  across  the  magic  circle,  but  its  ranged  attacks 
  (ranged weapons, spells, magical abilities, and the 
  like) can.  The creature can attack any target it can 
  reach with its ranged attacks except for the circle 
  itself.
  You can add a special diagram (a two-dimensional 
  bounded  figure  with  no  gaps  along  its 
  circumference,  augmented  with  various  magical 
  sigils)  to  make  the  magic  circle  more  secure. 
  Drawing the diagram by hand takes 10 minutes and 
  requires a DC 20 Spellcraft check.  You do not 
  know the result of this check.  If the check fails, the 
  diagram  is  ineffective.   You  can  take  10  when 
  drawing the diagram if you are under no particular 
  time pressure to complete the task.  This task also 
  takes 10 full minutes.  If time is no factor at all, and 
  you devote 3 hours and 20 minutes to the task, you 
  can take 20.
  A  successful  diagram  allows  you  to  cast  a 
  dimensional  anchor  spell  on  the  magic  circle 
  during the round  before casting any summoning 
  spell.  The anchor holds any called creatures in the 
  magic  circle  for  24  hours  per  caster  level.   A 
  creature cannot use its spell resistance against a 
  magic circle prepared with a diagram, and none of 
  its abilities or attacks can cross the diagram.  If the 
  creature tries a Charisma check to break free of the 
  trap (see the  lesser planar binding  spell), the DC 
  increases  by  5.   The  creature  is  immediately 
  released if anything disturbs the diagram—even a 
  straw laid across it.  However, the creature itself 
  cannot  disturb  the  diagram  either  directly  or 
  indirectly, as noted above.
  This spell is not cumulative with  protection  and 
  vice versa.
  This  spell  replaces 
  magic  circle  against 
  good/evil/law/chaos.
  Material Component: A little powdered silver with 
  which you trace a 3-foot diameter circle on the floor 
  (or ground) around the creature to be warded.
  Mana Gift, Lesser
  Evocation
  Level: Mage 1, Healer 1, Royal 1
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 1 minute; see text
  Saving Throw: Will negates (harmless)
  Spell Resistance: No
  The target gains 1d4 temporary MP.  These last for 
  1 minute or until used.  These MP cannot be used to 
  cast lesser mana gift, mana gift, mass mana gift, or 
  greater mana gift.
  You  cannot  target  yourself with  this  spell,  and 
  temporary MP cannot be used to cast it.
  Focus: A crystal rod worth 100 gp.
  Mana Gift
  Evocation
  Level: Mage 3, Healer 3, Royal 3
  As lesser mana gift, except as noted here.
  The target gains 2d4 temporary MP.
  99
  
  Mana Gift, Greater
  Evocation
  Level: Mage 5, Healer 5, Royal 5
  As lesser mana gift, except as noted here.
  The target gains 3d4 temporary MP.
  Mana Gift, Mass
  Evocation
  Level: Mage 6, Healer 6, Royal 6
  Range: Close (25' + 5'/2 levels)
  Target: One creature per caster level
  As lesser mana gift, except as noted here.
  Each affected creature gains 2d4 temporary MP.
  Petal Curse
  Transmutation
  Level: Plant/Animal 5, Mage 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100' + 10'/level)
  Target: One creature or object
  Duration: Permanent
  Saving Throw: Fortitude negates, Will partial; see 
  text
  Spell Resistance: Yes
  As  polymorph,  except  the  target  and  all  of  its 
  equipment changes into a mushroom of the same 
  size with Defense 5, a Strength and Dexterity score 
  of 1, fast healing 1, and blindsense 30'.  The target 
  becomes immune to poison, sleep effects, paralysis, 
  stunning,  and  critical  hits.   The  target  becomes 
  rooted to the ground, but can be plucked in order to 
  move it as a standard action with a DC 17 Strength 
  check without provoking AoO.  The target's weight 
  remains unchanged.  The creature can still gesture 
  and cast spells with somatic components, but it is 
  mute  and  cannot  cast  spells  with  verbal 
  components.
  If the target fails its Fortitude save, it must also 
  make a Will save.  If this second save fails, the 
  creature loses its extraordinary, supernatural, and 
  spell-like abilities, loses its ability to cast spells (if 
  it had the ability), and becomes an object.  It still 
  retains its class and level, as well as passive benefits 
  deriving therefrom.
  The  creature  remains  a  mushroom  until  a 
  polymorph or remove curse spell is used to remove 
  the effect.
  A creature with the shapechanger subtype can revert 
  to its natural form as a standard action if it succeeds 
  on its Will save.
  Material Component: A wilt shroom (1 sp).
  Petal Dance
  Transmutation
  Level: Plant/Animal 9, Mage 9
  Target: One  creature  or  object  per  caster  level 
  within a 40'-radius spread
  This spell functions as petal curse, except as noted 
  above.
  Power Leech
  Necromancy [Mind-Affecting]
  Level: Mage 4, Life/Death 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25' + 5'/2 levels)
  Target: Any creature
  Duration: Concentration, up to 1 round/level; see 
  text
  Saving Throw: Will negates
  Power Resistance: Yes
  Your brow erupts with an arc of crackling dark 
  energy that connects to your foe, draining it of 1d8 
  MP  and  adding  1  of  those points  to  your own 
  (unless that gain would cause you to exceed your 
  maximum).  The drain continues each round you 
  maintain concentration while the target is within 
  range.  If the target is reduced to 0 MP, the spell 
  ends.
  Concentrating to maintain this spell is a full-round 
  action instead of a standard action.
  Protection
  Abjuration
  Level: Defense 1, Mage 1, Spellblade 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: No; see text
  This spell wards a creature from attacks by violent 
  creatures, from mental control, and from summoned 
  creatures.  It creates a magical barrier around the 
  subject at a distance of 1 foot.  The barrier moves 
  with the subject and has three major effects.
  First, the subject gains a +2 deflection bonus to AC 
  and a +2 resistance bonus on saves.  Both these 
  bonuses  apply  against  attacks  made  or  effects 
  created by creatures with intent to harm the target.
  Second, the barrier blocks any attempt to possess 
  the warded creature (by a  magic  jar  attack, for 
  example) or to exercise  mental control  over the 
  creature (including enchantment (charm) effects and 
  enchantment  (compulsion)  effects  that  grant  the 
  100
  
  caster ongoing control  over the subject,  such as 
  dominate person).  The protection does not prevent 
  such effects from targeting the protected creature, 
  but it suppresses the effect for the duration of the 
  protection  effect.   If  the  protection  effect  ends 
  before the effect granting mental control does, the 
  would-be controller would then be able to mentally 
  command the controlled  creature.  Likewise, the 
  barrier keeps out a possessing life force but does 
  not expel one if it is in place before the spell is cast. 
  This second effect works regardless of intent.
  Third,  the  spell  prevents  bodily  contact  by 
  summoned  creatures.   This  causes  the  natural 
  weapon attacks of such creatures to fail and the 
  creatures to recoil if such attacks require touching 
  the warded creature.  The protection against contact 
  by summoned creatures ends if the warded creature 
  makes an attack against or tries to force the barrier 
  against the blocked creature.  Spell resistance can 
  allow a creature to overcome this protection and 
  touch the warded creature.
  This
   
  spell
   
  replaces
   protection
   
  from 
  good/evil/law/chaos.
  Material Component: A little powdered silver with 
  which you trace a 3-foot -diameter circle on the 
  floor (or ground) around the creature to be warded.
  Reduce Person, Improved
  Transmutation
  Level: Mage 3, Royal 3, Spellblade 3
  This spell functions  as  reduce  person except as 
  noted above.  The target's height is reduced to one 
  third, and its weight is divided by 27.  This decrease 
  changes the creature's size category by two steps. 
  The target gains a +4 size bonus to Dexterity, a -4 
  size penalty to Strength (to a minimum of 1), and a 
  +2 bonus to attack rolls and AC due to its reduced 
  size.   If  a  Small  humanoid's  size  decreases  to 
  Diminuitive, its bonuses to attack and AC are each 
  +3 instead.
  Improved  reduce  person  counters  and  dispels 
  enlarge person and improved enlarge person.
  Improved reduce person can be made permanent 
  with a  permanency spell for the SP of a CR 3 
  monster (1,000 XP).
  Reduce Person, Greater
  Transmutation
  Level: Mage 5, Royal 5
  This spell functions  as  reduce  person except as 
  noted above.  The target's height is divided by 5 and 
  its weight is divided by 125.  This decrease changes 
  the creature's size category by three steps.  The 
  target gains a +6 size bonus to Dexterity, a -6 size 
  penalty to Strength (to a minimum of 1), and a +4 
  bonus to attack rolls and AC due to its decreased 
  size.  If a Small humanoid's size decreases to Fine, 
  its bonuses to attack and AC are each +7 instead.  If 
  a  Large  humanoid's  size  decreases  to  Tiny,  its 
  bonuses to attack and AC are each +3 instead.
  Greater reduce person counters and dispels enlarge 
  person,  improved  enlarge  person,  and  greater 
  enlarge person.
  Greater reduce person can be made permanent with 
  a permanency spell for the SP of a CR 7 monster 
  (2,000 XP).
  Reduce Person, Superior
  Transmutation
  Level: Mage 7
  Target: One humanoid creature of Medium size or 
  larger
  This  spell  functions as  reduce  person except as 
  noted above.  The target's height is divided by 10 
  and its weight is divided by 1,000.  This decrease 
  changes the creature's size category by four steps. 
  The target gains a +8 size bonus to Dexterity, a -8 
  size penalty to Strength (to a minimum of 1), and a 
  +8 bonus to attack rolls and AC due to its decreased 
  size.   If  a  Large  humanoid's  size  decreases  to 
  Diminuitive, its bonuses to attack and AC are each 
  +5 instead.
  Superior  reduce  person  counters  and  dispels 
  enlarge person, improved enlarge person, greater 
  enlarge person, and superior enlarge person.
  Superior  reduce  person can be made permanent 
  with a  permanency spell for the SP of a CR 13 
  monster (4,000 XP).
  S'crow Funk
  Transmutation
  Level: Mage 5
  Components: V, S
  Casting Time: 1 standard action
  Range: 15'
  Area: Cone-shaped burst
  Duration: Instantaneous, see text
  Saving Throw: Reflex negates, Fortitude negates, 
  see text
  Spell Resistance: Yes
  You spray a poisonous mutative dust from your 
  hands, causing all creatures who fail their Reflex 
  saves to take 1 point of Dexterity drain (this ability 
  drain is an instantaneous effect).  All creatures who 
  are affected by this Dexterity drain must make a 
  Fortitude save or be transformed into scarecrows 
  for one week per caster level.  Afflicted creatures 
  cannot perform any action involving an attack roll 
  101
  
  (but can still make opposed rolls), take a -4 penalty 
  to Dexterity, move at half speed, and take double 
  damage from fire effects.
  Creatures turned into scarecrows by this spell can 
  have  its  effects  dispelled  by  remove  curse  or 
  polymorph.  This does not cure the Dexterity drain.
  Shadowbeam
  Evocation [Darkness]
  Level: Life/Death 7, Mage 7
  Components: V, S
  Casting Time: 1 standard action
  Range: 60'
  Area: Line from your hand
  Duration: 1  round/level  or  until  all  beams  are 
  exhausted
  Saving Throw: Reflex partial; see text
  Spell Resistance: Yes
  For the duration of this spell, you can use a standard 
  action  to  evoke   a  blinding  beam  of  intense 
  darkness each round.  You can call forth one beam 
  per three caster levels (maximum six beams at 18th 
  level).  This spell ends when its duration runs out or 
  your  allotment  of  beams  is  exhausted.   Each 
  creature in the beam is blinded and takes 4d6 points 
  of damage.  Any creatures without darkvision or 
  low-light vision take double  damage.  A successful 
  Reflex save negates the blindness and reduces the 
  damage by half.
  Shadowburst
  Evocation [Darkness]
  Level: Life/Death 8, Mage 8
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Long (400' + 40'/level)
  Area: 80'-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex partial; see text
  Spell Resistance: Yes
  Shadowburst causes a globe of freezing darkness to 
  explode  silently  from  a  point  you  select.   All 
  creatures in the globe are blinded and take 6d6 
  points of damage.  Creatures without darkvision or 
  low-light vision take double damage.  A successful 
  Reflex save negates the blindness and reduces the 
  damage by half.
  Shadowburst dispels any light spells of lower than 
  9th level within its area.
  Material Component: A piece of moonstone and a 
  velvet cloth.
  Showdown
  Conjuration (Teleportation)
  Level: Mage 4, Royal 4, Spellblade 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25' + 5'/2 levels)
  Target: One willing creature and another creature, 
  neither of which can be larger than Medium-sized
  Duration: 1 round/level; see text
  Saving Throw: Will negates
  Spell Resistance: Yes
  If both targets fail to resist this spell (either with a 
  successful saving throw or spell resistance), they are 
  shunted into a dimensional subspace, as dimension 
  tip.   The  spell  ends  if  either  target  makes  a 
  successful  Wisdom check, but  either  target may 
  choose to forego the check.  If either of the targets 
  falls unconscious or dies, the spell ends.
  When a spellblade  casts  this spell,  he can only 
  target himself as a willing creature.
  Material Component: A handkerchief.
  Sidestep Warp
  Conjuration (Teleportation)
  Level: Mage 2, Defense 3
  Components: V
  Casting Time: 1 immediate action
  Range: Personal
  Duration: Instantaneous
  You  immediately  teleport  yourself  and  your 
  possessions (up to a light load) 5' in any direction. 
  You can cast this spell as an immediate action, 
  quickly enough to react to an emergency.  If there is 
  nothing to support you in the space you enter, you 
  immediately fall.
  You can only perform a single move or standard 
  action in the round after casting this spell.
  Slide
  Transmutation
  Level: Air/Water 1, Mage 1, Royal 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: You  or  one  willing  creature  or  one 
  unattended object (total weight up to 100 lb./level); 
  see text
  Duration: 1 min/level (D)
  Saving Throw: None
  Power Resistance: Yes (harmless, object)
  You,  another  willing  creature,  or  an  unattended 
  object can slide along solid ground as if on smooth 
  ice.  If you cast this spell on yourself or another 
  creature, the target magically retains its equilibrium. 
  The slider's land speed increases by 15 feet.  (This 
  adjustment is treated as an enhancement bonus.)
  102
  
  The target can slide up or down any incline or 
  decline  she  could  normally  walk  upon  without 
  mishap, though skating up an incline reduces the 
  target's  speed  to  normal,  while  skating  down  a 
  decline increases her speed by an additional 15 feet. 
  (This  adjustment  is  treated  as  a  circumstance 
  bonus.)
  If you cast this spell on an object, treat the object as 
  having only one-tenth of its normal weight for the 
  purpose of dragging it along the ground. 
  Material Component: A piece of soap 
  Smite
  Evocation
  Level: Spellblade 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100' + 10'/level)
  Area: 20'-radius burst
  Duration: 1 min./level (D)
  Saving Throw: Will partial (see text)
  Spell Resistance: No; see text
  You draw down holy power to smite your enemies. 
  Only  creatures  with  harmful  intent  or  no  intent 
  against the caster are affected; all creatures friendly 
  to the caster are unaffected.
  The spell deals 1d8 points of damage per two caster 
  levels (maximum 5d8) to each hostile creature in 
  the area (or 1d6 points of damage per caster level, 
  maximum 10d6, to an outsider, Will for ½ damage) 
  and causes it to become blinded for 1 round, slowed 
  for 1d6 rounds, sickened for 1d4 rounds, or dazed 
  for one round at the caster's option (Will negates). 
  A successful Will saving throw reduces damage to 
  half and negates the secondary effect.
  The spell deals only half damage to creatures who 
  are  indifferent  to  the  caster,  and  they  are  not 
  affected  by  the  nondamaging  effect.   Such  a 
  creature can reduce that damage by half (down to 
  one-quarter of the roll) with a successful Will save.
  This  spell  replaces  chaos  hammer,  holy  smite, 
  order's wrath, and unholy smite.
  Soften
  Transmutation
  Level: Mage 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature or object
  Duration: 1 minute/level (D)
  Saving Throw: Fortitude negates (object); see text
  Spell Resistance: Yes
  The target's component structure becomes softer. 
  Against creatures, this imposes a 1d4+1 penalty to 
  the  target's  natural  armor  bonus  to  Defense. 
  Against  objects,  this  reduces  their  hardness  by 
  1d4+1 and the armor bonus to Defense they offer 
  (for a shield or suit of armor) by the same.
  Somaria's Cube
  Conjuration (Creation)
  Level: Mage 1, Earth/Fire 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25' + 5'/2 levels); see text
  Effect: One 5' cube
  Duration: 1 minute/level
  Spell Resistance: Yes (see text)
  Saving Throw: Reflex half (see text)
  You summon a solid 5' cube into the target space. 
  You may specify the color and texture of the cube, 
  and you may choose to have  your  arcane mark 
  appear on any of its surfaces,  but it is otherwise 
  identical to worked stone with hardness 8 and 5 hit 
  points per caster level.  The cube weighs 10,000 
  pounds, or five tons.
  As  a  standard  action,  you  may  make  the  cube 
  silently detonate, dealing 1d6  damage per  caster 
  level to all creatures adjacent to it.  Any creative 
  use of the block to deal damage (usually dropping it 
  on an enemy) cannot deal more damage than this, 
  and the cube is destroyed the instant it deals damage 
  to anything.
  Material Component: A flake of sandstone.
  Somaria's  cube can  be  made  permanent  with  a 
  permanency spell for the SP of a CR 2 monster 
  (500 XP).
  Somaria's Cube Drop
  Conjuration (Creation)
  Level: Mage 3, Earth/Fire 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25' + 5'/2 levels, see text)
  Effect: One 5' cube
  Duration: 1 round (see text)
  Spell Resistance: No
  Saving Throw: Reflex negates (see text)
  You summon a block to fall on a creature or object. 
  The conjured block can be conjured into any point 
  above the spell's range, even if that would put it out 
  of the range of the spell.  The block deals 1d6 
  damage for every 10' it falls, to a maximum of 1d6 
  per 2 caster levels.  If a creature hit by the block 
  fails its Reflex save, it must also make a DC 10 + 
  Int mod (or Wis for a healer) Strength check or be 
  pinned under rubble for the duration, unable to take 
  103
  
  any actions that require movement.
  Somaria's Cube Set
  Level: Mage 3, Earth/Fire 3
  Range: Medium (100' + 10'/level); see text
  Effect: One 5' cube per caster level, to a maximum 
  of 10 (S)
  As  somaria's cube, except as noted here.  Each 
  cube is detonated separately as a standard action. 
  You may conjure cubes on top of each other, as 
  though summoning them one at a time.
  Star Drop, Least
  Conjuration
  Level: Mage 0, Royal 0, Earth/Fire 0
  Components: V, S
  Casting Time: 1 round
  Range: Long (400' + 40'/level)
  Target: One creature
  Duration: Concentration, up to one round/level
  Saving Throw: Reflex negates
  Spell Resistance: No
  You tear  star dust  from the firmament to  crash 
  down on the head of your target.  Each round on 
  your action, the target takes 1 point of bludgeoning 
  and piercing damage as a shard of astral material 
  (glowing  glass  that  becomes  dull  and  worthless 
  sand after one round) falls on him.  The shards are 
  treated  as  magic  weapons  for  the  purpose  of 
  overcoming Damage Reduction, but are affected by 
  Defense normally.
  This spell works indoors and underground.  When 
  cast at night under a clear sky, the target is not 
  allowed a save to negate the damage.
  Star Drop, Lesser
  Conjuration
  Level: Mage 1, Royal 2, Earth/Fire 2
  Components: V, S
  Casting Time: 1 round
  Range: Long (400' + 40'/level)
  Target: One creature
  Duration: Concentration, up to one round/level
  Saving Throw: Reflex negates
  Spell Resistance: No
  You tear star shards from the firmament to crash 
  down on the head of your target.  Each round on 
  your  action,  the  target  takes  1d6  points  of 
  bludgeoning and piercing damage plus 1 point of 
  damage per caster level (to a maximum of 1d6 + 5) 
  as a shard of astral material (glowing glass that 
  becomes dull and worthless sand after one round) 
  falls  on  him.  The  shards  are  treated  as  magic 
  weapons for the purpose of overcoming Damage 
  Reduction, but are affected by Defense normally.
  This spell works indoors and underground.  When 
  cast at night under a clear sky, the target is not 
  allowed a save to negate the damage.
  Star Drop
  Conjuration
  Level: Mage 3, Royal 4, Earth/Fire 4
  Components: V, S
  Casting Time: 1 round
  Range: Long (400' + 40'/level)
  Target: One creature per caster level, no two of 
  which can be more than 30' apart
  Duration: Concentration, up to one round/level
  Saving Throw: Reflex negates
  Spell Resistance: No
  You tear star pieces from the firmament to crash 
  down on the heads of many targets.  Each round on 
  your  action,  each  target  takes  3d6  points  of 
  bludgeoning and piercing damage plus 1 point of 
  damage per caster level (to a maximum of 3d6 + 
  10) as a shard of astral material (glowing glass that 
  becomes dull and worthless sand after one round) 
  falls  on  him.  The  shards  are  treated  as magic 
  weapons for the purpose of overcoming Damage 
  Reduction, but are affected by Defense normally.
  This spell works indoors and underground.  When 
  cast at night under a clear sky, the target is not 
  allowed a save to negate the damage.
  Star Drop, Greater
  Conjuration
  Level: Mage 5, Royal 6, Earth/Fire 6
  Components: V, S
  Casting Time: 1 round
  Range: Long (400' + 40'/level)
  Effect: 60'-radius cylinder
  Duration: Concentration, up to one round/level
  Saving Throw: Reflex negates (see text)
  Spell Resistance: No
  You tear stars from the firmament to crash down on 
  the heads of many targets.  Each round on your 
  action, each target takes 7d6 points of bludgeoning 
  and piercing damage plus 1 point of damage per 
  caster level (to a maximum of 7d6 + 15) as a shard 
  of astral material (glowing glass that becomes dull 
  and worthless sand after one round) falls on him. 
  The shards are treated as magic weapons for the 
  purpose of overcoming Damage Reduction, but are 
  affected by Defense normally.
  This spell works indoors and underground.  When 
  cast at night under a clear sky, the target is not 
  allowed a save to negate the damage.
  104
  
