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Elemental Wizard
Elemental Wizards seek to understand the elemental building blocks of the world and use those to power and improve their magic.
Requirements
Knowledge(The Planes): 8 ranks
Knowledge(Arcana): 8 ranks
Spellcraft: 8 ranks
Special: Able to cast arcane spells, 2 non-creation Metamagic feats.Class Skills
Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).
Class Features
Weapon and Armor Proficiency: Elemental wizards share the weapon and armor proficiencies of normal wizards.
Progression
Level BAB Fort Ref Will Special 1 +1 +0 +0 +2 Elemental Affinity, + 1 caster level 2 +1 +0 +0 +3 Elemental Feat, +1 caster level 3 +2 +1 +1 +3 Elemental Protection, + 1 caster level 4 +2 +1 +1 +4 Elemental Feat, +1 caster level 5 +3 +1 +1 +4 Elemental Adept, + 1 caster level 6 +3 +2 +2 +5 Elemental Feat, +1 caster level 7 +4 +2 +2 +5 Elemental Mastery, + 1 caster level 8 +4 +2 +2 +6 Elemental Feat, +1 caster level 9 +5 +3 +3 +6 Elemental Signature, + 1 caster level 10 +5 +3 +3 +7 Elemental Feat, +1 caster level Special Abiliites and Feats
- Elemental Adept
- The character is able to designate one form of elemental energy. Spells with this qualifier can be modified by metamagic feats more easily, =1 level per feat, minimum of 0. (Maximizing a spell is normally 3 levels, maximizing a cone of cold is only 2 levels for a water adept).
- Elemental Affinity
- The character uses devices which harness elemental magic as if the item were 2 levels higher or 10% better (so a wand of fireballs that dealt 6d6 normally would deal 8d6 in the hands of an elemental wizard).
Additionally, elementals react at +4 to the caster, sensing a kindred spirit.- Elemental Feat
- The character gains one feat from the following list: Elemental Adept(see below) , Elemental Intensity(see below) , Elemental Focus(see below) , Energy Substitution (TaB), Energy Admixture (TaB). Any feat which requires a choice (such as Energy substitution) must choose an elemental energy (earth, air, fire, or water).
- Elemental Mastery
- The character can modify any elemental spell with metamagic abilities more easily. Each metamagic feat applied counts as one level less than normal, minimum of zero)
- Elemental Protection
- The character gains +2 on all saves vs spells with an Elemental qualifier and gains DR of 10/+2 vs elemental creatures.
- Elemental Signature
- The character chooses one elemental spell at each level as his "signature" spell. He can convert spells of that level or higher to the appropriate signature spell.
New Feats
- Elemental Focus (General)
- +2 DC on saves vs spells of one element stacks with other focus feats. Must choose one elemental energy. This feat can be taken multiple times, but with a new energy each time.
- Elemental Intensity (General)
- 1s and 2s count as 3s on damage for spells of chosen element.
- Elemental Penetration
- The caster gains +2 vs SR for spells of the chosen Element
- Epic Elemental Focus (Epic)
- +2 DC on saves vs spells of one element stacks with other focus feats. Must choose one elemental energy. This feat can be taken multiple times, but with a new energy each time.
- Epic Elemental Intensity (Epic)
- +1 die type for elemental spells of chosen element (ie, d6 becomes d8).
- Epic Elemental Penetration
- The caster gains +2 vs SR for spells of the chosen Element
- Greater Elemental Focus (General)
- +2 DC on saves vs spells of one element stacks with other focus feats. Must choose one elemental energy. This feat can be taken multiple times, but with a new energy each time.
- Greater Elemental Intensity (General)
- +1/die on damage for elemental spells of chosen element.
- Greater Elemental Penetration
- The caster gains +2 vs SR for spells of the chosen Element
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