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dman11235
2008-12-01, 11:14 PM
It's Elementary!

VOTING THREAD IS FINALLY UP!!! (http://www.giantitp.com/forums/showthread.php?t=100577)

And everything is made of it.

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

The contest begins with the posting of this thread and will run through midnight of December 21st

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the last day of the month.

Rules

1) You will be creating an 'original' prestige class. You class must utilize the elements. Whether this is one or all is up to you. The elements are also up to you, but for reference the default is negative, positive, fire, air, water, and earth (standard setting).

2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified.

3) Entries must be 3.5, using the standard format below.

4) Post all entries in this thread. Post all conversation, questions, etc here (http://www.giantitp.com/forums/showthread.php?t=81995) in the chat thread.

5) Maximum of one entry per participant (gotta save up those creative juices for the next one too!)

6) Entries must be your own work, and must not be copied for other places. Such entries will be disqualified.

7) No reserving posts. Feel free to tweak your class, but the initial post must include the basics.

dman11235
2008-12-01, 11:16 PM
On the Philosophy of Class Design (http://www.giantitp.com/forums/showthread.php%3Ft%3D55947)

Fax Celestis' Prestige Class Creation Thread (http://www.giantitp.com/forums/showthread.php?t=10433)

As well here is the format you are to use, with a copy/paste version in spoiler blocks. The table is for 20 levels, just eliminate the levels you do not need. The image is optional.

PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
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+x|Class Ability

2nd|
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3rd|
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4th|
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11th|
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19th|
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20th|
+x|
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+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
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3rd|
+x|
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4th|
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6th|
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19th|
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20th|
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+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Bhu
2008-12-07, 06:38 AM
work in progress, still have some tweaking to do, and need to add the example NPC's equipment

THE SUPER HAPPY FUN BERSERKER

http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/eee7e4b683b6595e066bdcc06a27cde19b8.png

”Happy happy joy joy, happy happy joy joy!”

Some people are born with an inexplicable link to the Positive Energy Plane. This has many unfortunate effects on their lives. If undead need taking care of, they are called upon whether they want the job or not (or even if they are capable of handling it). They are also extremely hyperactive, always in motion, always making noise. They are, in other words, unbearably annoying.

BECOMING A SUPER HAPPY FUN BERSERKER
Super Happy Fun Berserkers are born more than made. Anyone with the link to the Positive Energy Plane (i.e. the Power of Positivity Feat) and at least 1 level in Barbarian can become one. Provided they can find someone willing to put up with them long enough to teach them.

ENTRY REQUIREMENTS
Class Abilities: Rage
Saving Throws: Base Fortitude Save +5 or higher
Feats: The Power of Positivity
Skills: Climb 4 ranks, Jump 4 ranks, Swim 4 ranks
Alignment: Super Happy Fun Berserkers must be Chaotic.
Special: Must have been trained to harness the power of their excess Positive Energy, preferably by someone with extreme amounts of patience.

Class Skills
The Super Happy Fun berserker's class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each Level: 4 + int

Hit Dice: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Channel Positive Energy (Positive Weapon)

2nd|
+2|
+3|
+0|
+3|Positive Energy Feat

3rd|
+3|
+3|
+1|
+3|Hyper Mode 1/day

4th|
+4|
+4|
+1|
+4|Channel Positive Energy (Positive Surge)

5th|
+5|
+4|
+1|
+4|Positive Energy Feat

6th|
+6|
+5|
+2|
+5|Hyper Mode 2/day

7th|
+7|
+5|
+2|
+5|Channel Positive Energy (Positive Energy Conversion)

8th|
+8|
+6|
+2|
+6|Positive Energy Feat

9th|
+9|
+6|
+3|
+6|Hyper Mode 3/day

10th|
+10|
+7|
+3|
+7|Super Deluxe Hyper Bouncy Mode[/table]

Weapon Proficiencies: Super Happy Fun Berserkers gain no new weapon or armor proficiencies.

Channel Positive Energy (Su): At 1st level your unarmed strikes, grapples, and any weapon you use does +1d6 Positive Energy damage on a successful hit.

At 4th level whenever you successfully confirm a critical with a weapon or unarmed strike it unleashes a burst of positive energy. The amount of damage depends on the weapons critical multiplier: x2 (+1d10), x3 (+2d10), x4 (+3d10).

At 7th level whenever you successfully hit with an unarmed strike or weapon, or make a successful Grapple Check all damage done is considered Positive Energy Damage.

Positive Energy Feat: At 2nd, 5th and 8th level you can choose a Bonus Feat from the following List if you meet the Prerequisites: Positive Attitude, Positive Aura, Positive Karma, Positively Awesome, Positively Charming, Positively In Denial, Positively Insane, Positive Soul, Power of Positivity

Hyper Mode (Su): At 3rd level you may enter Hyper Mode as a Free Action. Hyper Mode lasts for 3 rounds, plus 1 round per point of Charisma Modifier. While in Hyper Mode you are Hasted as per the spell.

At 6th level you may enter Hyper Mode twice per day.

At 9th level you may enter Hyper Mode three times per day.

Super Deluxe Hyper Bouncy Mode (Su): At 10th level you may enter Super Deluxe Hyper Bouncy Mode once per day as a Swift Action. While in Super Deluxe Hyper Bouncy Mode you may add your Charisma Bonus to all dice rolls. Super Deluxe Hyper Bouncy Mode lasts for 3 rounds, plus 1 round per point of Charisma Modifier. You may also now simultaneously enter into Rage, Hyper Mode, and Super Deluxe Hyper Bouncy Mode as a Standard Action. If you have the Instantaneous Rage Feat you can enter all three as a Swift Action.

PLAYING A SUPER HAPPY FUN BERSERKER
Life goes by fast, and so do you. You should always be in motion, always restless, full of nervous energy. Talk quick, walk quick, eat quick, etc. You barrage people with a nonstop stream of random chatter about whatever nonsense is in your head at the time. You only shut up to eat, sleep, or when so surprised words are lacking for you. Thinking things through is for other people. Why plan to take the temple when you can simply charge in and start whacking? You get mad quick, and forgive just as quick (you just do a lot of damage in the process). See here for an example: http://www.youtube.com/watch?v=VGLCedHTLLY
Combat: Super Happy Fun Berserkers are neither subtle or tactically inclined opponents. They generally wear lighter armor for freedom of movement, and wield as big a weapon as they can find to do the most damage. Strategy is to run straight at the opponent swinging away as fast and hard as you can while laughing like a madman. And then jumping up and down on him awhile when he goes down, while mocking him. Think of how a small, impulsive child with attention issues would fight if you gave them super powers. It ain’t pretty is it?
Advancement: Advancement kind of depends on what Feats a SHFB takes. Most all take a pretty similar path (i.e. fast tank on legs that giggles while smashing stuff), with the only real difference being what Feats they take as whims take them in slightly different directions.
Resources: Usually the tribe or persons employing a Super Happy Fun Berserker are their only true method of getting any resources they can’t just take for themselves. It takes an odd person to employ them, so many of them aren’t exactly swimming in wealth themselves.

SUPER HAPPY FUN BERSERKERS IN THE WORLD
”I swear…by all the Gods…if she doesn’t shut the hell up…”

Super Happy Fun Berserkers are somewhat loathed, and often don’t interact well with others. They move nonstop as fast as they can, talk as fast and loud as they can, and generally behave like a small bear with an extreme attention deficit disorder. This lack of focus makes it difficult for them to gain skills, and therefore gainful employment as anything other than a “dead guy whacker”. Of course you often tend to whack whatever is within in range, sometimes just because…
Daily Life: You spend much of your time running about talking nonstop aimlessly and bouncing off the walls. Strangers who don’t know you will tend to assume you have some sort of strange mental disorder, or that you eat drugs the way most people eat candy (i.e. your actions simply scream “speed freak”).
Notables: Super Happy Fun Tiffies (CG Female Human Barbarian 6/Super Happy Fun Berserker 6) is the local “critter beater downer” for her tribe. Unless it’s cute. Tiffies doesn’t beat up cute monsters. She’s weird that way. She’s occasionally adopted stray Animals or Magical Beasts who seem to understand she poses them no threat as long as they behave. Twitchy Bob (CN Male Half-Orc Barbarian Barbarian 6/Super Happy Fun berserker) is neither happy nor fun. Since every monster that comes to his town is considered his responsibility, and everyone considers him their pet killer, he’s begun to suffer from severe depression. And paranoia. He’s called Twitchy because so many people have challenged him he tends to swat at anything that gets within 20 feet of him.
Organizations: Super Happy Fun Berserkers don’t have any real organization, even though they do have occasional get togethers (it’s nice to be around people like yourself). Many tribes do have one poor unfortunate soul whose job is to train them to use their abilities. They are well paid, but this is still generally regarded as a punishment, not a valued position in the tribe. On the one hand you don’t have to hunt, defend the tribe, or contribute in any meaningful way. On the other, you have to live with a gibbering lunatic who never lets you sleep, may be suicidally insane, and who has the common sense of a 5 year old on methamphetamines.

NPC Reaction
NPC’s are initially happy to meet the charismatic monster slayer that has just saved them from the clutches of the Wraiths. That lasts about 5 minutes until their savior begins talking. A few days later they’d voluntarily sell their souls to Asmodeus just to get them to shut up. Sometimes they hang themselves if trapped in a small room with them.

