Treasurer Spell List
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0 Level: Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Message, Open/Close, Read Magic, Resistance
1st Level: Alarm, Bane, Bless, Cause Fear, Charm Person, Coin Counter, Command, Comprehend Languages, Cure Light Wounds, Disguise Self, Divine Favor, Expeditious Retreat, Hypnotism, Identify, Lesser Confusion, Magic Weapon, Remove Fear, Shocking Grasp, Silent Image, Summon Money Weaver I
2nd Level: Aid, Alter Self, Augury, Blindness/Deafness, Bear’s Endurance, Blur, Bull’s Strength, Calm Emotions, Cat’s Grace, Cure Moderate Wounds, Daze Monster, Detect Thoughts, Eagle’s Splendor, Enthrall, Find Traps, Fox’s Cunning, Glitterdust, Heat Metal, Heroism, Hold Person, Invisibility, Locate Object, Make Whole, Minor Image, Owl’s Wisdom, Rage, Remove Blindness/Deafness, Scare, Suggestion, Summon Money Weaver II, Tongues, Undetectable Alignment, Web, Zone of Truth
3rd Level: Bestow Curse, Charm Monster, Clairaudience/Clairvoyance, Confusion, Crushing Despair, Cure Serious Wounds, Dispel Magic, Fear, Glibness, Glyph of Warding, Good Hope, Haste, Invisibility Sphere, Magic Vestment, Major Image, Obscure Object, Remove Curse, Scrying, See Invisibility, Sepia Snake Sigil, Slow, Summon Money Weaver III, Vampiric Touch, Water Breathing
4th Level: Cure Critical Wounds, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Dominate Person, Flame Arrow, Freedom of Movement, Greater Invisibility, Greater Magic Weapon, Hold Monster, Locate Creature, Restoration, Summon Money Weaver VI, Zone of Silence
5th Level: Commune, Explosive Runes, Greater Command, Greater Dispel Magic, Greater Heroism, Legend Lore, Mass Cure Light Wounds, Mass Suggestion, Mind Fog, Persistent Image, Righteous Might, Seeming, Summon Money Weaver V
6th Level: Animate Objects, Banishment, Find the Path, Geas/Quest, Greater Scrying, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Charm Monster, Mass Cure Moderate Wounds, Mass Eagle’s Splendor, Mass Fox’s Cunning, Mass Owl’s Wisdom, Permanent Image, Plane Shift, Programmed Image, Summon Money Weaver VI, True Seeing, Veil, Word of Recall
Treasurer Paths to Riches
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The following are the Paths to Riches available to a treasurer.
Path of Filthy Lucre
Treasurers following the Path of Filthy Lucre are willing to stoop to unscrupulous ends to get what they desire. Criminals and Con Artists are the most common adherents to this path.
Class Skills: Disguise (Cha), Forgery (Int), Intimidate (Cha)
Copper: Dirty Tricks (ex): The treasurer gains the feat Improved Feint even if he does not fulfill the prerequisites. He deals an additional 1d4 points of damage on an attack or damaging spell made after a successful feint, with a minimum damage of 2.
Silver: Underhanded Dealings (ex): After rolling a Profession check, the treasurer may make a Bluff, Forgery, or Intimidate check with a DC equal to the result of the Profession check minus four. If the check succeeds, the treasurer adds a circumstance bonus of +4 to the Profession check to determine how much gold is earned. Successful feints now deal 1d8 additional points of damage, with a minimum damage of 4.
Gold: The Dastard (su and ex): When a treasurer feints in combat, rather than make an attack he may expend a spell slot of 3rd level or higher as a standard action to force the opponent to give him whatever item he is holding or, if holding nothing, to tear off his money pouch and hand it to the treasurer. The target may resist by making a Sense Motive check opposed by the treasurer’s Bluff check. When the treasurer attacks after feinting in combat he now deals an additional 1d12 points of damage, with a minimum damage of 6.
