Difference between revisions of "Book of Elements (3.5e Sourcebook)/Elementals with Class"
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{{:Alchemist (3.5e Class)}} | {{:Alchemist (3.5e Class)}} | ||
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+ | Elementalist | ||
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+ | Shadowcaster | ||
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+ | Snowsoul | ||
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+ | Windseeker | ||
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+ | {{:Elemental Brute (3.5e Class)}} | ||
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+ | {{:Elemental Weird (3.5e Class)}} | ||
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+ | Genie | ||
=Prestige Classes= | =Prestige Classes= |
Revision as of 15:42, 19 September 2010
Base Classes
Alchemist, Elementalist, Shadowcaster, Snowsoul, Windseeker, Elemental Brute, Elemental Weird, Genie.
Alchemist
“ | "Sorry. Here, take this potion with every meal, three times daily, and you should be back to your normal self in no time."
"Ribbit" |
” |
Alchemists use magic by mixing rare and magical components. They make potions, oils, grenades, and all manner of other items, providing invaluable services to other adventurers. When drawn to adventure, they apply their unique talents, a combination of esoteric knowledge of magical components and a strong throwing arm, to solve problems, whether with subtle poisons or with a loud bang.
Making an Alchemist
As an Alchemist, your niche is as a supporting magic user. You also have the ability to throw large amounts of alchemical substances at people to damage them, but your primary tool are your spell bombs and resins.
A Note on Skills: Alchemy is listed as a class skill for Alchemists. With a class focused on alchemy, folding it into Craft is a bad idea, especially with Craft reduced to one skill. Also, the abilities it had to identify things in 3.0 come back online. Identifying a magic liquid, such as a potion, takes an hour and a DC 20 Alchemy check, and costs 1 gp for reagents. There is no possibility to misidentify it. Adepts, Wizards, Sorcerers, Beguilers, Dread Necromancers, Summoners, Fire Mages, Snowsouls, and Windseekers all have Alchemy as a class skill. This series will also eventually split Trapping off from Craft.
Races and People: Alchemists arise in practically any race that commonly produces its own goods, and even a few that don't. Alchemists generally live outside of the societies that support them, or in less dense societies, though, due to the dangers of alchemy. A good many Alchemists are gnomes, due to the race's natural talent. Goblins also take naturally to Alchemy and so produce a disproportionate number of Alchemists, and many orc tribes have an Alchemist member, never fully accepted but always needed.
Game Rule Information
Class Features
All of the following are class features of the Alchemist.
Weapon and Armor Proficiency: An Alchemist is proficient with all simple weapons and light armor.
Spells: Alchemists choose their spells from the following list:
0th— Arcane Mark, Light, Mending, Resistance, Touch of Fatigue
1st— Alarm, Bless Water, Cure Light Wounds, Curse Water, Endure Elements, Enlarge Person, Grease, Inflict Light Wounds, Jump, Magic Weapon, Reduce Person, True Strike
2nd— Arcane Lock, Bear's Endurance, Blindness/Deafness, Bull's Strength, Cat's Grace, Continual Flame, Cure Moderate Wounds, Darkvision, Eagle's Splendor, False Life, Find Traps, Fox's Cunning, Human Form, Inflict Moderate Wounds, Invisibility, Lesser Restoration, Levitate, Make Whole, Owl's Wisdom, Resist Energy, See Invisibility, Spider Climb
3rd— Blink, Cure Serious Wounds, Dispel Magic, Explosive Runes, Fireball, Fly, Gaseous Form, Greater Magic Weapon, Haste, Inflict Serious Wounds, Keen Edge, Lycanthropy, Neutralize Poison, Poison, Protection from Energy, Rage, Remove Curse, Remove Disease, Slow, Suggestion, Water Breathing
4th— Bestow Curse, Cure Critical Wounds, Death Ward, Dimensional Anchor, Fire Shield, Fire Trap, Freedom of Movement, Greater Invisibility, Inflict Critical Wounds, Monstrous Form, Polymorph Self, Restoration, Stoneskin
5th— Animal Growth, Break Enchantment, Passwall, Polymorph Other, Raise Dead, Spell Resistance, Transmute Mud to Rock, Transmute Rock to Mud
6th— Animate Objects, Disintegrate, Fiend Form, Flesh to Stone, Greater Dispel Magic, Harm, Heal, Stone to Flesh
7th— Dragon Form, Ethereal Jaunt, Finger of Death, Regenerate, Sequester, Wind Walk
8th— Binding, Clone, Dimensional Lock, Iron Body, Polymorph any Object, Protection from Spells, Temporal Stasis
Unstable Potion (su): Given an hour, an Alchemist may brew two Unstable Potions. This works exactly like brewing a normal potion, except that an unstable potion can only be successfully used by the Alchemist, loses its effectiveness after 24 hours, and it can be created out of scavenged materials for free, except for spell component costs. These potions don't count against the eight magic item limit.