  Star Drop, Greatest
  Conjuration
  Level: Mage 7, Royal 8, Earth/Fire 8
  Components: V, S
  Casting Time: 1 round
  Range: Long (400' + 40'/level)
  Effect: 60'-radius cylinder
  Duration: Concentration, up to one round/level
  Saving Throw: Reflex negates (see text)
  Spell Resistance: No
  You tear ancient stars from the firmament to crash 
  down on the heads of many targets.  Each round on 
  your  action,  each  target  takes  7d6  points  of 
  bludgeoning and piercing damage plus 1 point of 
  damage per caster level (to a maximum of 7d6 + 
  20) as a shard of astral material (glowing glass that 
  becomes dull and worthless sand after one round) 
  falls  on  him.  The  shards  are  treated  as  magic 
  weapons for the purpose of overcoming Damage 
  Reduction, but are affected by Defense normally.
  This spell works indoors and underground.  When 
  cast at night under a clear sky, the target is not 
  allowed a save to negate the damage.
  Star's Rampage
  Evocation
  Level: Mage 8
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal (see text)
  Target: You
  Duration: 1 round/level
  Saving Throw: Will negates (object, see text)
  Spell Resistance: Yes (object, see text)
  Your body brims over with energy, causing you to 
  become a near-invincible being of destruction.  You 
  gain a +4 enhancement bonus to attack rolls, skill 
  checks, saving throws, and armor class.  You also 
  gain 50 temporary hit points, which go away when 
  this spell ends.
  In addition, you gain a natural touch attack dealing 
  1d6 points of damage per two caster levels, to a 
  maximum of  15d6,  though a  Will  saving  throw 
  negates this damage.  You can use this touch attack 
  in place of an attack.  Any creature striking you 
  with an unarmed strike, natural attack, or melee 
  weapon must make a Fortitude save or be stunned 
  for one round.  Both effects allow spell resistance.
  Material Component: A potion of  heroism, which 
  you drink (and whose effects are subsumed by the 
  spell).
  Static Electroshock
  Evocation [Electricity]
  Level: Mage 4, Wind/Water 5
  Components: V, S, M
  Casting Time: 1 round
  Effect: 60' emanation centered on caster
  Duration: Concentration, up to 1 round/level
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You  surround  yourself with a  field  of  powerful 
  electric current.  Each round, all creatures within 
  the  spell's  effect  take  1d6  points  of  electricity 
  damage for every 5' they move within the spell's 
  effect.  This damage is dealt all at once at the end of 
  each creature's turn.  The caster is not affected by 
  this spell.
  Material  Component: A  tuft  of  carpet  and  a 
  doorknob.
  Temporal Static
  Transmutation
  Level: Mage 1, Royal 1, Spellblade 1
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25' + 5'/2 caster levels)
  Target: One creature or object
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  The target of the spell experiences random fractures 
  in its timeline for a few seconds, causing it to reroll 
  its initiative.  If cast on an object that has initiative-
  based effects, its initiative count changes.
  Focus: A broken mirror.
  Temporal Static, Beneficial
  Transmutation
  Level: Mage 2, Royal 2, Spellblade 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25' + 5'/2 caster levels)
  Target: One creature or object
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  The target of the spell experiences a fractured and 
  extended timeline for a few seconds, changing its 
  order in the initiative to be immediately after the 
  caster's,  allowing  it  to  begin  its  next  turn 
  immediately.  If cast on an object that has initiative-
  based effects, its initiative count changes.
  The caster cannot cast this spell on himself.
  Focus: A broken mirror.
  Temporal Static, Detrimental
  Transmutation
  105
  
  Level: Mage 2, Royal 2, Spellblade 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25' + 5'/2 caster levels)
  Target: One creature or object
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  The target of the spell experiences a fractured and 
  compressed timeline for a few seconds, changing its 
  order in the initiative to be immediately before the 
  caster's, effectively delaying its turn.  If cast on an 
  object that has initiative-based effects, its initiative 
  count changes.
  Focus: A broken mirror.
  Time Bank, Lesser
  Transmutation
  Level: Mage 3, Royal 2, Spellblade 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25' + 5'/2 levels)
  Duration: 1 round/caster level
  You "store" a few moments of time in an hourglass 
  for later use while you cast this spell.  You may 
  have one such hourglass in existence at a time.  For 
  the  spell's duration,  the target of the spell  may 
  perform any standard action as a swift action (like 
  casting a quickened spell).  Doing so immediately 
  ends the spell's effect.
  Spellblades may only cast this spell with a range of 
  personal.
  Focus: An empty crystal hourglass worth 100 gp.
  Time Bank
  Transmutation
  Level: Mage 5, Royal 3, Spellblade 3
  Components: V, S, F
  Casting Time: 1 round
  Range: Close (25' + 5'/2 levels)
  Duration: 1 round/caster level
  You "store" a few moments of time in an hourglass 
  for later use while you cast this spell.  You may 
  have one such hourglass in existence at a time.  For 
  the spell's  duration, the target of this spell  may 
  perform a full round's worth of actions as an swift 
  action (like casting a quickened spell).  Doing so 
  immediately ends the spell's effect.
  Spellblades may only cast this spell with a range of 
  personal.
  Focus: An empty crystal hourglass worth 100 gp.
  Time Bank, Greater
  Transmutation
  Level: Mage 6, Royal 4, Spellblade 4
  Components: V, S, F
  Casting Time: 1 round
  Range: Close (25' + 5'/2 caster levels)
  Target: One living creature
  Duration: 1 round/caster level
  You "store" a few moments of time in an hourglass 
  for later use while you cast this spell.  You may 
  have one such hourglass in existence at a time.  For 
  the  spell's  duration,  the  target  of  the  spell  may 
  perform  a  full  round's  worth  of  actions  as  an 
  immediate action (like casting a quickened spell as 
  an out-of-turn action).  Doing so immediately ends 
  the spell's effect.
  Focus: An empty crystal hourglass worth 100 gp.
  Tri-Attack
  Evocation [Cold, Electricity, Fire]
  Level: Mage 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100' + 10'/level)
  Effect: Ranged touch attack
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  You fire a chaotic combination of elemental energy 
  from your fingertips.  This  deals  1d6  points  of 
  damage per caster level (to a maximum of 15d6), 
  one third of which is fire damage, one third is cold 
  damage, and one third is electricity damage.  An 
  affected creature must make a Fortitude save or be 
  paralyzed for  1d4  rounds  and a  Reflex  save  or 
  immediately catch fire (each round,  the creature 
  suffers 1d6 damage and must make a Reflex save 
  against this spell's DC to extinguish the flames, it 
  gains a +4 bonus to the save if it or an ally spends a 
  full-round action trying to extinguish the flames).
  Twilight Arc, Lesser
  Evocation [Light, Darkness]
  Level: Life/Death 1, Mage 1, Royal 1
  Components: V, S
  Casting Time: 1 standard action; see text
  Range: Close (25' + 5'/2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Reflex negates, Fortitude partial
  Spell Resistance: Yes
  You emit a coruscating arc of alternating light and 
  darkness, dealing 1d6 points of damage per caster 
  level (to a maximum of 5d6) and the target must 
  make a Fortitude save or be dazzled (-1 to attack, 
  Search, and Spot) for one round per caster level.
  106
  
  If an ally can cast lesser twilight arc, twilight arc, 
  or greater twilight arc and the target is within range 
  when you cast  this spell,  he may cast it  as  an 
  immediate action to bolster you.  Lesser twilight 
  arc grants a +1 enhancement bonus to your caster 
  level and a +1 enhancement bonus to the save DC. 
  Twilight arc grants a +2 enhancement bonus to your 
  caster level and a +2 enhancement bonus to the save 
  DC.  Greater twilight arc grants a +3 enhancement 
  bonus to your caster level and a +3 enhancement 
  bonus to the save DC.
  Twilight Arc
  Evocation [Light, Darkness]
  Level: Life/Death 3, Mage 3, Royal 3
  Range: Medium (100' + 10'/level)
  Duration: Instantaneous, see text
  Saving Throw: Reflex negates, Fortitude partial
  As  lesser  twilight  arc,  but  the  spell  deals  1d6 
  damage (to a maximum of 10d6) and the target 
  must make a Fortitude save or be blinded for one 
  round per caster level.
  Twilight Arc, Greater
  Evocation [Light, Darkness]
  Level: Life/Death 5, Mage 5, Royal 5
  Range: Long (400' + 40'/level)
  Duration: Instantaneous, see text
  Saving Throw: Reflex negates, Fortitude partial, 
  Will partial
  As  lesser  twilight  arc,  but  the  spell  deals  1d6 
  damage (to a maximum of 15d6), the target must 
  make a Fortitude save or be blinded for one round 
  per caster level, and the target must make a Will 
  save or be stunned for one round.
  Undead Morph
  Necromancy
  Level: Life/Death 7, Mage 7
  Components: V, S, M
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One living, corporeal creature
  Duration: 1 hour/caster level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes 
  The target of the spell becomes undead.  Its type 
  changes to undead, but it retains all of its original 
  traits besides those noted here.
  It loses its Constitution score, and uses its Charisma 
  score for Concentration checks.  It gains darkvision 
  out to 60'.  It  gains immunity to mind-affecting 
  effects, poison, sleep, paralysis, stunning, disease, 
  death effects, critical hits, nonlethal damage, ability 
  drain,  energy  drain,  ability  damage  to  physical 
  ability scores, fatigue, and exhaustion.  It becomes 
  immune to any effect that requires a Fortitude save 
  unless it works on objects or is harmless.  It is not at 
  risk of death from massive damage, but is destroyed 
  if reduced to 0 hit points or lower.  Negative energy 
  heals it and positive energy harms it, though it still 
  is healed by fast healing.  The target does not need 
  to breathe, eat, or sleep for the duration.
  Material  Component: A  bone,  bit  of  skin,  or 
  powder from an undead creature.
  Valor
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Defense  3,  Healer  3,  Mage 3,  Royal 2, 
  Spellblade 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100' + 10'/level)
  Targets: One  willing  living  creature  per  three 
  levels, no two of which may be more than 30' apart
  Duration: Concentration, up to 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  This spell unbalances emotions in the caster's allies 
  to strengthen them.
  Each affected creature gains a +4 morale bonus to 
  Constitution.
  Vigor
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Defense 3, Mage 3, Royal 2, Spellblade 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100' + 10'/level)
  Targets: One  willing  living  creature  per  three 
  levels, no two of which may be more than 30' apart
  Duration: Concentration, up to 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  This spell unbalances emotions in the caster's allies 
  to make them tougher.
  Each affected creature gains a +4 morale bonus to 
  Strength.
  Vim
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Defense 3, Mage 3, Royal 2, Spellblade 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100' + 10'/level)
  Targets: One  willing  living  creature  per  three 
  levels, no two of which may be more than 30' apart
  Duration: Concentration, up to 1 round/level (D)
  107
  
  Saving Throw: None
  Spell Resistance: Yes
  This spell unbalances emotions in the caster's allies 
  to improve their reflexes.
  Each affected creature gains a +4 morale bonus to 
  Dexterity.
  Viro Plasm
  Necromancy
  Level: Mage 6, Plant/Animal 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous; see text
  Saving Throw: Fortitude negates; see text
  Spell Resistance: Yes
  You release a debilitating cocktail of toxins into the 
  target's bloodstream with a successful melee touch 
  attack.  The poison deals 2d6 points of damage to 
  the  target's  Strength,  Dexterity,  Constitution, 
  Intelligence,  Wisdom,  and  Charisma  scores 
  immediately and even if the target succeeds on his 
  first save he takes another 1d6  points of ability 
  drain  to  all  six  ability  scores  one  minute  later 
  (though you do not gain temporary hit points from 
  the effect).
  Material Component: A hornet's stinger.
  Water Morph
  Transmutation [Water]
  Level: Mage 5, Wind/Water 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One living creature
  Duration: 1 hour/caster level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  The target of the spell gains the water subtype, the 
  ability to breathe water, a +8 racial bonus to Swim 
  checks, the ability to take 10 on all Swim checks, a 
  swim speed at double its base land speed, and the 
  ability to use the run action underwater.
  Material Component: A piece of skin, bit of nail, or 
  scale from a creature with the water subtype.
  Zap Cannon
  Evocation [Electricity]
  Level: Mage 9
  Components: V, S, M
  Casting Time: 2 full-round actions
  Range: Long (400' + 40'/level)
  Effect: Line plus spread
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You charge up an insane amount of electricity and 
  release it in a wide beam.  This spell's effect is a 
  line plus a 10'-radius spread from every point on 
  that line.  Affected creatures take 1d6 points of 
  electricity damage per caster level, to a maximum 
  of 25d6.  All creatures damaged by this spell must 
  make a  Fortitude  save  or  be  paralyzed for  2d6 
  rounds.
  You gain immunity to electricity during your action 
  in the round that you finish casting this spell, and 
  can fall 10' without harm.  If this spell's burst effect 
  destroys a barrier, the line effect continues through 
  unimpeded.
  Material Component: A firearm sight.
  108
  
  Chapter 7: Creatures
  This chapter uses the old  stat block for general 
  monster entries and the new stat block for specific 
  monster entries.  Every monster is statted out using 
  the standard statistics block, then at different levels 
  of advancement using the encounter block outlined 
  below.  Each power level is intended for use with 
  level  1-5,  6-10,  11-15,  and  16-20  parties 
  respectively.
  Monsters
  The  following  monsters  from  standard  D&D 
  products fit into the Mario D20 setting with little 
  need  for  change: animals  (all),  animated  object, 
  assassin  vine,  dinosaurs  (all),  dire  animals  (all), 
  giant eagle, elementals (all), funguses (all), ghost, 
  golems (all), kraken, mimic, mummy, oozes (all), 
  giant  owl,  shambling  mound,  shield  guardian, 
  shocker  lizard,  skeleton,  spectre,  swarms  (all), 
  tendriculos,  vampire,  vermin  (all),  will-o'-wisp, 
  winter wolf, worg, zombie.
  Revised Statistics Block
  SIZE TYPE (SUBTYPE)
  Hit Dice: #d## (# hp)
  Magic Dice: #d# (# mp)
  Initiative: +#
  Speed: ##'
  Armor Class: # (BREAKDOWN), touch #, flat-
  footed #
  Defense: #
  Base Attack/Grapple: +#/+#
  Attack: WEAPON +# melee/ranged (DAMAGE)
  Full  Attack: 
  WEAPON  +#  melee/ranged 
  (DAMAGE)
  Space/Reach: #'/#'
  Special Attacks: SPECIAL ATTACKS
  Special Qualities: SPECIAL QUALITIES
  Saves: Fort +#, Ref +#, Will +#
  Abilities: Str # Dex # Con # Int # Wis # Cha #
  Skills: SKILL MODIFIERS
  Feats: FEATS
  Environment: CLIMATE AND TERRAIN
  Organization: CREATURE GROUPS
  Challenge Rating: CR
  Treasure: TREASURE
  Advancement: HD ADVANCEMENT
  Level Adjustment: +#
  Revised Encounter Block
  NAME CR
  RACE CLASS
  SIZE TYPE (SUBTYPE)
  Init +#; Senses VISION, Listen +##, Spot +##
  AC ## (BREAKDOWN), touch ##, flat-footed ##
  Defense ##
  Def Options OPTIONS
  hp ## (## HD) DR ##
  mp ## (## MD) AUGMENT LEVEL
  Immune IMMUNITIES
  Resist RESISTANCES
  Fort +## Ref +## Will +##
  Weakness WEAKNESSES
  Speed ##' (# squares)
  Melee
   
  WEAPON 
  +##/+# 
  (DAMAGE/CRITICAL)
  Ranged
   
  WEAPON 
  +##/+# 
  (DAMAGE/CRITICAL)
  Space #'; Reach #'
  Base Atk +#; Grp +#
  Atk Options OPTIONS
  Special  Actions
   ABILITIES  REQUIRING 
  ACTIONS
  Combat Stances STANCES
  Combat Gear EQUIPMENT
  Spells (CL #):
  2 – ...
  1 – ...
  0 – ...
  Abilities Str ##, Dex ##, Con ##, Int ##, Wis ##, 
  Cha ##
  SA SPECIAL ATTACKS
  SQ SPECIAL QUALITIES
  Talents TALENTS
  Feats FEATS
  Ranks SKILL RANKS
  Skills SKILLS WITH TOTAL MODIFIERS
  Possessions OTHER EQUIPMENT
  ABILITY BREAKDOWNS
  109
  
  Avaromorph
  Small Monstrous Humanoid
  Hit Dice: 2d8-2 (7 hp)
  Magic Dice: 2d4-4 (2 mp)
  Initiative: +5
  Speed: 30'
  Armor Class: 13 (+1 size, +1 class, +1 Dex), touch 
  13, flat-footed 11
  Defense: 0
  Base Attack/Grapple: +2/-1
  Attack: Sting +4 melee (1d6+1 piercing)
  Full Attack: Sting +4 melee (1d6+1 piercing)
  Space/Reach: 5'/5'
  Special Attacks: steal
  Special Qualities: metal scent
  Saves: Fort -1, Ref +4, Will +4
  Abilities: Str 12 Dex 13 Con 8 Int 7 Wis 13 Cha 6
  Skills: Listen +6
  Feats: Improved Initiative
  Environment: Any temperate
  Organization: Solitary, pair, or band (4-10)
  Challenge Rating: 1
  Treasure: Triple coins
  Advancement: By class
  Level Adjustment: -
  Avaromorphs  are  a  diverse  set  of  animal-like 
  monsters sharing a single trait: a love for treasure.
  Spearhead CR 1
  Small Monstrous Humanoid
  Init +5; Senses metal scent, Listen +6, Spot +1
  AC 13 (+1 size, +1 class, +1 Dex), touch 13, flat-
  footed 11
  Defense 0
  hp 7 (2 HD)
  mp 2 (2 MD) 0
  Fort -1 Ref +4 Will +4
  Speed 30' (6 squares)
  Melee sting +4 (1d6+1 piercing)
  Space 5'; Reach 5'
  Base Atk +2; Grp -1
  Special Actions steal
  Abilities Str 12, Dex 13, Con 8, Int 7, Wis 13, Cha 
  6
  Feats Improved Initiative
  Ranks Listen 5
  Skills Listen +6
  Steal (Ex): A spearhead can spend 2 MP and make 
  an opposed grapple check as a full-round action to 
  steal one item in an opponent's container.
  Spearheads are green-skinned creatures with thorny 
  noses  which  they  use  to  defend  themselves. 
  Although  petty  scavengers,  they  greatly treasure 
  valuables.  They almost always fight with superior 
  numbers.
  110
  
  Dangerous Duck CR 8
  Medium Monstrous Humanoid
  Init +3; Senses metal scent, Listen +11, Spot +11
  AC 17 (+3 Dex, +4 class), touch 17, flat-footed 10
  Defense 2
  Def Options counterattack
  hp 20 (8 HD)
  mp 36 (8 MD) 8
  Fort +0 Ref +9 Will +6
  Speed 20' (6 squares), fly 10' (average), swim 30'
  Melee bite +8 (1d4 piercing)
  Ranged  boomerang  +11  (1d3+2  bludgeoning) 
  increment 10'
  Space 5'; Reach 5'
  Base Atk +8; Grp +8
  Atk Options improved trip
  Combat Stances combat expertise
  Combat Gear 3 boomerangs
  Abilities Str 11, Dex 16, Con 7, Int 14, Wis 11, 
  Cha 7
  Talents 
  Mug,
   
  Counterattack,
   
  Improved 
  Counterattack, Deadeye
  Feats 
  Heroic  Monster,  Combat  Expertise, 
  Improved Trip
  Ranks Listen 11, Search 11, Spot 11, Swim 11
  Skills Listen +11, Search +13, Spot +11, Swim +19
  Steal (Ex): A dangerous duck can spend 2 MP and 
  make an  opposed  grapple  check as a full-round 
  action to steal one item in an opponent's container. 
  Before  any  rolls  are  made,  it  can  spend  an 
  additional 2 MP to make a free melee attack against 
  that opponent.
  Counterattack  (Ex): All  attacks  against  a 
  dangerous duck provoke an attack of opportunity 
  from it.
  Improved  Trip: The  dangerous  suck  does  not 
  provoke an attack of opportunity when tripping an 
  opponent,  and  gains  a  +4  bonus  to  opposed 
  Strength checks to trip an opponent.
  Giant Spear Guy CR 13
  Huge Giant (Augmented Monstrous Humanoid)
  Init +2; Senses low-light vision (x8 distance in low 
  light), metal scent (x2 distance), Listen +23, Spot 
  +3
  AC 12 (-2 size, +6 class, -2 Dex), touch 12, flat-
  footed 6
  Defense 9
  hp 86 (17 HD)
  mp 17 (17 MD) 17
  Fort +10 Ref +6 Will +9
  Speed 60' (12 squares)
  Melee longspear +19 (4d6+12 piercing/x3)
  Space 15'; Reach 15' (30' with spear)
  Base Atk +13; Grp +28
  Special Actions steal
  Abilities Str 24, Dex 7, Con 12, Int 7, Wis 13, Cha 
  6
  Feats Improved  Initiative,  Alertness,  Heroic 
  Monster,  Improved  Scent,  Weapon  Focus 
  (longspear), Weapon Specialization (longspear)
  Ranks Listen 20
  Skills Listen +23
  Steal (Ex): A giant spear guy can spend 2 MP and 
  make an  opposed  grapple  check as a  full-round 
  action to steal one item in an opponent's container.
  Improved Scent (Ex): A giant spear guy's scent 
  range is doubled, it gains a +2 bonus to Wisdom 
  checks related to scent, and it can pinpoin unseen 
  metal within 10'.
  Giant spear guys are almost as lazy as they are 
  greedy.   They  don't  bother  with  mugging  or 
  intimidation (though carrying a thirty-foot pointy 
  stick  is  certainly  intimidating),  they  just  take 
  anything from anyone without fanfare and with little 
  struggle.  Any creature bold or reckless enough to 
  protest to this treatment is promptly pinned to the 
  ground with a giant spear and squished.
  111
  
