Sparkle Princess

Deep in the Lollipop Forest, past the Soda Sea, and beyond the reaches of the Confection Connection, lives an order of warriors who fear no sticky evil. Having survived in the nightmarishly deceptive plane of Sugarland, a sinister twisted world created by devils meant to lure wayward children to their doom, the sparkle princesses have honed their bodies and killer instincts like the sharp edges of their lollipop axes. They constitute the only survivors of the children who were seduced by the promises of sweets onto the hellish demiplane. They live off the land, draining the “sparkles” from the innocent-looking savage creatures who reside in Sugarland, and use it to fuel their unending war against the Chocolate King and his minty minions.

Hit Dice: d10.

Role: Sparkle princesses are front line fighters, causing massive damage with their melee abilities. Their “atrocities” are excellent for disabling strong opponents.

Gender: While this class is called a “sparkle princess,” there are “sparkle princes” as well. Though this class uses feminine pronouns and the vast majority of them are females, male characters may play this class as well.

Alignment: Any

Despite their name, sparkle princesses are often savage killers with no sense of humor or morality due to the wicked ways of the devils commanded by the demonic tyrant known as the Chocolate King, who perverts normally cute creatures into hell-spawned nightmares. In order to fight and survive in the mind-numbingly perverse environment of Sugarland, sparkle princesses have to overcome their natural tendencies and become stone cold beings with only a faint whisper of what they once were reflected in their rainbow attire.

Multiclassing: In order to enter the sparkle princess base class, a character who does not begin play with it must ingest a substantial amount of the flesh of a creature from Sugarland. The flesh contains the magical “sparkle” essence that fuels the sparkle princess’ class features.

Starting Wealth: 2d6 × 10 gp (average 70 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The sparkle princess’ class skills are: Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (local) (Int), Knowledge (planes) (Int), Knowledge (nobility) (Int), Perform (Cha), Ride (Dex), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).

Skill Ranks Per Level: 2 + Int Modifier

Class Features

Table: The Sparkle Princess
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Sparkles
2nd +1 +3 +0 +3 Special snowflake trait
3rd +2 +3 +1 +3 Atrocities, combat feat
4th +3 +4 +1 +4 Spells
5th +3 +4 +1 +4 2 special snowflake traits, Best friends (+1)
6th +4 +5 +2 +5 Atrocities
7th +5 +5 +2 +5 -
8th +6/+1 +6 +2 +6 3 special snowflake traits
9th +6/+1 +6 +3 +6 Atrocities, combat feat
10th +7/+2 +7 +3 +7 Best friends (+2)
11th +8/+3 +7 +3 +7 4 special snowflake traits
12th +9/+4 +8 +4 +8 Atrocities
13th +9/+4 +8 +4 +8 -
14th +10/+5 +9 +4 +9 5 special snowflake traits
15th +11/+6/+1 +9 +5 +9 Atrocities, combat feat, best friends (+3)
16th +12/+7/+2 +10 +5 +10 Extra special
17th +12/+7/+2 +10 +5 +10 6 special snowflake traits
18th +13/+8/+3 +11 +6 +11 Atrocities
19th +14/+9/+4 +11 +6 +11 -
20th +15/+10/+5 +12 +6 +12 Do over, best friends (+4), 7 special snowflake traits

Weapon and Armor Proficiency

Sparkle princesses are proficient in all simple and martial weapons, as well as light and medium armor plus all shields (except tower shields). A sparkle princess can cast sparkle princess spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a sparkle princess wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass sparkle princess still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Sparkles (Su)

At 1st level, the sparkle princess learns to manipulate her own unique sparkle. Sparkle is a magical essence that can be found in the joy and uniqueness of all things. It is in the expression of happiness on a child’s face when he is opening a present, in the notes of every cheerful song, in the fizz of a soda, in the sweetness of candy, and in the excited tail-wagging of a playful puppy. A sparkle princess learns to harness this magical energy and weaponize it. She gains a pool of sparkle power equal to her sparkle princess level + twice her Charisma modifier. She may spend sparkle power to commit atrocities or power her reality warping special snowflake abilities.

Special Snowflake

The power of belief is a horrific thing in the hands of a strung-out battle-hardened she-warrior from the lollipop forest from Hell. Starting at 2nd level, by manipulating her own unique sparkle, a sparkle princess can bend reality to her will/delusions. The power of a sparkle can warp reality and she uses this to destructive ends.