Platinum: Prince of Lies (su and ex): When making Profession checks, the treasurer may also make a Bluff, Forgery, or Intimidate check, adding ½ the result to the total Profession roll. Once per day, upon making a successful feint attempt, the treasurer may cast an enchantment or illusion spell on his target as a swift action with +2 to DC. Attacks made after feinting in combat now deal an additional 1d20 points of damage, with a minimum damage of 8.
Path of the Miser
Often called the Beggar’s Path, the Path of the Miser does indeed wish to attain that which they value, but are loath to give up that which they already possess. They gain fewer abilities in comparison to other Paths, but can use their existing class abilities more effectively.
Class Skills: Heal (Wis), Perform (Cha), Survival (Wis)
Copper: Spare No Coin (su): This is the first ability of the treasurer of the Beggar’s Path. When the treasurer uses coins to attack with Weight of Agreed Value (and only coins), the coin is not destroyed upon use; instead, the warping of value around it leaves some remnant that transforms it, turning a platinum piece into a gold coin, a gold coin into a silver, a silver coin into a copper, and a copper coin into copper dust. Ten ruined coins worth of copper dust can be sold for a copper piece. However, they start the game with money equal to that of a druid, rather than an aristocrat.
Silver: Don’t Let Go (su): The treasurer is fantastically stubborn and refuses to let his belongings disappear. In addition to receiving a +4 bonus on rolls to resist being disarmed, he gains the ability to keep hold of that which he should have otherwise lost. When the treasurer has to spend a gold piece cost on a spell or class ability, he may spend 10% less money than he ordinarily would, his grasping fingers actually forming new coins from the value of what goes missing (for instance, if he spends five gold for Spend Money to Make Money, the treasure would only lose 4 gold, 5 silver; 5 silver pieces would appear out of nowhere into his belt pouch). Likewise, if he sacrifices an expensive item, he gains back money equal to 10% of the item’s cost.
Gold: The Cheapskate (su): If the treasurer succeeds at an Appraise check (DC = 10 + class level + Wisdom modifier) after using an ability that requires the treasurer to sacrifice an item or money, he uses the ability as normal but loses only half of the money he would have (in the case of an expensive item, the money equal to half the item’s cost materializes before him).
Platinum: Rich Pauper (su): Whenever the treasurer uses a class ability requiring that he spend money or casts a spell with an expensive spell component, there is a thirty percent chance that he loses no money in the doing.
Path of Barter
Those treasurers who follow the Path of Barter aren’t content with what is offered. They wheedle and implore and haggle. By comparing values and ignoring the component of money even more than treasurers already do, they can draw potent powers from the shared concept of value. For a price, of course.
Class Skills: Knowledge (all skills, taken individually) (Int)
Copper: Supernal Haggling (ex): The treasurer gains a +2 modifier to Appraise and Diplomacy. At each level, they may select one spell from any spell list of a level they are capable of casting and add it to their class spell list: they do not gain this spell as a spell known, but it is available for the next time the treasurer can learn new spells.
Silver: Paid in Full (su): When someone deals damage to the treasurer, he may expend a spell slot of his highest level of spell known. Make a ranged or melee touch attack: success deals damage equal to what they dealt to him. A failed attack does not consume the spell slot. If anyone successfully counterspells one of his spells, a number of gold pieces equal to the level of the countered spell disappears from their pockets and reappears in the treasurer’s.
Gold: [/i]The Exchange[/i] (su): Each day, you may select one spell you know, and unlearn it in favor of another spell from the treasurer spell list. Whenever someone deals ability damage to you, you may spend a spell slot of your highest available level to deal ½ the ability damage inflicted on you to your enemy in turn. This is an immediate action.
Platinum: Trading Favors (su): Each day, you may select one spell slot of any level you can cast, and one spell of any spell list of any level you capable of casting. You may use this one spell slot to cast that one spell, although you cannot modify it with any metamagic feat that would add to its level. Whenever an ally casts a beneficial spell on you, the next beneficial spell you cast on that ally within the next day is cast at +1 caster level.
Hoarder’s Path
There are benefits to be had from the possession of wealth, quite aside from what it can be used for. Those following the Hoarder’s Path extend this philosophy of modesty and reserve throughout their life.