  Thornskull CR 16
  Tiny Undead
  Init +9; Senses blindsight 120', Listen -5, Spot -5
  AC 29 (+2 size, +8 class, +9 Dex), touch 29, flat-
  footed 12
  Defense 6
  Def Options deathspikes
  hp 162 (25 HD) DR 10/magic
  mp 25 (25 MD) 0
  Regeneration 5, damaged by positive energy
  Immune Mind-affecting  effects,  poison,  sleep, 
  paralysis, stunning, disease, death effects, critical 
  hits, nonlethal damage, ability drain, energy drain, 
  physical ability damage, fatigue, any nonharmless 
  effect that requires a Fortitude save or doesn't work 
  on objects
  SR 35
  Fort +8 Ref +17 Will +3
  Speed climb 80' (16 squares)
  Melee bite +10/+5/+0 (1d3-4) plus poison
  Space 2-½'; Reach 0'
  Base Atk +12; Grp +0
  Abilities Str 2, Dex 28, Con -, Int -, Wis 1, Cha 1
  Deathspikes  (Su): Any  creature  who  directly 
  damages a thornskull (such as by hitting it with a 
  weapon  or  affecting it  with a  spell),  suffers  an 
  amount of negative energy damage equal to twice 
  the damage he dealt before damage reduction and 
  defense.
  Poison (Ex): Touch, DC 22 (3d6 Wis/death).
  Boo
  Medium Undead
  Hit Dice: 4d12 (26 hp)
  Magic Dice: 4d1+8 (12 mp)
  Initiative: +3
  Speed: Fly 20' (Perfect)
  Armor Class: 14 (+1 class, +3 Dex), touch 14, flat-
  footed 10
  Defense: 0
  Base Attack/Grapple: +2/+0
  Attack: Slam +0 melee (1d6-2) plus poison
  Full Attack: Slam +0 melee (1d6-2) plus poison
  Space/Reach: 5'/5'
  Special Attacks: Mass haunting, poison
  Special Qualities: Darkvision 60', undead traits, 
  invisibility, DR 5/magic
  Saves: Fort +1, Ref +4, Will +4
  Abilities: Str 6 Dex 16 Con - Int 12 Wis 10 Cha 15
  Skills: Disguise  +9,  Hide  +10,  Intimidate  +13, 
  Listen +7, Move Silently +14
  Feats: Dodge, Peek
  Environment: Any
  Organization: 
  Flock  (3-8),  swarm  (10-40), 
  infestation (50-100), catastrophe (200-500)
  Challenge Rating: CR 3
  Treasure: double coins, standard goods and items
  Advancement: 4-9 (Medium), 10-20 (Large), 21-
  30 (Huge)
  Level Adjustment: +2
  Boos  have  a  +4  racial  bonus  to  Intimidate  and 
  Move Silently checks.
  A boo's tongue has a contact poison (DC 12, 1d6 
  Dex/1d6 Str).  The save DC is Constitution-based.
  Invisibility  (Sp): A boo  can cast invisibility on 
  itself and others as a caster of its Hit Dice.  Due to 
  the Peek feat (most boos take this feat), it may do so 
  as a move action.
  Mass Haunting (Sp): Boos become significantly 
  more powerful when there are more of them.  Based 
  on how many boos are within one mile (including 
  the boo), a boo gains additional spell-like abilities 
  as a caster of its Hit Dice as noted below.  The save 
  DCs for these abilities are Charisma-based.
  Table  7-X:  Mass  Haunting  Spell-like 
  Abilities
  Boos
  Spell-like ability
  10
  Dancing lights (1 MP)
  20
  Ghost sound (1 MP)
  112
  
  Table  7-X:  Mass  Haunting  Spell-like 
  Abilities
  30
  Silent image (3 MP)
  40
  Cause fear (3 MP)
  50
  Hold portal (3 MP)
  60
  Levitate (5 MP)
  70
  Animate objects (13 MP)
  80
  Mirage arcana (11 MP)
  90
  Control weather (15 MP)
  100
  Imprisonment (19 MP)
  Boos are spirits who have been dead for so long 
  that they have lost all semblance of what they were 
  in life.  Boos are perfectly round, it being the most 
  simple shape for them to hold, though they still 
  retain simple eyes, mouths, and arms.
  Boos  are  very mischievous,  loving trouble  most 
  when they're directly responsible for it.  The kinds 
  of  pranks  boos  will  attempt  can  range  from 
  inconvenient to downright dangerous.  Being dead, 
  boos do not put much value on the life of a living 
  soul, but they will go to great lengths to make sure 
  an especially fun creature stays alive.
  Boos prefer hit-and-run tactics in combat.  A boo's 
  tongue is an  effective weapon, and its  saliva is 
  mildly toxic.  In small groups a few boos will attack 
  while  the  rest  use  invisibility to  keep  them 
  concealed, then wait until their targets suffer the full 
  effects of the poison before attacking again.
  As sentient undead, boos can heal normally through 
  rest.
  Boos As Characters
  A boo character uses the following statistics:
  •
  Medium Undead
  •
  20' fly (Perfect)
  •
  +6 Dex, +4 Cha, +2 Int, -4 Str, no Constitution
  •
  4 racial Hit Dice, granting BAB +2, Fort +1, 
  Ref +1, Will +1, 7 * (4 + Int mod skill points), 
  4d12  hit points, and 4d1 magic points (Cha 
  mod), a +1 ability score increase, and one feat
  •
  Natural 1d6 slam attack with poison
  •
  DR 5/magic
  •
  Darkvision 60'
  •
  Mass Haunting
  •
  Invisibility as  a  spell-like  ability,  using  Hit 
  Dice or ½ level as caster level
  •
  +4  racial  bonus  to  Intimidate  and  Move 
  Silently checks
  •
  LA +2
  Boo CR 3
  Medium Undead
  Init +3; Senses darkvision 60', Listen +7, Spot +0
  AC 14 (+1 class, +3 Dex), touch 14, flat-footed 10 
  plus Dodge
  Defense 0
  hp 26 (4 HD) DR 5/magic
  mp 12 (4 MD) 0
  Immune Mind-affecting  effects,  poison,  sleep, 
  paralysis, stunning, disease, death effects, critical 
  hits, nonlethal damage, ability drain, energy drain, 
  physical ability damage, fatigue, any nonharmless 
  effect that requires a Fortitude save or doesn't work 
  on objects
  Fort +1 Ref +4 Will +4
  Weakness Damaged by positive energy, healed by 
  negative energy
  Speed Fly 20' (Perfect) (4 squares)
  Melee slam +0 (1d6-2) plus poison
  Space 5'; Reach 5'
  Base Atk +2; Grp +0
  Special Actions mass haunting
  Combat Gear 1 vial of holy water
  Spells (CL 4):
  Invisibility (5 MP, move action)
  Abilities Str 6, Dex 16, Con -, Int 12, Wis 10, Cha 
  15
  SA Invisibility, mass haunting
  SQ Undead traits
  Feats Dodge, Peek
  Ranks Disguise 7, Hide 7, Intimidate 7, Listen 7, 
  Move Silently 7
  Skills Disguise  +9,  Hide  +10,  Intimidate  +13, 
  Listen +7, Move Silently +14
  Possessions 8,000  sp,  crystal  snow  globe  with 
  ebony mansion inside (450 gp value)
  Poison (Ex): Contact, DC 12, 1d6 Dex/1d6 Str.
  Mass  Haunting  (Sp): Gain  additional  spell-like 
  abilities as noted on the Mass Haunting Spell-Like 
  Abilities table.
  113
  
  Boo Wounder CR 8
  Medium Undead
  Init +4; Senses darkvision 60', Listen +12, Spot +3
  AC 16 (+3 class, +3 Dex), touch 16, flat-footed 10 
  plus Dodge
  Defense 0
  hp 43 (9 HD) DR 5/magic
  mp 54 (9 MD) 5
  Immune Mind-affecting  effects,  poison,  sleep, 
  paralysis, stunning, disease, death effects, critical 
  hits, nonlethal damage, ability drain, energy drain, 
  physical ability damage, fatigue, most effects that 
  require a Fortitude save
  Fort +5 Ref +7 Will +11
  Weakness Damaged by positive energy, healed by 
  negative energy
  Speed Fly 20' (Perfect) (4 squares)
  Melee slam +1 (1d6-3) plus poison
  Space 5'; Reach 5'
  Base Atk +4; Grp +1
  Special Actions mass haunting
  Combat Gear 2 tanglefoot bags, 3 vials of acid, 1 
  vial of holy water
  Spells (CL 5):
  3 – animate dead, inflict serious wounds (DC 16)
  2 – command undead, ghoul touch (DC 15), inflict 
  moderate wounds  (DC 15), invisibility (Spell-like, 
  move action), scare (DC 15), spectral hand
  1 –  cause fear  (DC 14), death knell, inflict light 
  wounds (DC 14)
  0  –  deathwatch,  inflict minor  wounds  (DC  13), 
  virtue
  Abilities Str 4, Dex 20, Con -, Int 12, Wis 17, Cha 
  17
  SA Invisibility, mass haunting
  SQ Undead traits
  Talents Spell Knowledge (Life/Death), Repertoire
  Feats Dodge, Peek, Heighten Spell, Silent Spell, 
  Improved Heighten Spell (2x)
  Ranks Disguise  9.5,  Hide  9.5,  Intimidate  9.5, 
  Listen 9.5, Move Silently 9.5
  Skills Disguise  +12,  Hide  +14,  Intimidate  +16, 
  Listen +12, Move Silently +18
  Possessions 200 pp, +1 alchemical silver dagger, 
  Poison (Ex): Contact, DC 12, 1d6 Dex/1d6 Str.
  Mass  Haunting  (Sp): Gain  additional  spell-like 
  abilities as noted on the Mass Haunting Spell-Like 
  Abilities table.
  Big Boo CR 13
  Large Undead
  Init +4; Senses darkvision 60', Listen +7, Spot +0
  AC 19 (-1 size, +6 class, +4 Dex), touch 19, flat-
  footed 9
  Defense 5
  DR 10/magic
  hp 130 (20 HD)
  mp 40 (20 MD) 0
  Immune Mind-affecting  effects,  poison,  sleep, 
  paralysis, stunning, disease, death effects, critical 
  hits, nonlethal damage, ability drain, energy drain, 
  physical ability damage, fatigue, any nonharmless 
  effect that requires a Fortitude save or doesn't work 
  on objects
  Fort +6 Ref +10 Will +6
  Weakness Damaged by positive energy, healed by 
  negative energy
  Speed Fly 20' (Perfect) (4 squares)
  Melee slam +12 (1d8+3) plus poison
  Space 5'; Reach 5'
  Base Atk +10; Grp +17
  Special Actions mass haunting, swallow whole
  Combat Stances Fright Stance
  Spells (CL 20):
  Invisibility (5 MP, swift action)
  Abilities Str 17, Dex 18, Con -, Int 14, Wis 10, Cha 
  13
  SA Invisibility, mass haunting, swallow whole
  SQ Undead traits
  Feats Improved Grapple, Peek, Fast Peek, Frightful 
  Presence, Heroic Monster, Ability Focus (Poison), 
  Improved Grab
  Ranks Disguise 23, Hide 23, Intimidate 23, Listen 
  23, Move Silently 23
  Skills Disguise  +24,  Hide  +23,  Intimidate  +28, 
  Listen +23, Move Silently +31
  Posessions 1,500 pp, 2,500 gp, 4,000 sp, 10,000 cp
  Poison (Ex): Contact, DC 22, 1d6 Dex/1d6 Str.
  Mass Haunting (Sp): A Big Boo only contributes 
  to mass haunting, it cannot actually use it.
  Swallow Whole (Ex): Swallow a grappled Medium 
  or  smaller  opponent  with  a  successful  opposed 
  grapple check.  Gullet deals 1 damage, 2d6 negative 
  energy, 20 hp, AC 10, Defense 2.
  Fright Stance (Ex): -1 AC, all within 10' level 19 
  or less shaken for 1d6 + 1 rounds (Will DC 21 
  negates)
  114
  
  Cheep-Cheep
  Medium Magical Beast (Aquatic)
  Hit Dice: 1d10+1 (6 hp)
  Magic Dice: 1d12 (6 mp) 0
  Initiative: +1
  Speed: swim 40', fly 40' (Good)
  Armor Class: 13 (+1 class, +2 Dex), touch 13, flat-
  footed 10
  Defense: 1
  Base Attack/Grapple: +1/+0
  Attack: Bite  +0  melee  (1d6-1  bludgeoning and 
  slashing and piercing)
  Full Attack: Bite +0 melee (1d6-1 bludgeoning 
  and slashing and piercing)
  Space/Reach: 5'/5'
  Special Qualities: Low-light vision, create water
  Saves: Fort +4, Ref +5, Will +1
  Abilities: Str 9 Dex 15 Con 12 Int 2 Wis 13 Cha 10
  Skills: Jump +3, Swim +7
  Feats: Jump Attack
  Environment: any aquatic
  Organization: pack (2d4) or school (5d6)
  Challenge Rating: 1
  Treasure: Standard
  Advancement: 1-6 (Medium), 7-12 (Large), 13-21 
  (Huge)
  Level Adjustment: - (+2 for saltwater cheep)
  Cheep-Cheep are aerial predators, leaping to attack 
  landbound prey then diving back beneath the waves 
  before circling for another attack.
  A summoner can swap  out  any monster  on  the 
  summon monster II list for a celestial cheep-cheep.
  Saltwater  cheep  are  more  docile,  and  actually 
  possess a distinct culture and civilization.  Cheep 
  value arts that stimulate the senses, such as gourmet 
  and massage.  Their architecture usually consists of 
  shells of coral decorated with living sea flora.
  Cheep-Cheep As Characters
  A  saltwater  cheep  character  uses  the  following 
  statistics:
  •
  Medium Magical Beast (Aquatic)
  •
  5' speed, 40' swim, 40' fly (Poor)
  •
  +4 Dex, +2 Con, +2 Wis, -2 Str, -2 Int
  •
  1 racial Hit Die, granting BAB +1, Fort +2, Ref 
  +2, Will +0, 4 * (2 + Int mod skill points), 
  1d12 hit points, and 1d10 magic points (Cha 
  mod)
  •
  +1 natural armor bonus to Defense
  •
  Gills  (Ex):  A  saltwater  cheep  can  hold  its 
  breath out of water for a number of hours equal 
  to ½ its Constitution score.
  •
  Low-light vision
  •
  Natural bite attack dealing 1d6 damage
  •
  Create water as a spell-like ability, caster level 
  ½  character  level  or  existing  caster  level, 
  whichever is higher.
  •
  LA +2
  115
  
  Freshwater Cheep CR 1
  Medium Magical Beast (Aquatic)
  Init +1; Senses low-light vision, Listen +1, Spot +1
  AC 13 (+1 class, +2 Dex), touch 13, flat-footed 10
  Defense 1
  hp 6 (1 HD)
  mp 6 (1 MD) 0
  Fort +3 Ref +3 Will +0
  Speed swim 40' (8 squares), fly 40' (Good)
  Melee bite +0 (1d6-1 bludgeoning and slashing and 
  piercing)
  Space 5'; Reach 5'
  Base Atk +1; Grp +0
  Atk Options jump attack
  Spells (CL 1)
  0 - create water
  Abilities Str 9, Dex 15, Con 12, Int 2, Wis 13, Cha 
  10
  SQ Low-light vision
  Feats Jump Attack
  Ranks Jump 4
  Skills Jump +3, Swim +7
  Posessions potion of eagle's splendor
  Jump Attack: When jumping as part of a charge, 
  spend 1 MP to not provoke AoO from enemies 
  other than the target.
  Force of Nature
  Small Elemental (Cold)
  Hit Dice: 3d8-6 (7 hp)
  Magic Dice: 3d8-3 (10 mp)
  Initiative: +1
  Speed: 20'
  Armor Class: 9 (+1 size, +1 class, -3 Dex), touch 
  9, flat-footed 8
  Defense: 3
  Base Attack/Grapple: +2/-6
  Attack: Touch attack +0 melee (3d6 cold)
  Full Attack: Touch attack +0 melee (3d6 cold)
  Space/Reach: 5'/5'
  Special Attacks: spell-like abilities, freeze aura
  Special Qualities: elemental traits, tremorsense 30', 
  slide
  Saves: Fort +1, Ref -2, Will -1
  Abilities: Str 2 Dex 5 Con 7 Int 3 Wis 6 Cha 9
  Skills: Spot +4
  Feats: Improved Initiative, Weapon Focus (melee 
  touch attack)
  Environment: Cold plains
  Organization: Single, pair, or tray (4-10)
  Challenge Rating: 2
  Treasure: Standard
  Advancement: 3-8 (Small), 9-14 (Medium), 15-20 
  (Large), 21-26 (Huge), 27-34 (Gargantuan)
  Level Adjustment: +1
  A  force  of  nature  is  climate  incarnate.   These 
  elemental creatures form spontaneously whenever 
  extreme environments are saturated with magic for 
  long periods of time.  The force of nature given 
  here is a winter elemental.
  A summoner  can  swap out  any monster on  the 
  summon monster III list for a freezy.  A summoner 
  can swap out any monster on the summon monster 
  IX list for a lunar lithite.
  A level 7 spellcaster with the Improved Familiar 
  feat can choose a freezy as a familiar.
  Spell-like Abilities (Sp): A freezy can use ray of 
  frost as a spell-like ability.  The caster level is equal 
  to ½ its Hit Dice, and the save DC is Charisma-
  based.
  Slide (Ex): A freezy has the permanent benefit of a 
  slide effect, as the spell.  It gains a 15' enhancement 
  bonus to its speed, gains a +15' circumstance bonus 
  when moving uphill, and suffers a -15' penalty when 
  moving downhill.
  Freeze Aura (Ex): A freezy radiates an aura of 
  supernatural cold.  On its action, all creatures within 
  116
  
  30' suffer 1d6 points of damage.  Any creature that 
  strikes a freezy with a natural attack or unarmed 
  strike suffers 3d6 damage.
  Freezy CR 2
  Small Elemental (Cold, Native)
  Init +1;  Senses  tremorsense  30',  darkvision  60', 
  Listen -2, Spot +4
  AC 9 (+1 size, +1 class, -3 Dex), touch 9, flat-
  footed 8
  Defense 3
  hp 7 (3 HD)
  mp 10 (3 MD) 0
  Immune cold,  poison, sleep,  paralysis, stunning, 
  critical hits, flanking
  Fort +1 Ref -2 Will -1
  Weakness fire
  Speed 20' (4 squares) plus slide (35', 20' uphill, 50' 
  downhill)
  Melee touch +0 (3d6 cold)
  Ranged touch +0
  Space 5'; Reach 5'
  Base Atk +2; Grp -6
  Spell-like Abilities (CL 1):
  ray of frost (1 MP)
  Abilities Str 2, Dex 5, Con 7, Int 3, Wis 6, Cha 9
  SA freeze aura
  Feats Improved Initiative, Weapon Focus (melee 
  touch attack)
  Ranks Spot 6
  Skills Spot +4
  Slide (Ex): A freezy has the permanent benefit of a 
  slide effect, as the spell.
  Freeze Aura (Ex): A freezy radiates an aura of 
  supernatural cold.  On its action, all creatures within 
  30' suffer 1d6 points of damage.  Any creature that 
  strikes a freezy with a natural attack or unarmed 
  strike suffers 3d6 damage.
  117
  
  Lunar Lithite CR 7
  Large Elemental (Earth, Native)
  Init +2; Senses darkvision 60', Listen +9, Spot +9
  AC 14 (-1 size, +3 class, +2 Dex), touch 14, flat-
  footed 9
  Defense 8
  hp 66 (7 HD) DR 5/magic
  mp 52 (7 MD) 0
  Immune poison, sleep, paralysis, stunning, critical 
  hits, flanking
  Resist cold 10, fire 10
  SR 18
  Fort +10 Ref +4 Will +1
  Weakness sonic
  Speed Fly 30' (Perfect)
  Melee slam +3 (1d8-1 bludgeoning)
  Ranged touch +6
  Space 10'; Reach 5'
  Base Atk +5; Grp +8
  Spells  (CL 7, as Mage; Enchantment, Evocation, 
  Illusion, Necromancy):
  4 – aurora flash (DC 17), confusion (DC 17)
  3 – deep slumber  (DC 16), flutter hush  (DC 16), 
  ray of exhaustion (DC 16), twilight arc (DC 16)
  2  – darkness,  glitterdust (DC  15),  invisibility, 
  minor image (DC 15)
  1 – charm person (DC 14), color spray (DC 14), 
  lesser twilight arc (DC 14), sleep (DC 14)
  0 – dancing lights, light, lullaby (DC 13)
  Abilities Str 9, Dex 14, Con 21, Int 17, Wis 9, Cha 
  6
  Feats Heighten Spell (3x)
  Ranks Concentration 10, Listen 10, Move Silently 
  10, Spellcraft 10, Spot 10
  Skills Concentration +15, Listen +9, Move Silently 
  +12, Spellcraft +13, Spot +9
  Tweester CR 12
  Gargantuan Elemental (Air, Native)
  Init +7; Senses darkvision 60', Listen -1, Spot +22
  AC 26 (-4 size, +8 class, +7 Dex, +5 deflection), 
  touch 26, flat-footed 11
  Defense 10
  hp 105 (16 HD) DR 10/magic
  mp 73 80 (16 MD) 0
  Immune poison, sleep, paralysis, stunning, critical 
  hits, flanking
  Resist acid 10, cold 10, electricity 10, fire 10, sonic 
  10
  Def Options elemental storm
  Fort +7 Ref +17 Will +4
  Speed fly 100' (Clumsy)
  Melee slam +11/+6/+1 (2d10+3 bludgeoning plus 
  elemental storm)
  Space 20'; Reach 15'
  Base Atk +12; Grp +27
  Special Actions swift strike
  Spell-like Abilities (CL 8):
  gust of wind (5 MP, DC 17)
  Abilities Str 17, Dex 24, Con 14, Int 3, Wis 8, Cha 
  21
  SA whirlwind
  Feats Improved  Initiative,  Lightning  Reflexes, 
  Dodge,  Mobility,  Spring  Attack,  Swift  Strike, 
  Power Attack
  Ranks Spot 23
  Skills Spot +22
  Swift Strike (Su): A tweester may spend 9 MP to 
  make a single attack as an immediate action.  It can 
  only take a single move action on its next action 
  after doing so.
  Elemental Storm (Su): If a tweester suffers acid, 
  cold, electricity, fire, or sonic damage, even if it is 
  negated by its energy resistance, its slam attack and 
  whirlwind ability deal an extra 1d6 damage of that 
  energy type for 1 round.  If a tweester is affected by 
  multiple energy types, it deals an extra 1d6 damage 
  for each energy type.
  Power Attack: A tweester can take up to a -12 
  penalty to attack rolls, and add the same amount to 
  damage rolls.
  Whirlwind (Ex): A tweester's movement does not 
  provoke attacks of opportunity, even if it enters a 
  space another creature occupies.  Any creature that 
  touches or enters the whirlwind (on its own or if the 
  tweester moves over it) must make a DC 21 Reflex 
  save or suffer 2d10 points of damage.  Creatures of 
  118
  