At the beginning of each day she may select 1 of the following special snowflake traits. These abilities either cost sparkle power or passively improve upon the innate capacity of the class.

At 5th level and every 3 levels thereafter a sparkle princess can select one additional special snowflake trait per day. These traits and abilities all stem from the ability to warp reality with the power of belief. A sparkle princess has access to all the special snowflake traits of her level or below but, once the choice is made at the beginning of the day, it cannot be changed for 24 hours. All special snowflake traits are supernatural abilities unless otherwise stated.

“Can't See Me!” (Active/Passive)

As a swift action, the sparkle princess can disappear for 1 round per 2 class levels by expending 1 sparkle point. This ability functions as invisibility. These rounds are consecutive. In addition, while she has this special snowflake trait she passively gains a +4 competence bonus on Stealth checks.

A sparkle princess must be at least 5th level before selecting this special snowflake trait.

Childlike Cruelty (Active/Passive)

The sparkle princess automatically bypasses the DR of evil outsiders so long as she has at least 1 sparkle point left unused. In addition, a sparkle princess with this trait can target evil outsiders with the pup shape spell (though this does not grant her the ability to cast it). A sparkle princess of good alignment may attack such a transmuted evil outsider without a Will save.

A sparkle princess must be at least 7th level before selecting this special snowflake trait.

“Didn't Hit Me!” (Active)

As an immediate action, a sparkle princess can expend 1 sparkle point to pretend an attack that hit her actually didn’t. After being hit successfully, she can use the power of her belief to treat the result of an attack roll that successfully hit as 1 lower than it actually is by saying something like “Nu-uh! Didn’t hit me!” or “I didn’t feel it so it doesn’t count! ” If this new result wouldn’t hit her AC then the attack misses. At 4th level and every 4 levels thereafter this adjustment to the attack roll increases by 1 to a maximum of -6 at 20th level.

Dreamer (Passive)

A sparkle princess with their trait passively gains +4 sparkle points.

A sparkle princess must be at least 9th level before selecting this special snowflake trait.

Fake It (Active/Passive)

A sparkle princess may reroll a failed Fortitude save with a +2 bonus by expending 1 sparkle point. In addition, a sparkle princess gains a +4 competence bonus on any attempt to appear sick or ill so long as she has this special snowflake trait selected.

Forced Friendship (Passive)

A sparkle princess gains a +4 morale bonus on Handle Animal and Diplomacy checks against any creature they have successfully caused damage to within the last minute.

“I Did It!” (Passive)

The weaponized power of infectious joy and excitement is a deadly thing in the hands of a sparkle princess. Upon a confirmed critical hit, a sparkle princess may expend 1 sparkle point to grant all of her allies within 30 feet of her at the time of the confirmation a +2 morale bonus on confirming critical hits. This bonus lasts for 1d4 rounds. If the sparkle princess is 10th level or above this bonus improves to +4. In addition, a sparkle princess with this trait gains a base +2 morale bonus on confirming critical hits.

A sparkle princess must be at least 5th level before selecting this special snowflake trait.

“I Know What I'm Doing” (Passive)

A sparkle princess is not generally one to take advice, preferring instead her own prowess. A princess with this talent adds her Charisma modifier to any Heal, Knowledge, Survival, and Spellcraft checks, but cannot gain benefits from Aid Another checks on the aforementioned skills.

Know-It-All (Passive)

Sparkle princesses often like to pretend they know everything. A sparkle princess who takes this trait gains a passive insight bonus on all Knowledge checks equal to half her sparkle princess level. However, if a sparkle princess fails a Knowledge check, she always remains unaware that she did so and instead she makes something up and truly believes it’s correct.

Laughter of a Child (Active)

A sparkle princess with this trait can cast hideous laughter as a spell-like ability by expending 1 sparkle point.

A sparkle princess must be at least 5th level before selecting this special snowflake trait.

“Nuh-uh” (Passive)

A sparkle princess becomes exceptionally cute and this often leads to others underestimating her. A sparkle princess with this trait can use that cuteness to passively gain a +4 morale bonus on Bluff and Diplomacy checks, but a -4 on Intimidate checks.

Queen of the Castle (Passive)

A sparkle princess with this trait passively gains a morale bonus on all Intimidate checks equal to 1/2 her sparkle princess level. She also raises the DC of any attempt to coerce her using Intimidate or improve her attitude using Diplomacy by a value equal to 1/4th the sparkle princess’ level.