SUPER HAPPY FUN BERSERKERS IN THE GAME
Make sure the player who takes this PrC isn’t too obnoxious, as it would be easy to do so. Yes, the Super Happy Fun Berserkers are annoying, but that can simply be described without the player going at lengths to actually annoy the other players. Make sure they know less is more in this case. Playing a babbling maniac is okay, just don’t actually be a babbling maniac while doing so. It’s okay to say “I’m annoying the Dwarf” rather than poking the Dwarf’s player every 5 seconds and repeating “Hey. Hey. Hey Dwarf. You gots a beard. Ehehehehehehehehehee.”
Adaptation: This is meant for campaigns that aren’t entirely serious. Obviously it could work in a serious campaign with only some name changes and slight modifications, but it’s meant for humorous campaigns. You could have a cult devoted to them in a serious campaign as they would be a first line of defense against the Undead.
Encounters: If the PC’s are visiting the Positive Energy Plane, or going up against lots of Undead chances are they may get a few of these guys to tag along. Or they may have met one, and became that Berserkers temporary obsessive love interest. Since they don’t sleep much they are often used as guards, so the PC’s may have to deal with them to get in somewhere some day. Or even worse be stationed next to one.

Sample Encounter
EL 12: The PC’s are asked to help escort the daughter of a local Cleric of Pelor to a nearby city state. Unfortunately she’s…a little hyper. Make that a lot hyper. People are trying to kill her constantly and she really doesn’t appear to need help with that. But the locals consider the PC’s responsible for the massive collateral damage her fights cause. Plus she appears to have adopted a baby Owlbear she refers to as “Mistah Fuzzywubbinses”. Fuzzywubbinses appears to love her. He does NOT like the PC’s, or any other living thing apparently. But the Cleric’s daughter would be completely crushed if anything happened to her beloved pet, so if the PC’s want paid they can’t kill it. And for some reason undead keep popping out of the woodwork around her. It’s like she’s catnip for Ghouls.


Super Happy Fun Tiffies
CG Human Female Barbarian 6/ Super Happy Fun Berserker 6
Init +2, Senses: Listen +8, Spot +0
Languages Common
------------------------------------------------
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Armor)
AC Raging 14, touch 10, flat-footed 12 (-2 Rage, +2 Dex, +4 Armor)
AC Hyper Mode 17, touch 13, flat-footed 14 (+2 Dex, +4 Armor, +1 Dodge)
AC Raging+Hyper Mode 15, touch 11, flat-footed 12 (-2 Rage, +2 Dex, +4 Armor, +1 Dodge)
hp 84 (12 HD), 108 hp Raging
Fort +11 (+16 w/dress), Ref +7 (+8 Hyper Mode, +12 w/dress, +13 w/Dress and Hyper Mode), Will +7 (+12 w/dress)
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares), 70 ft. in Hyper Mode
Melee +3 Keen Scythe +17/+12/+7 (2d4+6+1d6 Positive Energy, 19-20, x4)
Melee Raging +3 Keen Scythe +19/+14/+9 (2d4+9+1d6 Positive Energy, 19-20, x4)
Melee Hyper Mode +3 Keen Scythe +18/+18/+13/+8 (2d4+6+1d6 Positive Energy, 19-20, x4)
Melee Raging+Hyper Mode +3 Keen Scythe +20/+20/+15/+10 (2d4+9+1d6 Positive Energy, 19-20, x4)
Base Atk +12, Grp +14
Atk Options Rage 2/day (4 rounds), Channel Positive Energy (Positive Weapon, Positive Surge), Hyper Mode 2/day (7 rounds)
Combat Gear Belt of Battle
-----------------------------------------------
Abilities Str 14, Dex 14, Con 13, Int 8, Wis 10, Cha 16
Abilities Raging Str 18, Con 17
SQ Fast Movement, Illiteracy, Trap Sense +2
Feats Extend Rage, Instantaneous Rage, Positive Attitude (B), Positive Karma, Positively In Denial, Positively Awesome (B), Positively Charming, Power of Positivity
Skills Climb +8, Handle Animal +10, Jump +8, Listen +8, Survival +8, Swim +6, Tumble +12, Use Magic Device +12
Possessions Belt of Battle, +5 Dress (i.e. Vest) of Resistance, +3 Keen Scythe, +4 Bracers of Armor, Shoes (i.e. Boots) of Jumping, 500 GP for other sundry equipment

”Do not taunt Super Happy Fun Tiffies.”

Positive Energy Feats

Power of Positivity
You are born with a connection to the Positive Energy Plane.
Prerequisites: Must be taken at 1st level, Con 15
Benefits: You gain Resistance 10 against negative energy effects such as Inflict Wound spells.

Positively Awesome
Your connection to the Positive Energy Plane has increased
Prerequisites: Power of Positivity
Benefits: You are now immune to the effects of exposure to the Positive Energy Plane.

Positive Karma
Your connection to the Positive Energy Plane makes healing you easy.
Prerequisites: Any 3 Positive Energy Feats
Benefits: The Caster Level of any spells from the Healing subschool are +2 Caster level when cast on you.

Positive Attitude
You are unflaggingly cheerful and difficult to mess with.
Prerequisites: Positively Awesome, Power of Positivity
Benefits: You gain a +2 Resistance Bonus to Willpower Saves.

Positively Insane
You have a certain…twitchiness…Fortunately this has made you tough after a while.
Prerequisites: Any 3 Positive energy Feats
Benefits: You gain a Resistance Bonus to your Armor Class equal to the number of Positive Energy Feats you have.

Positively In Denial
You simply cannot die. Nope. Nope
Prerequisites: Positive Attitude, Positive Karma, Positively Awesome
Benefits: You become immune to Energy Drain, Aging, and Death Effects. If killed you will not rise as an Undead.

Positively Charming
The lil critters of nature, they know you love them.
Prerequisites: Positive Attitude
Benefits: Living creatures that are Mindless or that have an Int of 3 or less will not willingly attack you unless you attack first. Initial reactions will be Friendly.

Positive Aura
People are healthier around you
Prerequisites: Any 3 Positive Energy Feats, one of which must be Positive Karma
Benefits: Spells from the Healing subschool cast on living creatures that are cast within 10’ of you are +2 Caster Level.

Positive Soul
Fake mediums claim they are blinded by the whiteness of your souls aura. Real ones say it too.
Prerequisites: Positive Aura
Benefits: If Raised or Resurrected you do not lose levels or Constitution. You are immune to Ability Drain/Damage.

PairO'Dice Lost
2008-12-07, 01:17 PM
Since the first entry had a positive energy focus, I figured I do something focusing on everything except positive energy. Here you go!

---------------------------------

Necromentalist

Some say the elements are the building blocks of life. Some say they are the building blocks of death. I subscribe to both philosophies; elementals of the former type are much better conversationalists, but...let's just say I'm somewhat more familiar with the latter.

—Davran Ashheart, necromentalist

Necromancy and elementalism are a natural pairing; after all, what are the elements but what's left after a being of positive energy has shuffled off its mortal coil? Necromentalists take this a step further—if removing positive energy grants you greater control over the elements that are left, why not add a bit of negative energy and increase your control further? Many spellcasters already blow things to tiny pieces with elemental blasting spells, so it only takes a bit more training to work with those tiny pieces directly.

Becoming a Necromentalist
To become a necromentalis, one must have some facility with negative energy and the elements. Divine spellcasters usually accomplish this through an ability to rebuke undead combined with elemental domains granted to them by their deities; most often, arcane spellcasters simply splash a bit of necromancy into a primarily-evocation repertoire or vice versa. Practically any spellcaster with access to a large variety of negative energy and elemental spells (i.e., not druids) can easily benefit from and enter this class.

Prerequisites
To become a necromentalist, a character must fulfill all of the following criteria:
Spells: Must be able to cast at least three spells from the Necromancy school, one of which must be 3rd level or higher, and two spells each with the [Air], [Earth], [Fire], and [Water] descriptors.
Skills: Knowledge (Arcana) 8 ranks OR Knowledge (Religion) 8 ranks
Alignment: Any non-good

Class Skills
The necromentalist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Spellcraft (Int), and Use Magic Device (Cha).

Skills Points at Each Level: 2 + int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+0|
+2|
+0|
+2|Necrotic Casting|
2nd|
+1|
+3|
+0|
+3|Slay Elements|+1 level of existing class
3rd|
+1|
+3|
+1|
+3|Necromental Training|+1 level of existing class
4th|
+2|
+4|
+1|
+4|Necrotic Training|
5th|
+2|
+4|
+1|
+4|Animate Elements|+1 level of existing class
6th|
+3|
+5|
+2|
+5|Necromental Expansion|+1 level of existing class
7th|
+3|
+5|
+2|
+5|Necrotic Lore|
8th|
+4|
+6|
+2|
+6|Join Elements|+1 level of existing class
9th|
+4|
+6|
+3|
+6|Necromental Master|+1 level of existing class
10th|
+5|
+7|
+3|
+7|Necrotic Secrets|
[/table]

Weapon Proficiencies
Necromentalists do not gain proficiencies with any weapons or armor.

Necrotic Casting
At first level, necromentalists learn the basics of their craft. They must choose one element (air, earth, fire, or water) to be their element of specialty. This grants several benefits. First, all Abjuration, Conjuration, Evocation, Necromancy, and Transmutation spells they cast gain the elemental descriptor corresponding to their specialty, which may interact favorably with feats or other class abilities. Second, any spells having the elemental descriptor corresponding to their specialty may be cast without material components, even expensive ones (though XP and focus components are still required). Third, any damage-dealing spell they cast deal half of their damage of the necromentalist's elemental specialty and half as negative energy damage.

If a necromentalist's element of specialty is fire, his spells appear to be composed of searing streams of ash with miniscule embers still burning. If his specialty is water, his spells appear to be composed of swarms of salt crystals, slightly glittering. If his specialty is air, his spells appear to be a dim void, streaks of nothingness that produce a muted howling as nearby material is sucked in to fill the void. If his specialty is earth, his spells appear to be composed of whirlwinds of sand and grit. Essentially, they appear to be the antithesis of the element they represent. For the purposes of resistance and immunity, treat [Fire] spells as dealing hellfire damage (Fiendish Codex 2), [Water] spells as dealing frostburn damage (Frostburn), [Earth] spells as dealing desiccation damage (Sandstorm), and [Air] spells as dealing vile damage (Book of Vile Darkness). If you do not use these books, [Fire] spells deal cold damage, [Water] spells deal acid damage, [Earth] spells deal slashing/piercing damage (Sandstorm), and [Air] spells deal sonic damage.

