Salamancer (3.5e Class)

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Salamancer[edit]

Making a Salamancer[edit]

Races: Talpoida

Alignment: Any

Starting Gold: 3d6x10gp

Table: The Salamancer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +1 +0 +2 Metamagic Feat, Combat Casting Feat 3 1
2nd +1 +1 +0 +3 Elemental Morph, Elemental Charge 4 2
3rd +2 +2 +1 +3 Elemental Burst 5 2
4th +2 +2 +1 +4 5 3 2
5th +2 +2 +1 +4 Elemental Eruption 5 4 2
6th +3 +3 +2 +5 Elemental Punch, Elemental Missile, Elemental Armor 5 5 3 1
7th +3 +3 +2 +5 5 5 3 2
8th +4 +3 +2 +6 Elemental Breath, Elemental Blade 5 5 4 3 2
9th +4 +4 +3 +6 Underworld Lightning 2/week, Elemental Explosion 5 5 4 3 2
10th +5 +4 +3 +7 Metamagic Feat 5 5 5 4 2 1
11th +6/+1 +4 +3 +7 5 5 5 4 3 1
12th +7/+2 +5 +4 +8 Elemental Detonation Pulse 5 5 5 5 3 2 2
13th +8/+3 +5 +4 +8 5 5 5 5 3 2 2
14th +9/+4 +5 +4 +9 5 5 5 5 4 3 2 1
15th +9/+4 +6 +5 +9 Metamagic Feat 5 5 5 5 4 3 3 2
16th +10/+5 +6 +5 +10 Underworld Lighting 4/week 5 5 5 5 4 4 3 3 2
17th +11/+6/+1 +7 +5 +10 5 5 5 5 5 4 4 3 3
18th +12/+7/+2 +7 +6 +11 Titanic Salamander Form 5 5 5 5 5 5 4 4 4 2
19th +12/+7/+2 +8 +6 +11 5 5 5 5 5 5 5 5 5 4
20th +13/+8/+3 +8 +6 +12 Metamagic Feat 5 5 5 5 5 5 5 5 5 5

Class Skills (3 + Int modifier per level, ×4 at 1st level)
Climb, Concentration, Escape Artist, Handle Animal, Hide, Knowledge (Arcana, Nature), Sense Motive, Spellcraft, Survival, Swim, Use Magic Device.

Class Features[edit]

Weapon and armor proficiency: Proficient with simple and martial weapons, as well as proficient in light and medium armor, as they are a rather physically involved spellcaster type.

Elemental Defence: While in an elemental form the salamander cannot be harmed by environmental perils of the chosen element.

Elemental Harmony: Elemental Salamancer spells (salamancies) do not count towards spells known or spells per day. You can cast a number of salamancies per day equal the caster level plus your Con bonus. For every 2 salamancies +1 every 2 levels (max of 6) used you can use 1d4 less spells unprepared that day. Roll a d10 to determine which spells afflicted. i. e. if you roll the d4 and get a 3, then roll the d10 and get a 6, 6th level spells would lose on, and so would 5th level and 7th level. If you do not have any spells of that level learned, roll again.

Spells: The Salamancer focuses mainly on elemental, and self based spells. The Salamancer has a unique ability to take on three elemental forms. All elemental spells and abilities are dependent on which elemental form the Salamancer is currently in. Specific fire, water or electricity spells can only be used when in their corresponding forms, or when in basic form, for a slight debuff. The Salamancer can use any spell without it needing to be prepared ahead of time. Salamancers can choose their spells from the following list:

0—Dancing lights, Flare, Create Water, Detect Magic, Mending, Cure Minor Wounds, Arcane Mark

1st—Burning Hands, Shocking Grasp, Chill Touch, Cure Light Wounds, Magic Missile, Produce Flame, Boiling Sphere

2nd—Summon Salamander I, Lesser Salamander Form, Scorching Rays, Flaming Sphere, Flame Blade, Water Walk, Heat Metal, Chill Metal, Lesser Restoration, Wave Shield

3rd—Summon Salamander II, Lighting Bolt, Cure Moderate Wounds, Water Bolt, Daylight, Call Lightning, Remove Disease

4th—Summon Salamander III, Control Water, Fire Shield, Ice Storm, Wall of Fire, Wall of Water, Wall of Lightning, Cure Serious Wounds, Air Walk

5th—Summon Salamander IV, Call Lightning Storm, Teleport, Fiery Discorporation, Control Winds, Cure Critical Wounds, Channeled Lightning

6th—Summon Salamander V, Greater Salamander Form, Chain Lightning, Greater Dispel Magic, Mass Cure Moderate Wounds, Aquatic Jet, Otiluk’s Freezing Sphere

7th—Greater Teleport, Teleport Object, Delayed Blast Fireball, Fire Storm, Heal, Monsoon, Mass Cure Serious Wounds

8th—Purge of The Sea, Ackbars’s Proving Grounds (Molten Death), Mass Cure Critical Wounds

9th—Blood to Acid, Electrocute, Meteor Swarm, Teleportation Circle, Regenerate, Time Stop, Titanic Salamander Form

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

Ex-Salamancers[edit]

.

Salamancer Starting Package[edit]

Armor: Padded armor (light +1, max dex +8, check 0, spell fail 5%, speed 30ft)

Weapons: Quarterstaff (1d4, crit x2, 4lbs, bludgeoning)

Skill Selection: Pick any number of skills equal to 3 + Int modifier (x4 at 1st level)

Feat: Armor Proficiency (Light, Medium)

Gear: Backpack with waterskin, one day’s trail rations, bedroll, flint and steel, 5 candles, spellbook, spell component pouch.

Gold: 3d4 gp.

Campaign Information[edit]

Playing a Salamancer[edit]

Religion: Salamancers do not worship any deities, or follow any strict religion, but they live in harmony with nature, and deeply respect all elements of their life in it.

Other Classes: Salamancers will almost always be in Talpoida colonies, and will work with foot soldiers and really any other class that Talpoida are capable of, which are almost all.

Combat: The salamancer is the heavy hitter of the group. It goes into battle to deal large amounts of damage. Can also help support their group. Typically slow to the party.

Salamncers in the World[edit]

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Salamncer Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Salamncers in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .


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