Sentient Spells as PCs

www.Game4rzsnark.com
Richard H. Schurz

 

This article is written supporting Dungeons and Dragons 3.5 edition. You will need the Player’s Handbook and Monster manual to use the material presented here.

It should also be compatible with DnD 3.0 edition.

 

This article expands upon my earlier article Sentient Spells

Playing a Sentient Spell

Playing a Sentient Spell is a lot like playing any other race originally presented as monsters. This article establishes ECLs, brings ways to advance from one spell to another, and adds a wealth of new sample sentient spells, each carefully written for use as a PC race.

 

All PC sentient spells receive Incarnate Flesh into a humanoid form as a bonus feat. They can look like any small or medium humaniod but this will have no effect on their stats or abilities (You can look like an dwarf, but you won’t gain bonus constitution or resistance to poison.) If you allow your players to take a more exotic form (such as a winged elf with ability to fly in that form) you may have to adjust their ECL in according to their additional abilities. You should never allow a player to use Incarnate Flesh to take the form of a creature you wouldn’t otherwise allow them to play.

 

When playing a Sentient Spell with racial Hit Die those Hit Die are as Elementals (monster Manual pg. X), the player may choose whether fortitude or reflex is their good save. All PCs receive max hp from their first HD. If the Sentient spell has 1 or ½ HD, then you may choose a class and start with that class in place of having a HD. Racial Hit Die count as levels, if you have 3 racial hit die and 2 levels as a fighter you are considered to be a level 5 character.

 

Resurrecting a sentient spell costs an amount of gold equal to 50 x the spell level of the spell x the minimum castor level to caste the spell. It also costs 1/25 that amount in exp. Resurrecting a sentient spell takes 1 hour and must be done at the spot the sentient spell was destroyed within a week of it’s destruction. Additionally any material components, focuses, or exp costs of casting the spell normally must also be paid when resurrecting a sentient spell.

 

Sentient Spells as characters

-Base spell: All sentient spells are based on actual spells.

-Diminutive size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6 dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks, lifting and carrying limits 1/4 those of medium characters.

-Deflection Bonus: While in spell form a sentient spell receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if positive).

-Fly speed 60 ft (perfect) while in spell form

-elemental traits

-spell traits

-darkvision 60 ft.

-Racial Hit Dice: Sentient spells have a number racial die equal to the spell level of their base spell. They receive a racial bonus to special attacks equal to the spell level of their base spell. Their Base attack bonus is 2/3 (as cleric), their good save is either fortitude or reflex, they get 2  + intelligence modifier skill points per HD with quadruple skill points for the first level. Their class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), and one additional skill of the Sentient Spell’s Choosing.

-Expend Self (Su): Sentient spells may, at any time as a free action, destroy themselves and caste the spell they are at the minimum castor level that spell may be caste at. When they use expend self they use their own charisma modifier to determine the save DC.

-Dispel Vulnerability: A successful dispel check against a Sentient Spell destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with it’s base spell or any spell that dispels or counters it’s base spell. If it enters an antimagic field it is immediately destroyed.

-Spellcasting Restriction: Sentient spells cannot caste spells.

-A +2 racial bonus to use magic device and spellcraft checks. Additionally they automatically sense if anyone within 100 ft. is casting the spell they are based upon.

-Automatic languages: common. Bonus languages: any except secret languages (such as druidic

-Favored Class: any

 

Variant Rules

You might allow Sentient Spells to 'upgrade' themselves into a higher-level spell in the same school of magic by paying gold equal to 250 x the spell level of the spell the wish to become x the minimum castor level to caste the spell they wish to become. It also costs 1/25 that amount in exp. They gain the racial hit die and level adjustment of their new race, as well as all it’s abilities (including bonus feats).

 

Spellcasting restriction: Sentient spells with class levels may not caste spells. There is no actual balance issue with this, you may choose to remove this restriction without modifying the ECL. It is, however, very strange when a sentient magic missile can caste magic missile, and even stranger when a sentient burning hands can caste fireball and meteor swarm.

 

Dispel Vulnerability: While dispel and counterspell killing NPC sentient spells is fine, however it's a bit to much of a crippling weakness to PCs. You might reduce the effects of this to stunned for 1d4 +2 rounds or reduces the target to 1 hp. Anti-magic fields become areas the PC cannot enter, and if he/she is caught inside one they are simply shunted out into the nearest empty space. Or you might keep it the way it is, used sparing the threat can be terrifying. Most players playing a sentient spell will attack spellcasters in preference to all other targets.

 

These races consider Racial Hit Die in their balance, if you alter the racial Hit Die of a sentient spell you will also have to alter their Level Adjustment as well. Each example sentient spell has racial Hit Die equal to the spell level of the spell they are based upon.

 

Sentient Spells and reproduction

It is unknown if sentient spells can reproduce with eachother. However it is known that sentient spells with incarnate flesh can reproduce with other creatures. The result, Spelltouched and Spellborn templates, will appear in a future article.

 

Example Sentient Spells

 

NOTICE: I have altered my format for these entries. Because this article is dedicated to playing sentient spells I’ve given each sample sentient spell the incarnate flesh feat. Rather then write each and every entry twice, once in spell form and once in it’s alternate form, a have been doing up until now. I have decided to include the statistics for both the spell form and the alternate form in a single entry. The numbers and abilities for it’s alternate form will be written inside square brackets [] when they differ from the spell form’s stats. I will be using this format for all my future articles where creatures have multiple forms.

 

Starslammer (Sentient Mass Bull's Strength) [Human form]

Diminutive [medium] elemental (spell, transmutation)

Hit Dice: 6d8 (27) [45]

Initiative: +4 [+0]

Speed: fly 60 ft. (perfect) (12 squares) [base land speed 30 ft]

Armor Class: 20 (+4 size +4 dex, +2 deflection), touch 20, flat-footed 16 [11 (+1 dex) touch 11, flat-footed 10]

Base Attack/Grapple: +4/- [+4/+17]

Attack: - [Unarmed +9 melee (1d3 +5 subduel)]

Full attack: - [Unarmed +9 melee (1d3 +5 subduel)]

Space/reach: 1ft/0 ft {5 ft/5 ft}

Special Attacks: expend self, Greater Brawn, spell-like abilities, Great prowess, Mighty Fortitude

Special Qualities: elemental traits, darkvision 60 ft, spell traits, dispel vulnerability

Saves: Fort +5 [+8], Ref +6 [+3], Will +4

Abilities: str – [21], dex 18 [12], con – [16], int 7, wis 14, cha 15

Skills: Perform (Oratory) +11

Feats: incarnate flesh, (B)improved bull rush, improved grapple, (B)Power attack, quickened spell-like ability (Alter Self)

Environment: any

Organization: Solitary

Challenge Rating: 4

Treasure: none

Alignment: Neutral

Advancement: -

Level Adjustment: +1

 

Starslammer may not be the brightest entity, but he knows enough to hide his true nature, staying in human form at all times. He lives for pit fighting, or any form of brawling or fist fighting, engaging in them at every opportunity. Starslammer has a fascination with armed combat, and takes every opportunity to watch others fight to the death. But he doesn't have the stomach to put his own life on the line.

 

Combat:

If he has the advantage Starslammer tends to drag the fight out, pulling punches and pushing weaker opponents around with bull rushes, it's all a game to him. He hates to loose and fights with his all, but never holds grudges over what happens in the pit or a barroom brawl. If faced with lethal force however, he looks for every opportunity to talk his way out or escape, he takes every threat seriously, even if the one holding the knife is a fraction of his size he'll immediately back down and offer a hasty apology. He's not above running away and using alter self to appear to be a different person.

Spell-like abilities: 1/day jump, bull's strength, alter self, all with a CL of 11

Greater Brawn (Ex): Starslammer receives a +4 racial bonus to strength, a +4 racial bonus to all bull rush, grapple, and trip attacks, as well as a +4 racial bonus to all strength-based skills and skill checks.

Great Prowess (Su): 1/day as a free action Starslammer can grant himself or a willing ally a +6 bonus to his strength score for 1 round.

Mighty Fortitude (Ex): 1/day Starslammer may add his strength modifier to any fortitude save.

Expend Self (Su): Starslammer may, at any time as a free action, destroy himself and caste Mass Bull's Strength with a castor level of 11.

Dispel Vulnerability (Ex): A successful dispel check against Starslammer (He's treated as having a CL of 11) destroys him instantly (he cannot use his expend self ability if the dispel check is successful). He is also completely destroyed in the same manner if targeted with a mass bull's strength or any spell that dispels or counters mass bull's strength. If he enters an antimagic field he is immediately destroyed.

 

Sentient Mass Bull's Strength as characters

-Diminutive size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6 dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks, lifting and carrying limits 1/4 those of medium characters.

-Fly speed 60 ft (perfect) while in spell form

-elemental traits

-spell traits

-darkvision 60 ft.

-Racial Hit Dice: A Sentient Mass Bull’s Strength begins play with six levels of elemental, which provide 6d8 Hit Dice, a base attack bonus of +4, a base saving throw bonuses of fort +5, ref +2, will +2.

-All Sentient Mass Bull’s Strength receive Power Attack and Improved Bull Rush as bonus feats.

-Deflection Bonus: While in spell form Sentient Mass Bull’s Strength receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if positive).

-Expend Self: All Sentient Mass Bull’s Strength may, at any time as a free action, destroy themselves to caste the spell Mass Bull’s Strength with a castor level of 11.

-Greater Brawn: All sentient Mass Bull’s Strength receive a +4 racial bonus to strength, +4 racial bonus to all bull rush, grapple, and trip attacks, and a +4 racial bonus to all strength-based skills and skill checks.

-Great Prowess (Su): 1/day as a free action Sentient Mass Bull’s Strength can grant itself or a willing ally a +6 bonus to his strength score for 1 round.

-Mighty Fortitude: 1/day a Sentient Mass Bull’s Strength may add his strength modifier to any fortitude save.

-All Sentient Mass Bull’s Strength receive power attack as a bonus feat.

-Spell-like abilities: 1/day jump, bull’s strength, alter self. All with a castor level of 11.

-Dispel Vulnerability: A successful dispel check against a Sentient Mass Bull’s Strength (which is treated as having a CL of 11) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with a mass bull's strength or any spell that dispels or counters mass bull's strength. If it enters an antimagic field it is immediately destroyed.

-Spellcasting Restriction: Sentient Mass Bull’s Strength cannot prepare or caste spells.

-Sentient Mass Bull’s Strength receive a +2 racial bonus to use magic device and spellcraft checks. Additionally can automatically sense if anyone within 100 ft. is casting Mass Bull’s Strength.