Slay Elements (Su)
As necromentalists progress in their craft, they learn to disassemble the world around them into its constituent elements. With a touch, a necromentalist may destroy an unattended item as a standard action (magic items receive a Will save, DC 12 + necromentalist's key ability modifier, to resist being destroyed). When an item is destroyed in this fashion, it leaves behind four piles of pure elements, each ¼ the weight of the original item; these amounts of elements can be used as the target of spells requiring a bit of existing elements such as pyrotechnics, stone shape, fabricate, etc. In addition, a necromentalist can use this ability against elementals; a touched elemental must make a Fortitude save (DC 17 + necromentalist's key ability modifier) or be destroyed.

Necromental Creation (Sp)
By spending 8 hours in meditation in the presence of an elemental and taking 2 points of temporary Constitution damage (or 2d12 damage, if the necromentalist is immune to ability damage), a necromentalist may apply the Necromental template to the elemental. This process only works if the elemental is willing. If a necromentalist finds the remains of an elemental within 1 minute of its death and finds some way to preserve them (most likely gentle repose), he can reanimate the remains as a Necromental of the appropriate type.

Necrotic Training
As they refine their skills, necromentalists trade some of their versatility for raw power in their chosen elements. First, necromentalists remove all Divination, Illusion, and Enchantment spells from their spell lists (and spell books, if applicable); if they have a limited list of spells known or a spell book, they may replace the lost spells with spells of other schools. Second, the necromentalist's number of spells per day is reduced by 1 for each of his three highest spell levels, and when he gains the ability to cast higher-level spells the lost spell slots are shifted up one level. Finally, the necromentalist gains one of the following abilities appropriate to his elemental specialty:

Ash—Slow Burn
extended flame shield 3/day
invisible incendiary cloud 2/day
widened glitterdust 1/day
Sand—Dust to Dust
widened move earth 3/day
enlarged enervation 2/day
invisible disintegrate 1/day
Salt—Vaporize
enlarged blight 3/day
extended Otiluke's freezing sphere 2/day
stilled horrid wilting 1/day
Void—Implosion
silent shatter 3/day
widened wall of force 2/day
invisible whirlwind 1/day
Each spell-like ability has a 1-round casting time and fatigues the necromentalist for 1 minute after casting it if he cannot cast spells of an equivalent level. (Casting a second spell-like ability within 1 minute after the first renders him exhausted.)

Animate Elements (Su)
If a necromentalist is near a quantity of an element of at least Medium size, he can sacrifice his highest-level Conjuration or Transmutation spell prepared to create a Medium elemental of the appropriate type from it. The element lasts for up to 1 minute/level (D) before becoming inert once again. If he instead expends his highest-level Necromancy spell, he can create a Small necromental of the appropriate type, which lasts for the same duration. Animated elements obey the necromentalist when created, and will not attack him even if another creature gains control of them.

Necromental Expansion
At 6th level, the necromentalist adds a second element of specialty to his repertoire. He retroactively gains all class benefits for his second specialty element (can apply spell descriptors and substitute damage, sacrifice an additional 3 spell slots of his top 3 spell levels for spell-like abilities, etc.)

Necrotic Lore (Su)
As his knowledge approaches its zenith, a necromentalist gains potent offensive and defensive abilities based on his elemental specialty:

Ash: Sacrifice an Evocation spell of 4th level or higher as part of casting a spell to ignore SR with that spell, or sacrifice an Abjuration spell of 4th level or higher to take half damage from energy spells for [Concentration] rounds.

Sand: Sacrifice an Evocation spell of 4th level or higher to daze a target for one round (DC 17 + key ability modifier negates), or sacrifice an Abjuration spell of 4th level or higher to gain total concealment for [Concentration] rounds.

Salt: Sacrifice an Evocation spell of 4th level or higher to turn a target to salt for one round (DC 17 + key ability modifier negates), or sacrifice an Abjuration spell of 4th level or higher to create a wall of salt that lasts for [Concentration] rounds.

Void: Sacrifice an Evocation spell of 4th level or higher as part of casting a spell to change all of the spell's damage to force, or sacrifice an Abjuration spell of 4th level or higher to become incorporeal for [Concentration] rounds.

Join Elements (Sp)
Eventually the necromentalist gains the ability to combine his elemental specialties for added versatility. He gains the ability to animate, summon, call, etc. the necromental versions of the paraelementals appropriate to his two specialties (necro-ooze for sand and salt, necro-magma for ash and dust, necro-ice for void and salt, and necro-smoke for ash and void) whenever a spell or other ability would let him create elementals of the four primary types.

Necromental Master
Any spells, abilities, items, etc. the necromentalist uses that effect undead (control undead, rebuke undead, and so on) may now be used against elementals and paraelementals. This ability does not prevent abilities that usually affect elementals (such as the elemental domains' powers) from functioning as normal. As well, spells and abilities that normally affect elementals now affect undead (so an undead creature could be banished to the Negative Energy Plane or blocked by a magic circle against evil as if it were a summoned elemental, for example).

Necrotic Secrets (Ex)
Upon attaining his final level, the necromentalist has reached the apex of his power. He becomes, for all intents and purposes, partly necromental himself—he may apply either the necropolitan template or one of the half-elemental templates corresponding to his elemental specialty to himself for free.

Playing a Necromentalist
As a character who deals with life, death, and the building blocks of the multiverse on a regular basis, you tend to take the long view and see most concerns as passing and trivial. This isn't to say you don't have any goals—far from it; you simply perceive only your goals as being important, as others will pass, in time. Aside from that, you sacrifice the three most subtle schools in pursuit of power, so you tend to be very direct...is there really any problem to which “Blow it up!” or “Send elementals at it!” cannot be the answer? While you may not be indiscriminately destructive or foolhardy, you tend to favor straightforward solutions.

Combat: Over the course of ten levels, a necromentalist gives up 4 levels of spellcasting, 3 spell schools, and 6 spell slots in exchange for more powerful yet focused abilities. Thus, a necromentalist can't expect to play like a generalist caster, but rather like an evoker/necromancer hybrid (half blasting away with damage spells of your favorite elements, half controlling bunches of (necro/ele)mentals. Wizards and sorcerers will often find this transition much easier than a divine caster, but both can make very good use of their abilities.

Advancement: Choosing an elemental specialty doesn't really effect your advancement drastically, as they are for the most part well-balanced against one another. Choosing ash or salt will tend to focus you towards more offensive casting (as there are many blasting spells using fire/cold/acid), while choosing void or dust will tent to focus you towards more elemental controlling (as there are fewer blasting spells of those elements, plus the elements are more prevalent for elemental creation). Choosing an element from one of these pairs at 1st level and one from the other at 6th will keep you fairly even between both paths, but you can specialize in one or the other equally well.

Resources: Given that necromentalists create normal and elemental undead, and throw around copious amounts of negative energy damage, they tend not to be liked by the general public and therefore have no real organizations to call their own. An individual necromentalist most often commands a great deal of personal power, but there is no “Necromentalist's Club” to which novices can turn for help/

Necromentalists in the World
Undead elementals. Really? Undead elementals? Please. Regular skeletons are quite irritating enough already. The last thing we need is some amateur necromancer waltzing in here and trying to animate everything in sight.

—Duke Artram
Sir! An evoker has just arrived in town! The name's Ashheart, he just disintegrated three soldiers, and he looks like he's planning to be here for a while!

—Palace Guard
Ashheart? As in, the same as the necromancer...? Ah. Aha. This...could get a bit messy.

—Duke Artram

Necromentalists are, for the most part, regarded as being equal to regular necromancers in terms of public opinion—if something dies, and then gets up and starts walking again, chances are the populace aren't going to be happy about it. A surprising number, however, hold distinguished positions in armies, nobles' bodyguards, and other positions where being able to overpower enemy defense and summon allies can come in handy; some are openly necromentalists, while some pretend to simply be accomplished evokers or warpriests.
Daily Life: Given that necromentalists don't use many of the more subtle magics, they tend to wander more and seek out more action than your average diviner or enchanter. They also tend to be loners unless they find a group of allies willing to overlook their more...unsavory practices.
Notables: The only necromentalist in recent memory who wasn't reviled and hated was Bertana the Silver. Her facility with mixing undead- and elemental-control spells let her banish invading undead by the dozens when her home city was attacked by a lich's army. She still wasn't exactly altruistic, however, and left in search of adventure right before the lich attacked a second time. On the other side of the moral spectrum, Davran Ashheart is a widely known (and feared) necromentalist whose modus operandi is to enter a town, commandeer the best lodging in the town, and disintegrate anyone who objects until he decides to move on again.
Organizations: As mentioned above, necromentalists are loners. When they do join organizations, they usually attempt to blend in, so you'd never know whether the evoker looking over your shoulder is really a necromentalist,

Necromentalists in the World
Necromentalists don't provide any real surprises mechanically. They blend Evocation and Necromancy to a good degree, but any caster could do that without causing any problems in the world.
Adaptation: There isn't really much adaptation needed; if your world has wizards and clerics, and you use the inner planes, it will fit. If you don't use necromentals and paraelementals (Libris Mortis and Manual of the Planes, respectively), you can simply copy down 5 stat blocks from crystalkeep.com and that's all you'll need.
Encounters: Anywhere a diabolical cultist trying to take over the world would fit, or a power-mad pyrokineticist burning everything in sight, or really any neutral-to-evil spellcasting enemy would fit, a necromentalist fits just as well. The sky is the limit.

Sample Encounter
Bertana the Silver, a famous necromentalist, has been taking a break from defending her city from undead invasion. After she left, though, an outlying village was invaded again and fell without her protection. Thus, she is feeling fairly depressed and is ready to disintegrate anyone who even thinks of mentioning her two Small earth necromental servants.
EL 10: Bertana has an equal chance of recruiting the PCs to help reclaim parts of her city or blasting the first person she sees. Since the village makes a good staging area to attack the city in force once the rest of the undead arrive, she's more worried about running out of time than anything else. Assuming they can convince her that they mean no disrespect, she is friendly, if gruff, and will outline her plans for taking back the city if they're interested.