Shining Star (Passive)

Whenever a sparkle princess with this snowflake trait spends a sparkle point, all enemies within 30 ft must make a Fort save (DC 10 + 1/2 sparkle princess level + Charisma modifier) or be blinded for 1d4 rounds.

The sparkle princess must be at least 11th level to select this talent.

Star of the Show (Passive)

A sparkle princess with this trait passively gains a bonus to all of her saves equal to her Charisma modifier.

Tag (Passive)

If the creature the sparkle princess strikes has dealt damage to her on its last turn, attacks from the sparkle princess deal extra damage equal to the sparkle princess’ Charisma modifier. This extra damage is not multiplied on a critical hit. This also gives both the sparkle princess and her target a warm fuzzy feeling in their tummies and may result in unintentional playful giggles.

Temper Tantrum (Passive)

Like a shaken soda building up pressure, each swing the sparkle princess misses passively builds towards an explosive conclusion. Each time she misses an attack she gains a +2 morale bonus on damage rolls until she successfully damages a target or combat ends. This bonus stacks with itself to a maximum of +4. At 10th level this maximum bonus improves to a +6 and at 15th level it improves to a +8.

A sparkle princess must be at least 5th level before selecting this special snowflake trait.

Bonus Combat Feats

At 3rd level and at every 6 levels thereafter, a sparkle princess gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats. A sparkle princess counts her effective fighter level for the purpose of qualifying for combat feats as being equal to her sparkle princess level.

Atrocities (Su)

At 3rd level, a sparkle princess can use her sparkle power to commit “atrocities”. An atrocity is a modification to an attack roll and must be declared before the attack roll is made (unless otherwise stated). All atrocities cost 1 point of sparkle power to use. A sparkle princess may only use 1 atrocity on a given turn. A sparkle princess knows all atrocities a sparkle princess of her level has access to. Using atrocities allows you to modify attacks in one of the following ways:

3rd Level Atrocities

Demonic Slaughter

If the creature the sparkle princess strikes is an outsider with the evil subtype, this attack deals extra damage equal to her Charisma modifier and automatically bypasses any DR the evil outsider may possess.


A sparkle princess may pay 1 sparkle point to count her BAB as being equal to her full character level on a single attack.

6th Level Atrocities

Killing Spree

By spending an additional point of sparkle power as part of a full attack action, the sparkle princess may make one extra attack at her full base attack bonus. This may only be done once per round. This does not stack with haste, speed weapons or other abilities that grant an extra attack.

Savage Ambush

If the creature the sparkle princess are attacking are unaware of her presence and she pays 1 sparkle point, this attack deals extra damage equal to her Charisma modifier. This extra damage is precision damage and not multiplied on a critical hit.

9th Level Atrocities

Dirty the Wound

The sparkle princess can turn a missed attack into a small, dirty, victory. If an attack roll made by the sparkle princess misses, the sparkle princess may make a free dirty trick combat maneuver against that creature using the same base attack bonus as the attack roll she just missed. The points for this atrocity must be paid after the attack misses.

Gleeful Dismemberment

When a sparkle princess reduces a creature to 0 or lower Hit Points, she may also sever a limb* by paying 1 sparkle point.

Note: Severed Limbs
A blow that removes a limb has the following effect: The limb becomes useless until healed with regeneration or a similar effects. Anything held in that limb or worn on it ceases to function (such as rings if the arm and hand are removed).

If the limb is a leg and the creature normally has 2 legs, the target creature’s speed is reduced by 50% if it has a means to support itself (a crutch for example) - it otherwise must crawl. If the creature has 3 or 4 limbs it reduces its speed by 25%. A creature with five or more legs remains unaffected by leg loss until its legs are reduced in number to a point where it would have a penalty).

Creatures with a lost limb suffer 1d6 points of Dexterity and Strength damage until the limb is restored and may not be able to use things reserved for people with more limbs (such as two-handed weapons).

Serial Killing

If this attack successfully hits, the sparkle princess gets a +10 foot enhancement bonus on her base movement speed for 3 rounds or until the creature she struck next hits her (whichever comes first).

12th Level Atrocities

Carnage Party

The sparkle princess may spend 1 sparkle point when an opponent successfully deals damage against her with an attack of opportunity to make a single attack at her full base attack bonus. This may not occur more than once per round, and does not count against the sparkle princess’ normal limit of 1 atrocity per turn.

Homicide Dance

If this attack reduces the creature to 0 HP or less they immediately die.

