User:1337 w0n
From D&D Wiki
I was born at the end of June of 1993, I live in the UTC-05:00 Timezone, and am prone to using exotic spellings and typing styles. Yes, prone; as in "on the ground".
Bold and red indicates alt text.
Well this is a problem, I seem to be getting Ideas faster than I can finish them.
I also seem to be distracted by other things at the moment. It could take a while for me to start editing frequently again.
Contents |
[edit] Irons
- Cerul (Cerulean Imitator Deity)
- Crimson Imitator
- Decorporealized Creature
- Decorporialization (Level 9 Spell)
- Dice of Wonder
- Epic Invoking (Learn 1 invocation on your invocation list)
- Eye of flame (Wondrous Item 2,000 GP)
- Francisca
- Half-Gebby (Template)
- Redirect Spell (A risky spell for countering spells, and sending them back at their casters)
- Levitating Trance (0 level Spell)
- Lusus (Template)
- Master Craftsman (Crafting feats, less XP cost)
- Magical Awakening (Feat, gain 4 0-level spell slots)
- Penetrating gaze (X-ray vision)
- Planar Beacon (You hide this on a plane, and If you know the inscription, and that it exists you can plane shift to it's location and scry on it)
- Power Pursuer (Gain More Psionic Powers, But less Power Points)
- Primitive Cleric (Spontaneous casting, Rage ability,)
- Psionic Mage (Merge Magic and Psionic Abilities; shift spell slots into power points, gain a psionic homunculus (If you are an arcane caster), gain a manifester level dependent on your caster level)
- Realistically Intelligent Animals (Elephants, Dolphins, Monkeys are quite intelligent, But cannot speak)
- Spider Savant (Cerulean Class; Gain Spider-like Abilities; Spin Webs, Climb walls, Psionicaly Charm Communicate with, and Summon Spiders, Spider companion, Good reflex, Canny and uncanny doge, Jump Bonus, a few imitations)
- Tarrasque Mimic (Epic Cerulean Class)
- Vampire Impersonator (Cerulean Class)
- Academic Mage
- Grimoire User
- Intelligent Healer
- Unique Handwriting
- Lesser Finger Horror
- Positive Energy Conduit
- Broken Bow
- Philosopher
- Gebby (Talk)
- Spontaneous Wizard
- Double Trident
- War Sickle
- Elven Spell Recovery
- Glyphic Spell Recording
- Observant Imitator
- Book Worm
- Epic Imitating
- Gebbyblybyb
- Shining Imitator
- Bad with Animals
- Negative Energy Conduit
- Cerulean Imitator (Notes)
- Sinterklaas
- Viridian Imitator
- Gebby Paragon Class
- Dead Eye
- Godling
[edit] The Fire
[edit] Spell Seeker
| “ | <-Some quote from a character of this class-> | ” |
| —<-NPC name->, <-race-> <-class-> | ||
| This section needs a more complete description. For more information please look here |
<-fluff about this prestige class->
[edit] Becoming a Spell Seeker
<-why characters pursue this class, what other classes they typically have, and what abilities are important->
| Skills: | 13 Skill points invested in knowledge (Arcana). | 13 Skill Points invested in Knowledge (Religion). |
|---|---|---|
| Spellcasting: | Able to cast level 5 or higher spells. | Caster level 10 |
| Level | Base Attack Bonus |
Saving Throws | Special | Spellcasting | |||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
| 1st | +0 | +0 | +0 | +2 | Level 0 class spells Familiar Abilities |
+1 level of existing spellcasting class, +2 level 0 spell slots | |||||||||||||||||||||||||||||||||||
| 2nd | +1 | +0 | +0 | +3 | Level 1 class spells | +1 level of existing spellcasting class, +2 level 1 spell slots | |||||||||||||||||||||||||||||||||||
| 3rd | +1 | +1 | +1 | +3 | Level 2 class spells | +1 level of existing spellcasting class, +2 level 2 spell slots | |||||||||||||||||||||||||||||||||||
| 4th | +2 | +1 | +1 | +4 | Level 3 class spells | +1 level of existing spellcasting class, +2 level 3 spell slots | |||||||||||||||||||||||||||||||||||
| 5th | +2 | +1 | +1 | +4 | Level 4 class spells | +1 level of existing spellcasting class, +2 level 4 spell slots | |||||||||||||||||||||||||||||||||||
| 6th | +3 | +2 | +2 | +5 | Level 5 class spells | +1 level of existing spellcasting class, +2 level 5 spell slots | |||||||||||||||||||||||||||||||||||
| 7th | +3 | +2 | +2 | +5 | Level 6 class spells | +1 level of existing spellcasting class, +2 level 6 spell slots | |||||||||||||||||||||||||||||||||||