-Automatic languages: common. Bonus languages: any except secret languages (such as druidic)

-Favored Class: any

-Level Adjustment: +1

 

Medusin (Sentient Flesh to Stone) [Dog form]

Diminutive [medium] elemental (spell, transmutation)

Hit Dice: 6d8 (30) [42]

Initiative: +5 [+2]

Speed: fly 60 ft. (perfect) (12 squares) [50 ft.]

Armor Class: 25 (+4 size, +5 dex, +2 deflection, +4 natural), touch 21, flat-footed 19 [18 (+2 dex, +6 natural), touch 12, flat-footed 14]

Base Attack/Grapple: +4/- [+5]

Attack: +8 melee touch (petrifying touch) [+5 melee bite 1d6+1 plus petrifying touch]

Full attack: +8 melee touch (petrifying touch)  [+5 melee bite 1d6 +1 plus petrifying touch]

Space/reach: 1 ft/0 ft [5 ft/5 ft]

Special Attacks: expend self, spell-like abilities, petrifying touch, [trip]

Special Qualities: elemental traits, darkvision 60 ft, spell traits, dispel vulnerability, DR 5/adamant [scent, low-light vision]

Saves: Fort +2 [+4], Ref +10 [+7], Will +3

Abilities: str – [13], dex 21 [15], con – [15], int 15, wis 13, cha 15

Skills: listen +10, Spot +10, hide +26 [+11], Intimidate +11

Feats: (B)toughness, Incarnate Flesh, Flock, ability focus (Petrifying touch)

Environment: any

Organization: Solitary

Challenge Rating: 5

Treasure: none

Alignment: Chaotic Evil

Advancement: -

Level Adjustment: +2

 

Medusin spends most of his time incarnated in the form of a shaggy dog, skulking in the dark allyways and sewers of major cities. He loves to corner innocent people and torment them for hours with his petrifying touch before going in for the kill. He leads a pack consisting of several other sentient spells which also incarnate as dogs. Keen edge, haste, greater magic weapon, and three sentient Expeditious retreat spells which are his flock. A couple natural wolves round out his pack.

 

Combat:

Medusin is fairly aggressive, and thinks nothing of using the lives of his pack. In the face of a dangerous opponent he uses his stone-skin ability on himself and orders the other three spells and one of his flock to expend themselves on him in order to boost his combat abilities even further, then he orders the wolves to flank his adversaries. If he believes an enemy is to strong for him he’ll use his stone skin ability on one of his wolves, and order the three other spells to expend themselves on the same wolf. He’ll have one of his flock expend itself on him and he’ll support with his stone touch ability. At the first opportunity he’ll slip away, abandoning his remaining comrades.

Spell-like abilities: 1/day stone skin, stone shape, all with a CL of 11

Expend Self (Su): Medusin may, at any time as a free action, destroy himself and caste Flesh to Stone with a castor level of 11.

Petrifying Touch (Su): Any creature Medusin touches must make a DC 20 fortitude save or turn to stone for 1 round. During this round the target looses all Dexterity and dodge bonus to AC, and cannot take any actions. All items held and worn also become stone and are rendered non-functional during this round (though magic items retain any enhancement bonus to their hardness). The petrified character gains a Natural Armor Bonus of +8 in place of their old natural armor bonus, and they gain a hardness of 8. While petrified they are considered objects for all purposes including what spells and attacks may effect them (they are, for example, immune to sneak attacks). After the target reverts back to flesh they remain slowed for 1 round. An individual creature may only be subject to this ability once per round. The save is charisma based and includes a +6 racial bonus.

Dispel Vulnerability (Ex): A successful dispel check against Medusin (he’s treated as having a CL of 11) destroys him instantly (he cannot use his expend self ability in response if you succeed the dispel check). He is also completely destroyed in the same manner if targeted with a Flesh to Stone or any spell that dispels or counters Flesh to Stone. If Medusin enters an antimagic field he is immediately destroyed.

 

Sentient Flesh to Stone as characters

-Diminutive size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6 dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks, lifting and carrying limits 1/4 those of medium characters.

-Fly speed 60 ft (perfect) while in spell form

-elemental traits

-spell traits

-darkvision 60 ft.

-Racial Hit Dice: A Sentient Flesh to Stone begins play with six levels of elemental, which provide 6d8 Hit Dice, a base attack bonus of +4, a base saving throw bonuses of fort +2, ref +5, will +2.

-All Sentient Flesh to Stone have toughness as a bonus feat.

-All Sentient Flesh to Stone have a +4 bonus to natural armor in all their forms, and a DR of 5/adamant.

-Deflection Bonus: While in spell form Sentient Flesh to Stone receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if positive).

-Expend Self: All Sentient Flesh to Stone may, at any time as a free action, destroy themselves to caste the spell Flesh to Stone with a castor level of 11.

-Petrifying Touch: Any creature Sentient Flesh to Stone touches must make a DC 16 + cha modifier fortitude save or turn to stone for 1 round. During this round the target looses all Dexterity and dodge bonus to AC, and cannot take any actions. All items held and worn also become stone and are rendered non-functional during this round (though magic items retain any enhancement bonus to their hardness). The petrified character gains a Natural Armor Bonus of +8 in place of their old natural armor bonus, and they gain a hardness of 8. While petrified they are considered objects for all purposes including what spells and attacks may effect them (they are, for example, immune to sneak attacks). After the target reverts back to flesh they remain slowed for 1 round. An individual creature may only be subject to this ability once per round. The save DC includes a +6 racial bonus.

-Spell-like abilities: 1/day Stone Skin, Stone shape. All with a castor level of 11.

-Dispel Vulnerability: A successful dispel check against a Sentient Stone to Flesh (which is treated as having a CL of 11) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with a Stone to Flesh or any spell that dispels or counters Stone to Flesh. If it enters an antimagic field it is immediately destroyed.

-Sentient Stone to Flesh receive a +2 racial bonus to use magic device and spellcraft checks. Additionally they automatically sense if anyone within 100 ft. is casting Stone to Flesh.

-Spellcasting Restriction: Sentient Stone to Flesh cannot prepare or caste spells.

-Automatic languages: common. Bonus languages: any except secret languages (such as druidic)

-Favored Class: any

-Level Adjustment: +1

 

Firelord (Sentient Burning Hands) (2nd level barbarian) [orc form]

Diminutive [medium] elemental (spell, evocation, fire)

Hit Dice: 2d10 (10) [13]

Initiative: +2 [-1]

Speed: fly 60 ft. (perfect) (12 squares) [30 ft.]

Armor Class: 16 (+4 size, +2 dex), touch 16, flat-footed 14 [16 (-1 dex, +5 Breastplate, +2 large shield) touch 9, flat-footed 14]

Base Attack/Grapple: +2/- [+6]

Attack: Slam +2 melee (1d4 fire) [+7 1d8 +5 plus 1 fire longsword]

Full attack: Slam +2 melee (1d4 fire) [+7 1d8 +5 plus 1 fire longsword]

Space/reach: 1 ft/0 ft [5 ft/5 ft]

Special Attacks: expend self, Searing flesh, fast movement, rage, uncanny dodge

Special Qualities: elemental traits, darkvision 60 ft, spell traits, dispel vulnerability, fire immunity, cold vulnerability, [light sensitivity]

Saves: Fort +3 [+4], Ref +2 [-1], Will +1

Abilities: str – [18], dex 15 [9], con – [12], int 13, wis 12, cha 11

Skills: knowledge (history) +6, Ride +7 [+4], use magic device +4½

Feats: Incarnate Flesh

Environment: any

Organization: Solitary

Challenge Rating: 2

Treasure: none

Alignment: Chaotic Neutral

Advancement: -

Level Adjustment: +1

 

Firelord is the chief of an orc clan for almost 200 years. He is the first known sentient spell to have offspring. His numerous children have interbred with the other goblins to the extent the entire clan has gained the spelltouched template.

 

Combat:

Firelord is a fierce combatant, leading his children into battle against elves and goblins alike. He fights to the death, knowing that should he fall in battle his children will restore him after the battle.

Expend Self (Su): Firelord may, at any time as a free action, destroy himself and caste Burning Hands with a castor level of 1.

Searing Flesh (Su): All attacks made by Firelord with unarmed strikes or metal weapons deal 1 additional point of fire damage. Any creature striking Firelord with unarmed attacks or natural weapons takes 1 point of fire damage. Any creature grappling Firelord takes 1 point of fire damage per round. Firelord may choose to suppress this ability as a free action.

Light Sensitivity (Ex): Firelord is dazzled in bright sunlight or in the radius of a daylight spell.

Dispel Vulnerability (Ex): A successful dispel check against Firelord (he’s treated as having a CL of 1) destroys him instantly (he cannot use his expend self ability in response if you succeed the dispel check). He is also completely destroyed in the same manner if targeted with a Burning Hands or any spell that dispels or counters Burning Hands. If Firelord enters an antimagic field he is immediately destroyed.

Possessions: +1 longsword, masterwork breastplate, 2 potions of cure light wounds.

 

Sentient Burning Hands as characters

-Diminutive size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6 dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks, lifting and carrying limits 1/4 those of medium characters.

-Fly speed 60 ft (perfect) while in spell form

-elemental traits

-spell traits

-darkvision 60 ft.

-Deflection Bonus: While in spell form Sentient Burning Hands receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if positive).

-Expend Self: All Sentient Burning Hands may, at any time as a free action, destroy themselves to caste the spell Burning Hands with a castor level of 1.

-Searing Flesh: All attacks made by a Sentient Burning Hands with unarmed strikes or metal weapons deal 1 additional point of fire damage. Any creature striking a Sentient Burning Hands with unarmed attacks or natural weapons takes 1 point of fire damage. Any creature grappling a Sentient Burning Hands takes 1 point of fire damage per round. A Sentient Burning Hands may choose to suppress this ability as a free action.

-Fire Immunity

-Cold Vulnerability

-Slam attack: Sentient Searing flesh has a slam attack for 1d4 fire damage.

-Dispel Vulnerability: A successful dispel check against a Sentient Burning Hands (which is treated as having a CL of 1) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with a Burning Hands or any spell that dispels or counters Burning Hands. If it enters an antimagic field it is immediately destroyed.

-Spellcasting Restriction: Sentient Burning Hands cannot prepare or caste spells.

-Sentient Burning Hands receive a +2 racial bonus to use magic device and spellcraft checks. Additionally they automatically sense if anyone within 100 ft. is casting Burning Hands.