Class Skills: No new skills, instead receives a +2 bonus to Concentration, Sense Motive, and Profession
Copper: To Preserve, To Persevere (su): So long as the treasurer still has at least half of his spells per day uncast, he receives a bonus to his saving throws equal to the level of the highest uncast spell, to a maximum bonus of the treasurer’s Wisdom modifier. When a treasurer of this path expends his money, it is a thing to behold, if only for how rare it is: their Weight of Agreed Value does damage in d10 rather than d8.
Silver: Conservation of Magic (su): By withholding power, the treasurer stores it for greater purposes. If the treasurer has cast at least half his spells for the day, but has not used Touch of Affluence, he may spend two uses of his Touch of Affluence to enter into the state with greater power. He gains four spell levels that he may extend for free in this state, and if he possesses any metamagic feats he may select one: he may use this one feat freely while under the Touch of Affluence without modifying the level of his spells, so long as he succeeds at a Profession check for each spell (DC = 10 + (level of the spell times 3)).
Gold: The Enduring (sp): If the treasurer has an Reserve Feats (see Complete Mage any spells he has are considered to be two levels higher for purposes of the benefits provided by his Reserve Feats. If Reserve Feats aren’t being used, the treasurer instead gains the following: select one 1st level spell. So long as the treasurer has at least one 4th level spell slot, he may cast this 1st level spell at will. Once the treasurer gains access to 5th level spells, choose a 2nd level spell, which he can cast at will so long as he still has a 5th level spell slot uncast. Once the treasurer gains access to 6th level spells, choose a 3rd level spell, which he can cast at will so long as he has a 6th level spell slot left uncast.
Platinum: Playing it Safe (su): When the treasurer has not cast any spells or used Touch of Affluence for the day, he receives his Wisdom modifier as a deflection modifier to Armor Class and as a luck bonus to attack and damage rolls. He increases the damage of Weight of Affluence by another die, to 4d10. These benefits disappear once the treasurer uses up his first spell slot or uses Touch of Affluence for that day.
Philosopher’s Path
Even more so than other treasurers, those following the Path of the Philosopher are concerned with what the concept of “value” is. Their alterations of this concept allow them to manipulate other people like puppets on a string, if they so chose—but then again, does not freedom have its own value?
Class Skills: Decipher Script (Int), Disable Device (Int), Knowledge (religion) (Int)
Copper: Inquiries (su): The treasurer can ask a question loaded with magic, asking about what a single target within 30 feet values most. The target makes a Will save against DC (10 + ½ class level + Wisdom modifier), or is dazed for one round, taking no actions (but not helpless). A single target may only be affected by Inquiries once in a given combat. This is a mind-affecting, language-dependant effect that takes a standard action.
Silver: Realignment (su): The treasurer can engage in discourse against a dazed target, inquiring as to what his purpose in life is and what value that serves. The target must make another Will save, this time with a -1 penalty, or be charmed for a number of rounds equal to the treasurer’s Wisdom modifier. This is a mind-affecting, language-dependant effect. The duration of the daze caused by Inquiries increases by one round. Realignment may only be used on a given target once during a single combat and takes a full round to perform.
Gold: The Question (su): The treasurer can ask a most potent question, confusing a target as per the spell that fails a Will save (DC = 10 + ½ class level + Wisdom modifier) for a number of rounds equal to the treasurer’s Wisdom modifier. If The Question is asked of a dazed or charmed target, they receive a dazed target, they receive a -1 penalty to their saving throw: against a charmed target, a -2 penalty. The duration of Inquiries is increased to a number of rounds equal to the treasurer’s Wisdom modifier. The Question can only be asked of a single individual in a given combat. It is a mind-affecting, language-dependant effect that may only be attempted once per combat for a given target. It takes a full round action to ask The Question.
