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Aredel

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

LevelBABFortRefWillSpecial
1+1+0+0+2Elemental Affinity, + 1 caster level
2+1+0+0+3Elemental Feat, +1 caster level
3+2+1+1+3Elemental Protection, + 1 caster level
4+2+1+1+4Elemental Feat, +1 caster level
5+3+1+1+4Elemental Adept, + 1 caster level
6+3+2+2+5Elemental Feat, +1 caster level
7+4+2+2+5Elemental Mastery, + 1 caster level
8+4+2+2+6Elemental Feat, +1 caster level
9+5+3+3+6Elemental Signature, + 1 caster level
10+5+3+3+7Elemental 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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