-Automatic languages: common. Bonus languages: any except secret languages (such as druidic)

-Favored Class: any

-Level Adjustment: +1

 

Sammy (Sentient Chain Lightning) (1st level expert) [Human form]

Diminutive [medium] elemental (spell, evocation, electric)

Hit Dice: 6d8 plus 1d6 (30) [30]

Initiative: +5 [+2]

Speed: fly 60 ft. (perfect) (12 squares) [30 ft.]

Armor Class: 23 (+4 size, +5 dex, +4 deflection), touch 21, flat-footed 18 [12 (+2 dex) touch 12, flat-footed 10]

Base Attack/Grapple: +4/- [+4]

Attack: Slam +9 melee (3d6 electric) [+9 1d6 +2 plus 1d6 electric rapier]

Full attack: Slam +9 melee (3d6 electric) [+9 1d6 +2 plus 1d6 electric rapier]

Space/reach: 1 ft/0 ft [5 ft/5 ft]

Special Attacks: expend self, spell-like abilities, Sparking, conductive slam, Chain Shock, [Shocking touch]

Special Qualities: elemental traits, darkvision 60 ft, spell traits, dispel vulnerability, immunity to electricity

Saves: Fort +5 [+5], Ref +7 [+4], Will +4

Abilities: str – [12], dex 21 [15], con – [10], int 13, wis 11, cha 19

Skills: use magic device +15, survival +10, Profession (Carpentry), use rope +5

Feats: Incarnate Flesh, weapon finesse, (B)chain attack, phoenix

Environment: any

Organization: Solitary

Challenge Rating: 5

Treasure: none

Alignment: Neutral Good

Advancement: -

Level Adjustment: +2

 

Sammy was just another nameless sentient spell the wizard Theodore Wolfskin created to guard his tower. When the Wolfskin was slain and tower torn asunder she was left to make her own way in the world. Deciding to leave her former life behind she settled down in a small town and became a carpenter, eventually marrying the local baker’s son. Telling no-one, even her own husband, that she was not human. Unfortunately an old enemy of Wolfskin, known only as The Chanter, has been tracking down sentient spells and pulling them apart in his lab, trying to figure out how to make his own. Upon discovering Sammy he sent several bounty hunters to capture her. When she didn’t cooperate they slew her husband in front of her. With the aid of several townsfolk she was able to escape them and has been running from them in human form ever since. She is with child, and fears that taking her spell form would cost the child’s life, she has almost nothing, but will give it all to get someplace safe.

 

Combat:

Sammy will do anything to avoid combat. If forced to fight she will fight defensively and try to stay as far from her enemies as possible. If somehow forced into spell form she will do everything in her power to destroy the ones responsible.

Expend Self (Su): Sammy may, at any time as a free action, destroy himself and caste Chain Lightning with a castor level of 13.

Spell-like abilities: at will shocking grasp, light, 1/day lightning bolt, daylight, all with a CL of 13

Shocking Touch (Su): While in human form Sammy’s unarmed attacks, as well as any metal melee weapon she wields has the shock property.

Conductive slam (Ex): When in spell form Sammy’s slam attack gains a +4 circumstance bonus to it’s attack roll if her opponent is wearing metal armor.

Sparking (Su): While in spell form Sammy continually emanates electric sparks causing all adjacent creatures to take 1d6 electric damage at the end of her turn.

Chain Shock (Su): 1/day as a free action, you may add 2d6 electric damage to a melee attack, you may choose a number of targets equal to or less then your charisma modifier, each of these targets take 1d6 electric damage as the shock leaps from one enemy to the next. Each target must be within 10 ft of the last target, no creature may take damage more then once from this ability.

Dispel Vulnerability (Ex): A successful dispel check against Sammy (she’s treated as having a CL of 13) destroys her instantly (she cannot use her expend self ability in response if you succeed the dispel check). She is also completely destroyed in the same manner if targeted with a Chain Lightning or any spell that dispels or counters Chain Lightning. If Sammy enters an antimagic field she is immediately destroyed.

Possessions: +1 Rapier, 2 scrolls of expeditious retreat, wand of magic missile, potion of cat’s grace.

 

Sentient Chain Lightning as characters

-Diminutive size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6 dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks, lifting and carrying limits 1/4 those of medium characters.

-Fly speed 60 ft (perfect) while in spell form

-elemental traits

-spell traits

-darkvision 60 ft.

-Racial Hit Dice: A Sentient Chain Lightning begins play with five levels of elemental. This gives it 6d8 HD, a Base Attack Bonus to +4, +5 to fortitude saves, +2 to reflex saves, and +2 to will saves.

-Bonus feat: All Sentient chain lightning receive chain attack as a bonus feat.

-Deflection Bonus: While in spell form Sentient Chain Lightning receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if positive).

-Expend Self: All Sentient Chain Lightning may, at any time as a free action, destroy themselves to caste the spell Chain Lightning with a castor level of 13.

-Spell-like abilities: at will shocking grasp, light, 1/day lightning bolt, daylight, all with a CL of 13

-Shocking Touch (Su): While in an alternate form Sentient Chain Lightning’s unarmed attacks, natural weapons, and any metal melee weapon it wields has the shock property.

-Conductive slam (Ex): When in spell form a Sentient Chain Lightning’s slam attack gains a +4 circumstance bonus to it’s attack roll if it’s opponent is wearing metal armor.

-Sparking (Su): While in spell form a Sentient Chain Lightning continually emanates electric sparks causing all adjacent creatures to take 1d6 electric damage at the end of it’s turn.

-Chain Shock (Su): 1/day as a free action, a Sentient Chain Lightning may add 2d6 electric damage to any melee attack, you may choose a number of targets equal to or less then your charisma modifier, each of these targets take 1d6 electric damage as the shock leaps from one enemy to the next. Each target must be within 10 ft of the last target, no creature may take damage more then once from this ability.

-Slam attack: Sentient Chain Lightning has a slam attack for 3d6 electric damage.

-Immune to electricity damage

-Dispel Vulnerability: A successful dispel check against a Sentient Chain Lightning (which is treated as having a CL of 13) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with a Chain Lightning or any spell that dispels or counters Chain Lightning. If it enters an antimagic field it is immediately destroyed.

-Spellcasting Restriction: Sentient Chain Lightning cannot prepare or caste spells.

-Sentient Chain Lightning receive a +2 racial bonus to use magic device and spellcraft checks. Additionally it automatically senses if anyone within 100 ft. is casting Chain Lightning.

-Automatic languages: common. Bonus languages: any except secret languages (such as druidic)

-Favored Class: any

-Level Adjustment: +2

 

Drift (Sentient Daze) [Human form]

Diminutive [medium] elemental (spell, enchantment, compulsion, mind-affecting)

Hit Dice: ½d8 (2) [3]

Initiative: +3 [+0]

Speed: fly 60 ft. (perfect) (12 squares) [30 ft.]

Armor Class: 18 (+4 size, +3 dex, +1 deflection), touch 18, flat-footed 15 [10 touch 10, flat-footed 10]

Base Attack/Grapple: +0/- [-1]

Attack: +4 melee slam (daze touch) [-1 melee unarmed (1d3 –1 subduel plus daze touch)]

Full attack: +4 melee slam (daze touch) [-1 melee unarmed (1d3 –1 subduel plus daze touch)]

Space/reach: 1 ft/0 ft [5 ft/5 ft]

Special Attacks: expend self, Daze touch

Special Qualities: elemental traits, darkvision 60 ft, spell traits, dispel vulnerability,

Saves: Fort +2 [+3], Ref +3 [+0], Will +1

Abilities: str – [8], dex 17 [11], con – [13], int 15, wis 12, cha 13

Skills: Survival +4, knowledge (local) +6, knowledge (geography) +6, use magic device +7

Feats: Incarnate Flesh, (B)resist similar magic

Environment: any

Organization: Solitary

Challenge Rating: 1/3

Treasure: none

Alignment: Neutral

Advancement: -

Level Adjustment: +1

 

Drift has no ambitions aside from wanting to see the world. She travels endlessly seeking out new and interesting places to explore while concealing her true nature. She’s picked up a fair bit of knowledge along the way and makes a useful guide to those who befriend her.

 

Combat:

Drift detests combat and sees herself as a pacifist. If attacked or otherwise forced into combat she’ll surrender, in hopes she’ll be taken captive and as soon as her captors aren’t paying attention she can turn into her spell form and escape her confinement.

Expend Self (Su): Drift may, at any time as a free action, destroy herself and caste Daze with a castor level of 1.

Daze touch (Su): 1/day when Drift makes an unarmed strike against an humanoid she can force that opponent to make a DC 11 will save or be dazed for 1 round. She must declare she’s using this ability before the attack roll is made. This is a mind-affecting compulsion effect. The save DC includes a +6 racial bonus. The save is charisma based.

Dispel Vulnerability (Ex): A successful dispel check against Drift (she’s treated as having a CL of 1) destroys her instantly (she cannot use her expend self ability in response if you succeed the dispel check). She is also completely destroyed in the same manner if targeted with a Daze or any spell that dispels or counters Daze. If Drift enters an antimagic field he is immediately destroyed.

 

Sentient Daze as characters

-Diminutive size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6 dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks, lifting and carrying limits 1/4 those of medium characters.

-Fly speed 60 ft (perfect) while in spell form

-elemental traits

-spell traits

-darkvision 60 ft.

-All Sentient Daze have Resist similar magic as a bonus feat.

-Deflection Bonus: While in spell form Sentient Daze receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if positive).

-Expend Self: All Sentient Daze may, at any time as a free action, destroy themselves to caste the spell Daze with a castor level of 1.

-Daze touch: 1/day when a Sentient Daze makes an unarmed strike against an humanoid it can force that opponent to make a DC 11 will save or be dazed for 1 round. It must declare it’s using this ability before the attack roll is made. The save is charisma based.

-Dispel Vulnerability: A successful dispel check against a Sentient Daze (which is treated as having a CL of 1) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with a Daze or any spell that dispels or counters Daze. If it enters an antimagic field it is immediately destroyed.

-Spellcasting Restriction: Sentient Daze cannot prepare or caste spells.

-Sentient Daze receive a +2 racial bonus to use magic device and spellcraft checks. Additionally they automatically sense if anyone within 100 ft. is casting Daze.

-Automatic languages: common. Bonus languages: any except secret languages (such as druidic)

-Favored Class: any

-Level Adjustment: +1

 

 

Advancement Through Tracks:

A track is a lot like a prestige class, you advance along it and you change from one kind of spell to another, gradually rising in power with each step. The requirements are usually little more then being the appropriate spell and having a Base attack bonus of at least +1.