Brew Potion: an Alchemist recieves Brew Potion as a bonus feat.
Alchemical Practice (ex): An Alchemist gains 4 ranks in Alchemy at 1st level, plus one more rank per class level, in addition to his skill points listed above. If this would put him over his maximum number of ranks for his level, any excess skill points are refunded to be put into other skills. When crafting alchemical items, progress is in gold pieces per day.
Spell List: An Alchemist has access to a spell list. He can cast any spell on his spell list at will, but only to satisfy prerequisites while crafting items that aren't scrolls and to qualify for prestige classes. An Alchemist has a caster level equal to his class level, and has access to all spell levels up to half of his class level, rounded up.
Alchemist's Secret: At 2nd level, and again at 4th, 9th, and 11th levels, an alchemist learns the secret to binding a set of spells alchemically, adding a group of spells to his spell list. See the Secret List.
In order to use secrets, the alchemist must keep notes and have access to them. These notes are typically about one page per class level per secret (they may be kept separately or together). Unlike a spellbook, an alchemist's notes can be written on normal paper in normal ink, and can be copied freely by any who understand them. If an alchemist loses his notes, he can re-create them with a day's research work per secret.
Understanding another alchemist's notes requires successful skill checks on at least two of the following skills: Alchemy, Decipher Script, Knowledge (Arcana), and Spellcraft, against DC 20 + the level that the alchemist whose notes are being read had when he last had those notes. If he fails, the alchemist must gain a level before trying again. Once this is done, the alchemist using the notes gains a +2 competence bonus to saves against the writer's alchemical items and spells per secret taken. This bonus lasts one week, and can be regained by reviewing the stolen notes for one hour/secret (no skill check); it does not apply if the writer is at least four levels higher than he was when he wrote the stolen notes.
Additionally, an alchemist can use another's notes (if understood) to create potions. The alchemist using the other's notes may craft as though he knew most of the spells that those Secrets granted to the other alchemist, to a limit of his own level. If the note writer is higher level than the alchemist using the notes, then the notes may be used to grant every spell except for the highest-level spell in that secret that the note-user would have access to. If the note writer is lower-level, then it grants access to every spell in that secret that the writer had access to, except for those of the highest level among them.
Alchemist's Tricks: At 2nd level, an Alchemist learns to create two new varieties of spell-storing item:
Bomb: A Bomb is a flask of liquid that contains a spell effect with at least close range. The spell must have an area or an effect, not a target. Preparing and throwing the bomb is a standard action, like using a potion; it is a grenadelike weapon with a range increment of 10 feet. The spell takes effect as though the thrower cast it, targeted where it lands. A spell with a target line allowing more than one target within a certain distance of eachother can also be made into a bomb. In that case, all targets must be within half of the target-to-target distance of where the Bomb breaks, but the Alchemist can still pick targets separately of throwing the Bomb. A Bomb of up to a 3rd-level spell is priced as a potion.
Weapon Resin: A Weapon Resin is a vial of liquid that can be applied to any melee weapon, manufactured or natural, including thrown weapons. It contains a spell with a range of Touch or greater. When it is applied, the spell charge becomes held by the creature or weapon it is applied to; it may be delivered with a melee touch attack or a melee attack, as normal.
