D4RK M4573R N (Class)

**DarkmasterN**

**Alignment**: Any.

**Hit Die**: d8.

**Starting Wealth**: A Biolife card with like... $70 on it and a coupon for a free speedy freeze. In addition, each character begins play with an outfit worth 10 gp or less.

**Class Skills**

The DarkmasterN’s class skills are Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Ninjutsu (Int), Profession (Wis), Perception (Wis), Spellcraft (Int), Swim (Str), Use Computer (Int), and Use Magic Device (Cha).

**Skill Ranks per Level**: 2 + Int modifier.

**Class Features**

The following are the class features of the DarkmasterN.

**Weapon and Armor Proficiency**

DarkmasterNs are proficient with any weapon with "Sword" in it's name, Scimitars and Katanas as well as nerf guns, Pencils, Big Ass Pencils, Wii-mote (With Nunchuck), Playstation controller, Bottle of Mountain Dew. DarkmasterNs are also proficient with light armor and medium armor but not shields because he always forgets to block.

#### Spells

A DarkmasterN casts divine spells which are drawn from the DarkmasterN spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A DarkmasterN must choose and prepare her spells in advance.

To prepare or cast a spell, a DarkmasterN must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a DarkmasterN's spell is 10 + the spell level + the DarkmasterN's Charisma modifier.

Like other spellcasters, a DarkmasterN can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on **Table: DarkmasterN**. In addition, she receives bonus spells per day if she has a high Charisma score (see **Table: Ability Modifiers and Bonus Spells**).

DarkmasterNs meditate or pray for their spells. Each DarkmasterN must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a DarkmasterN can prepare spells. A DarkmasterN may prepare and cast any spell on the DarkmasterN spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

**Chaotic, Evil, Good, and Lawful Spells** A DarkmasterN can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

**Orisons** DarkmasterNs can prepare a number of orisons, or 0-level spells, each day, as noted on **Table: DarkmasterN** under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

DarkmasterN requires a pencil or some form of drawing material to cast spells.

#### Domains

A DarkmasterN chooses two domains. A DarkmasterN can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a DarkmasterN is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the DarkmasterN, as well as a number of bonus spells. A DarkmasterN gains one domain spell slot for each level of DarkmasterN spell she can cast, from 1st on up. Each day, a DarkmasterN can prepare one of the spells from her two domains in that slot. If a domain spell is not on the DarkmasterN spell list, a DarkmasterN can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a DarkmasterN gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

**Summon Monster I (Sp)**

Starting at 1st level, a DarkmasterN can cast *summon monster I* as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of *summon monster IX* at 17th level). At 19th level, this ability can be used as *gate* or *summon monster IX*. If used as *gate*, the DarkmasterN must pay any required material components. A DarkmasterN cannot have more than one summon monster or *gate* spell active in this way at one time. If this ability is used again, any existing *summon monster* or *gate* immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell. This list is somewhat expanded from the normal summon monster list and allows you to summon any creature, so long as it is of the same CR as a creature of the highest CR on the summon monster list.

**Artistic License (Su)**

DarkmasterN can take artistic license with a creature and redraw it's features to alter it's abilities. This can be used offensively and defensively and takes a standard action as well as a touch attack. This can be used a number of times equal to 5+Charisma modifier. When using this ability it does one of the following effects.

You can expend a use of this when using your summon monster class ability to summon a monster with one of these abilities.

*Evolve:* With a touch, DarkmasterN uses the spell Lesser evolution surge. This can be applied to creatures that aren't eidolons, granting an ally the desired evolution. At 5th and 7th level, this becomes like Evolution surge and then like Greater Evolution surge. If used on the same creature while the effect is active, it does not grant additional evolutions, it replaces old ones or refreshes the duration.

*Needs.... More...:* If DarkmasterN makes a successful touch attack on an opponent, they must succeed in a fortitude save DC: 10+1/2 character level + Charisma modifier or have their breasts grow exponentially, This grants an increase in size category, however this does not also increase their ability scores or the size of their natural attacks or weapons/armor. Instead it gives a -2 penalty to dexterity. In addition their move speed decreases by 10 feet. This lasts for 1 round per level.

*Template:* DarkmasterN can grant a creature a template using this ability. The template lasts for 1 minute per level until it's taken away. The maximum template bonus you can grant is listed below.

 **19th-20th** | +5

Any Template with a cost of +0 or -1 are treated as if they cost 1 use of the ability.

To use this ability you must spend a number of points from your artistic license equal to the template's bonus. You can only have a total bonus from templates equal to your charisma modifier active at once. For example, if you have a +4 charisma modifier and you are level 10, you could have 4 templates that are +1, 1 template that is +3 and 1 that is +1, or 2 that are +2 active. Each of these lasts for 1 minute per level.

*Iconic Creature:* By spending points from this ability, and applying them to the base creature, you can gain special abilities for creating an iconic creature.

**1 Level in Fast hero (Ex)**

At 4th level, DarkmasterN takes 1 level in Fast Hero. This grants him a +1 bonus to reflex saving throws, +3 class bonus to his armor class, and the evasion talent.

**Tarrasque (Ex)**

At 6th level, DarkmasterN can increase his base land speed by +90 for a single round once per day. This can be done an additional time every day for every 4 levels he possesses.