 

When you transform into a stronger kind of spell you retain one special attacks or special qualities other then expend self of your choosing from your old form, while gaining the special attacks and special qualities of your new form. Your expend self changes to caste the spell you now are, and you gain the ability to caste the spell you used to be 1/day as a spell-like ability. Your dispel vulnerability remains but your effective CL rises to the minimum level for a sorceror/wizard to caste the spell you now are, and you are dispelled if someone castes the spell you now are or any spell that dispels/counters that spell, in place of your old dispel vulnerability. The CL of all your spell-like abilities becomes the minimum CL for a sorceror/wizard to caste your current form, and you receive a racial bonus to the save DCs of all special attacks equal to the spell level of the spell you are. (use your spell level on the sorceror/wizard spell list to determine your spell level.) You do not gain any racial HD or ECL from your new form as long as you gained it by advancing along a track, you do not gain the spell-like abilities of your new form, or any bonus feats it may have but retain the ability to caste the spell of every one of your former forms 1/day.

 

If you wish to take a track, but rather then being the prerequisite race (for example daze), you are one of the races on the track (for example Mass Daze Monster), and you meet all the other requirements for the track, you may enter the track at the DM’s discretion. However, the first level you take is the level a character following the track would transform into your race (for Sentient Mass Daze Monster this would be level 8), and though you do not transform from that level, you may choose one special attack of special quality from the last race listed on the track (for Sentient Mass Daze Monster that would be Hold Monster), as well as the ability to caste that last race as a spell-like ability.

 

The Hold Track

Requirements

 

Race: Sentient Daze

Base Attack Bonus: +1

level Base att. fort ref will special

1      +0           +2  +0  +0   Sleep

2      +1           +3  +0  +0   Tasha’s Hideous Laughter

3      +2           +3  +1  +1   Bonus Feat

4      +3           +4  +1  +1   Hold Person

5      +3           +4  +1  +1   Confusion

6      +4           +5  +2  +2   Bonus Feat

7      +5           +5  +2  +2   Hold Monster

8      +6           +6  +2  +2   Mass Daze Monster

9      +6           +6  +3  +3   Bonus Feat

10    +7           +7  +3  +3

11    +8           +7  +3  +3   Mass Hold Person

12    +9           +8  +4  +4   Power Word Stun

13    +9           +8  +4  +4   Bonus Feat

14    +10         +9  +4  +4   Mass Hold Monster

 

HD: d8

skills 2 + int mod.

 

Class Skills

The Hold Track’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), and one additional skill of the Sentient Spell’s Choosing.

Skill Points at 1st Level: (2 + int modifier) x 4

Skill Points at Each Additional Level: 2 + int modififer

 

Bonus Feats: Any Sentient Spell feat.

 

Sleep: Your race changes to Sentient Sleep. You retain one of the special attacks or special qualities of Daze of your choosing, other then expend self, and gain any new ones Sentient Sleep has except for spell-like abilities. You gain a +1 racial bonus to the save DCs of all special attacks provided by your race. You gain the ability to caste your Daze 1/day as a spell-like ability, all your spell-like abilities now have a CL of 1. You do not gain and other spell-like abilities or bonus feats of your new form. You do not gain any racial HD or level adjustment.

 

Tasha’s Hideous Laughter: Your race changes to Sentient Tasha’s Hideous Laughter. You retain one of the special attacks or special qualities of Sentient Sleep of your choosing, other then expend self, and gain any new ones Sentient Tasha’s Hideous Laughter has except for spell-like abilities. You gain a +2 racial bonus to the save DCs of all special attacks provided by your race (including those you’ve retained from previous forms). You gain the ability to caste Sleep 1/day as a spell-like ability, all your spell-like abilities now have a CL of 3. You do not gain and other spell-like abilities or bonus feats of your new form. You do not gain any racial HD or level adjustment.

 

Hold Person: Your race changes to Sentient Hold Person. You retain one of the special attacks or special qualities of Sentient Tasha’s Hideous Laughter of your choosing, other then expend self, and gain any new ones Sentient Hold Person has except for spell-like abilities. You gain a +3 racial bonus to the save DCs of all special attacks provided by your race (including those you’ve retained from previous forms). You gain the ability to caste Tasha’s Hideous Laughter 1/day as a spell-like ability, all your spell-like abilities now have a CL of 5. You do not gain and other spell-like abilities or bonus feats of your new form. You do not gain any racial HD or level adjustment.

 

Confusion: Your race changes to Sentient Confusion. You retain one of the special attacks or special qualities of Sentient Hold Person of your choosing, other then expend self, and gain any new ones Sentient Confusion has except for spell-like abilities. You gain a +4 racial bonus to the save DCs of all special attacks provided by your race (including those you’ve retained from previous forms). You gain the ability to caste Confusion 1/day as a spell-like ability, all your spell-like abilities now have a CL of 7. You do not gain and other spell-like abilities or bonus feats of your new form. You do not gain any racial HD or level adjustment.

 

Hold Monster: Your race changes to Sentient Hold Monster. You retain one of the special attacks or special qualities of Sentient Confusion of your choosing, other then expend self, and gain any new ones Sentient Hold Monster has except for spell-like abilities. You gain a +5 racial bonus to the save DCs of all special attacks provided by your race (including those you’ve retained from previous forms). You gain the ability to caste Confusion 1/day as a spell-like ability, all your spell-like abilities now have a CL of 9. You do not gain and other spell-like abilities or bonus feats of your new form. You do not gain any racial HD or level adjustment.

Mass Daze Monster: Your race changes to Sentient Mass Daze Monster. You retain one of the special attacks or special qualities of Sentient Hold Monster of your choosing, other then expend self, and gain any new ones Sentient Mass Daze Monster has except for spell-like abilities. You gain a +6 racial bonus to the save DCs of all special attacks provided by your race (including those you’ve retained from previous forms). You gain the ability to caste Mass Daze Monster 1/day as a spell-like ability, all your spell-like abilities now have a CL of 11. You do not gain and other spell-like abilities or bonus feats of your new form. You do not gain any racial HD or level adjustment.

Mass Hold Person: Your race changes to Sentient Mass Hold Person. You retain one of the special attacks or special qualities of Sentient Mass Daze Monster of your choosing, other then expend self, and gain any new ones Sentient Mass Hold Person has except for spell-like abilities. You gain a +7 racial bonus to the save DCs of all special attacks provided by your race (including those you’ve retained from previous forms). You gain the ability to caste Mass Daze Monster 1/day as a spell-like ability, all your spell-like abilities now have a CL of 13. You do not gain and other spell-like abilities or bonus feats of your new form. You do not gain any racial HD or level adjustment.

Power Word Stun: Your race changes to Sentient Power Word Stun. You retain one of the special attacks or special qualities of Sentient Mass Hold Person of your choosing, other then expend self, and gain any new ones Sentient Power Word Stun has except for spell-like abilities. You gain a +8 racial bonus to the save DCs of all special attacks provided by your race (including those you’ve retained from previous forms). You gain the ability to caste Mass Hold Person 1/day as a spell-like ability, all your spell-like abilities now have a CL of 15. You do not gain and other spell-like abilities or bonus feats of your new form. You do not gain any racial HD or level adjustment.

Mass Hold Monster: Your race changes to Sentient Mass Hold monster. You retain one of the special attacks or special qualities of Sentient Power Word Stun of your choosing, other then expend self, and gain any new ones Sentient Mass Hold Monster has except for spell-like abilities. You gain a +9 racial bonus to the save DCs of all special attacks provided by your race (including those you’ve retained from previous forms). You gain the ability to caste Power Word Stun 1/day as a spell-like ability, all your spell-like abilities now have a CL of 17. You do not gain and other spell-like abilities or bonus feats of your new form. You do not gain any racial HD or level adjustment.

Daze Monster, Mass

Enchantment (Compulsion) [Mind-Affecting]

Level: Sor/Wiz 6

Components: V, S

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One living creature/level, no two of which can be more then 30 ft. apart.

Duration: 1d4 rounds

Saving Throw: Will negates

Spell Resistance: Yes

 

This spell functions like daze, except as noted above. Mass Daze Monster can affect multiple creatures and dazes any living creature that fails it’s will save regardless of Hit Dice or creature type.

 

Sentient Sleep as characters

-Diminutive size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6 dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks, lifting and carrying limits 1/4 those of medium characters.

-Fly speed 60 ft (perfect) while in spell form

-elemental traits

-spell traits

-darkvision 60 ft.

-All Sentient Spells have Dwell as a bonus feat

-Deflection Bonus: While in spell form Sentient Sleep receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if positive).

-Expend Self: All Sentient Sleep may, at any time as a free action, destroy themselves to caste the spell Sleep with a castor level of 1.

-Doze (Su): At-will as a standard action 1/minute target a single creature with 2 HD or less must make a will save DC 11 + cha modifier or fall asleep for 1d4 rounds as per the sleep spell. The save DC includes a +1 racial bonus.

-Dreamwalk (Su): As a standard action Sentient Sleep may enter the mind of any sleeping creature ignoring the usual restrictions of it’s dwell ability. Once inside the sleeper’s mind it may remain there even after they’ve woken, it may choose not to even reveal it’s presence to it’s host. It can move from their mind to the mind of any other sleeping creature within 30 ft of it’s host. It can view their dreams and the host often sees the sentient sleep in their dreams (usually appearing as a cat, bat, or other creature associated with the night).

-Dispel Vulnerability: A successful dispel check against a Sentient Sleep (which is treated as having a CL of 1) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with a Sleep or any spell that dispels or counters Sleep. If it enters an antimagic field it is immediately destroyed.

-Spellcasting Restriction: Sentient Sleep cannot prepare or caste spells.

-Sentient Sleep receive a +2 racial bonus to use magic device and spellcraft checks. Additionally they automatically sense if anyone within 100 ft. is casting Sleep.

-Automatic languages: common. Bonus languages: any except secret languages (such as druidic)

-Favored Class: any

-Level Adjustment: +1

 

Sentient Tasha’s Hideous Laughter as characters

-Diminutive size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6 dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks, lifting and carrying limits 1/4 those of medium characters.

-Fly speed 60 ft (perfect) while in spell form

-elemental traits

-spell traits

-darkvision 60 ft.

-Racial Hit Dice: A Sentient Tasha’s Hideous Laughter begins play with two levels of elemental, which provide 2d8 Hit Dice, a base attack bonus of +1, a base saving throw bonuses of fort +3, ref +0, will +0.

-Deflection Bonus: While in spell form Sentient Tasha’s Hideous Laughter receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if positive).