Bombs and Resins follow all the same rules for crafting as Potions do, including prerequisites, time and cost to create, etc.
The Alchemist may brew Bombs and Weapon Resins as his Unstable Potions. When he uses Bombs and Weapon Resins (regardless of their manufacture), they use his intelligence, not the minimum, to set their save DC.
For Personal Use: At 3rd level, an Alchemist can create a limited number of potions, bombs, and weapon resins for personal use. Such items can be crafted from common materials for no cost (except for spell components, if any). He may have up to three such items at any one time, and none may contain spells of his highest available spell level. Only he may use these items; they do not work in the hands of any other. A full set of these items can be crafted in eight hours, only two of which require active work (one hour each at the beginning and end), so they can be worked on, left to sit overnight, and finished. He may craft two additional such items of any spell level available to him, but if he does so, for each one that exists, he can craft one fewer Unstable Potion. These potions don't count against the eight magic item limit. Unstable Potions can be crafted at the same time as items made For Personal Use.
Laboratory Testing: Once per day, an Alchemist of at least 3rd level can cast Identify as a spell-like ability, at a caster level equal to his class level. This requires the normal casting time and access to an alchemical lab as a focus.
Superior Alchemy (ex): When an Alchemist of at least 4th level uses an alchemical item that he made as a grenadelike weapon, he inflicts bonus damage as listed on the table above. Additionally, he may craft one additional potion, resin, or bomb per day (above the normal one allowed by the Brew Potion feat) per bonus die. This has all of the other normal costs.
Alchemic Aura: An Alchemist of 5th level or higher can share the effects of potions with multiple targets. When he does so, he may designate the spell's additional targets (he must always be targeted). The potion must contain a spell that has multiple targets in the first place for him to use this ability on it, and he is constrained by the same targeting limitations as the spell. If the potion is Unstable or made For Personal Use, it doesn't count against anyone's eight item limit.
Oils and Elixirs: An Alchemist of 6th level gains a limited form of the Craft Wondrous Item feat. He may single-use liquid wondrous items as though he had the Craft Wondrous Item feat (he must meet all other prerequisites). Such items include all Elixirs, Sovereign Glue, and Universal Solvent
Crafting Prodigy: An Alchemist of 7th level can brew Potions, Bombs, and Weapon Resins of spells higher than 3rd level (continuing the standard potion pricing scheme). Their components may not be purchased for gold or created with Wish, although they may be purchased for very weak souls, very small amounts of Concentration or Hope, or in large quantities for Raw Chaos. Otherwise they follow standard pricing. Such items may be crafted For Personal Use or made unstable, in which case their parts are free.
Philosopher's Stone: At 8th level, the Alchemist discovers the secret of the Philosopher's Stone. Once he has created the stone (which takes a day and access to alchemical supplies, but has no associated cost), he no longer suffers penalties for aging (bonuses still accrue), will never die of old age, and may use the stone to to convert lead into gold, worth up to 10 gp times the cube of the Alchemist's caster level as a full day's work. A Philosopher's Stone is nonfunctional in any hands other than those of an Alchemist of at least 8th level. However, stones have been known to, when stolen by a character of at least 7th level, transmute that character into an 8th-level Alchemist using the level gain and/or rebuild rules.
Intent to Distribute: An Alchemist of 10th level can, as an immediate action, allow any one other creature within 30' that can see him and understand his instructions to use items that he has created For Personal Use for one round.
Eternal Memory: An Alchemist of 11th level may use the spells from his secrets, except for those from the highest two available spell levels, without notes. He may also reconstruct his notes for all secrets without laboratory experimentation given a day.
Transmute Universe (sp): An Alchemist of 12th level or higher may use his philosopher's stone to transmute the universe, casting Wish. This is useable once per day, and he may not transmute lead into gold on the same day. Any wish must be paid for, and, of the free wishes, he may only emulate spells, wish for power, or wish for transport.