| 8th | +4 | +2 | +2 | +6 | Level 7 class spells | +1 level of existing spellcasting class, +2 level 7 spell slots | |||||||||||||||||||||||||||||||||||
| 9th | +4 | +3 | +3 | +6 | Level 8 class spells | +1 level of existing spellcasting class, +2 level 8 spell slots | |||||||||||||||||||||||||||||||||||
| 10th | +5 | +3 | +3 | +7 | Level 9 class spells | +1 level of existing spellcasting class, +2 level 9 spell slots | |||||||||||||||||||||||||||||||||||
|
Class Skills (2 + Int modifier per level) | |||||||||||||||||||||||||||||||||||||||||
| Level | Special |
|---|---|
| 11th | Spell |
| 12th | Spell |
| 13th | Spell |
| 14th | Spell |
| 15th | Spell |
| 16th | Spell |
| 17th | Spell |
| 18th | Spell |
| 19th | Spell |
| 20th | Spell |
[edit] Class Features
<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the spell seeker.
Class spells: At level 1, a spell seeker chooses a spell casting class. At every level, the spell seeker adds all of the spells of the spell level that is one less than his spell seeker level to his base classes spell list. If he may only learn so many spells, he gains and extra 2 spells he may learn for each spell level for each spell he may know with that spell level (round down, minimum of 1).
Familiar Abilities: Levels of spell seeker stack with levels of any class that provide access to a familiar, for the purposes of determining familiar natural armor adjustment, Intelligence, and special abilities.
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a spell seeker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Additionally, you gain 2 spell slots of the spell level that is one less than your spell seeker level, each level (to a maximum of 6).
Spell: Each epic level a spell seeker may add 1 spell to his base classes spell list.
[edit] Campaign Information
[edit] Playing a Spell Seeker
| This section needs a more complete description. For more information please look here |
Combat: <-Typical role in combat->
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->
Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->
[edit] Spell Seekers in the World
| This section needs a more complete description. For more information please look here |
| “ | <-Some quote from a character of this class-> | ” |
<-Where characters of this class fit in a d20 world->
NPC Reactions: <-How NPCs react to characters of this class->
[edit] Spell Seeker Lore
Characters with ranks in knowledge (religion) or knowledge (arcana) can research spell seekers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs (With the possible exception of 1).
| DC | Result |
|---|---|
| 1 | -------- |
| 5 | -------- |
| 11 | Spell Seekers have spells from two different kinds of spell casters. |
| 16 | -------- |
| 21 | The names and locations of specific spell seekers. |
| 26 | Spell Seekers can potentially learn every conceivable spell. |
[edit] Spell Seekers in the Game
| This section needs a more complete description. For more information please look here |
<-How characters of this class fit in the game (PC and NPC) and what roles they play->
Adaptation: <-Fitting this class in your campaign->
Sample Encounter: <-DM placement for NPC of this class->
EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->
[edit] Time Period Adjustments (3.5e Variant Rules)
[edit] Progress Levels
This is a list of Progress levels from the d20 future rulebook. I will be labeling things that can be incorporated into the 3.5e system by progress level.
- Pl0: Stone Age: No metal tools, no one is literate, likely more divine magic than arcane, arcane casters are mainly sorcerers, deity-centric religion is rare, and Barbarians, Druids, Sorcerers, and "primitive" classes and neanderthals are abundant, and "civilized" and "skilled" classes may not even exist. There is probably no currency, and likely to be a goods-for-goods bartering system.
- Pl1: Bronze Age: Metal tools are now available, literacy is available but rare, somewhat more arcane magic, wizards may still be scarce, psionics may be emerging, there is a rise in deity-centric religions, and nature worship is in the decline. Standard currency is available, but may not be used by everyone. Fighters, rogues, wizards and "civilized" classes are emerging, "primitive" classes are still common while neanderthals may be dieing out.