-Expend Self: All Sentient Tasha’s Hideous Laughter may, at any time as a free action, destroy themselves to caste the spell Tasha’s Hideous Laughter with a castor level of 3.

-Fit of Laughter: At-will as a standard Action force target to make a will save DC 12 + cha modifier or fall under the effects of Tasha’s Hideous laughter for 1 round. –4 if target is not the same creature type. This is a mind-affecting compulsion effect. The save DC includes a +2 racial bonus.

-Dispel Vulnerability: A successful dispel check against a Sentient Tasha’s Hideous Laughter (which is treated as having a CL of 1) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with a Tasha’s Hideous Laughter or any spell that dispels or counters Tasha’s Hideous Laughter. If it enters an antimagic field it is immediately destroyed.

-Spellcasting Restriction: Sentient Tasha’s Hideous Laughter cannot prepare or caste spells.

-Sentient Tasha’s Hideous Laughter receive a +2 racial bonus to use magic device and spellcraft checks. Additionally they automatically sense if anyone within 100 ft. is casting Tasha’s Hideous Laughter.

-Automatic languages: common. Bonus languages: any except secret languages (such as druidic)

-Favored Class: any

-Level Adjustment: +1

 

Sentient Hold Person as characters

-Diminutive size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6 dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks, lifting and carrying limits 1/4 those of medium characters.

-Fly speed 60 ft (perfect) while in spell form

-elemental traits

-spell traits

-darkvision 60 ft.

-Racial Hit Dice: A Sentient Hold Person begins play with three levels of elemental, which provide 3d8 Hit Dice, a base attack bonus of +2, a base saving throw bonuses of fort +3, ref +1, will +1.

-Deflection Bonus: While in spell form Sentient Hold Person receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if positive).

-Expend Self: All Sentient Hold Person may, at any time as a free action, destroy themselves to caste the spell Hold Person with a castor level of 5.

-Pause: At-will as a standard action a Sentient Hold Person may force a humanoid to make a will save DC 13 + cha modifier or become paralyzed for 1 round. This is a mind-affecting compulsion effect. The save DC includes a +3 racial bonus.

-Hold Limb: 1/day as a standard action a Sentient Hold Person may force a humanoid to make a will save DC 13 + cha modifier or become unable to use target arm or leg for 1 minute. If it chooses an arm then that arm is paralyzed, preventing the creature from making any attacks or performing any actions that require the use of that arm, it also takes a –8 penalty to all swim and climb checks. If leg is chosen it’s base speed, climb speed, and swim speed, are reduced to 10 ft and it takes a –8 penalty on all swim, climb, and jump checks. The Save DC includes a +3 racial bonus.

-Spell-like abilities: 1/day daze, Daze Monster with a CL of 5

-Dispel Vulnerability: A successful dispel check against a Sentient Hold Person (which is treated as having a CL of 5) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with Hold Person or any spell that dispels or counters Hold Person. If it enters an antimagic field it is immediately destroyed.

-Spellcasting Restriction: Sentient Hold Person cannot prepare or caste spells.

-Sentient Hold Person receive a +2 racial bonus to use magic device and spellcraft checks. Additionally they automatically sense if anyone within 100 ft. is casting Hold Person.

-Automatic languages: common. Bonus languages: any except secret languages (such as druidic)

-Favored Class: any

-Level Adjustment: +1

 

Sentient Confusion as characters

-Diminutive size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6 dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks, lifting and carrying limits 1/4 those of medium characters.

-Fly speed 60 ft (perfect) while in spell form

-elemental traits

-spell traits

-darkvision 60 ft.

-Racial Hit Dice: A Sentient Confusion begins play with four levels of elemental, which provide 4d8 Hit Dice, a base attack bonus of +3, a base saving throw bonuses of fort +4, ref +1, will +1.

-Deflection Bonus: While in spell form Sentient Confusion receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if positive).

-Expend Self: All Sentient Confusion may, at any time as a free action, destroy themselves to caste the spell Confusion with a castor level of 7.

-Baffle: 1/day sentient confusion may, as a standard action, force a creature to make a will save DC 14 + cha modifier or become confusion for 1d4+1 rounds. Except with this confusion effect an roll of babble incoherently is instead act normally. This is a mind-affecting compulsion effect. The save DC includes a +4 racial bonus.

-Confound: At will a Sentient confusion may ready an action to momentarily bewilder a creature. If the chosen creature attempts to attack, caste a spell, or perform any other action that requires a target other then themselves, sentient confusion may force that creature to make a will save DC 14 + cha modifier or Sentient Confusion chooses a new target for your action, the new target must be a valid target and not require you to move unless your action involved moving (such as a charge attack). The save DC includes a +4 racial bonus.

-Spell-like abilities: 1/day Lesser Confusion, suggestion all with a CL of 7

-Dispel Vulnerability: A successful dispel check against a Sentient Confusion (which is treated as having a CL of 7) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with Confusion or any spell that dispels or counters Confusion. If it enters an antimagic field it is immediately destroyed.

-Spellcasting Restriction: Sentient Confusion cannot prepare or caste spells.

-Sentient Confusion receive a +2 racial bonus to use magic device and spellcraft checks. Additionally they automatically sense if anyone within 100 ft. is casting Confusion.

-Automatic languages: common. Bonus languages: any except secret languages (such as druidic)

-Favored Class: any

-Level Adjustment: +1

 

Sentient Hold Monster as characters

-Diminutive size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6 dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks, lifting and carrying limits 1/4 those of medium characters.

-Fly speed 60 ft (perfect) while in spell form

-elemental traits

-spell traits

-darkvision 60 ft.

-Racial Hit Dice: A Sentient Hold Monster begins play with five levels of elemental, which provide 5d8 Hit Dice, a base attack bonus of +3, a base saving throw bonuses of fort +4, ref +1, will +1.

-Deflection Bonus: While in spell form Sentient Hold Monster receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if positive).

-Expend Self: All Sentient Hold Monster may, at any time as a free action, destroy themselves to caste the spell Hold Monster with a castor level of 9.

-Greater Pause: 1/day as a standard action force the target creature to make a will save DC 15 + cha modifier or become paralyzed for 1d3 rounds (they get a new save each round to end the effect), This is a mind-affecting compulsion effect. The save DC includes a +5 racial bonus.

-Hold Limbs: 1/day as a standard action a Sentient Hold Monster may force any creature to make a will save DC 15 + cha modifier or become unable to use one target arm (or equivalent limb) and one target leg (or equivalent limb) for 1 minute. The arm is paralyzed, preventing the creature from making any attacks or performing any actions that require the use of that arm. A leg is also paralyzed, this causes the creature’s base speed, climb speed, and swim speed, to be reduced to 10 ft and the creature to suffer a –12 penalty on all swim, climb, and jump checks. If the creature’s body type varies widely from humanoid the DM may assign different penalties as appropriate. The Save DC includes a +5 racial bonus.

-Spell-like abilities: 1/day Daze, Daze Monster, Hold Person all with a CL of 9

-Dispel Vulnerability: A successful dispel check against a Sentient Hold Monster (which is treated as having a CL of 9) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with Hold Monster or any spell that dispels or counters Hold Monster. If it enters an antimagic field it is immediately destroyed.

-Spellcasting Restriction: Sentient Hold Monster cannot prepare or caste spells.

-Sentient Hold Monster receive a +2 racial bonus to use magic device and spellcraft checks. Additionally they automatically sense if anyone within 100 ft. is casting Hold Monster.

-Automatic languages: common. Bonus languages: any except secret languages (such as druidic)

-Favored Class: any

-Level Adjustment: +1

 

Sentient Mass Daze Monster as characters

-Diminutive size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6 dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks, lifting and carrying limits 1/4 those of medium characters.

-Fly speed 60 ft (perfect) while in spell form

-elemental traits

-spell traits

-darkvision 60 ft.

-Racial Hit Dice: A Sentient Mass Daze Monster begins play with six levels of elemental, which provide 6d8 Hit Dice, a base attack bonus of +4, a base saving throw bonuses of fort +5, ref +2, will +2.

-Deflection Bonus: While in spell form Sentient Mass Daze Monster receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if positive).

-Expend Self: All Sentient Mass Daze Monster may, at any time as a free action, destroy themselves to caste the spell Mass Daze Monster with a castor level of 11.

-Daze Burst: 1/day as a Swift force all adjacent creatures to make a Will save DC 16 + cha modifier or be dazed for 1 round. This is a mind-affecting compulsion effect. The save DC includes a +6 racial bonus.

-Dazing Beauty: 1/day as a standard action Mass Daze Monster can grant itself an ability similar to a gaze attack for 1 round. This ability forces all who look upon it to make a DC 16 + cha modifier will save or be dazed for 1 round. This is a mind-affecting compulsion effect. The save DC includes a +6 racial bonus.

-Daze Form: While in spell form anytime a creature strikes you with an unarmed attack or natural weapon they must make a DC 16 + cha modifier will save or be dazed for 1 round, no creature may be subject to this ability more then once per round. This is a mind-affecting Compulsion effect. The save DC includes a +6 racial Bonus.

-Spell-like abilities: 1/day Daze, Hypnotism, Daze Monster, hold monster, all with a CL of 11

-Dispel Vulnerability: A successful dispel check against a Sentient Mass Daze Monster (which is treated as having a CL of 11) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with Mass Daze Monster or any spell that dispels or counters Mass Daze Monster. If it enters an antimagic field it is immediately destroyed.

-Spellcasting Restriction: Sentient Mass Daze Monster cannot prepare or caste spells.

-Sentient Mass Dave Monster receive a +2 racial bonus to use magic device and spellcraft checks. Additionally they automatically sense if anyone within 100 ft. is casting Mass Daze Monster.

-Automatic languages: common. Bonus languages: any except secret languages (such as druidic)

-Favored Class: any

-Level Adjustment: +1

Sentient Mass Hold Person as characters

-Diminutive size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6 dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks, lifting and carrying limits 1/4 those of medium characters.

-Fly speed 60 ft (perfect) while in spell form

-elemental traits

-spell traits

-darkvision 60 ft.

-Racial Hit Dice: A Sentient Mass Hold Person begins play with seven levels of elemental, which provide 7d8 Hit Dice, a base attack bonus of +5, a base saving throw bonuses of fort +5, ref +2, will +2.

-All Sentient Mass Hold Person receive Iron Will as a bonus feat

-Deflection Bonus: While in spell form Sentient Mass Hold Person receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if positive).

-Expend Self: All Sentient Mass Hold Person may, at any time as a free action, destroy themselves to caste the spell Mass Hold Person with a castor level of 13.