  Huge size or smaller must also succeed on a second 
  Reflex save or be picked up and held suspended by 
  the  tweester,  automatically  taking  damage  each 
  round.  The save DC is Strength-based.
  A creature that can fly is allowed a Reflex save each 
  round to escape.  The creature still takes damage, 
  but can leave if the save is successful.
  Creatures  trapped  by  the  tweester  cannot  move 
  except to go where the tweester carries them or to 
  escape the whirlwind.
  Creatures caught by the tweester can otherwise act 
  normally,  but  must  succeed  on  a  Concentration 
  check  (DC  15  +  spell  level)  to  cast  a  spell. 
  Creatures caught in the tweester take a -4 penalty to 
  Dexterity and a -2 penalty on attack rolls.  The 
  tweester can only have as many creatures trapped 
  inside itself at one time as will fit inside its volume.
  The  tweester  can  eject  any  carried  creature 
  whenever it wishes, depositing them wherever it 
  happens to be.
  Solar Plasma CR 17
  Huge Elemental (Fire, Native)
  Init +2; Senses darkvision 60', Listen -2, Spot +28
  AC 30 (-2 size, -2 Dex, +15 class, +9 deflection), 
  touch 30, flat-footed 15
  Defense 8
  hp 225 (30 HD) DR 15/magic
  mp 405 (30 MD) 0
  Immune fire,  poison,  sleep,  paralysis,  stunning, 
  critical hits, flanking
  SR 35
  Fort +13 Ref +15 Will +8
  Weakness cold
  Speed fly 20' (Perfect)
  Melee slam +27 (1d10+7 bludgeoning and slashing 
  + 3d6 fire)
  Ranged touch +20
  Space 15'; Reach 10'
  Base Atk +22; Grp +37
  Spell-like Abilities (CL 20):
  meteor swarm (19 MP, DC 30)
  sunburst (17 MP, DC 29), empowered 3/day
  sunbeam (15 MP, DC 28)
  antilife shell (13 MP)
  wall of fire (11 MP, DC 26), quickened 3/day
  flame strike (9 MP, DC 25), quickened 3/day
  command plants (9 MP, DC 23)
  heat metal (5 MP, DC 21), quickened 3/day
  Abilities Str 24, Dex 6, Con 17, Int 3, Wis 3, Cha 
  28
  SA burning aura
  Feats Improved  Initiative,  Alertness,  Quicken 
  Spell-like Ability (heat metal), Ability Focus (flame 
  strike),  Ability  Focus  (sunburst),  Ability  Focus 
  (wall of fire), Ability Focus (sunbeam), Empower 
  Spell-like  Ability  (sunburst),  Quicken  Spell-like 
  Ability (wall of fire), Ability Focus (meteor swarm), 
  Quicken Spell-like Ability (flame strike)
  Ranks Spot 30
  Skills Spot +28
  Burning Aura (Ex): All creatures within 60' of a 
  solar plasma suffer 5d6 fire damage each round on 
  its action.  In addition, all creatures and objects in 
  the effect must make a Reflex save (DC 34) or catch 
  fire.  The solar plasma can suppress this effect as a 
  free action.
  119
  
  Fuzzy
  Tiny Vermin
  Hit Dice: 2d8+2 (11 hp)
  Magic Dice: 2d1-2 (2 mp)
  Initiative: +1
  Speed: 20'
  Armor Class: 15 (+2 size, +2 class, +1 Dex), touch 
  15, flat-footed 12
  Defense: 1
  Base Attack/Grapple: +1/+1
  Attack: sting +4 melee (1d2-4 piercing)
  Full Attack: sting +4 melee (1d2-4 piercing)
  Space/Reach: 2-½'/0'
  Special Attacks: Attach, blood drain
  Special Qualities: Darkvision 60', light sensitivity
  Saves: Fort +4, Ref +1, Will -1
  Abilities: Str 3, Dex 12, Con 13, Int 3, Wis 9, Cha 
  11
  Skills: Hide +9*, Jump +9, Swim +4
  Feats: Weapon Finesse
  Environment: Underground
  Organization: pack (2-8) or swarm (20-200)
  Challenge Rating: 2
  Treasure: None
  Advancement: 2-8 (Tiny), 9-20 (Small)
  Level Adjustment: +1
  Fuzzys have a +8 racial bonus to Jump and Swim 
  checks.
  *Fuzzys have a +8 racial bonus to Hide checks 
  against stone and dirt due to their natural coloration.
  Fuzzys  are  vicious  bloodsucking  parasites  that 
  inhabit wet and dark places.  Most fuzzys resemble 
  balls of greasy hair with a few sharp protrusions. 
  Fuzzys  travel  in  groups,  though  their  social 
  relationships are indifferent at best.  They naturally 
  prey upon small insects, but blood is like a sugar-
  loaded beverage to them.  Fuzzys typically attack 
  and kill fish when they can get them, but they will 
  swarm any warm-blooded creatures that they can 
  find.
  Light  Sensitivity  (Ex): Fuzzys  are  dazzled  in 
  sunlight or other bright light, taking a -1 penalty to 
  attack rolls, Search checks, and Spot checks.
  Attach (Ex): If a fuzzy hits with a sting attack, it 
  uses suction  to  latch  onto  the  opponent’s body, 
  regardless of whether it deals damage.  An attached 
  fuzzy is effectively grappling its prey, and may deal 
  automatic  sting  damage  as  a  full-round  action, 
  ignoring defense.  The fuzzy loses its Dexterity 
  bonus to AC and has an AC of 12, but holds on with 
  great tenacity.  Fuzzys have a +12 racial bonus on 
  grapple checks.  An attached fuzzy can be struck 
  with a weapon or grappled itself.  To remove an 
  attached  fuzzy  through  grappling,  the  opponent 
  must achieve a pin against the fuzzy.
  Blood Drain (Ex): A fuzzy drains blood, dealing 
  1d4  points  of Constitution  damage each  time it 
  deals sting damage.  For every point of Constitution 
  lost in this manner, the fuzzy gains 5 temporary hit 
  points.
  Fuzzys can only take so much blood.  Fuzzys that 
  deal more Constitution damage than their Hit Dice 
  within  one  minute  become  gorged  (effectively 
  sickened,  -2  penalty  to  all  attack  rolls,  weapon 
  damage  rolls,  saving  throws,  skill  checks,  and 
  ability checks) for 1 hour.  A gorged fuzzy may 
  continue to  feed  without  further penalty, though 
  most will break off from a fight after becoming 
  gorged.
  120
  
  Fuzzy CR 2
  Tiny Vermin
  Init +1; Senses darkvision 60', Listen -1, Spot -1
  AC 15 (+2 size, +2 class, +1 Dex), touch 15, flat-
  footed 12
  Defense 1
  hp 11 (2 HD)
  mp 2 (2 MD) 0
  Fort +4 Ref +1 Will -1
  Speed 20' (4 squares)
  Melee sting +4 (1d2-4)
  Space 2-½'; Reach 0'
  Base Atk +1; Grp +1
  Abilities Str 3, Dex 12, Con 13, Int 3, Wis 9, Cha 
  11
  SA blood drain, attach
  SQ Darkvision 60', light sensitivity
  Feats Weapon Finesse
  Ranks Jump 5
  +8 racial bonus to Jump and Swim checks
  +8 racial bonus to Hide checks against stone and 
  dirt (not factored below)
  Skills Hide +9, Jump +9, Swim +4
  Attach (Ex): If a fuzzy hits with a sting attack, it 
  latches onto its opponent even if it doesn't deal 
  damage.  An attached fuzzy is considered to be 
  grappling and deals automatic sting damage as a 
  full-round action, ignoring defense.  The fuzzy is 
  flat-footed while doing so.  An attached fuzzy can 
  be struck with a weapon or grappled itself.  To 
  remove an attached fuzzy through grappling, the 
  opponent must achieve a pin.
  Blood Drain (Ex): A fuzzy's sting attack deals 1d4 
  points of Constitution damage each time it deals 
  damage.  For every point of Constitution lost in this 
  manner, the fuzzy gains 5 temporary hit points.
  Fuzzys that deal more Constitution damage than 
  their Hit Dice within one minute become gorged 
  (effectively sickened, -2 penalty to all attack rolls, 
  weapon damage rolls, saving throws, skill checks, 
  and ability checks) for 1 hour.  A gorged fuzzy may 
  continue to  feed  without  further  penalty, though 
  most will break off after gorging.
  Pink Fuzzy CR 7
  Small Vermin
  Init +2; Senses darkvision 60', Listen +1, Spot +1
  AC 19 (+1 size, +6 class, +2 Dex), touch 19, flat-
  footed 11
  Defense 5
  hp 55 (10 HD)
  mp 0 (special) 10
  SR 20
  Fort +8 Ref +5 Will +4
  Speed 20' (4 squares)
  Melee sting +10/+5 (1d2-2)
  Space 5'; Reach 5'
  Base Atk +7; Grp +13
  Special Actions attach, magic drain
  Spells (CL 10)
  3  –  cure  moderate  wounds,  fireball  (DC  16), 
  lightning bolt (DC 16)
  Abilities Str 7, Dex 14, Con 13, Int 5, Wis 13, Cha 
  17
  SA magic drain, attach
  SQ darkvision 60', light sensitivity
  Feats Weapon Finesse, Heroic Monster, Still Spell, 
  Quicken Spell
  Ranks Jump 13
  +8 racial bonus to Jump and Swim checks
  +8 racial bonus to Hide checks against stone and 
  dirt (not factored below)
  Skills Hide +6, Jump +19, Swim +6
  Attach (Ex): If a fuzzy hits with a sting attack, it 
  latches onto its opponent even if it doesn't deal 
  damage.  An attached fuzzy is considered to be 
  grappling and deals automatic sting damage as a 
  full-round action, ignoring defense.  The fuzzy is 
  flat-footed while doing so.  An attached fuzzy can 
  be struck with a weapon or grappled itself.  To 
  remove an attached fuzzy through grappling, the 
  opponent must achieve a pin.
  Magic  Drain  (Ex): A pink  fuzzy's sting  attack 
  works differently than most.  If the pink fuzzy's 
  opponent has MP, he instead takes no damage and 
  loses 3d6 MP (no save), and the pink fuzzy gains an 
  equal amount of temporary MP.
  Pink fuzzys do not become gorged..
  121
  
  Green Fuzzy CR 12
  Small Vermin
  Init +2; Senses darkvision 60', Listen -1, Spot -1
  AC 21 (+1 size, +8 class, +2 Dex), touch 21, flat-
  footed 11
  Defense 7
  hp 112 (15 HD)
  mp 15 (15 MD) 0
  Fort +12 Ref +7 Will +4
  Speed 30' (6 squares), climb 20'
  Melee sting +13 (1d2-1) plus poison
  Space 5'; Reach 5'
  Base Atk +12; Grp +19
  Atk Options jump attack
  Special Actions attach, blood drain
  Abilities Str 9, Dex 14, Con 17, Int 3, Wis 9, Cha 
  11
  SA Blood drain, attach
  SQ Darkvision 60', light sensitivity, split
  Feats Weapon Finesse, Improved Grapple, Jump 
  Attack,  Improved  Jump  Attack,  Greater  Jump 
  Attack
  Ranks Jump 18
  +8 racial bonus to Jump and Swim checks
  +8 racial bonus to Hide checks against stone and 
  dirt (not factored below)
  Skills Hide +6, Jump +25, Swim +7
  Poison  (Ex): Contact,  exposure  each  round  in 
  grapple on fuzzy's turn, 1d6 Dex/paralysis for 1d4 
  hours.  Save DC 20, Constitution-based.
  Split (Ex): When a green fuzzy takes damage, it 
  divides into two identical fuzzys, each with half of 
  the original's remaining hit points (round down).
  Attach (Ex): If a fuzzy hits with a sting attack, it 
  latches onto its opponent even if it doesn't deal 
  damage.  An attached fuzzy is considered to be 
  grappling and deals automatic sting damage as a 
  full-round action, ignoring defense.  The fuzzy is 
  flat-footed while doing so.  An attached fuzzy can 
  be struck with a weapon or grappled itself.  To 
  remove an attached fuzzy through grappling, the 
  opponent must achieve a pin.
  Blood Drain (Ex): A fuzzy's sting attack deals 1d4 
  points of Constitution damage each time it deals 
  damage.  For every point of Constitution lost in this 
  manner, the fuzzy gains  5  temporary hit points. 
  Green fuzzys do not become gorged.
  Jump Attack: When jumping as part of a charge, 
  spend 1 MP to not provoke AoO from enemies 
  other than the target.  When using jump attack, 
  spend 2 MP to deal an extra 2d8 damage on a 
  successful hit.
  122
  
  Goomba
  Small Humanoid (Fungus)
  Hit Dice: 1d8 (4 hp)
  Magic Dice: 1d1 (1 mp)
  Initiative: -1
  Speed: 20'
  Armor Class: 10 (+1 size, -1 Dex), touch 10, flat-
  footed 10
  Defense: 0
  Base Attack/Grapple: +1/-1
  Attack: bite  +3  melee  (1d4+1  bludgeoning, 
  piercing, and slashing)
  Full Attack: bite +3 melee (1d4+1 bludgeoning, 
  piercing, and slashing)
  Space/Reach: 5'/5'
  Special Attacks: -
  Special Qualities: darkvision 60', goomba racial 
  traits (see Races chapter)
  Saves: Fort +2, Ref -1, Will +0
  Abilities: Str 13 Dex 8 Con 11 Int 10 Wis 11 Cha 
  10
  Skills: Jump +5, Survival +4
  Feats: Jump Attack
  Environment: any underground or any temperate
  Organization: pair, squad (1d6+1), or troop (3d6)
  Challenge Rating: ½
  Treasure: Standard
  Advancement: By class
  Level Adjustment: +0
  Goomba Racial Traits (Ex): Goombas have a +4 
  racial bonus to saves to resist poison and a +2 racial 
  bonus to Survival or Knowledge (Nature) checks 
  made to identify mushrooms.
  Goomba Grunt CR ½
  Goomba Ordinary Basher 1
  Small Humanoid (Fungus)
  Init +0; Senses darkvision 60', Listen -1, Spot -1
  AC 11 (+1 size), touch 11, flat-footed 11
  Defense 0
  hp 10 (1 HD)
  mp 2 (1 MD) 1
  Fort +4 Ref +0 Will -1
  +4 racial bonus to saves versus poison
  Speed 20' (4 squares)
  Melee Bite  +5 (1d4+3 bludgeoning and piercing 
  and slashing)
  Space 5'; Reach 5'
  Base Atk +1; Grp +0
  Atk Options jump attack
  Abilities Str 17 Dex 11 Con 14 Int 10 Wis 8 Cha 
  12
  Feats Jump Attack
  Ranks Jump 4, Survival 4
  Skills Jump +7, Survival +3
  Possessions Mushroom
  Jump Attack: When jumping as part of a charge, 
  spend 1 MP to not provoke AoO from enemies 
  other than the target.
  Goombas  are  a  degenerate  offshoot  of 
  mushroomfolk.   Compared  to  mushroomfolk, 
  goombas have more of their body on their cap, a 
  large  toothy  maw,  brown  wrinkled  skin,  and  a 
  natural musty odor.
  Although  civilized  goombas  are  peacable  and 
  dedicated, a notable number of goombas take up 
  petty banditry.  Also, goombas have a long and 
  illustrious  history  as  bread-and-butter  units  in 
  armies.   Goombas  never  fight  alone,  even  if  it 
  means banding with non-goombas.
  Goombas tend to forego strategy for brute force. 
  Goombas are ruthless fighters in melee, and fight 
  without care for wounds or pain.  Combat with 
  goombas always starts with a charge against the 
  nearest character, and quickly progresses to a flank 
  to cut off retreat.
  123
  
  Gloomba CR 5
  Goomba Bandit 5
  Small Humanoid (Fungus)
  Init +6; Senses darkvision 60', Listen +7, Spot +7
  AC 17 (+2 Dex, +3 class, +1 armor, +1 size), touch 
  16, flat-footed 12
  Defense 3
  hp 25 (5 HD)
  mp 25 (5 MD) 10
  Fort +2 Ref +6 Will +0
  +4 racial bonus to saves versus poison
  Speed 20' (4 squares)
  Melee bite  +5 (1d4+2 bludgeoning and piercing 
  and slashing)
  Ranged dagger +6 (1d3+2 piercing or slashing/19-
  20) 10'
  Space 5'; Reach 5'
  Base Atk +3; Grp +1
  Special Actions steal
  Combat Stances evasion stance, armor pierce
  Combat Gear 2 bags of caltrops, 5 mwk daggers, 
  +1 studded leather armor
  Abilities  Str 14, Dex 14, Con 13, Int 12, Wis 8, 
  Cha 10
  Talents Steal, Evasion Stance, Uncanny Dodge
  Feats Light Armor Proficiency, Improved Initiative, 
  Armor Pierce, Thrill Seeker
  Ranks  Bluff  8,  Hide  8,  Jump  8,  Knowledge 
  (Dungeoneering)  8,  Listen  8,  Move  Silently  8, 
  Search 8, Sense Motive 8, Spot 8
  Skills Bluff +8, Hide +10, Jump +10, Knowledge 
  (Dungeoneering) +9, Listen +7, Move Silently +10, 
  Search +9, Sense Motive +7, Spot +7
  Steal (Ex): A gloomba can spend 2 MP and make 
  an opposed grapple check as a full-round action to 
  steal one item in an opponent's container.
  Evasion Stance: A gloomba can take no damage on 
  successful Reflex saves for half damage, and cannot 
  be flanked.
  Armor Pierce: A gloomba can suffer up to a -3 
  penalty to attack rolls to ignore the same amount of 
  Defense for one round.
  Hyper Goomba CR 10
  Hyper Goomba Basher 8
  Small Humanoid (Fungus)
  Init +0; Senses darkvision 60', Listen -1, Spot -1
  AC 17 (+1 size, +5 class, + 1 armor), touch 16, flat-
  footed 12
  Defense 2
  hp 39 (8 HD)
  mp 16 (8 MD) 8
  Fort +8 Ref +0 Will -1
  +4 racial bonus to saves versus poison
  Speed 20' (4 squares)
  Melee  bite  +15/+10  (1d4+16  bludgeoning  and 
  piercing and slashing)
  Melee  vigor bite  +17/+12  (1d4+18  bludgeoning 
  and piercing and slashing)
  Melee skullnail +16/+11 (1d6+21 bludgeoning and 
  piercing/19-20)
  Melee  vigor  skullnail
   +18/+13  (1d6+24 
  bludgeoning and piercing/19-20)
  Space 5'; Reach 5'
  Base Atk +6; Grp +10
  Vigor grapple +12
  Atk Options jump attack
  Special Actions vigor up
  Combat Stances power attack
  Combat  Gear +1  goomba  skullnail,  +1  leather 
  armor
  Abilities Str 27 Dex 11 Con 10 Int 10 Wis 8 Cha 
  12
  Talents Vigor Up (10), Smite (4x)
  SQ 
  Feats  Great  Fortitude,  Jump  Attack,  Improved 
  Jump Attack, Power Attack, Endurance, Diehard, 
  Martial Weapon Proficiency (skullnail), Skill Focus 
  (Jump)
  Ranks Jump 11, Survival 11
  Skills Jump +22, Survival +10
  Power Attack: A hyper goomba can take up to a -8 
  penalty to attack rolls, and add the same amount to 
  damage rolls.  The damage bonus is doubled for 
  attacks with twohanded weapons, specifically the 
  hyper goomba's skullnail.
  Vigor Up: As a swift action, a hyper goomba can 
  spend 2 MP to modify its abilities as noted above. 
  This lasts for 3 rounds plus an additional round per 
  MP spent, to a maximum of 13 rounds.
  Diehard:  Hyper goombas can still act as though 
  124
  
  staggered when reduced below 0 hit points.
  Jump Attack: When jumping as part of a charge, 
  spend 1 MP to not provoke AoO from enemies 
  other than the target.  When using jump attack, 
  spend 1 MP to deal an extra 1d8 damage on a 
  successful hit.
  Hyper  goombas  are  reckless  berserkers,  rushing 
  head-first into combat.  It is theorized that this is a 
  typical adaptation to environments with predators 
  that eat any sort of fungal humanoids, but many 
  notable  mushroomfolk  scholars  have  discredited 
  this theory.
  Goomba Knight CR 15
  Startouched Goomba Basher 2/Soldier 5/Royal 7
  Small Humanoid (Fungus)
  Init +1; Senses darkvision 60', Listen +12, Spot +7
  AC 20 (+1 size, +2 armor, -3 Dex, +5 class, +5 
  shield), touch 13, flat-footed 10
  Defense 8
  Def Options timed block
  Resist fire and negative energy 13
  hp 175 (14 HD)
  mp 40 (14 MD) 14
  Fort +20 Ref +3 Will +9
  +4 racial bonus to saves versus poison
  Space 5'; Reach 5'
  Base Atk +10; Grp +3
  Speed 15' (3 squares)
  Melee  skullnail 
  +11/+6  (2d6+4  nonlethal 
  bludgeoning and piercing/19-20)
  Combat  Stances combat  expertise,  offensive 
  inspirational stance
  Special Actions sporebite
  Spells (CL 7)
  2 – cure moderate wounds, heroism, valor
  1 – alarm, cure light wounds, unseen servant
  0 – message
  Abilities Str 13 Dex 4 Con 26 Int 8 Wis 10 Cha 12
  Talents Martial Weapons Training, Timed Block, 
  Resistance (negative energy, fire), Armored Caster, 
  Improved  Armored  Caster,  Greater  Armored 
  Caster, Offensive Inspirational Stance
  Feats Improved Initiative, Jump Attack, Improved 
  Jump Attack, Medium Armor Proficiency, Heavy 
  Armor  Proficiency,  Shield  Proficiency,  Tower 
  Shield  Proficiency,  Combat  Expertise,  Improved 
  Disarm, Weapon Focus (Skullnail), Sporebite
  Ranks Concentration 7, Heal 12, Jump 17, Listen 
  12, Spot 7
  Skills Concentration  +15  (+19  for  defensive 
  casting), Heal +12, Jump +18, Listen +12, Spot +7
  Possessions +3 merciful goomba skullnail, +2 full 
  plate, +1 tower shield
  Combat Expertise: A goomba knight can take up 
  to a -5 penalty to attack rolls and add the same to 
  his AC for one round.
  Offensive Inspirational Stance: A goomba knight 
  can take up to a -10 penalty to damage rolls and 
  grant all allies within 30' an equal morale bonus to 
  damage rolls.
  125
  