**Improvised Speech (Ex)**

At 6th level, You learn to improvise everything you do to seem more confident in your ability. Once per day you can add your charisma modifier to a single skill check. This can be done an additional time every day for every 3 levels you possess after this level.

**Flare Gun (Su)**

At 8th level you can use your perfect accuracy with a flare gun from Time Splitters Future Perfect to defeat your enemies. Once per day as a standard action, you can cast a magic missile spell. This spell deals fire damage instead of force and can only target a single creature with all of the missiles. Unlike with a normal magic missile, you continue to gain additional missiles after 9th level. This can be used an additional time per day for at 12th, and 16th level.

**Extra Domain (Su)**

At 8th, 14th, and 18th level you gain access to an additional domain and all of it's powers.

**Raspberyl**

At 10th level, A DarkmasterN gains the ability to summon to his side a powerful outsider called a Raspberyl. The Raspberyl forms a link with the DarkmasterN, who, forever after, summons an aspect of the same creature. A Raspberyl has the same alignment as the DarkmasterN that calls it and can speak all of his languages. Raspberyls are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its DarkmasterN, a Raspberyl can touch and attack creatures warded by *protection from evil* and similar effects that prevent contact with summoned creatures.

Unlike Other Eidolons, the Raspberyl only gains additional attacks in a round as if it were a normal class, meaning it doesn't gain additional attacks until 7, and 14 hit dice.

The Raspberyl's book has a range of 20 feet and is modified by her intelligence modifier.

The bonus to Str and Dex the Eidolon normally gains instead goes to the Raspberyl's Dex and Con.

The Raspberyl has a different amount of evolution points, lessened from the usual number.

#### Biped

**Starting Statistics**

**Size** Small; **Speed** 30 ft.; **AC** +2 natural armor; **Saves** Fort (good), Ref (bad), Will (good); **Attack** 1 Book (1d6); **Ability Scores** Str 12, Dex 12, Con 13, Int 16, Wis 10, Cha 11

**Alignment**: Chaotic good.

**Base Form**: Biped (Tail, limbs [arms], limbs [legs], Tail)

**Base Evolutions**: Starting at 1st level, Raspberyl eidolons gain the resistance (fire) evolution as well as the Basic Magic evolution for free. Raspberyl also can use the spells Burning hands and Scorching ray once per day each. Finally they gain the magichange ability from the Disgaea domain.

At 4th level, Raspberyl eidolons gain the Minor Magic evolution, and the Burning gaze and flaming sphere spells usable once per day each.

At 8th level, Raspberyl eidolons gain a +4 bonus to Intelligence. They also gain the wings evolution. In addition they can use the spell Giga Fire once per day.

At 12th level, Raspberyl eidolons gain the Major Magic evolution for free and the spell D-Rule 1 usable once per day, All of the other spells she possesses can be used twice per day now.

At 16th level, Raspberyl eidolons lose the resistance (fire) evolution, and instead gain the immunity (Fire) evolution. They also gain the D-Rule 2 spell usable once per day. You also gain the Ultimate Magic evolution.

At 20th level, Raspberyl eidolons gain a +4 bonus to Intelligence. Once per day the Raspberyl can use the spell Omega Fire.

**Praise the Sun (Su)**

At 12th level, you become a fire Cleric whether you ever planned on originally being one or not. This gives you the fire bolt ability of the fire domain. If you use this ability as a full round action instead of a standard action, you deal 1d10 damage +1 per level instead of 1d6 +1 per 2 levels. This can only be done in direct sunlight.

**Greater Praise the Sun (Su)**

At 16th level, You're still a fire Cleric and really you still don't remember how you ended up being one again. You gain the fire resistance ability from the fire domain.

**God (Su)**

At 20th level, DarkmasterN becomes God as he was called that throughout college. DarkmasterN gains the outsider type, however all beneficial spells that only effect humanoids still effect DarkmasterN as if he were a humanoid. In addition DarkmasterN gains damage reduction 10 overcome by women with oversized breasts, Cute chubby girls, Tentacles, Raspberyls, purple nurples, hits to the testicles, stubbed toes, a critical hit to his pride, or a creature with the jailbait template. Finally, DarkmasterN can use the spell miracle once per day without spending any components, however the miracle is never perfect and must always have some hilarious flaw to it. Alternatively, when someone casts miracle, DarkmasterN can choose to expend this ability to grant it for them, allowing him to specify what happens to solve their problem..... This too will most likely be hilarious.

**SPELL LIST**

DarkmasterN casts spells from the Cleric spell list as well as any spell that summons a creature, or that alters body shape, and the following spells.

0- Ghost Sound, Haunted Fey Aspect

1- Delisional Pride, Flare Burst, Disguise Self, Crafter's Fortune, Enlarge Person, Reduce person,

2- Hideous Laughter, Unnatural Lust, Disguise Other, Ghostly Disguise, Haunting Mists, Mad Hallucination, Alter Self,

3- Lover's Vengeance, Rage, Reckless Infatuation, Unadulterated Loathing, Enter Image,

4- Overwhelming grief, Terrible Remorse

7-Waves of Ecstasy, Create Lesser Demiplane

8- Create Demiplane

9-Create Greater Demiplane