-Mass pause: 1/day as a standard action force all humanoids within 10 ft. to make a will save DC 17 + cha modifier or be paralyzed for 1d4 rounds (they get a new save each round to end the effect). This is a mind-affecting compulsion effect. The save DC includes a +7 racial bonus.

-Lock arms: 1/day Sentient Mass Hold Person may force a target humanoid to make a will save DC 17 + cha modifier or spend it’s next action initiating a grapple check against another creature of Sentient Mass Hold Person’s choosing. If the grapple check succeeds the one who initiated the grapple becomes paralyzed for 3 rounds (he/she gets a new save each round to end the effect). So long as they are paralyzed they remain grappling the target using their original grapple check -4, the other creature can attempt to escape their grapple as normal. If the grapple check fails, or no target for the grapple check is specified, the targeted creature is still paralyzed for 3 rounds (and still gets a new will save every round). This is a mind-affecting compulsion effect. The save DC includes a +7 racial bonus.

-Freeze Legs: 1/day as a standard action Sentient Mass Hold Person may target a number of humanoids equal to it’s charisma modifier, all these targets become unable to move for 1d4 rounds (no save). Flying creatures begin to fall, and swimming creatures may be in danger of drowning. This is a mind-affecting compulsion effect. The save DC includes a +7 racial bonus.

-Spell-like abilities: At will Daze Monster, 3 times/day Hold Person, 1/day Hold Monster all with a CL of 13

-Dispel Vulnerability: A successful dispel check against a Sentient Mass Hold Person (which is treated as having a CL of 13) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with Mass Hold Person or any spell that dispels or counters Mass Hold Person. If it enters an antimagic field it is immediately destroyed.

-Spellcasting Restriction: Sentient Mass Hold Person cannot prepare or caste spells.

-Sentient Mass Hold Person receive a +2 racial bonus to use magic device and spellcraft checks. Additionally they automatically sense if anyone within 100 ft. is casting Mass Hold Person.

-Automatic languages: common. Bonus languages: any except secret languages (such as druidic)

-Favored Class: any

-Level Adjustment: +2

Sentient Power Word Stun as characters

-Diminutive size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6 dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks, lifting and carrying limits 1/4 those of medium characters.

-Fly speed 60 ft (perfect) while in spell form

-elemental traits

-spell traits

-darkvision 60 ft.

-Racial Hit Dice: A Sentient Power Word Stun begins play with eight levels of elemental, which provide 8d8 Hit Dice, a base attack bonus of +6, a base saving throw bonuses of fort +6, ref +2, will +2.

-All Sentient Power Word Stun receive Iron Will and stunning fist as bonus feats

-Deflection Bonus: While in spell form Sentient Power Word Stun receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if positive).

-Expend Self: All Sentient Power Word Stun may, at any time as a free action, destroy themselves to caste the spell Power Word Stun with a castor level of 15.

-Shocking Word: 1/day as a swift action stun target creature with 100 hp or less for 1 round. This is a mind-affecting compulsion effect.

-Stunning slam: In spell form Sentient Power Word Stun has a slam attack that deals no damage but instead stuns the target for 1 round (no save).

-Omnidaze: 1/day as a full-round action Sentient Power Word Stun may Daze all enemies within 100 ft that have 100 or less hp for 1 round. This is a mind-affecting compulsion effect.

-Stun Mastery: Sentient Power Word Stun receives a +2 to attack rolls against stunned opponents.

-Stunning Fist Control: Sentient Power Word Stun may use it’s charisma modifier in place of it’s wisdom modifier to determine the save DC of it’s stunning fist.

-Spell-like abilities: at will daze monster, 3 times/day suggestion, 1/day Mass Suggestion, Mind Fog all with a CL of 15

-Dispel Vulnerability: A successful dispel check against a Sentient Power Word Stun (which is treated as having a CL of 15) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with Power Word Stun or any spell that dispels or counters Power Word Stun. If it enters an antimagic field it is immediately destroyed.

-Spellcasting Restriction: Sentient Power Word Stun cannot prepare or caste spells.

-Sentient Power Word Stun receive a +2 racial bonus to use magic device and spellcraft checks. Additionally they automatically sense if anyone within 100 ft. is casting Power Word Stun.

-Automatic languages: common. Bonus languages: any except secret languages (such as druidic)

-Favored Class: any

-Level Adjustment: +2

Sentient Mass Hold Monster as characters

-Diminutive size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6 dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks, lifting and carrying limits 1/4 those of medium characters.

-Fly speed 60 ft (perfect) while in spell form

-elemental traits

-spell traits

-darkvision 60 ft.

-Racial Hit Dice: A Sentient Mass Hold Monster begins play with nine levels of elemental, which provide 9d8 Hit Dice, a base attack bonus of +6, a base saving throw bonuses of fort +6, ref +3, will +3.

-All Sentient Mass Hold Monster receive Iron Will and Chain Attack as bonus feats

-Deflection Bonus: While in spell form Sentient Mass Hold Monster receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if positive).

-Expend Self: All Sentient Mass Hold Monster may, at any time as a free action, destroy themselves to caste the spell Mass Hold Monster with a castor level of 17.

-Swift Greater Pause: 1/day as a swift action force the target creature to make a will save DC 19 + cha modifier or become paralyzed for 1d3 rounds (they get a new save each round to end the effect), This is a mind-affecting compulsion effect. The save DC includes a +9 racial bonus.

-Greater Lock arms: 1/day Sentient Mass Hold Person may force a number of target equal to it’s charisma modifier to make a will save DC 19 + cha modifier or spend their next action initiating grapple checks against creatures of Sentient Mass Hold Monster’s choosing. If the grapple check succeeds the one who initiated the grapple becomes paralyzed for 3 rounds (he/she gets a new save each round to end the effect). So long as they are paralyzed they remain grappling the target using their original grapple check -4, the other creature can attempt to escape their grapple as normal. If the grapple check fails, or no target for the grapple check is specified, the targeted creature is still paralyzed for 3 rounds (and still gets a new will save every round). This is a mind-affecting compulsion effect. The save DC includes a +9 racial bonus.

-Paralyzing Curse: 1/day as a standard action Sentient Mass Hold Monster may force target creature to make a Will save DC 19 + cha modifier or become paralyzed for 1 round. Every round for 1 hour the creature must repeat this save or become paralyzed for that round. This is a mind-affecting compulsion effect. The save DC includes a +9 racial bonus.

-Opportunity Hold: Whenever Sentient Mass Hold Monster hits with an attack of opportunity it’s target must make a will save DC 19 + cha modifier or become paralyzed for 1 round. This is a mind-affecting compulsion effect. The save DC includes a +9 racial bonus.

-Paralyzing Slam: In spell form all Sentient Mass Hold Monster have a slam attack that deals no damage but instead paralyzes the target for 1 round (no save), or paralyzes them for 2 rounds on a critical hit, further they automatically confirm all critical threats made with their slam attack. This is a mind-affecting compulsion effect.

-Spell-like abilities: 3 times/day Hold Monster, Hold Person, 1/day Mass hold person, all with a CL of 17

-Dispel Vulnerability: A successful dispel check against a Sentient Mass Hold Monster (which is treated as having a CL of 17) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with Mass Hold Monster or any spell that dispels or counters Mass Hold Monster. If it enters an antimagic field it is immediately destroyed.

-Spellcasting Restriction: Sentient Mass Hold Monster cannot prepare or caste spells.

-Sentient Mass Hold Monster receive a +2 racial bonus to use magic device and spellcraft checks. Additionally they automatically sense if anyone within 100 ft. is casting Mass Hold Monster.

-Automatic languages: common. Bonus languages: any except secret languages (such as druidic)

-Favored Class: any

-Level Adjustment: +2

Sentient Divine spells

Up until now all sentient spells have been taken from the sorceror/wizard spell list, so here’s a few taken from divine spellcasting classes. When using Sentient divine spells you may be able to build tracks using domains, I would recommend granting the domain’s power to those who take levels in the resulting track.

 

Lightbringer (Sentient Holy Sword) (4th level fighter) [Human form]

Diminutive [medium] elemental (spell, evocation, good)

Hit Dice: 4d8 plus 4d10 (40) [56]

Initiative: +3 [+0]

Speed: fly 60 ft. (perfect) (12 squares) [30 ft.]

Armor Class: 17 (+4 size, +3 dex), touch 17, flat-footed 14 [19 (+9 full plate mail), touch 10, flat-footed 19]

Base Attack/Grapple: +7/- [+11]

Attack: - [+13 melee great sword 2d6 +9 plus 2d6 against evil creatures]

Full attack: -  [+13 melee great sword 2d6 +9 plus 2d6 against evil creatures]

Space/reach: 1 ft/0 ft [5 ft/5 ft]

Special Attacks: expend self, spell-like abilities, Holy Blade, Smite Evil

Special Qualities: elemental traits, darkvision 60 ft, spell traits, dispel vulnerability, Resist evil magic, Protection from evil, aura of good, code of conduct

Saves: Fort +8 [+12], Ref +5 [+4], Will –1 [+1]

Abilities: str – [19], dex 17 [11], con – [15], int 11, wis 5, cha 10

Skills: Sense Motive +12 , Ride +13

Feats: Incarnate Flesh, Mounted Combat, spirited charge, power attack, weapon focus (great sword), weapon specialization (great sword)

Environment: any

Organization: Solitary

Challenge Rating: 7

Treasure: none

Alignment: Lawful Good

Advancement: -

Level Adjustment: +2

 

Lightbringer fancies himself a noble paladin, however many regard her more as a Don Quixote. She travels the land righting every wrong, real or imagined, that she comes across. Her mount is a celestial heavy warhorse that seems to have been sent to him for the sole purpose of limiting the damage she causes.

 

Combat:

Lightbringer charges in heedless of danger making full use of her power attack and spirited charge feats.

Spell-like abilities: at will detect evil, bless weapon, 1/day cure light wounds, and greater magic weapon all with a CL of 7

Expend Self (Su): Lightbringer may, at any time as a free action, destroy herself and caste Holy Sword with a castor level of 7.

Smite Evil (Su): Once per day Lightbringer may make a normal melee attack deal an extra 8 points of damage to an evil foe.

Holy Blade (Su): Lightbringer’s unarmed attacks, and any weapon she wields, are always treated as though they were +1 holy weapons. If the weapon is already magical it gains the holy property in addition to it’s other abilities.

Protection From Evil (Su): Lightbringer is continually under the effects of protection from evil, this cannot be dispelled or suppressed.

Aura of Good (Ex): The power of Lightbringer’s good (see the detect good spell) is equal to her HD, just like the aura of a cleric of a good deity.