Bertana the Silver
LN Female Human Cleric 5 (Domains Fire and Earth)/Necromentalist 4 (Earth specialist)
Init +5, Senses: Listen +4, Spot +4,
Languages Common, Terran, Elven
------------------------------------------------
AC 17 (ring of protection +3, Dex +1, +1 deflecting heavy steel shield +3), touch 14, flat-footed 16
HP 47 (9 HD)
Fort +9, Ref +4, Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee quarterstaff +1 1d6/x2
Base Atk +5, Grp +5
Atk Options Spell-like Abilities
Combat Gear +1 quarterstaff
Spells Prepared
0—light x3, read magic x2, purify food and drink
1—burning hands (D), sanctuary, cure light wounds x3
2—produce flame (D), desecrate, cure moderate wounds x2
3—stone shape (D), searing light x2
4—wall of fire (D), air walk
Spell-like Abilities widened move earth 3/day, enlarged enervation 2/day, invisible disintegrate 1/day, Necromental Creation
Supernatural Abilities Rebuke Undead, Turn Water Elementals, Rebuke Fire Elementals, Turn Air Elementals, Rebuke Earth Elementals, Slay Elements
-----------------------------------------------
Abilities Str 10, Dex 12, Con 16, Int 14, Wis 19, Cha 17
Feats Improved Initiative, Tomb-Tainted Soul (LM), Extra Turning, Profane Boost (CD), Elemental Healing (CD)
Skills Knowledge(Religion) 12, Spellcraft 12, Concentration 12, Diplomacy 12
Possessions +1 deflecting heavy steel shield, ring of counterspells (currently holds dispel magic), ring of protection +3, 3000gp unspent

Small Earth Necromentals

As Small Earth elementals, with the following changes:
Natural armor improves by +2
Int 1, Cha 1
+2 Fortitude
Deals 1 negative level with each attack (DC 11), heals 5 HP.
Fast healing 3

Krimm_Blackleaf
2008-12-07, 08:43 PM
Soulfire Invoker
"They clung to their flaming birds of green and black... I would worship no such mindless cult! I would not become the lackey of the magi my forefathers so willfully kissed the boots of! I shall take my freedom if I must burn it to death first!" -Kessa Dusk, in a rage

http://i7.photobucket.com/albums/y265/Nny2/SoulfireInvoker.jpg
Kessa Dusk, soulfire invoker

Soulfire invokers, also known by those who know of the cult of phoenixes as Grey Phoenix Rebels, are a rebel organization to those who worship both the Jade phoenix magi and the Ebon phoenix magi. In ages past, there was a great battle between the thirteen great Jade Phoenix Magi, and the seven Ebon Fiends and several mortals witnessed such an epic battle and survived the incredible magic and martial clashing. These mortals went on for ages in worship of these great and terrible creatures, finding out soon after that the souls of all twenty of the fallen warriors were given the gift of reincarnation and so the Grey Phoenix disciples devoted themselves to all of these warriors, aiding them however was possible.
A small sect of the more free-willed worshipers of the jade and ebon magi shunned their 'gods' and took a life for their own. They did not leave empty-handed, however. They left with some of the mastery over the inspiring qualities of the powerful magi in both sword, magic and skill as well as the contempt of their mother cult. Now these soulfire invokers disguise themselves in broad daylight to avoid the cult of the phoenixes, as well as using their secrets to aid their allies in the name of their own freedom.

HD: d8

Requirements
Alignment: Any nonlawful
BAB: +3
Skills: Martial Lore 2 ranks, Perform 4 ranks, Spellcraft 4 ranks, Tumble 8 ranks
Feats: Desert Wind Dodge and either White Raven Defense or Shadow Blade
Maneuvers: Ability to use 2nd level maneuvers of the Desert Wind discipline.
Special: Bardic music class feature.

Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (All), Listen, Martial Lore, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Swim, Tumble and Use Magic Device
Skill-points per level: 6+Int modifier


{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+0|+2|+2|Inspire inner flame, bardic music|+1 of existing bardic spellcasting
2nd|+1|+0|+3|+3|Skill in song|--
3rd|+2|+1|+3|+3|Blackfire, whitefire|+1 of existing bardic spellcasting
4th|+3|+1|+4|+4|Ember's punishment|--
5th|+3|+1|+4|+4|Inspire flamewrath|+1 of existing bardic spellcasting
6th|+4|+2|+5|+5|Grey phoenix stance|--
7th|+5|+2|+5|+5|Adaptive talent|+1 of existing bardic spellcasting
8th|+6|+2|+6|+6|Grey phoenix rebellion|--
9th|+6|+3|+6|+6|Inspire great inferno|+1 of existing bardic spellcasting
10th|+7|+3|+7|+7|Invoked phoenix stance|--
[/table]

{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|0
2nd|1|1|0
3rd|0|0|1
4th|1|0|0
5th|1|0|0
6th|0|1|0
7th|1|0|0
8th|1|0|0
9th|0|0|1
10th|1|1|0
[/table]

Weapon and Armor proficiencies: Soulfire invokers do not gain any additional weapon or armor proficiencies.

Maneuvers: At each level except 3rd, 6th, and 9th, a soulfire invoker gains new maneuvers known from the Desert Wind, Shadow Hand or White Raven disciplines. You must meet a maneuver's prerequisite to learn it. You add your full soulfire invoker levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At levels 2nd, 6th and 10th, you gain additional maneuvers readied per day.

Stances: At 3rd and 9th level, you learn a new martial stance from the Desert Wind, Shadow Hand or White Raven disciplines. You must meet the stances prerequisites to learn it.

Spellcasting: At each odd-numbered level, you gain new spells per day, an increase in caster level and spells known as if you had also gained a level in bard. You do not, however, gain any other benefit a character of that class would have gained(except bardic music, see below).

Bardic Music: Whenever you gain a new soulfire invoker level, you gain new daily uses of bardic music as if you had also gained a Bard level. You do not gain any of the Bard’s new bardic music abilities.

Inspire Inner Flame (Su): At 1st level, the soulfire invoker learns how to inspire their allies to heat the very fire within their souls and spread it into combat with beauty and might. By expending a single use of bardic music as a standard action, you ignite the souls and weapons of your allies. You and all allies within 30 feet of you gain fire resistance 5 and their melee weapons and all offensive spells with the Fire descriptor deal an additional 1d6 fire damage for as many rounds as your initiator level divided by two.

Skill in Song (Su): At 2nd level, you are capable of enhancing your skills or the skills of your allies even beyond the normal inspiration of a bard. A soulfire invoker can take a free action to expend any number of uses of bardic music equal to or less than their soulfire invoker level. If they do, they can grant themselves or any one ally an enhancement bonus to their Diplomacy, Hide or Tumble equal to the expended uses of bardic music times three. This bonus lasts a number of minutes equal to your soulfire invoker level.

Blackfire (Su): At 3rd level, you learn how to channel your power over flame into your darker side. Whenever you use a Desert Wind maneuver while in a Shadow Hand stance, and successfully strike a foe with it, you invoke black flames that eat away at the victims soul. They take a number of Con damage equal to the level of the Desert Wind maneuver divided in two(rounded down) plus one. To use this ability, you must expend a single use of your bardic music. Once this ability has been used, you must wait 1d3+1 rounds to use it again.

Whitefire (Su): At 3rd level, you learn how to channel your power over flame through your influence over your allies. Whenever you use a Desert Wind maneuver while in a White Raven stance, and successfully strike a foe with it, you create great inspiring white flames. All foes within 30 feet of your victim have a twinge of the white fire attach to their weapons. Your allies gain a +4 morale bonus to Str, Dex and Cha and each attack they successfully make, and any harmful spells of the Fire descriptor deal 1 Cha damage, both effects lasting for 1d4 rounds. To use this ability, you must expend a single use of your bardic music.

Ember's Punishment (Ex): At 4th level, you are capable of turning the betrayal of fire into something of use. Whenever you or an ally within 30 feet of you takes fire damage from a foe or trap, you may either regain an expended maneuver or two uses of your bardic music. The regained maneuver and at least one of the uses of bardic music must be used in the next round or they are lost. A soulfire invoker can only receive the benefits of this class ability once per round. This ability does not allow you to have more readied maneuvers or uses of bardic music than you would normally have.

Inspire Flamewrath (Su): Your inspiration of the fires of the soul increase further. At 5th level, when you use the Inspire Inner Flame class feature, you can instead expend 3 uses of bardic music to give your allies fire resistance 10 instead of 5, and let their fire spells and melee weapons deal 3d6 extra points of damage instead of 1d6.

Grey Phoenix Stance (Su): At 6th level, you are capable of using a special stance of the grey phoenix cult. You take a swift action to lose the benefits of any Desert Wind stance you're in to gain the benefits granted by this stance. While in this stance, you're surrounded by a corona of fire, with a color that fluxuates from black to white, and every shade in between. These flames are harmless to you, but anyone making a melee attack against you without using a reach weapon take 1d6+Cha modifier points of damage as your flames burn them. Additionally, your melee attacks deal an equal amount of additional damage, which stack with all the bonuses to damage granted by this class.

Adaptive Talent (Ex): At 7th level, you gain the use of one of three feats; Clarrion Commander, Gloom Razor or Scorching Sirocco. You are capable of changing which one of the three feats you can use by resting for eight hours and training yourself for half an hour. You need not meet the prerequisites of the feat to take it.

Grey Phoenix Rebellion (Su): Your break-off sect has rebelled against the jade and ebon phoenixes, but you still carry a small portion of their death-defying magic in your fiery soul. After 8th level if you are ever killed, you are treated as though by a true resurrection spell after one year and one day. Your body does not appear where you died, but in whatever fire burns closest to the site of your death. For every time this ability is used, the duration between your death and resurrection increases by six months.