Platinum: Repurposing (su): The treasurer can speak further of the temporary and subjective nature of worth and value to a dazed, charmed, or confused individual to sway them over to his point of view. The target makes a Will save with a -1 penalty if dazed, -2 if charmed, or -3 penalty if confused. If the target fails his saving throw, he is dominated for a number of rounds equal to the treasurer’s Wisdom modifier. If the target has failed his saving throws in successive rounds against Inquiries, Realignment, The Question, and Repurposing, the duration of the domination is permanent, ending only in the event of an order that would allow an additional saving throw. A treasurer can only have one permanently dominated individual at a time. Repurposing can only ever be attempted on a given individual once. It is a mind-affecting, language-dependant effect that takes a full round action to perform.
Path of Plunder
There are always those who believe that they can take that which is valued by force. Treasurers realize that this is not so: by deceit perhaps, but not everything valuable is something that can be taken from someone. Fortunately, the most common medium of value, gold, can be. Those following this Path and who don’t want to get in trouble with the law often focus their efforts on taking money from dragons, savage humanoids, and similar undesirables.
Class Skills: Hide (Dex), Move Silently (Dex), Open Lock (Int), Disable Device (Int), Sleight of Hand (Dex)
Copper: Multitalented (ex): The treasurer gains additional class skills. He also gains an additional 8 skill points at 1st level and 2 more skill points at each level after. He gains either Trapfinding as the rogue class ability, or Skill Focus.
Silver: Aggressive Negotions (su): Any damage-dealing spell the treasurer casts deals an additional amount of damage equal to the treasurer’s Wisdom modifier. Any spell the treasurer casts with a duration longer than instantaneous adds two more of the increments of time associated with it (ex, a spell with a duration in minutes adds 2 minutes, a spell with a duration in hours adds 2 hours, etc).
Gold: The Appropriation (su): The treasurer can sacrifice a spell slot of at least 3rd level to create a special teleportation effect. Small unattended objects, coins or gems in pockets, and worn non-magical jewelry in a thirty foot burst centered on the treasurer is teleported into the treasurer’s pockets (or backpack, as the case may be). If the owner of the object is within the 30 foot burst, he or she may make a Will save (DC 10 + ½ class level + treasurer’s Wisdom modifier) in order to sub-consciously redirect the item to themselves via the draw of their possession of the object. When the treasurer casts a spell at a target denied their Dexterity bonus to AC, the DC of the spell is increased by 2.
Platinum: Staying Power: The treasurer may cast one more spell of each spell level available to him per day, as though obtained from a higher Wisdom modifier.
Treasurer Feats
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A Heavy Burden
You can weigh down an enemy with the force of the burden that you bear through your communion with the forces that keep the transactions of the world flowing.
Prerequisites: Weight of Agreed Value 2d8 class feature
Benefits: You may choose to reduce the damage of the Weight of Agreed Value by one die in order to force the target struck to make a Will save (DC 10 + ½ treasurer levels + Wisdom modifier). A failed save makes the target be heavily encumbered for 1 round for of your levels.
Big Money [General]
Money talks with its own voice.
Prerequisites: Appraise 5 ranks
Benefits: When you have at least 100 gold pieces worth of jewelry prominently displayed on your person, you gain a +2 circumstance modifier to Diplomacy and Intimidate. When you have at least 1,000 gold pieces worth of jewelry prominently displayed on your person, this bonus increases to +4. When you have at least 10,000 gold pieces worth of jewelry prominently displayed on your person, this bonus increases again to +6. These bonuses are reduced by 2 when directed towards someone displaying more expensive jewelry than you.
Cost-Effective
You have mastered many small techniques to save money with your magic.
Prerequisites: Ability to cast 1st level spells
Benefits: Whenever you cast spells with an expensive material component, you may purchase that component for 75% its standard market price. Furthermore, you reduce the gp cost of making magic items by 10% (but not the xp cost).
Special: You may take this feat a second time. This reduces the cost of expensive spell components to 50%, and reduces the cost of making magic items by 20%.
Extra Affluence
You have a closer connection to the wealth of the world than most.
Prerequisites: Touch of Affluence class feature
Benefits: You may use Touch of Affluence one additional time per day.