- Pl2: Middle Ages: Standard 3.5e conditions. The secret to working adamantine has been discovered and as a result, deep crystal can now be cut without psionic methods, literacy is prevalent, Arcane and divine magic is common, skilled and melee classes are abundant, copper to platinum metal coins are the norm, and good-for-good bartering systems have completely died out. Primitive classes are just as common as civilized classes. Neanderthals have either gained a permanent foothold, or are extinct.
- Pl3: Age of Reason: Guns are becoming available as weapons, practically everyone is literate, there is an escalating rise in arcane magic and psionics, as institutions are readily available to teach many would-be wizards and psions all at once. Gold-standard paper currency is on the rise, metal coins are in decline, silver and copper are still used regularly. There is a sharp decline in barbarians and other "primitive" classes.
- Pl4: Industrial Age: Steam punk, arcane magic and psionics are in the decline, and divine magic may be in a slight decline, while "skilled" classes are on the rise, as technology brings greater and greater benefits, without the need for years of study. Paper currency is becoming ambiguously valuable while the purity of standard metal coins is dropping and the gold standard is in decline. "Primitive" classes are becoming more and more scarce as land is used to build bigger and bigger cities.
- Pl5: Information Age: Modern Setting.
- Pl6: Fusion Age:
- Pl7: Gravity Age:
- Pl8: Energy Age:
- Pl9: (Unnamed): "Incomprehensible"
Things to add to descriptions: progress of urban development, cheese.
[edit] Skills
X: is not available during this progress level
O: is available during this progress level (Though not necessarily useful)
| Skill Name | Ability | Pl: 0 | Pl: 1 | Pl: 2 | Pl: 3 | Pl: 4 | Pl: 5 | Pl: 6 | Pl: 7 | Pl: 8 | Pl: 9 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Appraise | Int | X | O | O | O | O | O | O | O | O | O |
| Autohypnosis | Wis | O | O | O | O | O | O | O | O | O | O |
| Balance | Dex | O | O | O | O | O | O | O | O | O | O |
| Bluff | Cha | O | O | O | O | O | O | O | O | O | O |
| Climb | Str | O | O | O | O | O | O | O | O | O | O |
| Computer Use | Int | X | X | X | X | X | O | O | O | O | O |
| Concentration | Con | O | O | O | O | O | O | O | O | O | O |
| Control Shape | Wis | O | O | O | O | O | O | O | O | O | O |
| Craft | Int | O | O | O | O | O | O | O | O | O | O |
| Decipher Script | Int | X | O | O | O | O | O | O | O | O | O |
| Demolitions | Int | X | X | X | X | O | O | O | O | O | O |
| Diplomacy | Cha | O | O | O | O | O | O | O | O | O | O |
| Disable Device | Int | X | O | O | O | O | O | O | O | O | O |
| Disguise | Cha | O | O | O | O | O | O | O | O | O | O |
| Escape Artist | Dex | O | O | O | O | O | O | O | O | O | O |
| Forgery | Int | X | O | O | O | O | O | O | O | O | O |
| Gamble | Wis | X | O | O | O | O | O | O | O | O | O |
| Gather Information | Cha | O | O | O | O | O | O | O | O | O | O |
| Handle Animal | Cha | O | O | O | O | O | O | O | O | O | O |
| Heal | Wis | O | O | O | O | O | O | O | O | O | O |
| Hide | Dex | O | O | O | O | O | O | O | O | O | O |
| Iaijutsu Focus | Cha | X | O | O | O | X | X | X | X | X | X |
| Intimidate | Cha | O | O | O | O | O | O | O | O | O | O |
| Investigate | Wis | . | . | . | . | O | O | O | O | O | O |
| Jump | Str | O | O | O | O | O | O | O | O | O | O |
| Knowledge | Int | O | O | O | O | O | O | O | O | O | O |
| Listen | Wis | O | O | O | O | O | O | O | O | O | O |
| Literacy | (None) | X | O | O | O | O | O | O | O | O | O |