  Timed Block: A goomba knight can spend 1 MP to 
  make  a  weapon  attack  roll  in  place  of  his  AC 
  against one attack.
  Sporebite: A goomba knight can spend 2 MP as 
  full-round action to release an inhaled poison into 
  all adjacent spaces (DC 25, 1d6 Con/1d6 Con).
  Jump Attack: When jumping as part of a charge, 
  spend 1 MP to not provoke AoO from enemies 
  other than the target.  When using jump attack, 
  spend 1 MP to deal an extra 1d8 damage on a 
  successful hit.
  Koopa
  Medium Humanoid (Reptilian)
  Hit Dice: 1d10 (9 hp)
  Magic Dice: 1d1 (1 mp)
  Initiative: -1
  Speed: 20'
  Armor Class: 9 (-1 Dex), touch 9, flat-footed 9
  Defense: 2
  Base Attack/Grapple: +0/+1
  Attack: slam +1 melee (1d4 bludgeoning)
  Full Attack: slam +1 melee (1d4 bludgeoning)
  Space/Reach: 5'/5'
  Special Attacks: -
  Special  Qualities: tuck,  koopa  racial  traits  (see 
  Races chapter), acid resistance 5, light fortification
  Saves: Fort +2, Ref -1, Will +0
  Abilities: Str 11 Dex 8 Con 13 Int 10 Wis 11 Cha 
  10
  Skills: Climb +6, Jump +6, Listen +4, Spot +4
  Feats: Toughness
  Environment: any temperate
  Organization: pair, squad (1d6+1), or troop (3d6)
  Challenge Rating: ½
  Treasure: Standard
  Advancement: By class
  Level Adjustment: +0
  Koopa Racial Traits (Ex): Koopas do not suffer 
  any reduction in speed for carrying a medium or 
  heavy load.   Koopas have a +2 racial bonus to 
  Climb and Jump checks.
  Tuck (Ex): A Koopa may tuck his head, arms, and 
  legs  into  his  shell  as  a  move  action  without 
  provoking an attack of opportunity.  However, this 
  causes the Koopa to fall prone (unless he already 
  was prone).  This grants total concealment (50% 
  miss chance) and cover (+4 cover bonus to AC and 
  Reflex  saves).   A  Koopa  can  remain  tucked 
  indefinitely.  While tucked, a Koopa can take no 
  actions involving movement other than rising from 
  prone.  A Koopa retains his Tuck bonuses while 
  standing  up  (specifically  against  attacks  of 
  opportunity incurred), but not after.
  Though the average Koopa mentality is to avoid 
  fighting at all costs, Koopas who defend themselves 
  trust their natural defenses.  They prefer to fight 
  defensively, and try to avoid blows and strike when 
  their opponents are tired out.
  126
  
  Koopa Troopa CR 1
  Koopa Soldier Ordinary 2
  Medium Humanoid (Reptilian)
  Init -2; Senses Listen +6, Spot +6
  AC 9 (+1 class, -2 Dex), touch 9, flat-footed 8
  Medium Fortification
  Defense 4
  hp 21 (2 HD)
  mp 4 (2 MD) 2
  Resist Acid 5
  Fort +3 Ref +0 Will +1
  Speed 20' (4 squares)
  Melee Slam +3 (1d4+2 bludgeoning)
  Space 5'; Reach 5'
  Base Atk +1; Grp +3
  Special Actions tuck
  Abilities  Str 14, Dex 6, Con 17, Int 12, Wis 13, 
  Cha 10
  Feats Light Shell
  Ranks  Climb  5,  Jump  5,  Listen  5,  Profession 
  (Mercenary) 5, Spot 5
  Skills  Climb +7, Jump +7, Listen +6, Profession 
  (Mercenary) +6, Spot +6
  Tuck (Ex): As a move action, a koopa can fall 
  prone and gain total concealment and cover as a 
  move action.
  Magikoopa Apprentice CR 6
  Koopa Mage 6
  Medium Humanoid (Reptilian)
  Init +0; Senses Listen +1, Spot +1
  AC 12 (+2 class), touch 12, flat-footed 0
  Light Fortification
  Defense 2
  hp 34 (6 HD)
  mp 55 (6 MD) 6
  Resist Electricity 15
  Fort +2 Ref +5 Will +6
  Speed 20' (4 squares)
  Melee slam +3 (1d4 bludgeoning)
  Ranged touch +3
  Space 5'; Reach 5'
  Base Atk +3; Grp +3
  Special Actions arcane bolt, tuck
  Spells (CL 6)
  3 – haste, slow (DC 16), summon monster III
  2  –  levitate  (DC  15),  minor  image  (DC  15), 
  summon monster II
  1 – charm person (DC 14), enlarge person, reduce 
  person (DC 14), summon monster I
  0 – daze (DC 13), mage hand, open/close
  Abilities Str 10, Dex 11, Con 16, Int 16, Wis 12, 
  Cha 8
  Talents Armored  Caster,  Arcane  Bolt,  Mixed 
  Arcane Bolt
  Feats Improved Resistance (x2), Silent Spell, Still 
  Spell, Extend Spell, Quicken Spell
  Ranks Concentration  9,  Decipher  Script  9, 
  Knowledge (Arcana) 9,  Knowledge (Architecture 
  and  Engineering) 3,  Knowledge (The  Planes)  9, 
  Spellcraft 9
  Skills  Concentration  +14,  Decipher  Script  +12, 
  Knowledge (Arcana) +12, Knowledge (Architecture 
  and Engineering) +6, Knowledge (The Planes) +12, 
  Spellcraft +12
  Possessions wand of magic missile (50 charges), 
  scroll of tri-attack
  Tuck (Ex): As a move action, a koopa can fall 
  prone and gain total concealment and cover as a 
  move action.
  A typical magikoopa's arcane bolt is one die of all 
  six energy types for maximum bonuses.
  127
  
  Parakoopa CR 11
  Para-Koopa Basher 10
  Medium Humanoid (Reptilian)
  Init -2; Senses low-light vision, Listen +6, Spot +6
  AC 12 (+3 class, -1 Dex), touch 9, flat-footed 8
  Medium Fortification
  Defense 4
  Def Options dodge
  hp 88 (10 HD)
  mp 10 (10 MD) 10
  Resist Fire 5
  Fort +11 Ref +4 Will +4
  Speed 20' (4 squares), fly 40' (Perfect)
  Melee slam +14/+14 (1d4+9 bludgeoning)
  Space 5'; Reach 5'
  Base Atk +10; Grp +13
  Special Actions tuck, timed hit
  Attack Options flyby attack, cleave, improved bull 
  rush, power attack
  Combat Gear 2 ultra mushrooms
  Abilities  Str 16, Dex 8, Con 19, Int 12, Wis 13, 
  Cha 10
  Talents Timed Hit, Super Timed Hit, Ultra Timed 
  Hit, Smite (x2)
  Feats  Lightning Reflexes,  Improved Flight  (2x), 
  Power Attack, Cleave, Improved Bull Rush, Great 
  Cleave,  Weapon  Focus  (Slam),  Dodge,  Weapon 
  Specialization (Slam)
  Ranks Handle Animal 13, Profession (Acrobat) 13, 
  Survival 13
  Skills  Handle  Animal +13,  Profession  (Acrobat) 
  +14, Survival +14
  Tuck (Ex): As a move action, a koopa can fall 
  prone and gain total concealment and cover as a 
  move action.
  Timed Hit: Before rolling damage on a successful 
  hit, a parakoopa can spend 3 MP to roll to confirm 
  the  hit  as  a  critical  hit,  3  MP  to  increase  the 
  critical's multiplier by one step, and 5 MP to deal 
  maximum damage if the critical is confirmed.
  Flyby  Attack: A parakoopa  may make a move 
  action while flying and attack an enemy at any point 
  along the move.  He does not provoke attacks of 
  opportunity from that opponent for moving.
  Cleave: If a parakoopa drops an opponent, he gets 
  a free attack with the same modifiers.
  Dodge: A parakoopa can declare one opponent he 
  gains a +1 dodge bonus to AC against during his 
  action.
  Improved Bull  Rush: A parakoopa  gains  a +4 
  bonus to Strength checks to bull rush an opponent, 
  his opponent cannot choose to get out of the way, 
  and he does not provoke an attack of opportunity 
  from the opponent.
  Power Attack: A parakoopa may take up to a -10 
  penalty to attack rolls and add the same as a bonus 
  to  melee  damage  rolls.   The  damage  bonus  is 
  doubled for twohanded weapons.
  128
  
  Koopatrol CR 16
  Koopa Soldier 5/Mage 1/Spellblade 10
  Medium Humanoid (Reptilian)
  Init -2; Senses darkvision 60', Listen +20, Spot +20
  AC 19 (+4 armor, +4 class, -2 Dex, +3 deflection), 
  touch 15, flat-footed 15
  Heavy Fortification
  Defense 10
  hp 111 (16 HD)
  mp 87 (16 MD) 16
  Resist Cold 5, Fire 7, Electricity 7, Force 7
  Fort +16 Ref +4 Will +17
  Speed 20' (4 squares)
  Melee Slam +15/+10 (1d6+7 bludgeoning)
  Space 5'; Reach 5'
  Base Atk +9; Grp +13
  Special Actions imbue, tuck
  Combat Stances power attack, combat expertise, 
  guts stance, spell stance
  Spells (CL 6)
  4 – smite (DC 14)
  3  –  fear (DC 13), greater magic weapon,  keen 
  edge, vampiric touch
  2 –  false life, heat metal (12), hold person (12), 
  protection from arrows
  1 – enlarge person (13), magic weapon, protection, 
  shield
  0 – flare (12), ray of frost, resistance
  Abilities  Str 19, Dex 6, Con 15, Int 14, Wis 12, 
  Cha 10
  Talents Resistance (Fire, Electricity), Guts Stance, 
  Armored Casting (Heavy)
  Feats Endurance,  Combat  Expertise,  Improved 
  Disarm,  Lightning  Reflexes,  Light  Shell,  Heavy 
  Shell,  Power  Attack,  Improved  Natural  Attack, 
  Craft Magic Arms and Armor
  Ranks Climb  8,  Craft  (Weaponsmithing)  8, 
  Intimidate 8, Jump 8, Listen 19, Spot 19
  Skills Climb  +5,  Craft  (Weaponsmithing)  +10, 
  Intimidate +8, Jump +5, Listen +20, Spot +20
  Possessions armor plates (2x), +4 shell, +2 armor 
  spikes, helm of darkvision, ring of protection +3
  Tuck (Ex): As a move action, a koopa can fall 
  prone and gain total concealment and cover as a 
  move action.
  Imbue (Su): As a swift action, a koopatrol may 
  spend up to 15 MP and add one-third that amount 
  as an enhancement bonus to a wielded weapon for 
  10 rounds.  He may spend 3 MP to store a spell in a 
  weapon for the same duration.  He may spend 8 MP 
  to change his weapon's material to overcome DR 
  for the same duration.  He may spend 10 MP to 
  change his weapon's damage type to  acid,  cold, 
  electricity, or fire for the same duration.
  Power Attack: A koopatrol can take up to a -8 
  penalty to attack rolls, and add the same as a bonus 
  to melee damage rolls for one round.  The damage 
  bonus  is  doubled  for  attacks  with  twohanded 
  weapons.
  Combat Expertise Stance: A koopatrol can take 
  up to a -5 penalty to attack rolls and add the same to 
  his AC for one round.
  Guts Stance: A koopatrol using this stance takes no 
  damage on a successful save against effects that 
  allow Fortitude or Will saves for half damage.
  Spell Stance: A koopatrol using this stance suffers 
  a -3 penalty to AC, but can deliver touch spells with 
  his weapon, cast spells with a range of personal that 
  normally require a standard action as a swift action, 
  and  cast spells  that  normally require  a standard 
  action and have a save of (harmless) on himself or 
  an ally as a swift action.
  129
  
  Mana Beast
  Small Magical Beast (Extraplanar)
  Hit Dice: 1d10-1 (4 hp)
  Magic Dice: 1d12+1 (7 mp)
  Initiative: +1
  Speed: 40', burrow 5'
  Armor Class: 13 (+1 size, +1 Dex, +1 class), touch 
  13, flat-footed 11
  Defense: 1
  Base Attack/Grapple: +1/-5
  Attack: bite +0 melee (1d4-2)
  Full Attack: bite +0 melee (1d4-2)
  Space/Reach: 5'/5'
  Special Attacks: -
  Special Qualities: scent, darkvision 60', low-light 
  vision
  Saves: Fort +1, Ref +3, Will +1
  Abilities: Str 6 Dex 12 Con 9 Int 3 Wis 13 Cha 12
  Skills: Jump +10
  Feats: Jump Attack
  Environment: Any forests
  Organization: Solitary,  pair,  flock  (5-10),  or 
  stampede (11-20)
  Challenge Rating: ½
  Treasure: Standard
  Advancement: 2-4 (Small),  5-8 (Medium), 9-15 
  (Large)
  Level Adjustment: -
  Mana beasts have a +8 racial bonus to Jump checks. 
  Mana  beasts  apply  their  Dexterity  modifier  to 
  Climb and Jump checks.
  Mana beasts are creatures from a world brimming 
  with magic.  Their magical resonance makes them 
  good  targets  for  intermediate  summoners.   The 
  above  mana  beast  is  rabbit-like  in  manner  and 
  disposition, other mana beasts can vary greatly in 
  their abilities.
  A summoner can swap out any monster from the 
  summon  monster  I  list for  a  mana beast.  Any 
  monster from the  summon monster IV  list can be 
  swapped for a mana mole.  
  Mana Mole CR 3
  Medium Magical Beast (Extraplanar)
  Init +3;  Senses  scent,  darkvision  60',  low-light 
  vision, tremorsense 20', Listen +11, Spot +3
  AC 12 (-1 Dex, +3 class), touch 12, flat-footed 9
  Defense 6
  Def Options spikes
  hp 37 (5 HD)
  mp 37 (5 MD) 0
  Fort +6 Ref +3 Will +2
  Speed 20' (4 squares), burrow 20'
  Melee claw/claw +8/+8 (1d4+3 slashing)
  Space 5'; Reach 5'
  Base Atk +5; Grp +8
  Special Actions spike blast
  Abilities Str 16, Dex 8, Con 15, Int 3, Wis 13, Cha 
  8
  SA spike blast
  SQ body spikes
  Feats Improved Initiative, Alertness
  Ranks Listen 8
  Skills Listen +11
  Body Spikes (Ex): Any creature attacking a mana 
  mole  with  an  unarmed  strike  or  natural  attack 
  suffers 1d6 points of piercing damage.
  Spike Blast (Ex): A mana mole can spend 6 MP to 
  shoot spines from its back at everything within a 30' 
  burst as a standard action.  This deals 3d6 points of 
  piercing  damage,  though  affected  creatures  are 
  allowed a Reflex save (DC 15) for half damage. 
  The save DC is Strength-based.
  130
  
  Desert Gel CR 8
  Large Ooze (Extraplanar, Fire)
  Init -5; Senses darkvision 120', Listen +11, Spot 
  +11
  AC 7 (-1 size, -5 Dex, +3 class), touch 7, flat-
  footed 4
  Defense 10
  hp 105 (10 HD)
  mp 115 (10 MD) 0
  Immune fire, poison, sleep, paralysis, polymorph, 
  stunning, critical hits, flanking, 
  Fort +8 Ref -2 Will +1
  Weakness cold
  Speed 15' (3 squares)
  Melee slam +3 (1d8-3 plus 3d6 fire)
  Space 10'; Reach 10'
  Base Atk +7; Grp +8
  Spells (CL 10th, the save DCs are Charisma-based):
  4 – fire shield, wall of fire
  3 – fireball (DC 24)
  2 – flaming sphere (DC 23), scorching ray
  1 – burning hands (DC 22)
  Abilities Str 4, Dex 1, Con 21, Int 16, Wis 7, Cha 
  28
  Feats Eschew Materials, Spell Focus (evocation), 
  Greater Spell Focus (evocation), Quicken Spell
  Ranks Concentration 13, Knowledge (arcana) 13, 
  Listen 13, Spellcraft 13, Spot 13
  Skills Concentration +18, Knowledge (arcana) +16, 
  Listen +11, Spellcraft +16, Spot +11
  Toxic Danger CR 18
  Huge Aberration (Extraplanar)
  Init +4; Senses blindsight 120', Listen +34
  AC 14 (-4 Dex, -2 size, +10 class), touch 14, flat-
  footed 4
  Defense 6
  hp 615 (30 HD)
  mp 60 (30 MD) 0
  Regeneration 10, damaged by fire and cold
  Immune acid, poison
  Resist fire 20, electricity 20, 
  Fort +26 Ref +6 Will +17
  Weakness blind
  Speed 30' (6 squares)
  Melee bite/three tentacles +32/+32/+32/+32 (3d6 
  bludgeoning, slashing, and piercing plus 4d6 acid 
  plus bite poison/2d6 bludgeoning)
  Space 15'; Reach 15'
  Base Atk +30; Grp +44
  Atk Options improved grab
  Special Actions breath weapon
  Abilities Str 23, Dex 2, Con 42, Int 3, Wis 13, Cha 
  1
  Feats Ability Focus (breath poison), Ability Focus 
  (bite poison), Power Attack, Improved Bull Rush, 
  Awesome
   
  Blow,
   
  Multiattack,
   
  Improved 
  Multiattack,  Improved  Natural  Attack  (bite), 
  Improved  Natural  Attack  (tentacles),  Improved 
  Initiative, Superior Initiative
  Ranks Listen 33
  Skills Listen +34
  Bite Poison (Ex): DC 43, death/3d6 Con.  The save 
  DC is Constitution-based.
  Breath Weapon (Ex): A toxic danger can spend 30 
  MP to release a 240' cone of horrible gas (DC 43 
  Reflex negates).  This  deadly  cocktail of inhaled 
  poisons contains each of the following separate DC 
  43 poisons (the save DC is Constitution-based):
  •
  paralysis for 2d4 rounds/2d6 Str
  •
  exhaustion/2d6 Dex
  •
  2d6 Con/petrification
  •
  2d6 Int/deafness
  •
  confusion for 2d4 rounds/2d6 Wis
  •
  2d6 Cha/blindness
  Improved Grab (Ex): A toxic danger can start a 
  grapple attempt as free action on a successful melee 
  attack against a Large or smaller creature.
  131
  
  Mr. I
  Medium Aberration
  Hit Dice: 4d8 (18 hp)
  Magic Dice: 4d6+20 (34 mp)
  Initiative: -5
  Speed: Fly 5' (Perfect)
  Armor Class: 7 (-5 Dex, +2 class), touch 7, flat-
  footed 5
  Defense: 0
  Base Attack/Grapple: +3/-2
  Attack: Tear -2 ranged touch increment 20'
  Full Attack: Tear -2 ranged touch increment 20'
  Space/Reach: 5'/-
  Special Attacks: Gaze
  Special Qualities: See-all,  darkvision 120',  light 
  vulnerability
  Saves: Fort +1, Ref -4, Will +9
  Abilities: Str 1 Dex 1 Con 11 Int 2 Wis 21 Cha 1
  Skills: Spot +17
  Feats: Alertness, Skill Focus (Spot)
  Environment: Any
  Organization: Solitary
  Challenge Rating: 1
  Treasure: Standard
  Advancement: Medium , Large (9-14), Huge (15-
  22), Gargantuan (23-30), Colossal (31-45)
  Level Adjustment: -
  Poison  (Ex): A  Mr.  I's  secretions  are  a 
  hallucinogenic  contact  poison,  delivered  by  its 
  ranged touch attack and to any creature that hits it 
  with an unarmed strike or natural attack.  DC 12 
  1d3 Wis/1d3 Dex.
  See-All (Ex): A Mr. I cannot be flanked or caught 
  flat-footed.
  Gaze (Su): Any creature that is subject to a Mr. I's 
  unnerving gaze attack must make a DC 17 Will 
  save or be checked, unable move closer to the Mr. I 
  for 1 minute.  If the creature cannot see the Mr. I, it 
  is checked from the last location it saw it in.  This is 
  a  mind-affecting  compulsion.   A  creature  that 
  successfully saves against this effect is not affected 
  by that Mr. I's gaze attack for 24 hours.  The save 
  DC is Wisdom-based.
  A Mr. I may spend 8 MP to actively gaze at a 
  creature as a swift action.
  Light Vulnerability (Ex): A Mr. I is treated as an 
  undead creature for the purpose of spells with the 
  Light descriptor.
  Sr. I CR 13
  Gargantuan Aberration
  Init -5; Senses darkvision 120', Listen +22, Spot 
  +42
  AC 13 (-4 size, -5 Dex, +12 class), touch 13, flat-
  footed 1
  Defense 5
  Def Options split, poison
  hp 152 (25 HD)
  mp 575 (25 MD) 25
  Fort +9 Ref +3 Will +24
  Weakness light vulnerability
  Speed fly 5' (Perfect)
  Space 20'; Reach -
  Base Atk +18; Grp +26
  Special Actions ocular laser
  Combat Stances Unluck Stance
  Abilities Str 3, Dex 1, Con 13, Int 3, Wis 31, Cha 4
  SA gaze
  Feats Alertness,  Skill  Focus  (Spot),  Toughness 
  (5x), Unluck Stance, Heroic Monster
  Ranks Spot 28
  Skills Spot +42
  Split (Ex): For every 5 points of damage dealt to 
  Sr.  I,  a  Medium-sized  Mini  I  pops  off  into  an 
  adjacent space.  Each is treated as an object with 5 
  hit points, AC 5, and hardness 5.  One round after 
  popping  off  (after  the  initiative  count  of  the 
  damage), each merges with Mr. I, healing 5  hit 
  points.  If Mr. I is knocked unconscious or slain, a 
  Mini I will instead revive it at 5 hit points.
  Ocular Laser (Su): As a full-round action, Sr. I 
  can release a 240' line of light that produces a 10' 
  burst at every point along its length, dealing 5d6 
  points of damage plus an additional 5d6 for every 
  Mini I in combat.  Reflex DC 32 for half damage 
  (the save DC is Wisdom-based).
  Gaze (Su): All creatures that can see Sr. I must 
  make a DC  Will save each round or be checked 
  (unable to approach it or where they think it is) for 
  1 minute.  Creatures that succeed on their saves are 
  not affected by this effect for 24 hours.  Sr. I can 
  also force a creature to make an additional save on 
  its round as a standard action.
  This is a mind-affecting compulsion effect.
  Light Vulnerability (Ex): Sr. I is treated as an 
  undead creature for the purpose of spells with the 
  Light descriptor.
  Unluck Stance (Su): Sr. I and all creatures within 
  30' who make an attack roll, saving throw, or skill 
  132
  