Code of Conduct: Lightbringer is incapable of knowingly performing an evil act. No matter the circumstances. Performing a chaotic act under any circumstances puts her under the effects of crushing despair until she seeks atonement.

Dispel Vulnerability (Ex): A successful dispel check against Lightbringer (she’s treated as having a CL of 7) destroys her instantly (she cannot use her expend self ability in response if you succeed the dispel check). She is also completely destroyed in the same manner if targeted with a Holy Sword or any spell that dispels or counters Holy Sword. If Lightbringer enters an antimagic field she is immediately destroyed.

Possessions: Masterwork Cold Iron Great sword, +1 Minthril Full Plate, Cloak of resistance +2, 5 potions of cure moderate wounds.

 

Sentient Holy Sword as characters

-Diminutive size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6 dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks, lifting and carrying limits 1/4 those of medium characters.

-Fly speed 60 ft (perfect) while in spell form

-elemental traits

-spell traits

-darkvision 60 ft.

-Racial Hit Dice: A Sentient Holy Sword begins play with four levels of elemental, which provide 4d8 Hit Dice, a base attack bonus of +3, a base saving throw bonuses of fort +4, ref +2, will +2.

-Deflection Bonus: While in spell form Sentient Holy Sword receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if positive).

-Expend Self: All Sentient Holy Sword may, at any time as a free action, destroy themselves to caste the spell Holy Sword with a castor level of 7.

-Smite Evil (Su): Once per day a Sentient Holy Sword may make a normal melee attack deal extra  damage equal to it’s HD against a evil foe.

-Holy Blade (Su): All of a Holy Sword’s unarmed attacks, and any weapon it may wield, are always treated as though they were +1 holy weapons. If the weapon is already magical it gains the holy property in addition to it’s other abilities.

-Protection From Evil (Su):A Holy Sword is continually under the effects of protection from evil, this cannot be dispelled or suppressed.

-Aura of Good (Ex): The power of a Sentient Holy Sword’s good (see the detect good spell) is equal to it’s HD, just like the aura of a cleric of a good deity.

-Code of Conduct: A Holy Sword is incapable of knowingly performing an evil act. No matter the circumstances. Performing a chaotic act under any circumstances puts a Holy Sword under the effects of crushing despair until it seeks atonement.

-Spell-like abilities: at will detect evil, bless weapon, 1/day cure light wounds, and greater magic weapon all with a CL of 7

-Dispel Vulnerability: A successful dispel check against a Sentient Holy Sword (which is treated as having a CL of 7) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with a Holy Sword or any spell that dispels or counters Holy Sword. If it enters an antimagic field it is immediately destroyed.

-Spellcasting Restriction: Sentient Holy Sword cannot prepare or caste spells.

-Sentient Holy Sword receive a +2 racial bonus to use magic device and spellcraft checks. Additionally they automatically sense if anyone within 100 ft. is casting Holy Sword.

-Automatic languages: common, celestial. Bonus languages: any except secret languages (such as druidic)

-Favored Class: any

-Level Adjustment: +1

 

Vile (Sentient Blasphemy) [Drow form]

Diminutive [medium] elemental (spell, evocation, evil, sonic)

Hit Dice: 7d8 (34) [27]

Initiative: +7 [+4]

Speed: fly 60 ft. (perfect) (12 squares) [30 ft.]

Armor Class: 24 (+4 size, +7 dex., +3 deflection), touch 24, flat-footed 17 [17 (+7 dex.), touch 17, flat-footed 10]

Base Attack/Grapple: +5/- [+5]

Attack: - [+5 melee dagger 1d4]

Full attack: -  [+5 melee dagger 1d4]

Space/reach: 1 ft/0 ft [5 ft/5 ft]

Special Attacks: expend self, spell-like abilities, Blaspheme, Befoul tongue, Spite

Special Qualities: elemental traits, darkvision 60 ft, spell traits, dispel vulnerability, DR 3/cold iron

Saves: Fort +2 [+1], Ref +12 [+9], Will +5

Abilities: str – [11], dex 24 [18], con – [8], int 16, wis 17, cha 16

Skills: Diplomacy +13, Knowledge (religion) +13, Hide +29 [14] Sense Motive +13, Use Magic Device +15

Feats: Incarnate Flesh, (B)dwell, (B)symbiotic, toughness, Resist physical attacks

Environment: any

Organization: Solitary

Challenge Rating: 5

Treasure: none

Alignment: Chaotic evil

Advancement: -

Level Adjustment: +1

 

A forgotten demon prince of ages past spat words so depraved that they took on a life of their own. Vile enjoys controlling people, particularly seducing people in her drow form. She has a tendency of becoming violent when she cannot have her way, always manipulating others into committing said violence for her. Her other favorite passtime is dwelling inside large powerful creatures and wrecking havoc upon those unable to defend themselves.

 

Combat:

She never begins combat exposed if she can help it, always hiding within the strongest creatures she can.

Spell-like abilities: 1/day command, doom, bestow curse, dispel good, detect good, all with a CL of 13

Expend Self (Su): Vile may, at any time as a free action, destroy herself and caste Blasphemy with a castor level of 13.

Blaspheme (Su): Vile may, as a standard action, Force all non-evil creatures within a 40 ft. radius with 12 or less Hit Dice to becomes dazed for 1 round if they fail a DC 20 will save. The save is charisma based and includes a +7 racial bonus.

Befoul Tongue (Su): 1/day Vile may, as a standard action, to force the subject to make a DC 20 will save or suffer a curse upon their speech. This curse contaminates the victim’s speech, forcing the subject to continually pepper their speech with swearing, rude noises, and unintended threats. Most of this is drawn from their own subconscious. This curse incurs a –8 penalty to all diplomacy checks, and makes all who hear the subject speak regard them one step closer to hostile for the duration of the curse. This curse lasts for 24 hours, or until a remove curse, break enchantment, or similar effect is used to lift it. All creatures Vile dwells within automatically suffer this effect. The save DC is charisma based and includes a +7 racial bonus.

Spite (Su): 1/day Vile may, as a standard action, force a target creature to make a will save DC 20 or become filled with ill will towards another creature of Vile’s choosing. This immediately shifts the target’s attitude 2 steps closer to hostile. This effect lasts for 10 minutes. The save DC is charisma based and includes a +7 racial bonus.

Dispel Vulnerability (Ex): A successful dispel check against Vile (she’s treated as having a CL of 13) destroys her instantly (she cannot use her expend self ability in response if you succeed the dispel check). She is also completely destroyed in the same manner if targeted with a Blasphemy or any spell that dispels or counters Blasphemy. If Vile enters an antimagic field he is immediately destroyed.

 

Sentient Blasphemy as characters

-Diminutive size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6 dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks, lifting and carrying limits 1/4 those of medium characters.

-Fly speed 60 ft (perfect) while in spell form

-elemental traits

-spell traits

-darkvision 60 ft.

-Racial Hit Dice: A Sentient Blasphemy begins play with seven levels of elemental, which provide 7d8 Hit Dice, a base attack bonus of +5, a base saving throw bonuses of fort +2, ref +5, will +2.

-Deflection Bonus: While in spell form Sentient Blasphemy receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if positive).

-All Sentient Blasphemy receive dwell and symbiotic as bonus feats.

-Expend Self: All Sentient Blasphemy may, at any time as a free action, destroy themselves to caste the spell Blasphemy with a castor level of 13.

-Blaspheme (Su): a Sentient Blasphemy may, as a standard action, Force all non-evil creatures within a 40 ft. radius with 12 or less Hit Dice to becomes dazed for 1 round if they fail a DC 17 + cha modifier will save. The save is charisma based and includes a +7 racial bonus.

-Befoul Tongue (Su): 1/day a Sentient Blasphemy may, as a standard action, to force the subject to make a DC 17 + cha modifier will save or suffer a curse upon their speech. This curse contaminates the victim’s speech, forcing the subject to continually pepper their speech with swearing, rude noises, and unintended threats. Most of this is drawn from their own subconscious. This curse incurs a –8 penalty to all diplomacy checks, and makes all who hear the subject speak regard them one step closer to hostile for the duration of the curse. This curse lasts for 24 hours, or until a remove curse, break enchantment, or similar effect is used to lift it. All creatures Vile dwells within automatically suffer this effect. The save DC is charisma based and includes a +7 racial bonus.

-Spite (Su): 1/day a Sentient Blasphemy may, as a standard action, force a target creature to make a DC 17 + cha modifier will save or become filled with ill will towards another creature of the Sentient Blasphemy’s choosing. This immediately shifts the target’s attitude 2 steps closer to hostile. This effect lasts for 10 minutes. The save DC is charisma based and includes a +7 racial bonus.

-Spell-like abilities: 1/day command, doom, bestow curse, dispel good, detect good, all with a CL of 13

-Dispel Vulnerability: A successful dispel check against a Sentient Blasphemy (which is treated as having a CL of 7) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with a Blasphemy or any spell that dispels or counters Blasphemy. If it enters an antimagic field it is immediately destroyed.

-Spellcasting Restriction: Sentient Blasphemy cannot prepare or caste spells.

-Sentient Blasphemy receive a +2 racial bonus to use magic device and spellcraft checks. Additionally they automatically sense if anyone within 100 ft. is casting Blaphemy.

-Automatic languages: common, abyssal. Bonus languages: any except secret languages (such as druidic)

-Favored Class: any

-Level Adjustment: +1

 

Jackie (Sentient Cure Serious Wounds) (1st level rogue) [Half-elf form]

Diminutive [medium] elemental (spell, conjuration, healing)

Hit Dice: 3d8 plus 1d6 (17) [21]

Initiative: +5 [+2]

Speed: fly 60 ft. (perfect) (12 squares) [30 ft.]

Armor Class: 20 (+4 size, +5 dex., +1 deflection), touch 20, flat-footed 15 [18 (+2 dex., +4 studded leather, +1 buckler, +1 natural armor), touch 12, flat-footed 14]

Base Attack/Grapple: +2/- [+4]

Attack: - [+5 melee dagger 1d4+2 plus 1d6 sneak attack]

Full attack: -  [+5 melee dagger 1d4+2 plus 1d6 sneak attack]

Space/reach: 1 ft/0 ft [5 ft/5 ft]

Special Attacks: expend self, spell-like abilities, healing touch

Special Qualities: elemental traits, darkvision 60 ft, spell traits, dispel vulnerability

Saves: Fort +1 [+2], Ref +10 [+7], Will +2

Abilities: str – [13], dex 20 [14], con – [13], int 18, wis 13, cha 12

Skills: Disguise +10, heal +8, open lock +9 [+6], hide +24 [+9], forgery +5, Use magic device +10

Feats: Incarnate Flesh, deceitful

Environment: any

Organization: Solitary

Challenge Rating: 2

Treasure: none

Alignment: Chaotic neutral

Advancement: -

Level Adjustment: +1

 

Jackie is an energetic oddball within the thieves guild. Most of the other members consider her insane and try to avoid making casual conversation with her, though none have yet guessed what she really is. She holds bizarre views and has a tendency to rant about nonsensical things whenever anyone tries to talk to her. However none can deny that she is invaluable in the field. Not just for her ability to heal others, but she can move without making a sound (by flying) and no-one can compare with her ability to hide. More then once she’s even saved the lives of other members by appearing seemingly out of no-where to deliver a timely sneak attack against their foes.