| Lucid Dreaming | Wis | . | . | . | . | . | . | . | . | . | . |
| Martial Lore | ... | . | . | . | . | . | . | . | . | . | . |
| Move Silently | Dex | O | O | O | O | O | O | O | O | O | O |
| Navigate | Int | O | O | O | O | O | O | O | O | O | O |
| Open Lock | Dex | X | X | O | O | O | O | O | O | O | O |
| Operate | Dex | X | O | O | O | O | O | O | O | O | O |
| Perform | Cha | O | O | O | O | O | O | O | O | O | O |
| Psicraft | Int | X | O | O | O | O | O | O | O | O | O |
| Profession | Wis | X | O | O | O | O | O | O | O | O | O |
| Repair | Int | O | O | O | O | O | O | O | O | O | O |
| Research | Int | X | X | O | O | O | O | O | O | O | O |
| Ride | Dex | O | O | O | O | O | O | O | X | X | X |
| Search | Int | O | O | O | O | O | O | O | O | O | O |
| Sense Motive | Wis | O | O | O | O | O | O | O | O | O | O |
| Sleight of Hand | Dex | O | O | O | O | O | O | O | O | O | O |
| Speak Language | (None) | O | O | O | O | O | O | O | O | O | O |
| Spellcraft | Int | X | O | O | O | O | O | O | O | O | O |
| Spot | Wis | O | O | O | O | O | O | O | O | O | O |
| Survival | Wis | O | O | O | O | . | . | . | . | . | . |
| Swim | Str | O | O | O | O | O | O | O | O | O | O |
| True Naming | ... | . | . | . | . | . | . | . | . | . | . |
| Tumble | Dex | O | O | O | O | O | O | O | O | O | O |
| Use Magic Device | Cha | X | O | O | O | O | O | . | . | . | . |
| Use Psionic Device | Cha | X | O | O | O | O | O | . | . | . | . |
| Use Rope | Dex | O | O | O | O | O | O | O | . | . | . |
[edit] Multifaceted Skills
| Skill Subset | Pl: 0 | Pl: 1 | Pl: 2 | Pl: 3 | Pl: 4 | Pl: 5 | Pl: 6 | Pl: 7 | Pl: 8 | Pl: 9 |
|---|---|---|---|---|---|---|---|---|---|---|
| (Alchemy) | X | O | O | O | X | X | X | X | X | X |
| (Armorsmithing) | X | O | O | O | O | O | O | O | O | O |
| (Bowmaking) | O | O | O | O | O | O | O | O | O | O |
| (Chemical) | X | X | X | O | O | O | O | O | O | O |
| (Cooking) | O | O | O | O | O | O | O | O | O | O |
| (Electronic) | X | X | X | X | O | O | O | O | O | O |
| (Gemcutting) | O | O | O | O | O | O | O | O | O | O |
| (Knapping) | O | O | O | X | X | X | X | X | X | X |
| (Leatherworking) | O | O | O | O | O | O | O | O | O | O |
| (Mechanical) | X | X | O | O | O | O | O | O | O | O |
| (Mealworking) | X | O | O | O | O | O | O | O | O | O |
| (Pharmaceutical) | X | X | X | O | O | O | O | O | O | O |
| (Poison) | O | O | O | O | O | O | O | O | O | O |
| (Pottery) | O | O | O | O | O | O | O | O | O | O |
| (Sculpting) | O | O | O | O | O | O | O | O | O | O |
| (Structural) | O | O | O | O | O | O | O | O | O | O |
| (Trapmaking) | O | O | O | O | O | O | O | O | O | O |
| (Visual Art) | O | O | O | O | O | O | O | O | O | O |
| (Weaponsmithing) | X | O | O | O | O | O | O | O | O | O |
| (Writing) | X | O | O | O | O | O | O | O | O | O |
| (<-->) | . | . | . | . | . | . | . | . | . | . |
| Skill Subset | Pl: 0 | Pl: 1 | Pl: 2 | Pl: 3 | Pl: 4 | Pl: 5 | Pl: 6 | Pl: 7 | Pl: 8 | Pl: 9 |
|---|---|---|---|---|---|---|---|---|---|---|
| (Arcana) | X | O | O | O | O | O | O | . | . | . |
| (Art) | X | O | O | O | O | O | O | O | O | O |
| (Behavioral Sciences) | X | X | X | O | O | O | O | O | O | O |
| (Business) | X | . | . | . | . | . | . | . | . | . |
| (Civics) | X | . | . | . | . | . | . | . | . | . |
| (Current Events) | . | . | . | . | . | . | . | . | . | . |
| (Dungeoneering) | X | O | O | O | O | O | O | O | O | O |
| (Geography) | O | O | O | O | O | O | O | O | O | O |
| (Religion) | O | O | O | O | O | O | O | O | O | O |
| (Streetwise) | X | X | X | X | O | O | O | O | O | O |