  check roll twice, using the worse of the two rolls.
  Piranha Plant
  Medium Plant
  Hit Dice: 8d8+16 (52 hp)
  Magic Dice: 8d6+8 (36 mp)
  Initiative: -2
  Speed: 0'
  Armor Class: 12 (-2 Dex, +4 class), touch 12, flat-
  footed 8
  Defense: 4
  Base Attack/Grapple: +6/+14
  Attack: Bite +10 melee (1d6+4)
  Full Attack: Bite +10/+5 melee (1d6+4)
  Space/Reach: 5'/5'
  Special Attacks: improved grab, swallow whole
  Special  Qualities: low-light  vision,  tremorsense 
  10', plant traits,  rooted,  vulnerability to fire and 
  cold
  Saves: Fort +8, Ref +0, Will +3
  Abilities: Str 19 Dex 7 Con 14 Int - Wis 12 Cha 10
  Skills: *Hide +18
  Feats: -
  Environment: warm forests
  Organization: single or patch (2d6)
  Challenge Rating: 4
  Treasure: Goods
  Advancement: 8-12 (Medium), 13-20 (Large), 21-
  28 (Huge)
  Level Adjustment: -
  A summoner can swap out any creature from its 
  summon monster VI list for a fiendish piranha plant. 
  A fiendish  fire  plant  can  be  swapped  with  any 
  creature from the  summon monster VIII list.  A 
  fiendish ultra toxin plant can be swapped out with 
  any creature from the summon monster IX list.  In 
  any case, a summoned piranha plant remains rooted 
  to the spot it is summoned in for the duration of the 
  spell.
  Piranha plants are carnivorous jungle flowers that 
  grow in dark areas with poor soil.  Their method of 
  survival is to lay dormant until a living creature 
  comes within reach, then devour it before it can 
  flee.   Unlike  other  carnivorous  plants,  piranha 
  plants are very neat, as they swallow their prey 
  whole and clean up any scraps left over.
  *A piranha plant has a +20 racial bonus to Hide 
  checks in any natural setting.
  Improved  Grab  (Ex): To  use  this  ability,  the 
  piranha plant must hit a Small or smaller creature 
  with a bite attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack 
  133
  
  of opportunity.  If it wins the grapple check, it 
  establishes a hold and can try to swallow the foe the 
  following round.  Larger piranha plants can grab 
  larger  creatures,  typically the  same  size  as  the 
  creatures they can swallow whole (see below).
  Rooted  (Ex): A  piranha  plant  is  normally 
  immobile,  incapable  of  moving.   This  makes  it 
  incapable of being bull rushed or tripped, and all 
  attempts to do so automatically fail.
  Swallow Whole (Ex): A piranha plant can try to 
  swallow  a  grabbed  opponent  of  Small  size  or 
  smaller  by  making  a  successful  grapple  check. 
  Once inside, the opponent takes 1 point of crushing 
  damage and 1d6 points of acid damage per round 
  from  the  plant's  digestive  tract.   A  swallowed 
  creature can cut its way out by dealing 10 points of 
  damage  to  the  plant's  digestive  tract  (AC  10, 
  Defense  2).   Once  the  creature  exits,  muscular 
  action closes the hole; another swallowed opponent 
  must cut its own way out.  A piranha plant's gullet 
  can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 
  Fine creatures.  Larger piranha plants can swallow 
  larger creatures.
  Piranha Plant CR 4
  Medium Plant
  Init -2; Senses low-light vision, tremorsense 10', 
  Listen +1, Spot +1
  AC 12 (-2 Dex, +4 class), touch 12, flat-footed 8
  Defense 4
  hp 52 (8 HD)
  mp 36 (8 MD) 0
  Immune  critical  hits,  mind-affecting  effects, 
  poison, sleep, polymorph, stunning
  Fort +8 Ref +0 Will +3
  Weakness vulnerability to fire and cold
  Speed 0' (0 squares)
  Melee  bite  +10/+5  (1d6+4  bludgeoning  and 
  piercing and slashing)
  Space 5'; Reach 5'
  Base Atk +6; Grp +14
  Atk Options improved grab, swallow whole
  Abilities Str 19, Dex 7, Con 14, Int -, Wis 12, Cha 
  10
  SQ rooted
  Skills Hide -2
  +20  racial  bonus  to  Hide  checks  in  natural 
  undergrowth.
  Rooted (Ex): Because it is immobile, a Piranha 
  Plant can't be bull rushed or tripped.
  Improved Grab (Ex): A piranha plant can start a 
  grapple attempt as free action on a successful bite 
  attack against a Small or smaller creature.
  Swallow Whole (Ex): A piranha plant can swallow 
  a  grabbed  Small  or  smaller  opponent  with  a 
  successful  opposed  grapple  check.  The  piranha 
  plant's gullet deals 1 point of bludgeoning damage 
  and 1d6 points of acid damage each round, has 10 
  hp, AC 10, and Defense 2.
  134
  
  Fire Plant CR 9
  Large Plant (Fire)
  Init -3; Senses low-light vision, tremorsense 10', 
  Listen +1, Spot +1
  AC 14 (-1 size, -3 Dex, +8 class), touch 14, flat-
  footed 6
  Defense 8
  hp 104 (16 HD)
  mp 72 (16 MD) 0
  Immune fire, critical hits, mind-affecting effects, 
  poison, sleep, polymorph, stunning
  Fort +12 Ref +2 Will +6
  Weakness vulnerability to cold
  Speed 0' (0 squares)
  Melee bite  +18/+13/+8 (1d8+6 bludgeoning and 
  piercing and slashing)
  Ranged touch spit +9/+4/-1 (1d6+6 fire) increment 
  20'
  Space 10'; Reach 10'
  Base Atk +12; Grp +22
  Atk Options improved  grab (Medium),  swallow 
  whole
  Spells (CL 8)
  3: fireball (DC 15)
  Abilities Str 23, Dex 5, Con 14, Int -, Wis 12, Cha 
  10
  SQ rooted, fire immunity
  Skills Hide -7
  +20  racial  bonus  to  Hide  checks  in  natural 
  undergrowth.
  Swallow Whole (Ex): A piranha plant can swallow 
  a  grabbed  Medium  or  smaller  opponent  with  a 
  successful  opposed  grapple  check.  The  piranha 
  plant's  gullet  deals  1d6  points  of  bludgeoning 
  damage and 1d6 points of fire damage each round, 
  has 25 hp, AC 10, and Defense 4.
  Fire Plants are a water-loving subspecies of piranha 
  plant.  They tend to be much more aggressive than 
  piranha  plants,  and  will  unleash  fire  attacks  on 
  anything.   An ice-spewing  variant  of  this  plant 
  exists under the same conditions, immune to cold, 
  not vulnerable to fire, but vulnerable to electricity.
  Ultra Toxin Plant CR 14
  Huge Plant
  Init -4; Senses low-light vision, tremorsense 10', 
  Listen +1, Spot +1
  AC 22 (-2 size, -4 Dex, +18 class), touch 22, flat-
  footed 4
  Defense 18
  hp 234 (36 HD)
  mp 162 (36 MD) 0
  Immune critical  hits,  mind-affecting  effects, 
  poison, sleep, polymorph, stunning
  Fort +22 Ref +14 Will +19
  Weakness vulnerability to cold and fire
  Speed 0' (0 squares)
  Melee bite +34/+29/+24/+19 (1d10+9 bludgeoning 
  and piercing and slashing) with poison (DC 30, 1d6 
  Con/1d6 Con)
  Ranged touch spit  +21/+16/+11/+6 (1d8+9 acid) 
  increment 20'
  Space 15'; Reach 15'
  Base Atk +27; Grp +44
  Atk  Options improved  grab  (Large),  swallow 
  whole
  Abilities Str 28, Dex 3, Con 14, Int -, Wis 12, Cha 
  10
  SQ rooted, plant traits
  Skills Hide -12
  +20  racial  bonus  to  Hide  checks  in  natural 
  undergrowth.
  Swallow Whole (Ex): A piranha plant can swallow 
  a  grabbed  Large  or  smaller  opponent  with  a 
  successful  opposed  grapple  check.  The  piranha 
  plant's  gullet  deals  1d6  points  of  bludgeoning 
  damage and 3d6 points of acid damage each round, 
  has 50 hp, AC 10, and Defense 9.
  An Ultra  Toxin  Plant  is  a  monstrous  deathtrap, 
  ensuing a swift doom for anyone foolish enough to 
  get within reach of its poisonous maw.  Anything it 
  can't get its teeth on gets doused with a spray of 
  foul-smelling acid.  This plant will eat anything that 
  it can fit into its mouth.
  135
  
  Floramax CR 19
  Colossal Plant (Cold, Fire)
  Init -5; Senses low-light vision, tremorsense 10', 
  Listen +1, Spot +1
  AC 17 (-8 size, -5 Dex, +20 class), touch 17, flat-
  footed -3
  Defense 20
  hp 260 (40 HD); Fast healing 10
  mp 180 (40 MD) 0
  Immune  fire,  cold,  critical  hits,  mind-affecting, 
  poison, sleep, polymorph, stunning, flanking
  Fort +22 Ref +14 Will +19
  Weakness vulnerability to acid
  Speed 0' (0 squares)
  Melee  bites +33/+33/+33/+33/+33  (one  3d6+11 
  and four  2d6+11)  all  with poison  (DC 32,  1d6 
  Str/1d6 Str)
  Ranged touch spit +17/+17/+17/+17/+17 (2d6+11 
  fire) increment 20'
  Ranged touch spit +17/+17/+17/+17/+17 (2d6+11 
  cold) increment 20'
  Space 30'; Reach 30'
  Base Atk +30; Grp +73
  Atk Options improved grab, swallow whole
  Abilities Str 33, Dex 1, Con 14, Int -, Wis 12, Cha 
  10
  SQ rooted, plant traits
  Swallow Whole (Ex): A piranha plant can swallow 
  a grabbed Gargantuan or smaller opponent (Large 
  or smaller with its secondary four heads) with a 
  successful  opposed  grapple  check.  The  piranha 
  plant's  gullet  deals  2d6  points  of  bludgeoning 
  damage, 1d6 points of cold damage, and 1d6 points 
  of fire damage each round, has 100 hp, AC 10, and 
  Defense 10.
  Fiveheaded  (Ex): The  Floramax  can make five 
  attacks  at  its  highest  BAB.   Its  heads  can  be 
  sundered (see the hydra monster description).  Each 
  head has 52 hp and regrows in one minute.  The 
  Floramax can't be flanked.
  The  Floramax  is  the  result  of  magical 
  experimentation upon normal Piranha Plants.  Its 
  twisting, spiked trunk is laden with smaller heads, 
  each capable of a Strength-sapping bite and energy 
  breath, topped by a monstrous noggin that could 
  gulp down an entire adventuring party.
  Pocket Monster
  Tiny Magical Beast (Extraplanar)
  Hit Dice: 1d10 (5 hp)
  Magic Dice: 1d12+2 (8 mp)
  Initiative: +5
  Speed: 30'
  Armor Class: 14 (+2 size, +1 Dex, +1 class), touch 
  14, flat-footed 12
  Defense: 1
  Base Attack/Grapple: +1/-8
  Attack: Bite +2 melee (1d3-1)
  Full Attack: Bite +2 melee (1d3-1)
  Space/Reach: 2-½'/0'
  Special Attacks: Generic special
  Special Qualities: Darkvision 60', low-light vision, 
  scent
  Saves: Fort +2, Ref +3, Will +1
  Abilities: Str 9 Dex 12 Con 11 Int 3 Wis 12 Cha 14
  Skills: Climb +0, Jump +1, Swim +0
  Feats: Improved Initiative
  Environment: Any
  Organization: Single, pair, nest (2-5 plus 200% 
  noncombatants)
  Challenge Rating: 1
  Treasure: 50% goods
  Advancement: 2-5 (Small), 6-12 (Medium), 13-18 
  (Large), 19-25 (Huge), 26-32 (Gargantuan), 33-40 
  (Colossal)
  Level Adjustment: +2 (cohort)
  A summoner can swap out any monster from the 
  summon monster II  list for a pocket rodent.  Any 
  monster from the  summon monster IV  list can be 
  swapped for an electric rodent.  Any monster from 
  the summon monster IX list can be swapped for a 
  fire lizard.
  The term “pocket monster” covers a wide range of 
  species whose dimensional attunement makes them 
  quite easy to summon.  The abilities given here 
  represent a pocket rodent.
  Pocket monster cohorts advance by Magical Beast 
  Hit Dice.  Pocket rodents increase their +2 level 
  adjustment by +1 for every size category above 
  Tiny.  Electric rodents advance as pocket rodents 
  but with a +3 base level adjustment.  In either case, 
  the cohort may opt to not advance by size.
  Generic  Special  (Ex): As  a  standard  action,  a 
  pocket monster can spend 4 MP to make a melee 
  attack  dealing  1d10+1  points  of  damage.   An 
  advanced pocket monster deals 1d10 + Hit Dice 
  damage with this attack.
  136
  
  Electric Rodent CR 2
  Tiny Magical Beast (Extraplanar)
  Init +5;  Senses  darkvision  60',  low-light  vision, 
  scent, Listen +1, Spot +1
  AC 15 (+2 size, +1 Dex, +2 class), touch 15, flat-
  footed 12
  Defense 1
  hp 16 (3 HD)
  mp 25 (3 MD) 0
  Resist electricity 20
  Fort +3 Ref +4 Will +2
  Weakness earth weakness
  Speed 30' (6 squares)
  Melee bite +5 (1d3)
  Ranged touch +6
  Space 2-½'; Reach 0'
  Base Atk +3; Grp -6
  Special Actions electric special
  Abilities Str 11, Dex 12, Con 11, Int 3, Wis 12, 
  Cha 14
  Feats Improved Initiative, Ability Focus (electric 
  special)
  Ranks Jump 6
  Skills Jump +6
  Earth Weakness (Ex): An electric rodent suffers a 
  -4  penalty  to  saving  throws  against  spells  and 
  effects with the [Earth] descriptor.
  Electric Special (Su): An electric rodent can spend 
  3 MP to release an electrical discharge against any 
  opponent within 30'.  On a successful ranged touch 
  attack, this deals 2d6 points of electricity damage. 
  If the target takes damage, it must make a Fortitude 
  save (DC 15) with a +4 racial bonus or be paralyzed 
  for 1 round.  The save DC is Charisma-based.
  Pink Balloon CR 6
  Small Magical Beast (Extraplanar)
  Init +1;  Senses darkvision  60',  low-light  vision, 
  scent, Listen +2, Spot +2
  AC 15 (+1 size, +1 Dex, +3 class), touch 15, flat-
  footed 12
  Defense 3
  hp 42 (5 HD) DR 10/piercing
  mp 52 (5 MD) 0
  Fort +7 Ref +5 Will +5
  Weakness air weakness
  Speed 30' (6 squares), fly 10' (perfect)
  Melee slam +4 (1d4+1)
  Space 2-½'; Reach 0'
  Base Atk +3; Grp -6
  Special Actions sonic special
  Abilities Str 13, Dex 12, Con 16, Int 3, Wis 14, 
  Cha 19
  Feats Skill Focus (perform), Iron Will
  Ranks Perform (sing) 8
  Skills Perform (sing) +15
  Possessions 2 vials of ink, feather quill
  Air Weakness (Ex): An pink balloon is treated as 
  being two size categories smaller for the purpose of 
  strong winds.
  Sonic Special (Su): A pink balloon can spend 7 
  MP to let out a riveting lullaby, making a Perform 
  check to do so.  All creatures that can hear the pink 
  balloon must make a Will save against the pink 
  balloon's Perform check or instantly fall asleep, as 
  the sleep spell without any Hit Die limit, for up to 8 
  hours.  This is a mind-affecting sonic effect.
  137
  
  Fire Lizard CR 12
  Large Magical Beast (Fire, Extraplanar)
  Init +1; Senses darkvision 120', low-light vision, 
  scent, blindsight 30', Listen +1, Spot +1
  AC 27 (-1 size, +4 Dex, +15 class), touch 27, flat-
  footed 9
  Defense 16
  hp 192 (16 HD)
  mp 320 (16 MD) 0
  Fort +21 Ref +21 Will +16
  Immune fire
  Weakness cold vulnerability, external flame
  Speed 30' (6 squares), fly 60' (Poor)
  Melee  claw/claw/bite/slam
   +21/+21/+19/+19 
  (1d8+6/1d8+6/1d10+9/2d6+3 plus 1d6 fire)
  Space 10'; Reach 5' (10' with slam)
  Base Atk +16; Grp +26
  Special Actions breath weapon
  Abilities Str 23, Dex 13, Con 13, Int 4, Wis 12, 
  Cha 25
  Feats Ability Focus, Multiattack, Improved Natural 
  Attack (3x), Hover
  Ranks Intimidate 19
  Skills Intimidate +26
  External Flame (Ex): A fire lizard affected by a 
  spell with the [Water] descriptor suffers 1d6 points 
  of damage per spell level, even if it successfully 
  saves against the spell and is not damaged by the 
  spell.  A fire lizard immersed in water must make a 
  DC 15 Fortitude save each round or drop to -1 hit 
  points and begin dying.
  Breath Weapon (Ex): A fire lizard can spend 12 
  MP to unleash a breath weapon dealing 8d6 points 
  of fire damage in a 120' cone.  All creatures and 
  objects are allowed a Reflex save for half damage 
  (DC 21), those that fail their Reflex saves catch fire. 
  The save DC is Constitution-based.
  Legendary Icebird CR 16
  Huge Magical Beast (Cold, Extraplanar)
  Init +8; Senses darkvision 240', low-light vision, 
  scent, blindsight 60', Listen +6, Spot +39
  AC 27 (-2 size, +4 Dex, +15 class), touch 27, flat-
  footed 8
  Defense 6
  hp 285 (30 HD) DR 20/magic
  mp 495 (30 MD) 30
  Fort +21 Ref +21 Will +16
  Immune cold
  Weakness 
  fire
   
  vulnerability,
   
  electricity 
  vulnerability
  Speed 20' (4 squares), fly 240' (Average)
  Melee  rake/bite  +27/+25  (1d8-1  plus  1d6 
  cold/2d6-1 plus 1d6 cold) plus chill
  Space 15'; Reach 10'
  Base Atk +30; Grp +37
  Spell-like Abilities (CL 15th)
  cone of cold (11 MP, DC 25), empowered 3/day
  ice storm (9 MP)
  sleet storm (7 MP), quickened 3/day
  Abilities Str 9, Dex 18, Con 19, Int 7, Wis 23, Cha 
  31
  Feats 
  Heroic  Monster,  Improved  Initiative, 
  Multiattack,  Flyby  Attack,  Hover,  Multiattack, 
  Snatch,  Wingover,  Quicken  Spell-like  Ability, 
  Empower Spell-like Ability, Craft Magic Aura
  SQ cold aura
  Ranks Spot 33
  Skills Spot +39
  Cold Aura (Su): The temperature within 500' of 
  the legendary icebird is 50 degrees below what is 
  normal for the area.  The  resulting changes are 
  instantaneous,  turning  rain  into  snow  and  hail, 
  causing water in temperate environments to freeze, 
  and  other  weather  effects  that  slowly thaw 2d6 
  hours after the icebird's passing.
  Chill  (Ex): Creatures  struck  by  the  legendary 
  icebird's melee attacks are affected as  chill metal 
  (DC 35, CL 15th).  The save DC is Charisma-based.
  138
  
  Pixl
  Small Fey
  Hit Dice: 2d6+0 (7 hp)
  Magic Dice: 2d10+4 (15 mp)
  Initiative: +2
  Speed: 5', fly 30' (Perfect)
  Armor Class: 17 (+1 size, +2 Dex, +2 deflection, 
  +2 class), touch 17, flat-footed 13
  Defense: 0
  Base Attack/Grapple: +1/-6
  Attack: ancient spark +4 melee touch (1d6+2 fire)
  Full Attack: ancient spark +4 melee touch (1d6+2 
  fire)
  Space/Reach: 5'/5'
  Special Attacks: pyrotechnics (2 MP)
  Special Qualities: DR 5/magic, fire resistance 5, 
  low-light vision
  Saves: Fort +0, Ref +5, Will +4
  Abilities: Str 6 Dex 15 Con 11 Int 11 Wis 12 Cha 
  14
  Skills: 
  Knowledge  (arcana)  +6,  Knowledge 
  (history) +6, Knowledge (the planes) +6, Listen +7, 
  Sense Motive +7, Spot +7 
  Feats: Weapon Finesse
  Environment: Any
  Organization: Solitary
  Challenge Rating: 1
  Treasure: Standard
  Advancement: By class
  Level Adjustment: +1
  Pyrotechnics  (Sp): 
  A  pixl  can  cast  the 
  pyrotechnics spell as a caster of his level, and he 
  only has to spend MP equal to its spell level to do 
  so.  The save DC is Charisma-based.
  Pixls are artificial creatures forged from dying souls 
  tied to pure hearts.  The techniques used to create 
  pixls have been lost to the ages, so there have been 
  no new pixls in recent times.  However, pixls are 
  immortal, they can be thousands of years old, and 
  many of them were created.
  The specific pixl given above is fire-oriented and 
  uses pyrotechnics as its spell-like ability.
  Pixls As Characters
  A pixl character uses the following statistics:
  •
  Small Fey
  •
  5' speed, fly 30' (Perfect)
  •
  -4 Str, +4 Dex, +2 Wis, +4 Cha
  •
  Low-light vision
  •
  2 racial Hit Dice, granting BAB +1, Fort +0, 
  Ref +3, Will +3, 5 * (6 + Int mod skill points), 
  2d6 hit points, and 2d10  magic points (Cha 
  mod).
  •
  Pixls have a +2 racial bonus to their caster 
  level for the purposes of determining variable 
  effects of spells.
  •
  A pixl adds its Charisma bonus as a deflection 
  bonus to its AC.
  •
  One spell-like ability of a single spell of 2nd 
  level or lower.  The spell's MP cost is equal to 
  its spell level (minimum 1).  The save DC is 
  Charisma-based.
  •
  DR 5/magic.
  •
  Energy  resistance  5  against  acid,  cold, 
  electricity, fire, or sonic.
  •
  Natural melee touch attack, dealing 1d6+Cha 
  mod  points  of energy damage matching the 
  pixl's energy resistance.
  •
  LA +1
  139
  