Inspire Great Inferno (Su): Your ability to inspire the fires of the soul is refined and mastered. When using your Inspire Inner Flame class feature, you can choose to grant any ally within 30 feet of you the ability to use one of your Desert Wind maneuvers. The maneuver is not considered expended by you, but only lasts 5 rounds and at the end of that duration, the maneuver disappears from your allies use. The cost of this ability is the expenditure of a number of bardic music attempts equal to the level of the maneuver plus one. One this ability is used, it cannot do so again for 5 rounds, but you may still use the Inspire Inner Flame and Inspire Flamewrath class features.

Invoked Phoenix Stance (Su): At 10th level, you learn the ultimate eldritch secret of the grey phoenix you rebelled against. You take a swift action to lose the benefits of any Desert Wind stance you're in to gain the benefits granted by this stance. While in this stance, you are wreathed in grey fire that outlines in the shape or a large bird. It grants you a fly speed equal to twice your base land speed, two wing melee touch attacks that deal 2d6+Cha modifier damage each, which have a 10 foot reach and immunity to fire. Additionally, as a standard action you may cause the phoenix to burst in all directions, sparing only those you deem fit. The burst deals 10d6 points of damage to everyone within 30 feet of you, except those you decide not to harm(Ref save DC 10+half initiator level+Cha modifier for half damage). One you use that burst ability, you cannot do so again for 5 rounds.

Playing a Soulfire Invoker
Soulfire invokers are welcome nearly anywhere on the battlefield; With the meleeists on the front line or the spell-slingers in the back, to improve damage of either spell or sword--or perhaps both.
Combat: Though the soulfire invoker's main function is to aid allies in combat with power over their inner fire, but it is also a skilled meleeist. With it's martial abilities, most will stay on the front lines, swinging a blade.
Advancement: The soulfire invoker was created to follow varying paths, not including the strange path it's taken as a bard of fire. Each one may choose to focus not only on Desert Wind maneuvers, but also Shadow Hand, White Raven or both, making this class all around support, but with added potential to be a backstabbing assassin.
Resources: Good places to look advancing this class include Complete Adventurer, Complete Scoundrel and most obviously, Tome of Battle: The Book of Nine Swords, the book from which it's powers are drawn.

Soulfire Invokers In the World
"Such rapscallions, such rebels and backstabbers! They threw away the power and grace of the phoenixes of both Jade and Ebon! My people will find them all and lay them to waste!" -Venred Kisang, leader of the Phoenix cult.

To all but those who hunt them for their betrayal, soulfire invokers are rarely seen as any different from other charming warrior mages, such as battle sorcerers or eldritch knights. Many ignorant societies will shun them merely for their sorcerery, much like any other spellcaster. To those who do hunt them, they are seen as worse than criminals, and more as trash and any cultist of the grey phoenix will likely do their best to destroy them.
Daily Life: There is as much variation between different soulfire invokers as there are with normal people. They all once belonged to a soul-crushing, tedious cult but sprang loose and now wish to make a life for themselves. Some live in secret, pretending to be any old commoner and many still adventure in disguise, for fear of being discovered and killed.
Notables: Kessa Dusk is one of the original rebels against the grey phoenix cult, and is a rarity among her kin because she rarely tries to hide her nature as a grey phoenix rebel, only doing so in impossible circumstances.
Organizations: Most soulfire invokers disdain from a true organization, as it becomes too much of a reminder of their former lives as cultists, but some small groups gather together. If not for more than just watching eachothers backs, some soulfire invokers make sects that are devoted to destroying the grey phoenix cult and even all twenty phoenix magi.

NPC Reaction
Most people see these as just other bards or sorcerers, and many see them as warriors. Your average commoner will probably like any given soul invoker, simply because of their fiery, inspiring spirit and natural charm. Things will turn sour, however, if any given soulfire invoker should happen to let the fires loose and let them burninatetheir thatched-wood cottages...

Soulfire Invokers in the Game
This class was designed to help the whole party, so with one of these in your average party will improve it all around.
Adaptation: It is possible, with a good deal of modification, for this class to become a class for fighter/bards or just single-class bards. Things such as stances could be constant abilities or those that require concentration by singing.
Encounters: Most times, facing one of the members of this class means you have slighted them personally or you are a weaker cultist of the grey phoenix and have made that known. Sometimes, however, the fire of their soul will break loose and they will have to lay their blade against an unwitting victim, or perhaps by burning down a small village-which will no doubt grab the attention of the PC's for news of an arsonist.

Sample Encounter
EL 18: Kessa Dusk(CN Female Tiefling swordsage 5/bard 3/soulfire invoker 10) is a likely person to meet, as she is charming, flamboyant and shows obvious physical signs of her fiendish ancestry. She is the grand daughter of a great balor named Mallok'koth who was a devotee to the seven ebon fiends even before their death and resurrection. Unfortunately, the demons hot temper and natural sense of rebellion(one that it seems Mallok'koth has suppressed) was passed down to his grand daughter and she lead the rebellion against the cult, proudly declaring her betrayal.
If encountered by the PC's, she may be a target for bounty that the PC's dearly desire. She may also be a quest-giver and ally in her war against the phoenix cult, the PC's possibly being strong enough to take down the merely medium-sized cult.

Zak Crimsonleaf
2008-12-10, 05:46 PM
DISCIPLE OF WU XING

Cling, if you must, to the old elements, but those of us devoted to the path of Wu Xing understand that the five elements are another way of perceiving what lies behind the world. We seek to understand their balance, and with that understanding comes wisdom. And as you can personally attest, it also is very useful for those that seek to harm us.
-Jeido, a Disciple of Wu Xing, to an elemental archon.

The Disciples of Wu Xing believe that the four classical elements are only a superficial clumping together and misinterpreting of five elements that make up the world: Wood, Fire, Earth, Metal, and Water. They seek to understand each element and the balance between them, believing that such understanding will grant them a strange brand of enlightenment. Personal uses for their power depend on their alignment. Just as each element is different, so is each disciple.

BECOMING A DISCIPLE OF WU XING

Most Disciples come from a monastery devoted to their cause, but there are many smaller schools scattered across the land that accept students from all walks of life, and some Disciples enjoy travel, spreading their philosophy wherever their feet take them. However, the process takes months, if not years of training and meditation, and not many people have the drive to go that far. Each Disciple is able to work with the element that is most dominant within them, and gains abilities related only to this chosen element. They must choose an element when taking the class, and the decision can never be changed one made.

ENTRY REQUIREMENTS
Alignment: Any lawful.
BAB: +3
Skills: +8 Knowledge(religion), +6 Concentration, Speak Language(special, see below)
Feats: Improved Unarmed Strike(or the monk’s unarmed strike ability), Versatile Unarmed Strike, Stunning Fist
Special: Must speak the language associated with their element (Sylvan for Wood, Aquan for Water, Ignan for Fire, Terran for Earth and Metal), must have undergone the ceremony of awakening, which uses up incense and tattoo inks costing 100 gold pieces and requires a DC 10 Wisdom Check.
Multiclass Note: A monk that becomes a Disciple of Wu Xing may continue advancing as a monk.

Class Skills
The Disciple of Wu Xing's class skills (and the key ability for each skill) are: Balance(Dex), Climb(Str), Concentration(Con), Escape Artist(Dex), Heal(Wis), Hide(Dex), Jump(Str), Knowledge(religion), Knowledge(the Planes), Knowledge(nature), Listen(Wis), Move Silently(Dex), Sense Motive(Wis), Spot(Wis), Swim(Str), Tumble(Dex)
Skills Points at Each Level: 4 + int Modifier

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+2|Monk Abilities, Cycle of Creation

2nd|
+1|
+3|
+3|
+3|Channel the Inner Element

3rd|
+2|
+3|
+3|
+3|Cycle of Destruction

4th|
+3|
+4|
+4|
+4|

5th|
+3|
+4|
+4|
+4|Elemental Attunement

6th|
+4|
+5|
+5|
+5|

7th|
+5|
+5|
+5|
+5|Elemental Attunement

8th|
+6|
+6|
+6|
+6|

9th|
+6|
+6|
+6|
+6|At One With Wu Xing

10th|
+7|
+7|
+7|
+7|[/table]

Weapon Proficiencies: Disciples of Wu Xing are proficient with simple weapons, katana, three-section staff, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling, but not with armor or shields.

Monk Abilities: The Disciple of Wu Xing’s class levels stack with their monk levels for the purposes of determining their AC bonus, unarmed strike damage, and movement speed increases.

Channel the Inner Element (Su): The Disciple of Wu Xing may touch another person and accurately assess the balance of their inner elements. This allows them to determine the following information, if the subject is willing or unconscious:
1st Round: Which element dominates them.
2nd Round: Their current mood and mental stability.
3rd Round: Their hit point total and any mundane medical conditions that afflict them.
4th Round: If they have been affected by a hostile ability such as a vampire's energy drain or a curse.

Generating Cycle (Su): The Five Elements create and destroy one another in an endless cycle of death and rebirth. The Disciple of Wu Xing, by understanding how their own element creates the next in the cycle, is able to draw upon their own ki to reproduce that effect. Unless noted otherwise, each use of the ability they gain counts as one use of Stunning Fist for the day..

Wood: Wood provides fuel for Fire. The Wood Disciple may set themselves and a quarterstaff, if they carry one, on fire, dealing 2d6 points of fire damage to anyone they strike or any person or object that comes in contact with them. They and their weapon are immune to this damage. The effect lasts for 1 round per class level.

Fire: Fire burns to Earth. The Fire Disciple may briefly quench their inner fire, allowing them to become as tough as stone. They gain Damage Reduction 10/adamantine for 1 round per class level.