Special: This feat may be taken more than once. The effects stack.
Fine Manipulation of Value
You are can control your manipulations of others more, allowing you to do so more times in a day.
Prerequisites: Attraction of Treasure class ability
Benefits: You gain one additional use of Attraction of Treasure per day. Once you gain access to the Draw of Wealth class feature, you may use this additional use per day for either class feature.
Special: This feat may be taken more than once. Each time, you gain an additional use per day than may be used for Attraction of Treasure or for Draw of Wealth.
Harness the Urban Sprawl
Nowhere in the world are the currents of commerce more fluid than in the cities. Nowhere else can one find such radically different values, personalities, and alignments—nor so great a divide between those who are rich and those who are not. There is power in a city, power that you are able to use towards your own ends.
Prerequisites: Path to Riches class feature, ability to cast 3rd level spells.
Benefits:When you have rested and refilled your spells in an urban area, you gain the ability to use the shifting values of the city. You gain a +2 bonus which you can apply to any two skills, chosen when your spells are refilled. You can also select one spell you know of each spell level: so long as you are in an urban environment, you cast that spell at +1 caster level or with +1 to DC. The spells and the bonuses for each spell can be reassigned each time you rest and refill your spells.
Finally, if you have the Current of Currency class feature, you may use Touch of Affluence one more time per day while within the area you are attuned to.
Totem of Riches
You have a fetish allowing you to focus your connection to the values of the world.
Prerequisites: Touch of Affluence class ability
Benefits: You may spend one hour and 200 gold pieces to create a special totem, similar to a holy symbol. This totem now serves as your divine focus in place of money, and grants a +1 bonus to the caster level of any spell with an expensive material component, and a +1 sacred bonus to Profession checks with it in your possession. If your totem is ever destroyed, or lost and not recovered within a week, you take 1d4 points of damage per character level from resulting shock. You may make another totem a week later.
Transfer of Concept
As you force the power of worth and wealth onto an opponent, you damage them in a more than physical manner: the pressure infringes upon their very existence.
Prerequisites: Weight of Agreed Value class feature
Benefits: The damage you deal through Weight of Agreed Value is force damage, rather than bludgeoning.
Urban Arcana
There is a pulse of life in the city that is unique. And where something is unique, there are magical properties that can be exploited.
Prerequisites: Ability to cast 1st level spells
Benefits: When you have rested and refilled your spells in an urban setting, you gain one additional spell slot, which you can apply to any spell level at least one level lower than the highest level of spell you can cast. This additional slot may only be used while you are in a city.
New Treasurer Spells
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Coin Counter
Divination
Level: Treasurer 0, Brd 0, Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 move action
Range: Close (25 ft. + 5ft/2levels)
Effect: Instant counting and simple math
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
Casting this spell allows you to instantly count how much or how many pieces of a certain substance there are within the area, that you would be able to find without requiring a Search check: this spell can be used to quickly count specific coins, books, students, quills, etc. within the range. It can also be used to instantly perform simple, pre-algebraic equations.
Summon Money Weaver I
Conjuration (Summoning)
Level: Treasurer 1
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft/2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: None
This spell summons an extraplanar creature, a special arachnid creature drawn from the realm of the conceptual to the physical. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. Money weavers do not speak, but they can understand all languages, so you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell summons a Small Monstrous Spider with the Money Weaver template.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
Summon Money Weaver II
Conjuration (Summoning)
Level: Treasurer 2
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart.
This spell functions like Summon Money Weaver I, except that you can summon a Medium Monstrous Spider with the Money Weaver template or 1d3 Small Monstrous Spiders with the Money Weaver template
Summon Money Weaver III
Conjuration (Summoning)
Level: Treasurer 3
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart.
This spell functions like Summon Money Weaver I, except that you can summon 1d3 Medium Monstrous Spiders with the Money Weaver template or 1d4+1 Small Monstrous Spiders with the Money Weaver template.
Summon Money Weaver IV
Conjuration (Summoning)
Level: Treasurer 4
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart.