Elementalist
Shadowcaster
Snowsoul
Windseeker
Elemental Brute
“ | Wind etches cliff walls. A landslide falls to the sea. |
” |
The powers of the elements are more than just a source for mages to tap, but the building blocks out of which everything else is made. By combining more of the elements onto one's self, an elemental can become a being of immense physical power. Elemental Brutes not only grow this power, but also use it to control the battlefield around them.
Making an Elemental Brute
Elemental Brutes are heavy hitters in melee, and use their abilities to make the battlefield a more difficult place for their opponents and to protect their allies.
Abilities: Elemental Brutes love their Strength or Dexterity scores, depending on type, and Constitution scores.
Races: Only Outsiders and Elementals from the Elemental Planes may take levels in Elemental Brute. Those from the Material plane whose ancestors come from the Elemental Planes may take levels in Elemental Brute, but they must have the Outsider or Elemental type.
Alignment: Elemental Brutes can be any alignment, and often are.
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: Simple.
Game Rule Information
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +2 | +2/0 | +0/2 | Elemental Origin, Natural Armor, Natural Weapon, Bonus Feat, Combat Talent +1 | ||||||||||||||||||||||||||||||||||||
2nd | +1 | +3 | +3/0 | +0/3 | Attribute Boost | ||||||||||||||||||||||||||||||||||||
3rd | +2 | +3 | +3/1 | +1/3 | Elemental Mastery | ||||||||||||||||||||||||||||||||||||
4th | +3 | +4 | +4/1 | +1/4 | Attribute Boost | ||||||||||||||||||||||||||||||||||||
5th | +3 | +4 | +4/1 | +1/4 | Bonus Feat, Combat Talent +2 | ||||||||||||||||||||||||||||||||||||
6th | +4 | +5 | +5/2 | +2/5 | Attribute Boost | ||||||||||||||||||||||||||||||||||||
7th | +5 | +5 | +5/2 | +2/5 | Bonus Feat | ||||||||||||||||||||||||||||||||||||
8th | +6 | +6 | +6/2 | +2/6 | Attribute Boost | ||||||||||||||||||||||||||||||||||||
9th | +6 | +6 | +6/3 | +3/6 | Bonus Feat, Combat Talent +3 | ||||||||||||||||||||||||||||||||||||
10th | +7 | +7 | +7/3 | +3/7 | Attribute Boost | ||||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the Elemental Brute.
Weapon and Armor Proficiency: Elemental Brutes are proficient only with their natural weapons, and with no armor.
Elemental Origin: An Elemental Brute grows from the material of one of the elemental planes. It has the most obvious connection available (Genasi (except Material Genasi) and Elemental-Bodied all indicate a connection with one of the planes, as do all elemental monsters in the Monster Manual). If none suggests itself, such as for a Material Genasi, the Elemental Brute gets to pick one of the four elemental planes. This connection determines what its good saves are and what form of Elemental Mastery it gets. Air, Fire, and Shadow brutes gain the better progression for their Reflex saves and the worse progression for their Will saves; all other Brutes gain the opposite. Air, Fire, and Shadow Brutes gain the General Feat version of Weapon Finesse as a bonus feat.
Natural Armor: Elemental Brutes gain a natural armor bonus to AC equal to their level.
Natural Weapon: An Elemental Brute gains a Slam attack for 1d8 damage (if medium), plus one and a half times its Strength modifier.
Bonus Feat: At 1st, 5th, and 9th level, the Elemental Brute gains a bonus [ Elemental ], [ Monstrous ], or [ General ] feat that it qualifies for. At 7th level it gains Horde Breaker. If it already has Horde Breaker, it may gain another bonus feat, or another Combat feat that it qualifies for.
Combat Talent (Ex):An Elemental Brute may add the listed number to it's base attack bonus for purposes of unlocking abilities of [ Combat ] Feats. If playing with fractional BAB, instead count the Elemental Brute class as providing full BAB for purposes of unlocking [ Combat ] Feat abilities.