15th Level Atrocities

Slaughter Carnival

A sparkle princess may pay 2 sparkle points to count her BAB as being equal to her full character level until the start of her next turn. This ability can increase the number of attacks the sparkle princess can make as part of a full attack action.

Unrepentant Manslaughter

A sparkle princess may pay 1 sparkle point to automatically confirm a threat on a critical hit that resulted from a natural 20.

18th Level Atrocities


If the sparkle princess pays 2 sparkle points and successfully deals damage to a creature with this strike, that creature must make a Fortitude save (DC 10 + 1/2 sparkle princess level + Charisma modifier) or be reduced to 0 HP. If the creature successfully passes this save, they still take the normal damage from the attack and the sparkle points are still expended.


At 4th level, sparkle princess gains the ability to cast a small number of arcane spells which are drawn from the sparkle princess spell list. This selection is known as the sparkle princess spell lists.

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

Like other spellcasters, a sparkle princess can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sparkle Princess Spells per Day. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells in the Pathfinder Core Rulebook). When Table: Sparkle Princess Spells Per Day indicates that the sparkle princess gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

Unlike other spellcasters, a sparkle princess may pay sparkle power to cast additional spells once her spells per day are used up. She may pay the spell level of the spell she wishes to cast in sparkle power in order to cast the spell. Unlike a wizard or a cleric, a sparkle princess need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level and/or has remaining sparkle power. As the list of spells is extremely limited, sparkle princess may prepare and cast any spell on the sparkle princess’ spell list that a sparkle princess of her level may know.

Table: Sparkle Princess Spells Per Day
Level 1st 2nd 3rd 4th
1st - - - -
2nd - - - -
3rd - - - -
4th 0 - - -
5th 1 - - -
6th 1 - - -
7th 1 0 - -
8th 1 1 - -
9th 2 1 - -
10th 2 1 0 -
11th 2 1 1 -
12th 2 2 1 -
13th 3 2 1 0
14th 3 2 1 1
15th 3 2 2 1
16th 3 3 2 1
17th 4 3 2 1
18th 4 3 2 2
19th 4 3 3 2
20th 4 4 3 3

Wiki Note: The Sparkle Princess knows several cantrips. These are at-will spells, and so don't appear on the table above.

Best Friends

Surviving in the twisted nightmarish hell that is Sugarland has taught you that it is harder to survive alone and a friend worth their sparkles is worth their weight in gumdrops. At 5th level a sparkle princess gains the service of a fanciful and beautiful creature that will rip the bloody throats out of anyone who tries to hurt their sparkle princess. A sparkle princess can choose from the following list of animal companions: cheetah, bear, wolf, lion, or tiger. Alternatively it may take a cat or dog but give them the dire creature template. Creatures taken as animal companions do not look scary, but instead become whatever color or pattern the sparkle princess wishes (though once chosen this cannot be changed). This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature, found in Chapter 3 of the Pathfinder Core Rulebook), except that the sparkle princesses effective druid level is equal to her sparkle princess level –3. Furthermore, unlike a normal druid’s companion, a sparkle princess’ best friend does not advance at 4th or 7th level.

Alternatively, a sparkle princess may form a bond with her companions. However, not everyone is suited to be their “friend” and there must be common ground. Allies who are more alike the sparkle princess gain greater benefits from this class feature. This class feature can provide multiple bonuses at the same time, provided the ally meets the requirements for more than one bonus (not just simply a bonus for sharing the same alignment for example). This affects all allies within 60 feet of the sparkle princess and by default only provides a +1 morale bonus on all saving throws (this does not affect the sparkle princess herself).

If the creature shares the following qualities they gain the following benefits:

  • Alignment (Law vs Chaos axis): +1 morale bonus on attack and damage rolls against outsiders whose subtype is directly opposed by that of the sparkle princess’ alignment on the Law/Chaos axis. This does not function for neutral sparkle princesses.
  • Alignment (Good vs Evil axis): +1 morale bonus on attack and damage rolls against outsiders whose subtype is directly opposed by that of the sparkle princess’ alignment on the Good/Evil axis. This does not function for neutral sparkle princesses.
  • Race: +1 morale bonus on damage rolls against creatures who do not share a race with the sparkle princess.
  • Religion: +1 morale bonus on damage rolls against creatures who worship a deity other than the one the sparkle princess princess does.