This spell functions like Summon Money Weaver I, except that you can summon 1 Large Monstrous Spider with the Money Weaver Template or 1d4+1 creatures from a previous Summon Money Weaver.
Summon Money Weaver V
Conjuration (Summoning)
Level: Treasurer 5
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart.
This spell functions like Summon Money Weaver I, except that you can summon 1 Araneas or Ettercaps with the Money Weaver template, 1d3 Large Monstrous Spiders with the Money Weaver template, or 1d4+1 Small or Medium Monstrous Spiders with the Money Weaver template.
Summon Money Weaver VI
Conjuration (Summoning)
Level: Treasurer 6
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart.
This spell functions like Summon Money Weaver I, except that you can summon 1 Drider or Huge Monstrous Spider with the Money Weaver template, 1d3 Araneas or Ettercaps with the Money Weaver template, or 1d4+1 Small, Medium, or Large Monstrous Spiders with the Money Weaver template.
Weave a Mighty Web
Transmutation
Level: Treasurer 6
Components: V, S, DF
Casting Time: 1 round
Range: Personal
Effect: Transform into a powerful Money Weaver
Duration: 1 round/2 levels (D)
Saving Throw: None
Spell Resistance: None
You draw into yourself wealth and power and the might of that which you have followed for so long, allowing you to take on aspects of the great web society has woven throughout the multiverse. You resemble a golden drider, and gain the following benefits: you grow to Large size, gain +6 to Str, +4 Dex, +4 Con, +4 Natural Armor, a climb speed equal to your movement speed, the ability to form a web like a Money Weaver, and the ability to transform yourself into concept, letting you assume gaseous form as per the spell as a standard action, and to leave said form as a standard action, for the duration of Weave a Mighty Web. You have darkvision out to a range of 60 feet, SR equal to 5 + your class levels, resistance 10 to acid, fire, and sonic damage, and DR 10/magic.
New Treasurer Template
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Money Weaver
A money weaver is a being composed of concepts, the ideas of value and trade distilled to its essence and woven into physical form. Money weavers look and feel like they are made of metal, though they are not nearly so durable. They have little interaction with the realm of the physical save when conjured by magic.
Creating a Money Weaver
Money weaver is an inherited template that can be added to any arachnid creature (referred to hereafter as the base creature).
A money weaver uses all the base creatures abilities and statistics except as noted here. Do not recalculate the base creatures Hit Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type: All money weavers are outsiders. Because they do not normally exist in a physical sense, in any situation in which they would be encountered and interacted with they would be considered to have the extraplanar subtype. Money weavers retain the size of the base creature.
Speed: Money weavers have a climb speed equal to their normal speed.
Special Attacks: Money weavers retain the attacks of the base creature. If the base creature did not have the Web special attacks, they gain the following.
Money weaver can throw a pseudo-metallic web six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to the money weaver’s size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC (10 + ½ HD + Constitution modifier) Escape Artist check or burst the web with a DC (14 + ½ HD + Constitution modifier) Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 11 hit points, hardness 0, and takes half damage from fire.
Money weavers can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 11 hit points, hardness 0, and takes half damage from fire.
Money weaver can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.
Special Qualities: The money weaver retains the special qualities of the base creature and also gains the following qualities.
Darkvision: Money weavers have darkvision out to a range of 60 feet.
Resistance to acid, fire, and sonic according to the following table.
Damage reduction according to the following table.
Spell resistance equal to 5 + HD (maximum 25).
{table=head]
Hit Dice|
Resistance to acid, fire, sonic|
Damage Reduction
1-3
|
5
|
-
4-7
|
5
|
5/magic
8-11
|
10
|
5/magic
12 or more
|
10
|
10/magic
[/table]
Abilities: Same as base creature, but Intelligence is at least 3.
Challenge Rating: HD 3 or less: as base creature. HD 4-7: as base creature + 1. HD 8 and up: as base creature + 2.
Environment: Realms of concepts and abstracts: can be found summoned to any plane.
Alignment: Always True Neutral.
Level Adjustment: As base creature +2.