  Podaboo
  Tiny Elemental (Fire)
  Hit Dice: 3d8-6 (4 hp)
  Magic Dice: 3d8+6 (16 mp)
  Initiative: +3
  Speed: Fly 20' (Good), swim 40'
  Armor Class: 16 (+2 size, +3 Dexterity, +1 class), 
  touch 16, flat-footed 12
  Defense: 0
  Base Attack/Grapple: +4/-7
  Attack: Fire touch +3 melee or +9 ranged (1d6 
  fire) increment 15'
  Full Attack: Fire touch +3 melee or +9 ranged 
  (1d6 fire) increment 15'
  Space/Reach: 2-1/2'/0'
  Special Attacks: Burn
  Special Qualities: Darkvision 60', elemental traits, 
  immunity to fire, vulnerability to cold
  Saves: Fort -1, Ref +6, Will +2
  Abilities: Str 4 Dex 17 Con 7 Int 6 Wis 12 Cha 15
  Skills: Swim +6
  Feats: Point Blank Shot, Far Shot, Dodge
  Environment: Warm mountains
  Organization: Solo, ember (2-5), or conflagration 
  (10-30)
  Challenge Rating: 2
  Treasure: None
  Advancement: 3-6  (Tiny),  7-12  (Small),  13-18 
  (Medium), 19-25 (Large), 26-30 (Huge)
  Level Adjustment: +2
  A summoner can swap out any monster from the 
  summon monster IV list for a podaboo.
  Burn (Ex): Any creature striking a podaboo with 
  an unarmed strike or natural attack takes 1d6 points 
  of fire damage and must make a DC 15 Reflex save 
  or catch fire.
  Royal Koopa
  Medium Monstrous Humanoid
  Hit Dice: 6d8+24 (45 hp)
  Magic Dice: 6d4+6 (21 mp)
  Initiative: -2
  Speed: 20'
  Armor Class: 10 (-2 Dex, +2 class), touch 10, flat-
  footed 8
  Defense: 10
  Base Attack/Grapple: +6/+11
  Attack: Claw +11  melee  (1d6+5)  or  slam  +11 
  melee (1d8+7) or ranged touch attack +4
  Full  Attack: Claw/Claw/Bite  +11/+11/+9  melee 
  (1d6+5/1d6+5/1d8+7)  or  slam  +11/+6  melee 
  (1d8+7) or ranged touch attack +4/-1
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Breath Weapon
  Special Qualities: Fire resistance 20, tuck
  Saves: Fort +6, Ref +3, Will +4
  Abilities: Str 20, Dex 6, Con 19, Int 8, Wis 8, Cha 
  13
  Skills: Intimidate +10
  Feats: Multiattack, Power Attack, Heroic Monster
  Environment: Warm mountains
  Organization: Solitary  plus  underlings  (20-200 
  ECL 2 soldiers and bashers, 5-50 ECL 4 elites, 1-3 
  ECL 5 advisors)
  Challenge Rating: 5
  Treasure: Triple standard
  Advancement: 7-8 (Medium), 9-13 (Large), 14-20 
  (Huge), 21-26 (Gargantuan), 27+ (Colossal)
  Level Adjustment: +3
  Breath Weapon (Ex): As an attack action, a royal 
  koopa can spend 6 MP to spit a ball of fire.  This 
  deals 4d6 points of fire damage to one creature 
  within 60' on a successful ranged touch attack.
  Alternately, the royal koopa can spend up to 2 MP 
  per Hit Die to breathe flames into a 30' cone or 60' 
  line, dealing 1d6 points of fire damage per 2 MP 
  spent.  Affected creatures are allowed a Reflex save 
  for  half  damage  (DC  17),  the  save  DC  is 
  Constitution-based.
  Tuck (Ex): As a move action, a royal koopa can 
  fall prone and gain total concealment and cover as a 
  move action.
  140
  
  Shy
  Small Humanoid (Masked)
  Hit Dice: 1d6-2 (1 hp)
  Magic Dice: 1d6 (3 mp)
  Initiative: +6
  Speed: 20'
  Armor Class: 14 (+1 size, +2 Dex, +1 class), touch 
  14, flat-footed 11
  Defense: 2
  Base Attack/Grapple: +0/-4
  Attack: Ranged  spear  +3  (1d6+1  piercing/x3) 
  increment 20', or melee reach longspear +3 (1d6+1 
  piercing/x3)
  Full Attack: Ranged spear +3 (1d6+1 piercing/x3) 
  increment 20', or melee reach longspear +3 (1d6+1 
  piercing/x3)
  Space/Reach: 5'/5'
  Special Attacks: -
  Special Qualities: war cry, shy traits
  Saves: Fort -2, Ref +3, Will +0
  Abilities: Str 13 Dex 14 Con 7 Int 10 Wis 11 Cha 8
  Skills: Climb +5, Escape Artist +6, Hide +6, Jump 
  +5, Listen +4, Spot +4, Survival +4, Swim +5
  Feats: Improved Initiative
  Environment: Warm forests
  Organization: Scouting party (2-4), warband (10-
  20), or tribe (50-200 plus 10% noncombatants)
  Challenge Rating: ½
  Treasure: Standard
  Advancement: By class
  Level Adjustment: +0
  Shy Shaman CR 2
  Shy Mage 1/Healer 1
  Small Humanoid (Masked)
  Init +6; Senses Listen +2, Spot +2
  AC 13 (+1 size, +2 Dex), touch 13, flat-footed 11
  Defense 3
  hp 4 (2 HD)
  mp 15 (2 MD) 2
  Fort +1 Ref +2 Will +6
  Speed 20' (4 squares)
  Melee shiv +1 (1d2-1 piercing/x4)
  Ranged touch +3
  Space 5'; Reach 5'
  Base Atk +0; Grp -5
  Special Actions combat revivification
  Spells (CL 2):
  1 – bless, remove fear, reduce person (DC 13), 
  soften (DC 13), summon monster I
  0 – acid splash, detect poison, least star drop (DC 
  12), virtue
  Abilities Str 8, Dex 14, Con 8, Int 15, Wis 14, Cha 
  13
  SQ shy traits, war cry
  Talents Armored Casting, Combat Revivification
  Feats Improved Initiative
  Ranks Concentration 5, Craft (alchemy) 4, Heal 3, 
  Knowledge (Nature) 5, Spellcraft 5
  Skills Concentration +4, Craft (alchemy) +6, Heal 
  +5, Knowledge (Nature) +7, Spellcraft +7
  Possessions 
  Small  studded  leather  armor, 
  ceremonial knife (masterwork shiv)
  Shy Traits (Ex): +1 racial bonus to attack rolls 
  with  melee  weapons,  automatic  weapon 
  proficiencies,  +4  racial  bonus  to  saving  throws 
  against fear effects, +2 racial bonus to Hide and 
  Intimidate checks
  War Cry (Su): When a shy rolls initiative and 
  spends MP to improve the roll, he gains a +2 bonus 
  per MP spent.
  Combat Revivification (Sp): As a standard action, 
  a shy shaman can spend 1 MP to bring a touched, 
  dying character to 1 hp.
  141
  
  Star Knight
  The  Star  Knights  are  the watchers  of  the stars. 
  Their exact dominion is unknown, but their stellar 
  heritage is indisputable.
  Small Outsider (Native, Extraplanar)
  Hit Dice: 4d8 (14 hp)
  Magic Dice: 4d8+4 (18 mp)
  Initiative: +4
  Speed: 20'
  Armor Class: 14 (+3 class, +1 size), touch 14, flat-
  footed 11
  Defense: 0
  Base Attack/Grapple: +4/-1
  Attack: slam +3 melee (1d6-2 bludgeoning)
  Full Attack: slam +3 melee (1d6-2 bludgeoning)
  Space/Reach: 5'/5'
  Special Attacks: -
  Special Qualities: darkvision 60', DR 5/magic
  Saves: Fort +4, Ref +4, Will +5
  Abilities: Str 7, Dex 11, Con 10, Int 9, Wis 13, Cha 
  12
  Skills: Hide +7, Listen +8, Move Silently +7, Spot 
  +8, Tumble +7
  Feats: Combat Expertise, Improved Initiative
  Environment: Star Worlds
  Organization: solitary or constellation (2d6)
  Challenge Rating: 2
  Treasure: None
  Advancement: 4-18  HD  (Small),  18-30  HD 
  (Medium)
  Level Adjustment: +1
  A summoner can swap out any monster from the 
  summon monster V list for a waddle knight.
  The  body of a  Star  Knight  is always spherical, 
  representative of the most perfect shape, with four 
  well-defined, simple limbs.  Star Knights that have 
  traveled through the worlds below are noted for 
  their voracious appetites and blind courage, which 
  may or may not be the reasons such individuals do 
  not dwell among the stars.
  Waddle Knight CR 2
  Small Outsider (Native, Extraplanar)
  Init +4; Senses darkvision 60', Listen +8, Spot +8
  AC 14 (+1 size, +3 class), touch 14, flat-footed 11
  Defense 0
  hp 14 (4 HD); DR 5/magic
  mp 18 (4 MD) 0
  Fort +4 Ref +4 Will +5
  Speed 20' (4 squares)
  Melee slam +3 (1d6-2 bludgeoning)
  Melee spear +3 (1d6-2 piercing, x3 critical)
  Ranged  spear  +5  (1d6-2  piercing,  x3  critical) 
  increment 20'
  Space 5'; Reach 5'
  Base Atk +3; Grp -1
  Combat Stances combat expertise
  Abilities Str 7, Dex 11, Con 10, Int 9, Wis 13, Cha 
  12
  SQ DR 5/magic
  Feats Combat Expertise, Improved Initiative
  Ranks Hide 7, Listen 7, Move Silently 7, Spot 7, 
  Tumble 7
  Skills Hide +7, Listen +8, Move Silently +7, Spot 
  +8, Tumble +7
  The waddle knight is the least powerful caste of the 
  star knights.  Its body is spherical as normal for a 
  star knight, tending towards chubbiness around the 
  lower hemisphere, and covered with short brown 
  fur.  Waddle Knights also have slightly larger and 
  more expressive eyes than normal, typically blue.
  Waddle knights hunt stellar rodents, usually using 
  coordinated groups to flush out game into the open 
  where the slowest creatures are quickly taken down. 
  Waddle knights tend to avoid any creatures of the 
  same size or larger, both predators and herbivores. 
  If threatened by an unfamiliar creature, a waddle 
  knight's first impulse is to flee.
  In combat, waddle knights will immediately attempt 
  to flee.  If such a maneuver is impossible, waddle 
  knights will fight until escape is possible.  Waddle 
  knights unable to run away will engage a weak-
  looking character, use tumbling, five-foot steps, and 
  withdraw actions frequently to  get around front-
  liners without provoking attacks of opportunity, and 
  will throw their spears to slow pursuers.
  142
  
  Warpstar Knight CR 10
  Small outsider (Native, Extraplanar, Air)
  Init +3; Senses darkvision 60', Listen +2, Spot +17
  AC 17 (-1 Dex, +1 size, +7 class), touch 17, flat-
  footed 10
  Defense 0
  hp 72 (12 HD, 48); DR 5/magic
  mp 50 (12 MD, 84) 12
  Fort +8 (+10), Ref +7, Will +10
  Speed 30', fly 30' (Perfect)
  Melee slam +14/+7/+2 melee (1d6+1 bludgeoning)
  Melee  mimicked  mwk  greatsword +15  melee 
  (1d10+1 slashing, 19-20/x2 critical)
  Space 5'; Reach 5'
  Base Atk +12/+7/+2; Grp +9
  Combat Stances combat expertise
  Atk Options improved trip, tackle
  Special Attacks air blast, flame rush
  Abilities Str 12, Dex 9, Con 15 (11), Int 13, Wis 
  14, Cha 17
  SQ Air Blast, DR 5/magic, Mimic Abilities (+4 
  Constitution, Improved Initiative, mwk greatsword, 
  Flame Rush)
  Feats Combat Expertise, Improved Trip, Tackle, 
  Run, Heroic Monster, (Improved Initiative)
  Ranks Escape Artist 15, Knowledge (The Planes) 
  15, Perform (Dance) 15, Sense Motive 15, Spot 15, 
  Tumble 15, Use Magic Device 15
  Skills Escape Artist +14, Knowledge (The Planes) 
  +16, Perform (Dance) +18, Sense Motive +17, Spot 
  +17, Tumble +14, Use Magic Device +18
  Air Blast (Su): The Warpstar Knight can create a 
  gust of wind  effect as a spell-like ability, directed 
  towards or away from itself.  Any creature that 
  would be pushed into the Warpstar Knight's square 
  instead stops and provokes an attack of opportunity.
  Flame  Rush  (Sp): As  a  full-round  action,  the 
  Warpstar Knight may spend 5 MP to travel in a 60' 
  line, dealing 5d6 points of fire damage to every 
  creature it passes through.  Affected creatures are 
  allowed a Reflex save (DC 18) for half damage. 
  Creatures damaged by this effect are not allowed 
  attacks of opportunity against the Warpstar Knight.
  Improved  Trip: The  warpstar  knight  does  not 
  provoke an attack of opportunity when tripping an 
  opponent,  and  gains  a  +4  bonus  to  opposed 
  Strength checks to trip an opponent.
  Tackle: A warpstar knight who successfully trips an 
  opponent as part of a charge can spend 1 MP to 
  continue charging in a straight line.  This can be 
  used to trip multiple opponents in a charge.
  Combat Expertise: A warpstar knight can take up 
  to a -5 penalty to attack rolls and add the same as a 
  bonus to his AC.
  The Warpstar Knight is a fearless combatant, in 
  stark contrast to Waddle Knights.  It has all of the 
  class abilities of a level 10 Mimic.  It's homestar is 
  its domain, but it will venture far and wide when it 
  finds a quest worthy of its talents.  The Knight 
  given here has a smattering of general abilities (all 
  from stellar beings) that it considers useful, but it 
  will quickly pick  up  abilities  appropriate  to  the 
  environment it finds itself in.
  143
  
  Aegaes Knight CR 15
  Medium Outsider (Native, Extraplanar, Air)
  Init +3; Senses darkvision 60', Listen +22, Spot 
  +22
  AC 25 (+8 class, +3 Dex, +4 armor), tch 21, flat 14
  Defense 4
  hp 54 (15 HD); DR 5/magic
  mp 54 (15 MD) 0
  Fort +8 Ref +12 Will +13
  Speed 20' (4 squares), fly 20' (Perfect)
  Melee almighty sword  +21/+16/+11 (+1 per 15 
  mp) (2d6+10 slashing + 1d6 fire + 1 per 15 mp, 19-
  20/x2 plus shockwave)
  Melee slam +19/+14/+9 (1d8+4 bludgeoning)
  Space 5'; Reach 5'
  Base Atk +15; Grp +19
  Atk Options improved sunder, ultra timed hit
  Combat Stances offensive stance, power attack
  Combat  Gear 
  Almighty  Sword  (starmetal 
  greatsword minor artifact, +1d6 fire damage, +4 
  enhancement bonus to Strength and Dexterity, on a 
  critical hit it deals 3d6 sonic to creatures in a 120' 
  line intersecting the target Reflex 19 for ½ damage), 
  mwk longsword, +4 chain shirt, 3 potions of cure 
  serious wounds
  Abilities Str 15 (19), Dex 13 (17), Con 9, Int 14, 
  Wis 18, Cha 12
  SQ DR 5/magic
  Talents  Offensive  Stance,  Improved  Offensive 
  Stance, Greater Offensive Stance (+2), Vigor Up, 
  Timed Hit, Super Timed Hit, Ultra Timed Hit
  Feats  Weapon Focus (greatsword), Power Attack, 
  Weapon  Specialization,  Greater  Weapon  Focus, 
  Greater Weapon Specialization, Improved Sunder
  Ranks Appraise 18, Heal 18, Intimidate 18, Jump 
  18, Knowledge (The Planes) 18, Listen 18, Sense 
  Motive 18, Spot 18, Tumble 18, Use Magic Device 
  18
  Skills  Appraise  +20,  Heal  +22,  Intimidate  +19, 
  Jump +21,  Knowledge (The Planes) +20,  Listen 
  +22, Sense Motive +22, Spot +22, Tumble +20, 
  Use Magic Device +19
  Possessions mask of battlesight (analyze dewomer 
  3/day)
  Offensive Stance: The Aegaes Knight suffers a -1 
  penalty to AC and gains a +5 bonus to attack and 
  damage rolls
  Power Attack: The Aegaes Knight suffers up to a 
  -15 penalty to attack rolls, and adds the same as a 
  bonus  to  melee  damage  rolls.   This  bonus  is 
  doubled with twohanded weapons.
  Improved Sunder: The Aegaes Knight does not 
  provoke an attack of opportunity when sundering an 
  object, and gains a +4 bonus to attack rolls to hit an 
  object held or carried by another creature.
  Ultra Timed Hit: On a successful hit, the Aegaes 
  Knight can spend 3 MP to attempt to confirm the hit 
  as  a  critical,  3  MP  to  improve  his  weapon's 
  multiplier by one step if the critical is confirmed, 
  and 5 MP to deal maximum damage if the critical is 
  confirmed.
  Quite  unlike  the  Warpstar  Knight,  the  Aegaes 
  Knight  will  choose  what  it  perceives  to  be  a 
  vulnerable location in need of protection and guard 
  it  with  its  life.   The  Aegaes  Knight  refuses  to 
  participate in unfair fights, fleeing if underhanded 
  tactics are used against him.
  144
  
  Penguin King CR 20
  Medium Outsider (Extraplanar, Native)
  Init -2; Senses darkvision 60', Listen +1, Spot +1
  AC  27  (+11  class,  -2  Dex,  +5  armor,  +3 
  deflection), touch 22, flat-footed 16
  Defense 4
  hp 153 (20 HD); DR 20/magic
  mp 153 (20 MD) 20
  Immune cold
  Fort +15 Ref +10 Will +13
  Weakness fire vulnerability
  Speed 30' (6 squares), swim 30'
  Melee greathammer +27/+22/+17/+12 (+1 per 20 
  mp) (3d6+9 bludgeoning +1 per 20 mp)
  Ranged  mallet  +19/+14/+9/+4  (+1  within  30') 
  (2d6+9 bludgeoning +1 within 30') 40'
  Space 5'; Reach 5'
  Base Atk +25; Grp +29
  Combat Stances power attack
  Combat  Gear Large  starmetal  greathammer,  20 
  Large mwk mallets, +5 vestment (+4 enhancement 
  bonus to Strength)
  Spells (CL 10, as Royal):
  3 – confusion (DC 16), cure serious wounds, haste
  2 – daze monster (DC 15), heroism, vigor
  1 – expeditious retreat, feather fall, hypnotism (DC 
  14)
  0 – daze (DC 13), detect magic, flare (DC 13)
  Abilities Str 23, Dex 6, Con 17, Int 9, Wis 12, Cha 
  17
  SQ Powerful Build
  Feats Heroic Monster, Exotic Weapon Proficiency 
  (greathammer),  Power  Attack,  Weapon  Focus 
  (greathammer), Quick Draw, Point Blank Shot, Far 
  Shot
  Ranks  Bluff  23,  Climb  23,  Diplomacy  23, 
  Intimidate  23,  Sense  Motive 23,  Swim 23,  Use 
  Magic Device 23
  Skills  Bluff  +26,  Climb  +29,  Diplomacy  +26, 
  Intimidate +26, Sense Motive +24, Swim +38, Use 
  Magic Device +26
  Possessions  crown  of  radiance  (add  Charisma 
  modifier to AC)
  Powerful  Build  (Ex):  The  Penguin  King  is 
  considered to be one size category larger for the 
  purpose of what weapons it is able to wield and 
  opposed checks.
  Ultimate Warrior
  Small Aberration (Extraplanar)
  Hit Dice: 5d8+15 (37 hp)
  Magic Dice: 5d6+10 (27 mp)
  Initiative: +2
  Speed: Fly 60' (Perfect)
  Armor Class: 15 (+1 size, +2 Dex, +2 class), touch 
  15, flat-footed 11
  Defense: 0
  Base Attack/Grapple: +4/+5
  Attack: Bite +7 melee (1d4+1) plus energy drain
  Full Attack: Bite +7 melee (1d4+1) plus energy 
  drain
  Space/Reach: 5'/5'
  Special Attacks: Attach, energy drain
  Special Qualities: Negative energy vulnerability, 
  cold  immunity,  immune  to  disease,  ice  torpor, 
  electricity  vulnerability,  DR  5/magic,  scent, 
  blindsight 60'
  Saves: Fort +3, Ref +3, Will +6
  Abilities: Str 12 Dex 15 Con 17 Int 2 Wis 15 Cha 
  14
  Skills: Listen +10
  Feats: Improved Grapple, Weapon Focus (bite)
  Environment: 
  Organization: Single, pair (2), swarm (2d6 plus 1 
  Alpha), hive (5d6 plus 3d6 Alpha plus 2d6 Gamma 
  plus 1d6 Omega plus 1 Zeta)
  Challenge Rating: 3
  Treasure: -
  Advancement: 5-10 (Small), 11-20 (Medium), 21-
  30 (Large), 31-40 (Huge), 41-50 (Gargantuan)
  Level Adjustment: -
  A summoner can swap out any monster from the 
  summon monster V  list for a larval warrior.  Any 
  monster from the summon monster VII list can be 
  swapped for an alpha warrior.  Any monster from 
  the summon monster IX list can be swapped out a 
  gamma warrior.
  Attach (Ex): If an ultimate warrior hits a creature 
  with its bite attack, it automatically latches onto it 
  and  deals  bite  damage  each  round  it  remains 
  attached.  An attached ultimate warrior loses its 
  Dexterity bonus to Armor Class and has an AC of 
  11.  An attached ultimate warrior can be struck with 
  a weapon or grappled itself.  To remove an ultimate 
  warrior  through  grappling,  the  opponent  must 
  achieve a pin against it.
  Energy Drain (Su): Each time a living creature 
  takes damage from an ultimate warrior's bite attack, 
  145
  