| (Local) | O | O | O | O | O | O | O | O | O | O |
| (Nature) | O | O | O | O | O | O | O | O | O | O |
| (Nobility) | O | O | O | O | . | . | . | . | . | . |
| (Physical Sciences) | X | O | O | O | O | O | O | O | O | O |
| (Psionics) | X | X | O | O | O | O | O | O | O | O |
| (Tactics) | X | O | O | O | O | O | O | O | O | O |
| (Technology) | X | X | X | X | O | O | O | O | O | O |
| (The Planes) | . | . | O | O | . | . | . | . | . | . |
| Skill Subset | Pl: 1 | Pl: 2 | Pl: 3 | Pl: 4 | Pl: 5 | Pl: 6 | Pl: 7 | Pl: 8 | Pl: 9 |
|---|---|---|---|---|---|---|---|---|---|
| (Airship) | . | . | . | . | . | . | . | . | . |
| (Amphibious Land Vehicle) | . | . | . | . | . | . | . | . | . |
| (Boat) | . | . | . | . | . | . | . | . | . |
| (Car) | . | . | . | . | . | . | . | . | . |
| (Carriage) | . | . | . | . | . | . | . | . | . |
| (Ornithopter) | . | . | . | . | . | . | . | . | . |
| (Plane) | . | . | . | . | . | . | . | . | . |
| (Ship) | . | . | . | . | . | . | . | . | . |
| (Space Shuttle) | . | . | . | . | . | . | . | . | . |
| (Sleigh) | . | . | . | . | . | . | . | . | . |
| (Helicopter) | . | . | . | . | . | . | . | . | . |
| (Interdimensional Vehicle) | . | . | . | . | . | . | . | . | . |
| (Tank) | . | . | . | . | . | . | . | . | . |
| (Train) | . | . | . | . | . | . | . | . | . |
| (Zeppelin) | . | . | . | . | . | . | . | . | . |
| (<-->) | . | . | . | . | . | . | . | . | . |
| Skill Subset | Pl: 0 | Pl: 1 | Pl: 2 | Pl: 3 | Pl: 4 | Pl: 5 | Pl: 6 | Pl: 7 | Pl: 8 | Pl: 9 |
|---|---|---|---|---|---|---|---|---|---|---|
| (<-->) | . | . | . | . | . | . | . | . | . | . |
| Skill Subset | Pl: 0 | Pl: 1 | Pl: 2 | Pl: 3 | Pl: 4 | Pl: 5 | Pl: 6 | Pl: 7 | Pl: 8 | Pl: 9 |
|---|---|---|---|---|---|---|---|---|---|---|
| (Sailor) | . | . | . | . | . | . | . | . | . | . |
| (Siege Engineer) | . | . | . | . | . | . | . | . | . | . |
| (<-->) | . | . | . | . | . | . | . | . | . | . |
[edit] Skill Synergies
| 5 or more ranks in … | gives a +2 bonus on … |
|---|---|
| X | Y checks |
| X | Y checks |
[edit] Currency
Bartering, metal coins, metal standard bills, ambiguously valued bills, and digitally transferred ambiguously valued currency. Money gets less and less tangible as time goes on. The reason for this is very simple: it is good to have a single commodity, such as gold (or salt), as a standard bartering item to easily index the value of other commodities, that is reducible enough to accommodate the cheapest item that can be reasonable sold on the market. Such as a series of precious metals, which are each less expensive than the last, or a commodity standard paper currency which can represent anywhere from 100 to 100th of one of these coins. When Ambiguous currency is in circulation, it is nothing more than the formalization of debt. Digital Currency is a formalization of debt that comes around when communication stretches the globe (or plane), and it becomes impractical to transport real currency.
Depending on the exact nature of your game, it may be more practical to use either the wealth check system (d20 modern standard) or the currency system (the 3.5e standard). If your characters live on the road,renting hotels and sleeping under the stars, the currency standard is best. However, if they live in an urban environment where they rent an apartment, pay taxes, and have a set price of living, the best option is usually a wealth check to avoid worrying about all the tedious price of living expenses.
[edit] Converting Wealth Bonus and Gold
Thanks to Jasdoif for making this equation and Altair_the_Vexed for asking for it.