Attribute Boost: At 2nd level and every even numbered level afterward, the Elemental Brute's physical attributes improve, as if it had gained several character levels. Every time the Elemental Brute gains an attribute boost, its Constitution and one other physycial attribute dependent on Elemental Origin irrevocably increase by 1. For Air, Fire, and Shadow brutes, the other ability score is Dexterity. Otherwise it is Strength.
Elemental Mastery (Ex): An Elemental Brute of 3rd level or higher gains The Edge against opponents in its element.
- Air: An Air Brute gains The Edge against flying opponents.
- Earth: An Earth Brute gains The Edge as long as its weight and its opponent's weight are both on the ground.
- Fire: A Fire Brute gains The Edge against any opponent that is presently on fire or otherwise taking continuous fire damage when it makes its attack.
- Water: A Water Brute gains The Edge against any opponent immersed at least halfway in water.
Exotic elemental types also gain this ability:
- Ice: An Ice Brute gains The Edge against any opponent standing on ice.
- Magma: A Magma Brute behaves like a Fire Brute for purposes of this ability.
- Shadow: A Shadow Brute gains The Edge against any opponent against whose attacks it has concealment or total concealment.
- Wood: A Wood Brute gains The Edge against any opponent who ended their last turn adjacent to it without attacking it.
Elemental Weird
“ | The guardian of the Temple of the Seas shall not allow you to pass. | ” |
The Elements are known as one of the many primal sources of magic. Mortal mages and even beings of the outer planes draw on the energies of the Inner Planes to fuel their magic, but Elemental Weirds, as beings of the elements themselves, surpass them all at drawing on raw elemental power. For an elemental to become an Elemental Weird is to drink deep from the wellspring of magic, soar on the winds of fate, cast sorceries as the roots of the mountains, and burn with the fires of power, fully seizing their birthright as elementals. Those Elementals and Genasi who walk this path gain a terrifying mastery of the magics of the elements.
Making an Elemental Weird
An Elemental Weird is a primary spellcaster with a limited ability to stand in melee combat that quickly fades relative to opposition as the Weird gains levels.
Abilities: An Elemental Weird primarily uses the Spheres mechanic to cast magic. Charisma is therefore their most important attribute, as it makes their spells harder to resist.
Races: Only Outsiders and Elementals from the Elemental Planes may take levels in Elemental Weird. Those from the Material Plane whose ancestors come from the Elemental Planes may take levels in Elemental Weird, but they must have the Outsider or Elemental type.
Alignment: Most Elemental Weirds tend toward at least some form of Neutrality, but it takes all kinds.
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: Complex.
Game Rule Information
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | Elemental Origin, Sphere | ||||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | Enhanced Sphere Access | ||||||||||||||||||||||||||||||||||||
3rd | +1 | +1 | +1 | +3 | Sphere | ||||||||||||||||||||||||||||||||||||
4th | +2 | +1 | +1 | +4 | Hardiness of the Elements | ||||||||||||||||||||||||||||||||||||
5th | +2 | +1 | +1 | +4 | Sphere | ||||||||||||||||||||||||||||||||||||
6th | +3 | +2 | +2 | +5 | Elemental Skills | ||||||||||||||||||||||||||||||||||||
7th | +3 | +2 | +2 | +5 | Sphere | ||||||||||||||||||||||||||||||||||||
8th | +4 | +2 | +2 | +6 | Unstoppable Force | ||||||||||||||||||||||||||||||||||||
9th | +4 | +3 | +3 | +6 | Sphere | ||||||||||||||||||||||||||||||||||||
10th | +5 | +3 | +3 | +7 | Magical Training | ||||||||||||||||||||||||||||||||||||
Class Skills (2 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the Elemental Weird.