Earth: Earth produces Metal. The Earth Disciple may produce blades of mystical force, allowing their unarmed strikes that deal slashing or piercing damage to deal full damage to objects and an extra 2d6 points of force damage to any opponent they hit. The effect lasts for 1 round per class level.

Metal: Metal contains Water. The Metal Disciple may, when making a stunning fist attack, instead of the standard effects, completely immobilize the enemy if they fail a fortitude save, by restricting the flow of the water within them. The effect lasts for 1 minute per class level.

Water: Water gives life to Wood. The Water Disciple may nourish their own inner wood element and heal themselves by a number of hit points equal to twice their class level. All of these hit points must be used at once.

Destructive Cycle (Su): Just as the elements create, they can also destroy. The Disciple of Wu Xing becomes able to use his chosen element’s destructive powers by understanding how it destroys the next element in the cycle and channeling their ki in specific ways. Unless noted otherwise, each use of the ability they gain counts as one use of stunning fist for the day.

Wood: Wood splits and parts Earth. The Wood Disciple may ignore any AC bonuses derived from worn armor, even magical armor. The effect lasts for 1 round per class level.

Earth: Earth absorbs Water. The Earth Disciple may make a touch attack to forcibly extract the water from their opponent’s body if they hit, dealing 1d6 points of dessication damage per two class levels.

Water: Water quenches Fire. The Water Disciple may surround themselves or a three-section staff, if they wield one, in a thick coating of frost and unearthly cold, dealing 2d6 cold damage in addition to their regular damage. The effect lasts for 1 round per level.

Fire: Fire melts Metal. The Fire Disciple may, when they succeed on their attack roll during a sunder attempt, automatically destroy any weapon, armor, or object made partly or wholly of metal. If the item is magical, it is entitled to a fortitude saving throw. They are not required to declare the attempt before making it.

Metal: Metal cuts Wood. The Metal Disciple’s attacks that deal slashing damage may ignore any natural armor bonuses or damage reduction. The effect lasts for 1 round per class level.


Elemental Attunement (Su): As the Disciple of Wu Xing’s understanding deepens, they manifest additional abilities related to their chosen element. Each disciple is different in this regard. At 5th and 7th level, they may select a ability from the following list.

Wood:
Bending Branches Staff: The Wood Disciple gains access to three tactical maneuvers with a quarterstaff.
Grasping Vines: You may attempt a touch attack against an opponent or their weapon. If it succeeds, your staff immediately wraps around the limb or weapon touched, allowing you to attempt a trip attack or disarm attempt.
Thorn Spray: You shape one end of your staff so that it is ready to break into splinters, than shatter the end and allow those splinters to scatter across a 10-foot by 10-foot square, creating the effect of caltrops. This renders your weapon only useful as a club, it requires one hour to regrow into a quarterstaff, during which time the maneuver may not be used.
They Grow On Trees: If you have no staff, and there is at tree of at least medium size nearby, you may sculpt a new one. It is considered masterwork quality. Or, if your staff is lying within 30 ft, you may call it back to you.

Sway with the Wind: The Wood Disciple gains the flexibility of their element. They receive a bonus on all Dexterity-based skill checks equal to their class level.

Climb (40 ft.)

Might of Oaks: The Wood Disciple gains a natural armor bonus equal to their Wisdom modifier.

Strength of Cedars: The Wood Disciple takes on some of the characteristics of a plant. Their blood becomes thick like sap, giving them a 50% chance of stabilizing rather than 10%. They become photosynthetic, taking in energy from the sun, enabling them to no longer eat or drink as long as they spend an hour every day above ground. They can float at will in water.

Water:
Water Breathing: The Water Disciple may breathe water, as the spell. This ability is always active.

Swim (40 ft)

Warrior of Winter: The Water Disciple gains Cold Resistance 15

Flowing Water Sanjiegun: The Water Disciple gains access to three tactical maneuvers with the three-section staff.
Circling Strike: When using the three-section staff as a double weapon and taking a full attack action you may divide your attacks between any enemies standing adjacent to you.
Coiling Serpent: You may wrap the three-section staff around yourself and unwind it to lash out with punishing force. The maneuver takes a full-round action, but renders the opponent flat-footed for the attack.
Riptide: You catch one of your opponent’s limbs in the links of the three-section staff’s chains and tighten up to break bones. You must allow your opponent to attack you, and if you succeed on an opposed attack roll, and your opponent fails on a fortitude save, you may break one of their arms.

Breath of Ice: The Water Disciple may exhale a blast of unearthly cold, dealing 2d6 cold damage in a 30 foot cone. This counts as a use of stunning fist for the day.

Earth:
Burrow (30 ft): The Earth Disciple gains a burrow speed of 30 ft. They need not hold their breath when traveling in this manner.

Tremorsense (50 ft)

Crack the Earth: The Earth Disciple can shatter one 5-foot section of stone or create a 5-foot square pit in the earth per class level. This ability counts as a use of stunning first for the day.

Iron Hand: The Earth Disciple gains access to three tactical maneuvers with their unarmed strikes.
Knockback: You may take a -2 penalty on your attack roll, but if the attack hits, the opponent is knocked back 5 feet. For every subsequent -2 you take, the opponent is knocked back another five feet.
Weapon Catch: You may slam your hands, your feet, or two other parts of your body together to stop an attack. This requires you to ready an action, and make an opposed attack roll. If you succeed, your next attack gains an inherent +10 bonus.
Earthshaker: You may take a full-round action and slam your foot down, evoking a great shudder of the earth. Any opponents within 10 ft must make a balance check or fall prone.

Mountain’s Scorn: You gain stability, as the racial feature, and may apply your wisdom bonus to your fortitude save. If you already have stability, the bonuses for it are doubled.

Fire:
Warrior of Summer: The Fire Disicple gains Fire Resistance 15

Consuming Fire Kama: The Fire Disciple gains access to three tactical maneuvers with a kama.
Stalk Cutter: When making a trip attack with a kama, you can instead opt to hamstring your opponent if they fail a reflex save, halving their movement rate until they receive healing.
Branding Iron: You may make your kama red-hot, allowing you to set any flammable material your opponent wears on fire and leaving a painful, stiff wound, inflicting upon them a -1 penalty to their Dexterity which lasts for one day.
Pinwheel: You may use your kama as a ranged weapon with an increment of 10 ft. It returns to you if you expend a standard action to call the fire in its blade to you.

Dragon’s Fury: The Fire Disciple may cast fireball, as the spell, with a caster level equal to his class level.

Dawn’s Light: The Fire Disciple may spend a full-round action gathering sunlight, which they may use in one of two ways. They may unleash a blast of intense light that blinds any opponent that fails a reflex save in a 40 foot radius, or concentrate the energy into their movements, gaining the benefit of a haste spell for one round.

Spark Spray: The Fire Disciple may unleash a storm of red sparks that deal 2d8 points of damage to anybody not carrying a metal weapon or wearing metal armor. Anyone that is takes 4d8 points of fire damage instead. This counts as two uses of stunning fist for the day.

Metal:
Ironguard: The Metal Disciple may affect themselves as per the lesser ironguard spell for 1 round per class level.

Silver Dragon Sword: The Metal Disciple gains access to three tactical maneuvers with the katana.
Viper’s Strike: By taking a full-round action to prepare, you gain a five-foot reach on your next attack.
Dragonscale Shield: When fighting defensively or taking the total defense action, you may make a deflect arrows attempt on a number of ranged weapons equal to your class level. If you have the Deflect Arrows feat, you may attempt to deflect any number of ranged weapons and need not be fighting defensively.
Quicksilver Blade: You may shape your katana into any type of one-handed sword. You are considered proficient with it even if you would not ordinarily be. It retains any masterwork or magical qualities. This ability counts as a use of stunning fist for the day.

Magnetism: The Metal Disciple may make themselves attractive to metals. They may either attract everything within 30 ft weighing under 2 lbs, or a single, at least partially metal object. If the object is held or worn, its owner may attempt a DC 14 strength check to hold onto it or stay in place. This ability counts a one use of stunning fist for the day.

Barrier: The Metal Disciple may repel metal, as the spell. This counts as one use of stunning fist for the day.

Metal Shaping: The Metal Disciple may mold a 5-foot cube of metal per class level that they are touching into any shape. The detail is crude, and objects with moving parts don’t work. Creating weapons requires a Craft(weaponsmithing) check. This counts as one use of stunning fist for the day.

At One With Wu Xing: The Disciple of Wu Xing has reached a profound understanding of the elements and their cycles. Once per day, they may manifest an ability of the creation or destruction cycle of an element within one step of their own.

PLAYING A DISCIPLE OF WU XING

Disciples consider everything in terms of the balance between the five elements, right down to their own personality. They see it everywhere, and dedicate themselves to understanding it. What they do besides that is their business, but with their capabilities, they often find themselves forced to defend their lives, or take the initiative and strike first.

Combat: Disciples of Wu Xing have different combat styles depending on their abilities, but they all usually revolve around judicious use of the many powers that they may use from their stunning fist strikes. Some prefer to use weapons, and be cautious about using too many powers, while others rely on their unarmed strikes and agility to keep mobile and dangerous. The stealthy Disciples may keep hidden until a crucial moment in the battle, then strike with all their power. Fire Disciples can substitute for the party’s artillery role in a pinch with their fireball ability, the Earth Disciple might prefer to tunnel into the right spot before he attacks, and the Water Disciple might feel most at home in a sea battle.

Advancement: Most Disciples are single-classed monks, but because it is possible, though difficult, for other classes to join their ranks, there are occasional recruits from rogues, fighters, and even clerics, to name the most common. As well, some of the monks, after they reach the limit of their abilities in the class, opt to multiclass. The most common additional class to add is rogue, for it powerful sneak attack, or fighter for the bonus feats. They do not usually take additional prestige classes. Most prefer feats that complement their abilities.