G=K×NX or Gold=.2×1.6Wealth or Wealth=log(5×Gold)/log(1.6)
How I found K:
k=1/((1.6^Wealth)-Gold)
Longsword
k=1/(1.6^11-15)= .00621419612
Tonfa
k=1/(1.6^6-5)= .08490971041
Sap
k=1/(1.6^2-1)= .64102564102
Rapier
k=1/(1.6^10-20)= .01111714367
Spear
k=1/(1.6^6-2)= .06767174547
Kama
k=1/(1.6^5-2)= .11784448299
Nunchaku
k=1/(1.6^3-2)= .47709923664
Average
k=1/(1.6^x-g)= .20084030804
[edit] Miscellaneous Rules
[edit] Elementalist
An elementalist is an individual whose soul is bound to the elemental planes, giving him powers beyond lesser mortals.
[edit] Making an Elementalist
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: <-description of most important attributes for this class->.
Races: <-description of relative likelihood of various races to join this class->.
Alignment: Anything but True Neutral
Starting Gold: 3d4 × 10 (75 gp).
Starting Age: Simple.
| Level | Base Attack Bonus |
Saving Throws | Special | Invocations Known |
Unarmored Speed Bonus | ||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
| 1st | +0 | +0 | +2 | +0 | Energy Blast 1d6, Primary Element, Least Invocations | 1 | +0 ft. | ||||||||||||||||||||||||||||||||||
| 2nd | +1 | +0 | +3 | +0 | 1 | +0 ft. | |||||||||||||||||||||||||||||||||||
| 3rd | +2 | +1 | +3 | +1 | Damage Reduction 1/Opposing Element, Energy Blast 2d6 | 2 | +10 ft. | ||||||||||||||||||||||||||||||||||
| 4th | +3 | +1 | +4 | +1 | 2 | +10 ft. | |||||||||||||||||||||||||||||||||||
| 5th | +3 | +1 | +4 | +1 | Energy Blast 3d6 | 3 | +10 ft. | ||||||||||||||||||||||||||||||||||
| 6th | +4 | +2 | +5 | +2 | Lesser Invocations | 3 | +20 ft. | ||||||||||||||||||||||||||||||||||
| 7th | +5 | +2 | +5 | +2 | Damage Reduction 2/Opposing Element, Energy Blast 4d6 | 4 | +20 ft. | ||||||||||||||||||||||||||||||||||
| 8th | +6/+1 | +2 | +6 | +2 | Peripheral Element | 4 | +20 ft. | ||||||||||||||||||||||||||||||||||
| 9th | +6/+1 | +3 | +6 | +3 | Energy Blast 5d6 | 5 | +30 ft. | ||||||||||||||||||||||||||||||||||
| 10th | +7/+2 | +3 | +7 | +3 | 5 | +30 ft. | |||||||||||||||||||||||||||||||||||
| 11th | +8/+3 | +3 | +7 | +3 | Damage Reduction 3/Opposing Element, Energy Blast 6d6, Greater Invocations | 6 | +30 ft. | ||||||||||||||||||||||||||||||||||
| 12th | +9/+4 | +4 | +8 | +4 | 6 | +40 ft. | |||||||||||||||||||||||||||||||||||
| 13th | +9/+4 | +4 | +8 | +4 | 7 | +40 ft. | |||||||||||||||||||||||||||||||||||
| 14th | +10/+5 | +4 | +9 | +4 | Energy Blast 7d6 | 7 | +40 ft. | ||||||||||||||||||||||||||||||||||
| 15th | +11/+6/+1 | +5 | +9 | +5 | Damage Reduction 4/Opposing Element | 8 | +50 ft. | ||||||||||||||||||||||||||||||||||
| 16th | +12/+7/+2 | +5 | +10 | +5 | Dark Invocations, Opposing Peripheral Element | 8 | +50 ft. | ||||||||||||||||||||||||||||||||||
| 17th | +12/+7/+2 | +5 | +10 | +5 | Energy Blast 8d6 | 9 | +50 ft. | ||||||||||||||||||||||||||||||||||
| 18th | +13/+8/+3 | +6 | +11 | +6 | Damage Reduction 5/Opposing Element | 9 | +60 ft. | ||||||||||||||||||||||||||||||||||
| 19th | +14/+9/+4 | +6 | +11 | +6 | 10 | +60 ft. | |||||||||||||||||||||||||||||||||||
| 20th | +15/+10/+5 | +6 | +12 | +6 | Energy Blast 9d6, Energy Resistance 10 | 10 | +60 ft. | ||||||||||||||||||||||||||||||||||
|
Class Skills (2 + Int modifier per level, ×4 at 1st level) | |||||||||||||||||||||||||||||||||||||||||
[edit] Class Features
All of the following are class features of the elementalist.