These bonuses are passive and are granted to her allies so long as they begin their turn within 60 feet of the sparkle princess. At 10th level and every 5 levels thereafter these morale bonuses improves by +1 to a maximum of +4 at 20th level.

Extra Special (Su)

At 16th level, once per day as a swift round action a sparkle princess can reselect all of her special snowflake traits. Doing so costs 1 sparkle point.

Do Over (Special Snowflake) (Active) (Su)

At 20th level, if a sparkle princess doesn’t like how her turn went, and she has this trait, she can restart her turn and do the whole thing over at the end of her turn by expending 5 sparkle points. She has full knowledge of the events that transpired during the do over turn, but no one else does. Everything other than the sparkle princess’s memory and her use of this ability revert back to how they were at the beginning of her turn. Sparkle princesses will commonly use battle cries like, “I don’t like that one, let me try again!” or “That wasn’t fair. Do over!”

Sparkle Princess’ Spell List

0th Level Spells

Dancing lights, detect magic, light, prestidigitation

1st Level Spells

Charm person, mount, protection from evil, youthful appearance

2nd Level Spells

Adoration, communal mount, communal protection from evil, glitterdust, hideous laughter, unnatural lust

3rd Level Spells

Dispel magic, heroism, magic circle against evil, pup shape, sands of time, strangling hair, suggestion, tiny hut, unadulterated loathing, vision of hell

4th Level Spells

Charm Monster, lesser age resistance, lesser geas, minor creation, true form


Sugarland is a demiplane of hell used by devils to lure children away from their families. Devils create dastardly one-way portals to Sugarland in forests where kids play, in the back of closets and even in fairgrounds or other places where they might be enjoying themselves. The lord of this demiplane is an enigmatic pit fiend known only as the Chocolate King. He encourages his devils to disguise themselves as friendly creature and invite children to play with them in their candy-filled wonderland. Once there, the children are either devoured or pressed into hard labor in the service of the Chocolate King. Few, if any, escape this sticky-sweet torture chamber of a land and only the sparkle princesses oppose the Chocolate King in any real capacity.


The landscape of Sugarland is edible - literally made of candy and other confections - but it is a harsh landscape devoid of most nutritional value and eventually eating candy for breakfast lunch and dinner will make you sick. While food is ever-present, anytime a creature makes a meal out of the environment the creature must make a Fortitude save (DC 10). If they fail, the creature throws up its meal (gaining no nourishment) and they gain the sickened condition for 1 hour. The DC improves by 2 for each meal of Sugarland candy they ate within the last week. The natural candy of the entire demiplane is magically warded against decay and regrows at about an inch a day. Any candy taken from Sugarland turns into an equal weight of fecal matter if removed from Sugarland.


All naturally occurring water, including rain, is instead replaced with a high-sugar alternative like chocolate or soda. This causes things to become sticky and unpleasant rather quickly. Thus any sort of fresh water is at a premium (1 gp per gallon) and distilling water from their high-fructose alternative takes skill (DC 20 Survival check) and 1 hour per gallon. Drinking the natural liquids of Sugarland has the same effect as the food requiring an independent Fortitude check (DC 10) – failure causes the creature to vomit (gaining no nourishment) and become sickened.


Leaving the demiplane is difficult. Attempts to simply leave via a spell or supernatural ability, like plane shift fails unless the caster can successfully make a DC 25 caster level check. Failure on this check renders the caster (or any target of the spell) unable to leave by that spell for 24 hours. There is a pervasive strong aura of abjuration that can be sensed over the entire plane. A debatably easier method of escape is via one of the mirror-like portals to the material plane found in the Chocolate King’s keep or in the domains of one of his generals.

This information can be determined with a DC 20 Knowledge (planes) check or by gathering information from the local resistance fighters.


There is no specific geography to Sugarland and, while there are “places” their relative distance and location are in a dizzying state of constant flux. One day it may only take 20 minutes to walk from the Gumdrop Mountains to the Great Fondue Falls through the Forest of Birthday Candles and the next it might take 18 hours to walk from the Gumdrop Mountains to the Great Fondue Falls because the Glitter Desert now lies between them. There is no exact time when this occurs and things seem to just “meld” into one another. This results in an effect that is similar to a maze spell. Every 6 hours spent a creature must make a DC 20 Intelligence check, DC 30 Knowledge (planes) check, or DC 30 Survival check to continue on the right path towards their target. If traveling in a group, all creatures may attempt a check and only one need pass the check. If they fail they have lost their way and will find themselves in a shifted part of the world. This could mean they arrive at a different landmark then intended, find themselves walking in the same area for the next 6 hours, or even find themselves back at the place they started.