Resources: Disciples of Wu Xing have schools and monastaries scattered throughout the land, and any initiate is welcomed for as long as they wish to stay. Within the ranks of the various types of disciples, there are groups of like-minded people that band together with a single purpose. But these groups are the exception, rather than the rule, and don’t offer much more than the schools. It is worth nothing that the schools will protect any initiate against the law, though they will hold them accountable for any harm done while inside, or if the crime in question is murder for personal gain.

DISCIPLES OF WU XING IN THE WORLD
“The five element lot? Yeah, I had one in my company once. Never shut up about his religion or whatever it was he was talking about, but slap him down on the battlefield and he got scary-good. Shame he didn’t stick around longer. Him I’d vouch for. The rest of’em I don’t know. If they all talk like him, the less I see of’em the better.”
-Andrew Dolomar, mercenary captain

Disciples of Wu Xing are a people apart from normal life, both because of their philosophy and their capabilities.

Daily Life: A Disciple’s life is based, most of the time, around their element, whether from choice or not. But aside from theology and practicing their martial skills, what they do may be as varied as the next man, though they often prefer hobbies and day jobs that can be done at their own pace and abandoned at need. A large portion of them enjoy studying the nature of the multiverse, despite the four elemental planes being established facts.

Notables: The Disciples that are spoken of as notable currently includes the heads of the five biggest schools, and the leader of the Adepts of the Sword. Granvar, the head of the school of Earth (male halfling Monk5/WuXing10/Fighter2) is fiercely protective of his territory, and his school is more akin to a small, fortified, town. Luma, the head of the school of Fire (female half-elf Monk8/WuXing9) is an easy-going and open-minded master, and works hard to promote good relations between her students and their neighbors. Janis, the head of the school of Wood (female half-orc Fighter8/Rogue2/WuXing7) is a sullen and terse individual that sequesters herself and her students among the tallest trees and accepts few visitors. Keledar, the head of the school of Metal (male human Monk7/WuXing10) believes above all else in the power of honor and discipline, and some call him overly harsh. Sendra, the head of the school of Water (female human Monk5/WuXing10) is an orthodox and quiet person, but is ruthless about seeking into the mysteries of her chosen element, and often sends her students out on errands relating to that. One of the most infamous Disciples is Remic (male human Monk5/WuXing8), a Fire Disciple that has a penchant for pryomania. He works closely with evil groups that also revolve around fire in some way.

Organizations: The Disciples of Wu Xing have no major organizations or guilds. They do have five schools that are well-known among them, one for each element, and there are a few sects that attract much attention. The Adepts of the Sword are a company of Metal Disciples that have gained fame as a mercenary company, the Walkers in the Woods are a group of Wood Disciples that work closely with druid circles and rangers, and the Singers of Stone are Earth Disciples that are closely allied with the dwarves.

NPC Reaction
Because of what they can do, and their dedication to the principle of the five elements, Disciples of Wu Xing are viewed at best with suspicion and wariness, and at worst with outright hostility. Most people avoid them if at all possible, unless trying to hire one, which is not always successful. But there are a few places where their order is respected and honored.

DISCIPLES OF WU XING IN THE GAME
The Disciple is an interesting variation on the monk, and can substitute for the group’s main melee fighter if necessary. Their elemental themes lend themselves to specialization, and their supernatural talents can be used for best effect on the battlefield most of the time. They may result in less multiclassing to spellcasting classes, or more multiclassing into rogues, but not enough to unbalance the game. Their focus on the five elements may not fit into a game where the four elements are the default for usage, though.

Adaptation: The Disciples of Wu Xing can easily be inserted as another group of monks, or they can be adapted to a militaristic order if necessary. They do not lend themselves to shoehorning into any situation, though, and it is best to preserve them much as they are.

Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 15: Jeido is a Metal Disciple that believes the best way to hone his understanding of his element and his skill at making use of it at the same time is in battle, given how much metal is used there. He will fight in any cause, as long as it offers the opportunity for a lot of fighting, without caring too much for the ethical and moral issues behind it. The PCs may find him as an elite retainer of somebody they’ve ticked off, as part of a mercenary company fighting against them, or have made such a name for themselves that he believes them worthy of taking on in combat.

Jeido
Lawful Neutral Male Human Monk5/Disciple of Wu Xing(Metal)10
Init +8, Senses: Listen +6, Spot +13,
Languages Common, Terran
------------------------------------------------
AC 34, (touch 26, flat-footed 28)
hp 15d8 + 27 (125 HP)
Fort +13, Ref +17, Will +14
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +16/+11/+6 Unarmed Strike (2d10+3), +16/+11/+6 +3 Keen Ki Focus Katana (1d10+6)
Base Atk +10/+5/+0, Grp +13
Atk Options Stunning Fist, Viper’s Strike
Combat Gear
Spells Prepared None
Supernatural Abilities Cycle of Creation, Cycle of Destruction, Elemental Attunement(Silver Dragon Sword, Barrier), At One With Wu Xing
-----------------------------------------------
Abilities Str 16, Dex 22, Con 14, Int 10, Wis 22, Cha 10
SQ Evasion, Still Mind, Ki Strike(magic), Slow Fall 20 ft, Purity of Body
Feats Improved Unarmed Strike, Stunning Fist, Versatile Unarmed Strike, Deflect Arrows, Lightning Reflexes, Prone Attack, Improved Initiative, Extra Stunning, Eyes in the Back of Your Head
Skills +24 Balance, +11 Concentration, +18 Knowledge(religion), +13 Spot, +24 Tumble
Possessions Monk’s Belt, Winged Boots, Sustaining Spoon, Bag of Holding Type I, +3 Keen Ki Focus Katana, Bracers of Armor +8, Periapt of Wisdom +6, Ioun Stone (Deep Red Sphere), Rope of Climbing, Phylactery of Faithfulness, Elixir of Fire Breath(1)

DracoDei
2008-12-11, 08:09 AM
MIASMA-MANCER

http://www.taur.net/~ottercomics/mps/Gnome%20Miasma-mancer%205.JPG
B&W original not mine, and used without permission, color edits mine...

"Choke on this!"

Miasma-mancers are arcane spellcasters who focus on the very obscure study of the Para-elemental Plane of Smoke.

BECOMING A MIASMA-MANCER
Most miasma-mancers are single classed sorcerers or wizards (often Conjuration specialists).

ENTRY REQUIREMENTS
:Ability to cast the following: Pyrotechnics, Stinking Cloud
:Knowledge(The Planes) 8 Ranks
:Spell Focus(Conjuration)
:Ability to speak Auran and Ignan
:Must have made peiceful contact with an elemental or outsider native to the Para-elemental Plane of Smoke.


Class Skills
The Miasma-mancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (The Planes) (Int) Profession (Wis), Spellcraft (Int), and Survival(Wis).
Skills Points at Each Level: 2 + int

Hit Dice: d4

{table=head]Level|Base Attack Bonus| Fort Save | Ref Save | Will Save | Special | Spell Casting

1st |
+0 |
+0|
+0|
+2|Embrace the Source, Smoke-Casting +2 |

2nd |
+1 |
+0|
+0|
+3|Lesser Smoke-Sight | +1 Level of Previous Arcane Class

3rd |
+1 |
+1|
+1|
+3|Endure Smoke | +1 Level of Previous Arcane Class
4th |
+2 |
+1|
+1|
+4| Craft Furtive Filcher | +1 Level of Previous Arcane Class

5th |
+2 |
+1|
+1|
+4|Greater Smoke-sight | +1 Level of Previous Arcane Class

6th |
+3 |
+2|
+2|
+5|Smoke-Casting +4 |

7th |
+3 |
+2|
+2|
+5|Immunity to Inhaled Posions | +1 Level of Previous Arcane Class

8th |
+4 |
+2|
+2|
+6| | +1 Level of Previous Arcane Class

9th |
+4 |
+3|
+3|
+6|Breath Anything | +1 Level of Previous Arcane Class

10th |
+5 |
+3|
+3|
+7|True Smoke-sight, Breath Nothing | +1 Level of Previous Arcane Class

[/table]

Weapon Proficiencies: Miasmamancers gain no weapon armor or shield proficiencies.
Embrace the Source: Fire is the source of smoke and their ties to the Para-elemental plane of Smoke grant them the ability to tolerate it. A Miasmamancer gains Fire Resistance equal to twice his class level.

Smoke-casting(Sp???): After calculating the miasma-mancers spells per day, recalculate as if they were 2 levels higher, any spells per day in the second set that are not in the first may only be used for miasma-mancer bonus spells (metamagiced or not). Miasma-mancer spells are listed below, and are learned automatically as soon as the miasma-mancer can cast them. They are in addition to any learned through the usual leveling up methods, study (for wizards and such), and feats. This means they do not count against a sorcerer's spells known. If the miasma-mancer's caster level increase because of multiclassing, recalculate BOTH sets of spells per day. If this would take the caster level to 21st, then the Miasma-mancer instead gains the Improved Spell Capacity epic feat, if it would take it two 22nd or higher then the miasma-mancer gains that feat twicer. In either case the resulting spell slot(s) may only be used for Miasma-mancer spells (usually metamagiced).

In any case this power comes at a cost... the miasma-mancer may never cast Summoning or Calling spells with the [Earth] or [Water] descriptor unless they also have the [Fire] AND [Air] descriptors, and may never cast any non-summoning spell with the [Earth] descriptor at all.