Weapon and Armor Proficiency: Elementalists are proficient with simple weapons, but not armor.
Energy Blast (Sp): An energy blast is a ranged touch attack 60 ft. ray hat uses an energy type of one of the elements the elementalist casting it controls (chosen at casting), that allows no saving throw. An energy blast deals 1d6 points of damage at 1st level and increases in power as the elementalist rises in level. An energy blast is the equivalent of a spell whose level is equal to one-half the elementalist’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a elementalist reaches 18th level or higher. An energy blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to energy blast. An energy blast deals half damage to objects. Metamagic feats cannot improve a elementalist’s energy blast(because it is a spell-like ability, not a spell), however, the feat Ability Focus (energy blast) increases the DC for all saving throws (if any) associated with a elementalist’s energy blast by 2.
Fast Movement (Ex): An elementalist has an enchantment bonus to his speed. The bonus starts at +0 and increases by 10 feet at each level divisible by 3. An elementalist loses this bonus if he is carrying a medium or heavy load.
Invocatins (Sp): <-class feature game rule information->
Damage Reduction (Su): <-class feature game rule information->
Energy Resistance (Su): An elementalist gains energy resistance 5 for the energy type of each peripheral element he controls (that is to say his peripheral element at level 8 and his opposing peripheral element at level 16). This increases to energy resistance 10 at level 20.
[edit] The Elements
| Element | Energy Type | Primary Alignments |
Peripheral Alignments |
Opposed Element |
|---|---|---|---|---|
| Air | Electric | NG, CG, CN | LG, CE | Earth |
| Fire | Fire | CN, CE, NE | CG, LE | Water |
| Earth | Acid | NE, LE, LN | CE, LG | Air |
| Water | Cold | LN, LG, NG | LE, CG | Fire |
Primary Element:Your primary element is the element you gain control of at 1st level. Your alignment must be one of your chosen primary element's primary alignments. You are immune to damage from your primary element.
Peripheral Element: You gain control of your chosen peripheral element at 8th level. You must choose a peripheral element that has a primary or peripheral alignment that is the same as your alignment. You have an energy resistance of 5 (which increases to 10 at level 20) against your peripheral element.
Opposing Peripheral Element: You gain control of your opposed peripheral element at 16th level. You must choose your peripheral elements opposed element as your opposing peripheral element. You have an energy resistance of 5 (which increases to 10 at level 20) against your opposing peripheral element.
Opposing Element: You gain control of your opposing element at 24th level. Your opposing element is your primary element's opposed element. Your damage reduction is bypassed by your opposing element.
[edit] Ex-Elementalists
An elementalist who changes their alignment in such a way that they no longer qualify for any of their elements must change their primary and/or peripheral elements. They keep all of their invocations, but if they have an invocation that requires an element that they no longer control, they may not use it before they gain control of that element. If the elementalists primary element changes, his opposing element changes to match. An elementalist who becomes true neutral loses control of all elements, and can not gain elementalist levels until his alignment changes.
[edit] Epic Elementalist
| Level | Special | Unarmored Speed Bonus | |||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 21st | +70 ft. | ||||||||||||||||||||||||||||||||||||||||
| 22nd | Energy Blast 10d6 | +70 ft. | |||||||||||||||||||||||||||||||||||||||
| 23rd | Damage Reduction 6/Opposing Element | +70 ft. | |||||||||||||||||||||||||||||||||||||||
| 24th | Bonus Feat, Energy Blast 11d6, Opposing Element | +80 ft. | |||||||||||||||||||||||||||||||||||||||
| 25th | +80 ft. | ||||||||||||||||||||||||||||||||||||||||
| 26th | Energy Blast 12d6 | +80 ft. | |||||||||||||||||||||||||||||||||||||||
| 27th | Damage Reduction 7/Opposing Element | +90 ft. | |||||||||||||||||||||||||||||||||||||||
| 28th | Bonus Feat, Energy Blast 13d6 | +90 ft. | |||||||||||||||||||||||||||||||||||||||
| 29th | +90 ft. | ||||||||||||||||||||||||||||||||||||||||
| 30th | Energy Blast 14d6 | +100 ft. | |||||||||||||||||||||||||||||||||||||||
|
2 + Int modifier skill points per level. | |||||||||||||||||||||||||||||||||||||||||
Damage Reduction: The epic elementalist's damage reduction increases by 1 point at 23rd level and by 1 additional point every four levels thereafter.