Sugarland is intended as a plane typically assigned a higher CR value. It is treated like Hell (or the equivalent in your setting), though it typically has +4 level CR.

Summary of Effects

  • Food: If a creature makes a meal out of the environment the creature must make a Fortitude save (DC 10). Failure causes the creature to vomit (gaining no nourishment) and they gain the sickened condition for 1 hour.
  • Water: If a creature drinks the liquid of Sugarland the creature must make a Fortitude save (DC 10). Failure causes the creature to vomit (gaining no nourishment) and they gain the sickened condition for 1 hour. This is independent of the food effect.
  • Travel: For every 6 hours spent moving in Sugarland a creature must make a DC 20 Intelligence check to continue on the right path towards their target.

Teddy Bear (Race)

Life’s not fair and the strength of a friend can ease the pain. The teddy bear is a symbol more than just a toy. It is the sign of unconditional love, courage in the face of fear, and protection for those who can’t defend themselves yet. When a child goes missing in Sugarland who better to retrieve them than their faithful bear? Animated by a mixture of love and divine power, teddy bears are the silent defenders of wayward children and heroic saviours of those in need. Their consciousness is due to the magic power inherent in the love a child has for their stuffed animal.

Once animated they seek out their child and attempt to guide them back to their family. Their task complete, they return to the life of plushy anonymity. While most are stuffed bears, they can be other cuddly animals as well.

Being creatures of love, compassion, and courage a teddy bear thinks very little of his own well being when there is danger to others. This often results in tragic acts of valor and selfless displays of self-sacrifice even for those who don’t deserve it. However, a bear loves his child above all others and it is his goal to protect them with every stitch in their body.

Ability Score Racial Traits: Teddy bears are loving and selfless creature with fortitude back up by compassion. Being animated beings, they have a limited intelligence but they more than make up for it with a profound natural understanding of morality. They gain +2 Charisma, +2 Constitution, and -2 Intelligence.

Type: Teddy bears are humanoids with the half-construct subtype.

Size: Teddy bears are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Base Speed: Teddy bears have a base speed of 20 feet.

Languages: Teddy bears begin play understanding Common. Teddy bears with high Intelligence scores can choose from any language (other than secret languages). Teddy bears are mute however and cannot speak (though they may know how to).

Toy Traits: A teddy bear is a half-construct and gains the following traits as a result:

  • Teddy bears gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
  • Teddy bears cannot be raised or resurrected.
  • Teddy bears do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a teddy bear can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the teddy bear to survive or stay in good health.

Contagious Courage: Teddy bears gain a +4 racial bonus against fear effects. (Remember: Courage is not the absence of fear, but the will to overcome that fear). All allies within 20 feet of a teddy bear gains a +2 morale bonus against fear effects. This is a mind affecting effect.

Defender of Children: A teddy bear begins play with the Bodyguard bonus feat at 1st level, regardless of if he meets the prerequisites for the feat.

A Player’s Guide to the Sparkle Princess

Sparkle princesses represent an unorthodox party tank, similar in ability to a druid or cleric, though with a slightly more demented bent. With the ability to modify attacks using atrocities and sparkles, princesses can be absolutely horrific damage dealers, and various special snowflake traits provide durability to get into the thick of things. Add into the mix a rangeresque choice of having an animal companion or strengthening the party, and the sparkle princess can provide an amusingly horrific team player. While they can cast spells, don’t expect to cast them on a regular basis. Their spell list is largely full of utility spells, with only a few debuff spells.

The biggest hurdle to playing a sparkle princess is sparkle management; you only have so much to use, and you need it to use atrocities. You can only use one atrocity per turn, so deciding when and how to throw massive attack is important. Start off early game with the Maul atrocity to score that big hit, hit that fighter who just hit you with Carnage Party, swing for the fences like the party tank with Slaughter Carnival, and knock your enemies dead with Heartbroken.

Keep in mind you can “prepare” any of the special snowflake traits, not unlike how spellcasters prepare spells (save that you don’t lose them when you use them), so there is less of choosing which one to take first, and more which one is helpful right now. At higher levels you can even switch them around during the day! Helpful special snowflakes include Star of the Show, “Can’t See Me”, “Didn’t Hit Me”, and Tag.



The Mother is a Sparkle Princess who becomes a leader for their group.

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