 

Combat:

She never starts a fight, and never participates in one unless it’s absolutely necessary. Preferring instead to flit from one hiding place to the next and deliver crucial healing to her comrades.

Spell-like abilities: 1/day cure minor wounds, cure light wounds, cure moderate wounds, all with a CL of 7

Expend Self (Su): Jackie may, at any time as a free action, destroy herself and caste Cure Serious Wounds with a castor level of 7.

Healing Touch (Su): Jackie may, as a standard action, touch an ally and heal 1 point of damage from them. She may heal up to 24 points of damage each day using this ability.

Dispel Vulnerability (Ex): A successful dispel check against Jackie (she’s treated as having a CL of 7) destroys her instantly (she cannot use her expend self ability in response if you succeed the dispel check). She is also completely destroyed in the same manner if targeted with a Cure Serious Wounds or any spell that dispels or counters Cure Serious Wounds. If Jackie enters an antimagic field he is immediately destroyed.

Possessions: +1 knife, +1 studded leather, amulet of barkskin +1, masterwork buckler, 6 tanglefoot bags, 6 sunrods, 6 thunderstones, 5 bags of caltrops, wand of cure light wounds, wand of sleep, 1 old shoe, 3 bags of sand, 1 deck of cards, 1 ‘lucky’ 2-handed axe, 6 pounds of salt, and a small lizard.

 

Sentient Cure Serious Wounds as characters

-Diminutive size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6 dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks, lifting and carrying limits 1/4 those of medium characters.

-Fly speed 60 ft (perfect) while in spell form

-elemental traits

-spell traits

-darkvision 60 ft.

-Racial Hit Dice: A Sentient Cure Serious Wounds begins play with three levels of elemental, which provide 3d8 Hit Dice, a base attack bonus of +2, a base saving throw bonuses of fort +1, ref +3, will +1.

-Deflection Bonus: While in spell form Cure Serious Wounds receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if positive).

-Expend Self: All Sentient Cure Serious Wounds may, at any time as a free action, destroy themselves to caste the spell Cure Serious Wounds with a castor level of 7.

-Healing Touch (Su): A Sentient Cure Serious Wounds may, as a standard action, touch an ally and heal 1 point of damage from them. It may heal up to 24 points of damage each day using this ability.

-Spell-like abilities: 1/day cure minor wounds, cure light wounds, cure moderate wounds, all with a CL of 7

-Dispel Vulnerability: A successful dispel check against a Sentient Cure Serious Wounds (which is treated as having a CL of 7) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with a Cure Serious Wounds or any spell that dispels or counters Cure Serious Wounds. If it enters an antimagic field it is immediately destroyed.

-Spellcasting Restriction: Sentient Cure Serious Wounds cannot prepare or caste spells.

-Sentient Cure Serious Wounds receive a +2 racial bonus to use magic device and spellcraft checks. Additionally they automatically sense if anyone within 100 ft. is casting Cure Serious Wounds.

-Automatic languages: common. Bonus languages: any except secret languages (such as druidic)

-Favored Class: any

-Level Adjustment: +1

 

The Consequences (Sentient Mark of Justice) (3rd level ranger) [Elf form]

Diminutive [medium] elemental (spell, necromancy)

Hit Dice: 5d8 plus 3d8 (36) [52]

Initiative: +6 [+3]

Speed: fly 60 ft. (perfect) (12 squares) [30 ft.]

Armor Class: 20 (+4 size, +6 dex), touch 20, flat-footed 14 [25 (+3 dex, +5 Chain Shirt, +3 large shield, +2 deflect, +2 natural) touch 15, flat-footed 22]

Base Attack/Grapple: +6/- [+6]

Attack: - [+7/+2 melee long sword (1d8) or +8/+8/+2 ranged longbow 1d8 +1]

Full attack: - [+7/+2 melee long sword (1d8) or +8/+8/+2 ranged longbow 1d8 +1]

Space/reach: 1 ft/0 ft [5 ft/5 ft]

Special Attacks: Expend self, spell-like abilities, Forbid, Become Mark

Special Qualities: elemental traits, darkvision 60 ft, spell traits, dispel vulnerability

Saves: Fort +9 [+13], Ref +10 [+9], Will +5 [+7]

Abilities: str – [11], dex 23 [17], con – [14], int 11, wis 12, cha 6

Skills: Search +12, spot +12, sense motive +4, listen +4

Feats: Incarnate Flesh, phoenix, track, endurance, rapid shot, iron will, greater fortitude

Environment: any

Organization: Solitary

Challenge Rating: 6

Treasure: none

Alignment: Lawful Neutral

Advancement: -

Level Adjustment: +1

 

The Consequences exists for one reason, to track down those who have broken Highluna’s laws and deliver a Mark of Justice. In practice this means that it is dispatched to avenge any slight or perceived slight against it’s elven masters. The most common triggering condition for a Mark of Justice it delivers is “never defy an elf”. The Consequences is usually in the form of an largely featureless elf that has no mouth. It never speaks unless to ask a question pertaining to it’s quarry, or to Forbid an action.

 

Combat:

The Consequences has no interest in combat unless it furthers it’s hunt, but it will defend itself if attacked. If it meets it’s quarry it has only one goal, to mark him/her.

Expend Self (Su): The Consequences may, at any time as a free action, destroy himself and caste Mark of Justice with a castor level of 11.

Spell-like abilities: 1/day Arcane Mark, Suggestion, Ray of Enfeeblement, Blindness/Deafness, Ray of Exhaustion, all with a CL of 11

Forbid (Su): 1/day as a standard action The Consequences may choose one of the following rules, which you must speak aloud: Can’t attack a specific creature (you can name yourself), cannot caste spells on a specific creature, can’t charge, Must attack or caste spells on enemies every round, cannot miss with an attack or have an enemy succeed a save against a spell or special ability.

If the target breaks the rule they suffer the effects of a bestow curse for 1 minute, no save. This is a language dependant ability.

Become Mark (Su): At will The Consequences may, as a standard action, become a small invisible mark on a creature it’s touching, exactly like an arcane mark, but the mark never ‘wears off’. The Consequences may see what the marked creature sees, and hear what the marked creature hears, it may even, as a standard action, transfer itself to any creature that touches the creature it has marked. It may turn back from a mark to it’s spell form as a standard action. While in mark form the only actions it may take are to communicate telepathically with the creature it’s marked, transfer itself to another creature, revert to it’s spell form, use it’s suggestion spell-like ability with the creature it’s marked as the target, or use it’s expend self ability with the creature it’s marking as the target. Protection from evil, and any other effect that prevents possession also prevents The Consequences from becoming a mark on the target. A remove curse or break enchantment caste upon the target destroys The Consequences if it is a mark at the time.

Dispel Vulnerability (Ex): A successful dispel check against The Consequences (it’s treated as having a CL of 11) destroys it instantly (it cannot use it’s expend self ability in response if you succeed the dispel check). It is also completely destroyed in the same manner if targeted with a Mark of Justice or any spell that dispels or counters Mark of Justice. If The Consequences enters an antimagic field he is immediately destroyed.

Favored Enemy: +2 against Humans

Wild Empathy:

Possessions: Masterwork longsword, +1 chain shirt, +1 large steel shield, ring of deflection +2, amulet of barkskin +2, cloak of resistance +2, 5 potions of cure critical wounds, 12 bags of caltrops.

 

Sentient Mark of Justice as characters

-Diminutive size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6 dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks, lifting and carrying limits 1/4 those of medium characters.

-Fly speed 60 ft (perfect) while in spell form

-elemental traits

-spell traits

-darkvision 60 ft.

-Deflection Bonus: While in spell form Sentient Mark of Justice receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if positive).

-Expend Self: All Sentient Mark of Justice may, at any time as a free action, destroy themselves to caste the spell Mark of justice with a castor level of 11.

-Spell-like abilities: 1/day Ray of Enfeeblement, Suggestion, Blindness/Deafness, Ray of Exhaustion, all with a CL of 11

-Forbid (Su): 1/day as a standard action a Sentient Mark of Justice may choose one of the following rules, which you must speak aloud: Can’t attack a specific creature (you can name yourself), cannot caste spells on a specific creature, can’t charge, Must attack or caste spells on enemies every round, cannot miss with an attack or have an enemy succeed a save against a spell or special ability.

If the target breaks the rule they suffer the effects of a bestow curse for 1 minute, no save. This is a language dependant ability.

-Become Mark (Su): At will a Sentient Mark of Justice may, as a standard action, become a small invisible mark on a creature it’s touching, exactly like an arcane mark, but the mark never ‘wears off’. The Sentient Mark of Justice may see what the marked creature sees, and hear what the marked creature hears, it may even, as a standard action, transfer itself to any creature that touches the creature it has marked. It may turn back from a mark to it’s spell form as a standard action. While in mark form the only actions it may take are to communicate telepathically with the creature it’s marked, transfer itself to another creature, revert to it’s spell form, use it’s suggestion spell-like ability with the creature it’s marking as the target, or use it’s expend self ability with the creature it’s marking as the target. Protection from evil, and any other effect that prevents possession also prevents a Sentient Mark of Justice from becoming a mark on the target. A remove curse or break enchantment caste upon the target destroys a Sentient Mark of Justice if it is a mark at the time.

-Dispel Vulnerability: A successful dispel check against a Sentient Mark of Justice (which is treated as having a CL of 11) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with a Mark of Justice or any spell that dispels or counters Mark of Justice. If it enters an antimagic field it is immediately destroyed.

-Spellcasting Restriction: Sentient Mark of Justice cannot prepare or caste spells.

-Sentient Mark of Justice receive a +2 racial bonus to use magic device and spellcraft checks. Additionally they automatically sense if anyone within 100 ft. is casting Mark of Justice.

-Automatic languages: common. Bonus languages: any except secret languages (such as druidic)

-Favored Class: any

-Level Adjustment: +1