Elemental Blast: The epic elementalist's energy blast damage increases by 1d6 at every even-numbered level higher than 20th.
Fast Movement: The epic elementalist's speed when wearing no armor continues to increase by 10 feet every level divisible by three. The unarmored speed of Small and dwarven monks increases by 5 feet instead of 10 feet.
Invocations: The epic elementalist's caster level is equal to his class level. He does not learn additional invocations.
Bonus Feats: The epic elementalist's gains gains a bonus feat every level Divisible by four above 20. Epic Elementalist Bonus Feat List: <-list of bonus epic feats->.
[edit] <-Sample race of your choice-> Elementalist Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
| Skill | Ranks | Ability | Armor Check Penalty |
|---|---|---|---|
| <-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable put "—"-> |
| <-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.-> |
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
[edit] Invocations
| Invocation | Required elements | Type | Level |
|---|---|---|---|
| Chill Spells | Water | Misc. | Least |
| Crystal Armor | Earth | Misc. | Lesser |
| Deafening Pulse | Air | Misc. | Least |
| Detect Element | Any | Misc. | Least |
| Earthen Armor | Earth | Misc. | Least |
| Earthen Grasp | Earth | Misc. | Least |
| Elemental Burst | Any | Blast | Dark |
| Elemental Control | Any | Misc. | Least |
| Elemental Gate | Any | Misc. | Greater |
| Elemental Immunity | Any | Misc. | Dark |
| Elemental Spell I | Any | Misc. | Least |
| Elemental Spell II | Any | Misc. | Lesser |
| Elemental Spell III | Any | Misc. | Greater |
| Elemental Spell IV | Any | Misc. | Dark |
| Elemental Strike | Any | Blast | Least |
| Elemental Transit | Any | Misc. | Lesser |
| Elemental Vulnerability | Any | Misc. | Dark |
| Endure Elements | Any | Misc. | Least |
| Fire Ball | Fire | Misc. | Lesser |
| Flame Wall | Fire | Misc. | Greater |
| Fusion | Any | Misc. | Dark |
| Icy Burst Blast | Earth & Water | Blast | Lesser |
| Lava Walk | Earth & Fire | Misc. | Lesser |
| Make Diamonds | Earth | Misc. | Greater |
| Particulate Form | Air + 1 | Misc. | Lesser |
| Redirect Blast | Any | Misc. | Least |
| Scalding Gust | Air & Fire | Misc. | Least |
| Sudden Gust | Air | Misc. | Least |
| Summon Elemental | Any | Misc. | Lesser |
| Thunderous Blast | Air | Blast | Greater |
| Water Stride | Water | Misc. | Least |
| Name | Element | Type | Level |
- Lava (Fire and Earth)
- Depositiate Ice (Earth and Water)
- Blade
- Armor
- Wood (Water and Air)
- Bow
- Arrows
- Bolts
- Claws
- Club
- Quarter Staff
- Plasma
[edit] Least Invocations
[edit] Lesser Invocations
[edit] Greater Invocations
[edit] Dark Invocations
[edit] Campaign Information
[edit] Playing an Elementalist
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
[edit] <-pluralized class name-> in the World
| “ | <-Some quote from a character of this class-> | ” |
| —<-NPC name->, <-race-> <-class-> | ||
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
[edit] Elementalist Lore
Characters with ranks in Knowledge (Arcana) can research Elementalists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
| DC | Result |
|---|---|
| 1 | People that make lists? Of elements? Maybe? Periodic tables? |
| 5 | Elementalist use the power of the elements. |
| 10 | Elementalists have magic powers similar to a warlocks. |
| 15 | Elementalists are immune to their own elements. |
| 20 | …, hurt by their opposing element, and resistant to everything in between. |
[edit] Elementalists in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