  it suffers one cumulative negative level.  After 24 
  hours, the creature may make a Fortitude save (DC 
  15) for each negative level to negate it, otherwise it 
  becomes permanent.  The save DC is Constitution-
  based.  For each such negative level bestowed, the 
  ultimate  warrior  gains  5  temporary  hit  points. 
  Creatures slain in this manner are reduced to fragile 
  husks, which disintegrate into ash at the slightest 
  touch.  Only true resurrection is capable of reviving 
  a  creature  slain  by an  ultimate  warrior's  energy 
  drain ability.
  Ice Torpor (Ex): Though they are not harmed by 
  cold, ultimate warriors can be subdued by it.  An 
  ultimate  warrior  that  suffers  cold  damage  must 
  make a Fortitude save (DC damage dealt - Hit Dice) 
  or become stunned for 1d6 rounds.
  Ultimate warriors are  the remnant of an  ancient 
  civilization.   Legend  has  it  that  the  civilization 
  created them to defeat a far greater evil, but this 
  raises the even more troubling question of what 
  manner of evil would require such a vicious hunter 
  to destroy it.
  The abilities presented here represent a larvae of 
  this deadly, enigmatic species.  Ultimate warrior 
  larvae  resemble  a  jellyfish  with  a  few  opaque 
  central  organs,  and  the  underside  sports  several 
  large mandibles that it uses to drain life from its 
  victims.  Though blind, they can detect their prey 
  through  a  combination  of  keen  olfactory  and 
  auditory senses.  They float aimlessly in search of 
  food, attacking relentlessly when they find it.  If an 
  ultimate  warrior  retains  50  temporary  hit  points 
  from its energy drain ability for one hour, it will 
  advance by one Hit Die.
  If  ultimate  warriors  mature  in  the  proper 
  environment,  they  become  large  quadrupedal 
  predators,  but  still  subsist  on  life  energy. 
  Environmental  factors  play a  large  role  in  their 
  development,  and  the  forms  presented  here 
  represent  their  advancement  in  their  natural 
  environment.
  The  most  advanced  ultimate  warriors  reproduce 
  through  egg-laying,  though  none  of  the  forms 
  presented here are capable of it.  Some types of 
  magical influence can jump-start their reproductive 
  cycle  in  unpredictable  ways, such  as  causing  a 
  larvae to duplicate itself through fission when it 
  reaches 10 Hit Dice, budding off a weak 1 Hit Die 
  larvae instead of advancing by Hit Dice, or simply 
  growing to massive proportions.
  Alpha Warrior CR 7
  Medium Aberration (Extraplanar)
  Init +2; Senses blindsight 60', scent, Listen +18
  AC 18 (+6 class, + 2 Dex), touch 18, flat-footed 10
  Defense 3
  DR 5/magic
  hp 110 (13 HD)
  mp 71 (13 MD) 0
  Immune Cold, disease
  Fort +8 Ref +6 Will +10
  Weakness Ice  torpor,  electricity  vulnerability, 
  negative energy vulnerability, blind
  Speed Fly 40' (Perfect)
  Melee  claw/claw/bite 
  +12/+12/+10  (1d4+1, 
  1d4+1, 1d6+2) plus energy drain
  Space 5'; Reach 5'
  Base Atk +9; Grp +15
  Abilities Str 14 Dex 15 Con 19 Int 3 Wis 15 Cha 
  14
  SA Energy drain
  SQ Ice torpor
  Feats Improved  Grapple,  Weapon  Focus  (bite), 
  Weapon Focus (claw), Blind-Fight, Multiattack
  Ranks Listen 16
  Skills Listen +18
  Ice Torpor: If hit by a cold attack, make a Fort 
  save  (DC  damage - 13)  or  be  stunned  for  1d6 
  rounds.
  Energy Drain (Su): Bitten or clawed opponents 
  take one negative level, Fort recovery (DC 20).
  146
  
  Gamma Warrior CR 11
  Medium Aberration (Extraplanar)
  Init +2; Senses blindsight 90', scent, darkvision 60', 
  Listen +20
  AC 19 (+7 class, +2 Dex), touch 19, flat-footed 10
  Defense 6
  DR 5/magic
  hp 157 (15 HD)
  mp 82 (15 MD) 0
  Immune Cold, disease
  Fort +11 Ref +7 Will +11
  Weakness Ice torpor, negative energy vulnerability, 
  blind
  Speed Fly 30' (Perfect), burrow 10'
  Melee  claw/claw/bite 
  +14/+14/+12  (1d4+1, 
  1d4+1, 1d6+2) plus energy drain
  Space 5'; Reach 5'
  Base Atk +11; Grp +17
  Special Actions beam
  Abilities Str 14 Dex 15 Con 23 Int 3 Wis 15 Cha 
  14
  SA Energy drain, beam
  SQ Ice torpor
  Feats Improved  Grapple,  Weapon  Focus  (bite), 
  Weapon Focus (claw), Blind-Fight, Multiattack
  Ranks Listen 18
  Skills Listen +20
  Beam (Sp): 5 MP, all creatures in a 20' cone take 
  3d6 electricity damage (Reflex DC 23 for ½).  Any 
  creature  that  fails  its  first  save  must  make  a 
  Fortitude save (DC 23) or be stunned for one round.
  Ice Torpor: If hit by a cold attack, make a Fort 
  save (DC  damage - 15)  or  be  stunned  for  1d6 
  rounds.
  Energy Drain (Su): Clawed or bitten opponents 
  take one negative level, Fort recovery (DC 23). 
  The warrior gains 5 temporary hit points.
  Zeta Warrior CR 15
  Large (Long) Aberration (Extraplanar)
  Init +1; Senses blindsight 120', scent, darkvision 
  120', Listen +26
  AC 20 (-1 size, +10 class, +1 Dex), touch 20, flat-
  footed 9
  Defense 9
  DR 5/magic
  hp 241 (21 HD)
  mp 115 (21 MD) 0
  Immune Cold, disease
  Resist Fire 5
  DR 5/magic
  Fort +14 Ref +8 Will +14
  Weakness Ice torpor, negative energy vulnerability, 
  blind
  Speed 30' (6 squares), fly 20' (Perfect), burrow 10'
  Melee  claw/claw/bite 
  +20/+20/+18  (1d6+2, 
  1d6+2, 1d8+5) plus energy drain
  Space 10'; Reach 5'
  Base Atk +15; Grp +28
  Atk Options improved bull rush
  Special Actions burst
  Combat Stances power attack
  Abilities Str 20 Dex 13 Con 25 Int 3 Wis 15 Cha 
  14
  SA Energy drain, burst
  SQ Ice torpor
  Feats Improved  Grapple,  Weapon  Focus  (bite), 
  Weapon  Focus  (claw),  Blind-Fight,  Multiattack, 
  Power Attack, Improved Bull Rush
  Ranks Listen 24
  Skills Listen +26
  Burst (Sp): 5 MP, all creatures in a 20' cone take 
  5d6 fire damage (Reflex DC 27 for ½).
  Ice Torpor: If hit by a cold attack, make a Fort 
  save  (DC  damage  -21)  or  be  stunned  for  1d6 
  rounds.
  Energy Drain (Su): Clawed or bitten opponents 
  take one negative level, Fort recovery (DC 27). 
  The warrior gains 5 temporary hit points.
  Power Attack: Take up to -15 penalty to attack 
  rolls, add same to damage.
  Improved Bull Rush: No AoO when bull rushing, 
  +4 bonus to opposed Strength check to push back.
  147
  
  Omega Warrior CR 19
  Huge (Long) Aberration (Extraplanar)
  Init +0; Senses blindsight 240', scent, darkvision 
  240', Listen +37
  AC 24 (-2 size, +16 class), touch 24, flat-footed 8
  Defense 12
  DR 5/magic
  hp 432 (32 HD)
  mp 176 (32 MD) 0
  Immune Cold, disease
  Resist Fire 10
  Fort +19 Ref +10 Will +20
  Weakness Ice torpor, negative energy vulnerability
  Speed 30' (6 squares), fly 10' (Perfect), burrow 10'
  Melee  claw/claw/bite 
  +29/+29/+29  (1d8+3, 
  1d8+3, 1d10+6) plus energy drain, improved grab, 
  awesome blow
  Space 15'; Reach 10'
  Base Atk +24; Grp +42
  Atk Options improved bull rush
  Special Actions burst
  Combat Stances power attack
  Abilities Str 22 Dex 11 Con 28 Int 3 Wis 15 Cha 
  14
  SA Energy drain, burst
  Feats Improved  Grapple,  Weapon  Focus  (bite), 
  Weapon  Focus  (claw),  Blind-Fight,  Multiattack, 
  Power  Attack,  Improved  Bull  Rush,  Awesome 
  Blow,  Ability  Focus  (energy  drain),  Snatch, 
  Improved Multiattack
  Ranks Listen 35
  Skills Listen +37
  Burst (Sp): 10 MP, all creatures in a 20' cone take 
  10d6 fire damage (Reflex DC 35 for ½).
  Ice Torpor: If hit by a cold attack, make a Fort 
  save (DC  damage - 32)  or  be  stunned  for  1d6 
  rounds.
  Energy Drain (Su): Clawed or bitten opponents 
  take one negative level, Fort recovery (DC 37). 
  The warrior gains 5 temporary hit points.
  Power Attack: Take up to -24 penalty to attack 
  rolls, add same to damage.
  Improved Bull Rush: No AoO when bull rushing, 
  +4 bonus to opposed Strength check to push back.
  Awesome Blow: Knock smaller opponents 10' and 
  prone (Reflex DC damage dealt negates).
  Improved Grab (Ex): Automatic grapple attempts. 
  Take -20 to grapple checks to not be considered 
  grappled.
  Templates
  Boo
  A typical boo is a ghost that has been undead long 
  enough to have lost all semblance of form.  Newly 
  undead boos are much closer to what they were in 
  life.  The boo template may be applied to any living 
  creature with a Charisma score of 9 or higher.
  A boo's abilities are changed as follows:
  •
  +2  Dex,  -2  Str,  no  Constitution  score. 
  Recalculate the boo's hit points and it applies its 
  Charisma modifier to Concentration checks.
  •
  Can heal through rest.
  •
  Type changes to undead, Hit Dice, Magic Dice, 
  saves, and skill points remain the same.  Gains 
  the augmented subtype for its original type.
  •
  Immunity to all mind-affecting effects, poison, 
  sleep, paralysis, stunning, disease, death effects. 
  Immune  to  critical  hits,  nonlethal  damage, 
  ability drain, energy drain.  Immune to physical 
  ability damage and exhaustion.  Immune to any 
  effect that requires a Fortitude save unless it 
  works on objects or is harmless.
  •
  Gains DR 5/magic.
  •
  Invisibility as a spell-like ability, CL equal to ½ 
  total Hit Dice or caster level (minimum 1).
  •
  Flight  at  a  maneuverability  of  Perfect  at  its 
  original base land speed.
  •
  Gains the Mass Haunting ability, allowing it to 
  count as a boo for determining how many boos 
  are present, but it is not able to gain any spell-
  like abilities.
  •
  +4 racial bonus to Move Silently and Intimidate 
  checks.
  •
  Gains darkvision 60'.
  •
  +2 CR
  •
  +3 LA
  Hyper
  A  hyper  creature  has  unnaturally  pronounced 
  choler, causing it to be easily provoked and violent. 
  The hyper template may be applied to any creature 
  with a Constitution score.
  A hyper creature's abilities are changed as follows:
  •
  +8 Strength, -4 Constitution.
  •
  Gains the Vigor Up talent as a level 10 Basher.
  •
  Gains Great Fortitude as a bonus feat.
  •
  -2 penalty to Will and Reflex saves.
  •
  +2 CR
  •
  +2 LA
  Para-Creature
  A para-creature has large fluffy wings, making it 
  capable  of  sustained  flight.   Almost  every 
  148
  
  monstrous  species  in  the  world  has  a  winged 
  subspecies of this form.  The para-creature template 
  may be applied to any creature that does not already 
  have the ability to fly.
  A Para-Creature's abilities are changed as follows:
  •
  +2 Dex, +2 Con.
  •
  Flight  with  a  maneuverability  of  Average  at 
  double its base land speed.
  •
  Gains a natural slam/slam attack routine, dealing 
  damage as two clubs for its size (1d6 Medium).
  •
  Low-light vision if it did not already have it.
  •
  Lightning Reflexes as a bonus feat.
  •
  +1 CR
  •
  +2 LA
  Raccoonian
  A raccoonian is a creature that has been blessed by 
  nature spirits with innate magical power, pointed 
  ears,  and  a  cute,  fluffy  tail.   The  raccoonian 
  template may be applied to any living creature with 
  an Intelligence score.
  A racoonian's abilities are changed as follows:
  •
  Type changes to Magical Beast.  Do not change 
  existing Hit Dice, but existing racial Magic Dice 
  increase by one step, up to d12.   Class MD 
  remain unchanged.
  •
  +2 Str, +4 Dex, +4 Con, +2 Int, +2 Wis, +4 Cha
  •
  Base land speed increases by 30'.
  •
  +4 natural armor bonus to Defense.
  •
  Gains a natural slam attack as a bastard sword 
  for its size (1d10 Medium).
  •
  +8 racial bonus to Jump checks.
  •
  Quick Change (Su): Can use the Disguise skill 
  as a standard action without penalty.
  •
  Darkvision 60' and low-light vision, or existing 
  darkvision and low-light vision range doubles.
  •
  +2 CR
  •
  +3 LA
  Star-Blessed
  A  star-blessed  creature  is  any  creature  that  is 
  unnaturally potent in a certain ability, at the cost of 
  weakness in other abilities.
  A  Star-Blessed  (Strength)  creature's  abilities  are 
  changed as follows:
  •
  +8 Str, -2 Dex, -2 Con, -2 Int, -2 Wis, -2 Cha
  •
  When a  Star-Blessed  creature  spends  MP  to 
  improve a Strength check or a Strength-based 
  skill check, he gains a +2 bonus per MP spent.
  •
  Immune to Strength damage and Strength drain.
  •
  +1 CR.
  •
  +1 LA.
  A Star-Blessed (Dexterity) creature's abilities are 
  changed as follows:
  •
  +8 Dex, -2 Str, -2 Con, -2 Int, -2 Wis, -2 Cha
  •
  When  a  Star-Blessed  creature  spends  MP  to 
  improve a Dexterity check or a Dexterity-based 
  skill check, he gains a +2 bonus per MP spent.
  •
  Immune  to  Dexterity  damage  and  Dexterity 
  drain.
  •
  +1 CR.
  •
  +1 LA.
  A Star-Blessed (Constitution) creature's abilities are 
  changed as follows:
  •
  +8 Con, -2 Str, -2 Dex, -2 Int, -2 Wis, -2 Cha
  •
  When  a  Star-Blessed  creature  spends  MP  to 
  improve a Constitution check or a Constitution-
  based skill check, he gains a +2 bonus per MP 
  spent.
  •
  Immune  to  Constitution  damage  and 
  Constitution drain.
  •
  +1 CR.
  •
  +1 LA.
  A Star-Blessed (Intelligence) creature's abilities are 
  changed as follows:
  •
  +8 Int, -2 Str, -2 Dex, -2 Con, -2 Wis, -2 Cha
  •
  When  a  Star-Blessed  creature  spends  MP  to 
  improve  an  Intelligence  check  or  an 
  Intelligence-based skill  check,  he  gains  a  +2 
  bonus per MP spent.
  •
  Immune to Intelligence damage and Intelligence 
  drain.
  •
  +1 CR.
  •
  +1 LA.
  A Star-Blessed  (Wisdom)  creature's abilities  are 
  changed as follows:
  •
  +8 Wis, -2 Str, -2 Dex, -2 Con, -2 Int, -2 Cha
  •
  When  a  Star-Blessed  creature  spends  MP  to 
  improve a Wisdom check or a Wisdom-based 
  skill check, he gains a +2 bonus per MP spent.
  •
  Immune to Wisdom damage and Wisdom drain.
  •
  +1 CR.
  •
  +1 LA.
  A Star-Blessed (Charisma) creature's abilities are 
  changed as follows:
  •
  +8 Cha, -2 Str, -2 Dex, -2 Con, -2 Int, -2 Wis
  •
  When  a  Star-Blessed  creature  spends  MP  to 
  improve a Charisma check or a Charisma-based 
  skill check, he gains a +2 bonus per MP spent.
  •
  Immune  to  Charisma  damage  and  Charisma 
  drain.
  •
  +1 CR.
  •
  +1 LA.
  Titan
  On a far-off island in a far-off ocean, or so it is 
  rumored, there is an island inhabited by monsters 
  who are basically similar to those you could find in 
  149
  
  the spooky woods next to your own town, except 
  they've all grown to gigantic proportions and stomp 
  around the island all day looking for tiny people 
  like you to gobble up.  Or so it is rumored.
  The titan template is an inherited template that can 
  be applied to any creature.  It can also be applied 
  multiple times to boost a creature's size as large as 
  is plausible, each time reapplying its effects.
  A titanic creature's abilities are changed as follows:
  •
  Size increases by one category.
  •
  The  creature  gains  the  Giant  type  and  the 
  augmented subtype, though it is treated as both a 
  Giant and a creature of its original type for the 
  purpose of spells and effects.  Do not recalculate 
  existing Hit Dice.
  •
  +4 Str, -2 Dex
  •
  +10' speed
  •
  It gains low-light vision, or its existing low-light 
  vision range doubles if it already has it.
  •
  Its natural armor bonus to Defense increases by 
  +3, or it gains a +3 natural armor bonus to 
  Defense if it did not already have one.
  •
  It gains 5 Giant Hit Dice, granting d8 hit points, 
  d4 magic points, +3 BAB, +4 Fort, +1 Ref, +1 
  Will, (2 + Int mod) * 5 skill points, and +2 
  dodge.
  •
  CR +4
  •
  LA +1
  Advancing Monsters
  When  advancing  monsters  by  Hit  Dice,  the 
  following values are used for mp and class Defense.
  Creature Type 
  Magic
  Dice
  Defense
  Aberration
  d6
  Average
  Animal
  d1
  Good
  Construct
  d1
  Poor
  Dragon
  d12
  Average
  Elemental
  d8
  Average
  Fey
  d10
  Good
  Giant
  d4
  Poor
  Humanoid
  By Class
  By Class
  Magical Beast
  d12
  Good
  Monstrous 
  Humanoid
  d4
  Average
  Ooze
  d4
  Poor
  Outsider
  d8
  Average
  Plant
  d6
  Average
  Creature Type 
  Magic
  Dice
  Defense
  Undead
  d1
  Poor
  Vermin
  d1
  Good
  Poor: 1/3 + 1/3 HD
  Average: ½ HD
  Good: 1 + ½ HD
  The Magic Die modifier of a monster is based on 
  what it draws its power from.  Intelligence for skill, 
  Wisdom for instinct, and Charisma for power.  This 
  is different for each creature.  A monster character 
  uses the ability score modifier that his first class 
  level uses.
  Exceptionally powerful monsters gain Talents from 
  one of the six base classes every odd-numbered Hit 
  Die and advance with Challenge Ratings equal to 
  their Hit Dice instead of a fraction of their Hit Dice.
  150
  
  Appendix
  CHANGES FROM D&D
  Armor grants DR, or Defense, instead of a bonus to 
  AC, this is balanced by armor proficiencies being 
  hard to get, and armor bonuses being reduced for 
  characters who are not proficient with it.
  Class  levels  grant dodge  bonuses to  AC, which 
  count towards the maximum Dexterity bonus for 
  armor.
  Levels grant MP, which works a lot like HP, and 
  can be used to improve D20 rolls or fuel class 
  abilities.
  Advanced classes are a step between core classes 
  and prestige classes, generally accessible at level 3.
  Caster levels stack.  The 3 base spellcasting classes 
  use their actual levels to determine spells known, 
  while most advanced classes base them on actual 
  caster level.
  TODO
  I mean, honestly, why is this here any more?  This 
  document is going to get scrapped as soon as 4th 
  edition comes out!  Oh, well, I guess I'll leave it in 
  case  somebody  figures  they'll  be  able  to  do 
  something else with it.
  Write a real appendix!
  All the basic monsters from sidescroller games.
  Bludgeoner, piercer, slasher?
  Str/Int: Battle mage, good at both blowing things up 
  and attacking, similar to spellblade.
  Str/Wis: Bounty Hunter (basically a ranger).
  Str/Cha: Cavalier, mounted combatant.
  Dex/Con: Acrobat, high-AC.
  Dex/Int: Trickster, prolly a magic-wielding thief, 
  needs  some  ranged  stances  among  other  things. 
  Assassin, maybe just use sneak attack.
  Con/Int: Superior AC armor master?  Spellshield?
  Con/Wis: Medic, possibly with fast healing.
  Con/Cha: Templar.  Soulmage based on revivify 
  ability?
  Int/Wis: Scholar
  Int/Cha: Master Craftsman
  Ninji, as a race.
  Appraise (Int), Balance (Dex), Bluff (Cha), Climb 
  (Str),  Concentration  (Con),  Craft  (Int),  Decipher 
  Script (Int), Diplomacy (Cha), Disable Device (Int), 
  Disguise (Cha), Escape Artist (Dex), Forgery (Int), 
  Gather Information (Cha), Handle Animal (Cha), 
  Heal (Wis), Hide (Dex),  Intimidate (Cha), Jump 
  (Str), Knowldge (which?) (Int), Listen (Wis), Move 
  Silently (Dex), Open Lock (Dex), Perform (Cha), 
  Profession (Wis), Ride (Dex), Search (Int), Sense 
  Motive (Wis), Sleight Of Hand (Dex), Spellcraft 
  (Int),  Spot  (Wis),  Survival  (Wis),  Swim  (Str), 
  Tumble (Dex), Use Magic Device (Cha), Use Rope 
  (Dex).
  151
  
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SOURCE: textdata/thevault/Super Mario Bros/Mario D20 Rules.pdf