Weapon and Armor Proficiency: An Elemental Weird is proficient with all Simple weapons, and a martial weapon dependent on its Elemental Origin, and Light armor, but not with shields of any kind. Origin Proficiency:
- Air - Bolas, Throwing Axe
- Earth - Light and Heavy pick
- Water - Trident, Net
- Fire - Spiked Chain
Exotic origins also grant a weapon proficiency:
- Ice - Handaxe, Battleaxe
- Magma - Light Hammer, Warhammer
- Shadow - Shortsword, Kukri
- Wood - Glaive, Greatclub
Elemental Origin: An Elemental Weird's power originates with one of the elemental planes, typically one of the four classical planes. They have the most obvious connection available (Genasi (except Material Genasi) and Elemental-Bodied all indicate a connection with one of the planes, as do all elemental monsters in the Monster Manual). If none suggests itself, such as for a Material Genasi, the Elemental Weird gets to pick one of the four elemental planes. The Elemental Weird's origin determines the Spheres to which it gains access.
Spheres: The Elemental Weird gains basic access to a Sphere at every odd numbered level. If the Elemental Weird selects a sphere that it already has basic access to, it upgrades its access to advanced access. If it already had advanced access, it gains expert access.
Enhanced Sphere Access: At 2nd level, the Elemental Weird gains extra uses of the spell-like abilities that it gains from it Spheres. The Elemental Weird gains a number of extra uses of any spell-like ability equal to half the number by which its character level exceeds the minimum character level to use the spell-like ability (rounded up). So if the Elemental Weird has a character level of 4, it would gain 1 extra use of a spell-like ability that is granted by one of it spheres at character level 3 and 2 extra uses of any spell-like from one of its spheres with a minimum level of 1. The Elemental Weird gains a +1 bonus to caster level for all spell-like abilities cast from Spheres to which it has Expert acess, and saving throws against such abilities are made against a DC of 11 + 1/2 the Weird's character level (rounded up) + the Weird's charisma modifier (the highest save DC it would have, plus one).
Bonus Feats: An Elemental Weird gains the Hardiness of the Elements feat as a bonus feat at level 4, and Primal Fortification as a bonus feat at level 8. If it already has Hardiness of the Elements at level 4, it gains Primal Fortification then instead. If it already has Unstoppable Force when it is given that as a bonus feat, it gains its choice of any [ Elemental ] or [ Item Creation ] feat instead.
Elemental Skills: An Elemental Weird gains a +10 Competence bonus to a skill depending on their elemental origin:
- Air - Tumble
- Earth - Knowledge (Dungeoneering)
- Fire - Jump
- Water - Escape Artist
Exotic origins gain the following:
- Ice - Sense Motive
- Magma - Intimidate
- Shadow - Sleight of Hand
- Wood - Search
Magical Training: An Elemental Weird of 10th level is able to cast magic in a more traditional fashion. It has the Spells per day and spells known (including Advanced Learning) of a 6th level Elementalist, and a caster level of 10. At its option, it may use Charisma instead of Intelligence to determine the highest level of spells it may cast and its bonus spells per day, or instead of Wisdom to determine spell save DCs, but not both. It may take classes that improve spellcasting of existing classes in order to advance its spellcasting ability.
Genie
Prestige Classes
Shadowdancer, Soulseared, Elemental Champion, Planar Oracle, Primordial Thief, Flesh Alchemist, Worldsmith, Planecrosser
Racial Substitution Levels
Skill | Appraise +, Concentration +, Craft +, Decipher Script +, Disable Device +, Heal +, Hide +, Intimidate +, Knowledge [All skills, taken individually] +, Move Silently +, Sleight of Hand +, Spellcraft +, Spot +, Balance +, Climb +, Jump +, Listen +, Sense Motive +, Survival +, Swim +, Diplomacy + and Knowledge + |
Skill Points | 4 + and 2 + |
Summary | Alchemists use magic by mixing rare and ma … Alchemists use magic by mixing rare and magical components. They make potions, oils, grenades, and all manner of other items, providing invaluable services to other adventurers. When drawn to adventure, they apply their unique talents, a combination of esoteric knowledge of magical components and a strong throwing arm, to solve problems, whether with subtle poisons or with a loud bang. r with subtle poisons or with a loud bang. + |