1st Level
Obscuring Mist

2nd Level
Fog Cloud
Pyrotechnics

3rd Level
Gaseous Form
Stinking Cloud
Summon Monster III (1)

4th Level
Summon Monster IV (1)
Solid Fog

5th Level
Summon Monster V (1)
Cloud Kill
Control Winds (May only be used to reduce wind strength)
Planar Binding, Lesser(1)

6th Level
Summon Monster VI(1)
Wind Walk
Planar Binding(1)

7th Level
?Acid Fog? ((The fog clouds can easily be re-flavored as relatively non-toxic smoke... but the Acid damage here makes this feel to much like a Water/Earth spell which are the direct opposites of the Air and Fire that the miasma-mancer is supposed to be an expert in... OTOH we could call it volcanic sulfur... What do people think?))
Control Weather (Range and duration as druid, can only add or remove fog, mist, and/or clouds/cloud cover, but can do so regardless of time of year or climate. Can not effect winds or precipitation.)
Summon Monster VII(1)

8th Level
Summon Monster VIII(1)(2)
Incendiary Cloud
Planar Binding, Greater(1)

9th Level
Elemental Swarm(2)
Summon Monster IX(1)(2)
Solid Incendiary Cloud ((new spell, might drop it as overpowered, if not I will be adding details later... but "exactly what it says on the tin". Solid Fog + Incendiary Cloud = "There is no escaping slow-burning death"))

(1)Smokey Floater(s), Smoke Mephit(s) or other native(s) of the para-elemental plane of smoke only.
(2)Treat Huge Smokey Floaters advanced to 21 HD as being "Greater" for purposes of this spell, and those advanced to 24 HD as "Elder".

Lesser Smoke-sight(Su): At 2nd level a miasma-mancer may see through mundane smoke and fog (including that from alchemical sources) as if it wasn't there. This does not stop them from noting such clouds.

Endure Smoke(Su): At 3rd level a miasma-mancer gains a +4 bonus to all saves against inhaled threats and suffocation.

Craft Furtive Filcher(Su): At 4th level a miasma-mancer gains an extremely limited version of the "Craft Construct" feat, even if they do not meet the prerequisites. This only allows them to create Furtive Filchers (Eberron Campaign Book), but all gp and xp costs for doing so are reduced by 25% including those for additional hit-dice.

Greater Smoke-sight(Su): At 5th level a miasma-mancers Smoke-sight extends to magical and supernatural smokes and fogs that they or their allies create.

Immunity to Inhaled Poisons(Su): Exactly what is says on the tin.

Breath Anything(Su): At 9th level a miasma-mancer may breath any liquid or gas, even pure nitrogen, argon, or crude oil, casting spells with verbal components, and not suffocating.

Breath Nothing(Su): At 10th level a miasma-mancer sustain himself and cast spells even in a total vaccuum without injury or discomfort of any sort.

True Smoke-sight(Su): At 10th level a miasma-mancers smoke-sight extends to all smokes and fogs, regardless of origin, as well as particulate matter suspended in any sort of liquid or gas, including but not limited to: sandstorms, silt clouds, squid ink, and rain.
PLAYING A MIASMAMANCER
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: Some Miasma-mancers draw together to further their research, and the most advanced ones often have acquaintances on the para-elemental plane of smoke (which doesn't get many planar tourists, and thus the inhabitants tend to enjoy the few it does get slightly more, as well as seeing them as less likely to be a threat).

MIASMA-MANCERS IN THE WORLD
"Well, yeah, I was right there when that gnome single-handedly wiped out all those orcs that had been threatening us... but I can't tell you much because I didn't actually SEE any of it."

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Much the same as any other arcanist with the possible exception that there might be a bit more coughing involved (either on the part of the miasma-mancer(depending on level) or on the part of people in his vicinity, or both), pipes and cigars are also statistically more likely to make an appearance...
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

MIASMA-MANCERS IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Peberine Gethenzeramitezol "The Smotherer of Evil"
Chaotic Good Male Gnome Wizard(Conjuration Specialist, Enchantment Baned) 5/Miasma-mancer 6
Init +0, Senses: Listen +, Spot +,
Languages Common, Auran, Gnomish, Ignan
------------------------------------------------
AC , touch , flat-footed ()
71 hp (11d4+44)
Fort +, Ref +, Will +
------------------------------------------------
Speed 20 ft. (4 squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear Amulet of Natural Armor +2,Bracers of Armor +4, Cloak of Resistance +2, Ever-Smoking Bottle, Gloves of Dexterity +2, Headband of Intellect +4, Ring of Protection +3,
Spells Prepared
1st - Shield
2nd - Scorching Ray, Flaming Sphere, Pyrotechnics x2
3rd
4th
5th
6th
7th - Control Weather
Supernatural Abilities
-----------------------------------------------
Abilities Str 7, Dex 16(14), Con 16, Int 22(18), Wis 14, Cha 10
SQ
Feats
Skills
Possessions

Aergoth
2008-12-11, 05:07 PM
Elemental Anathema

http://Picture URL

Fire in the hole!

An Elemental Anathema is exactly as it is described, a person of arcane might that becomes anathema to elemental casters, turning their own spells against them for good or for evil.

BECOMING AN ELEMENTAL ANATHEMA
Wizards have the easiest route to becoming an elemental anathema, particularly evokers, though generalists have a marked advantage later on. Sorcerers find the road to becoming an Anathema slightly longer, as would warmages with the eclectic learning class feature.

ENTRY REQUIREMENTS
Feats:Energy Substitution, one other metamagic feat, eschew materials
Spellcasting: Must be able to cast Dispel Magic and one other third level spell
Skills: Knowledge(Arcana) 5


Class Skills
The Elemental Anathema's class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Knowledge (The Planes) (Int), Knowledge (Arcana) (Int), Spellcraft (Int), Use Magic Device (Cha)
Skills Points at Each Level: 3 + int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+1|
+0|
+0|
+2|Elemental Counterspelling|+1 existing spellcasting

2nd|
+1|
+0|
+0|
+3|Armored Arcana|+1 existing spellcasting

3rd|
+2|
+1|
+1|
+3|Elemental Substitution|+1 existing spellcasting

4th|
+2|
+1|
+1|
+4|Bonus Feat|+1 existing spellcasting

5th|
+3|
+2|
+1|
+4|Elemental Familiar|+1 existing spellcasting

6th|
+3|
+2|
+2|
+5||+1 existing spellcasting

7th|
+4|
+3|
+2|
+5|Elemental Void|+1 existing spellcasting

8th|
+4|
+3|
+2|
+6|Bonus Feat|+1 existing spellcasting

9th|
+5|
+4|
+3|
+6|Elemental Void II|+1 existing spellcasting

10th|
+5|
+4|
+3|
+7|Anathema|+1 existing spellcasting


Weapon Proficiencies: An Elemental Anathema gains proficiency with one martial weapon of their choice, and with light armor, but not shields.

Elemental Counterspelling (Ex): An Elemental Anathema gains a +2 circumstance bonus to any attempt to counterspell an Elemental Spell. In addition, an Elemental Anathema can use up an elemental spell of the opposite type (fire/water(cold) air(electricity)/earth positive/negative) of one level higher to counterspell another.

Armored Arcana (Ex): An Elemental Anathema takes no penalty for wearing light armor (but not shields) while casting spells.

Elemental Substitution (Ex): An Elemental Anathema grows so proficient with the elements that they can substitute one for another at will. All of your spells act as if they had energy substitution (X) cast on them, where X is any of the primary elements.

Elemental Familiar (Su): An Elemental Anathema without a familiar gains one as if their wizard/sorcerer level was one half their combined arcane spellcaster and Elemental Anathema levels. An Elemental Anathema can apply any Elemental Subtype (Cold, Fire, Air, Water, Earth, Good or Evil). This familiar reduces the effective spellcasting level for the purposes of determining the special abilities of the familiar by two levels.

Bonus Feat: An Elemental Anathema gains a bonus feat at the fourth level and again at the eighth level. They may choose from any of the following feats or a metamagic feat:

Elemental Void (Su): At the 7th level, the Elemental Anathema becomes the antithesis of one particular element. They gain a +2 circumstance bonus to spellcraft checks to counterspell any spell of that element. They cannot cast spells of that element, or substitute that energy type for another. In addition, upon counterspelling, an Anathema can cast an opposed spell without a metamagic component of the same level as the countered spell.

Elemental Void II (Su): At the 9th level, an Elemental Anathema gains a second void or can add +2 to their original void's circumstance bonus.

Anathema (Su): At the 10th level, an Elemental Anathema becomes so skillful at countering the use of elements by others that they can stave off damage from spells and abilities. An Elemental Anathema gains DR 10/Bludgeoning, Slashing, Piercing, Force


PLAYING AN ELEMENTAL ANATHEMA
An Elemental Anathema is at once a frontline fighter and a support caster. They are excellent and going toe to toe with enemy spellcasters and returning volleys of spells with their improved counterspelling and increased elemental casting abilities, while their ability to cast spells in light armor and use weapons allow them to stay close to frontline fighters and defend them.
Combat: Former Warmage Anathemas may want to wade into combat alongside their party members, but most Anathemas will stand between primary casters and healers and cover them from magical or physical assault, should it breech the party's front line.
Advancement: Anathema's may want to look into becoming an Elemental Savant, or similarly aligned class. Those with background in divine spell casting might become Mystic Theurges and mix divine power with the raw force of the elements as a force for an elemental god.
Resources: Elemental Anthemas are frowned upon by other masters of their craft, simply because they divest their arcane brethren of their very control of the elements. Many clergy of Elemental gods welcome Elemental Anathemas of the appropriate skill with open arms, and many Anathemas try to remain in the good graces of these churches.

ELEMENTAL ANATHEMAS IN THE WORLD
Boom! All of a sudden the one fellow's fireball just up an disappeared, course, it didn't help that there was a ball of ice flying back at him.


Daily Life: Elias rises every morning to view the desolation of the arctic waste outside. He scours the ground around his small home in a cavern above a natural spring. He then seals his cave with a permanent Wall of Fire spell, and goes hunting. Elias hunts down rogue ice mages, killing them with turned fire spells and destroying their knowledge. Elias then returns to his home and resumes his studies in an attempt to permanently force back some of the cold.
Notables: Possibly the most famous Elemental Anthema was Ysar of Thrane, Ysar defeated the Lich called the Winterking with his unprecedented mastery of the elements. The Winterking himself was also an Anathema, who used his command of the elements to
Organizations: Elemental Anathemas are a sparse and unlikely group, very few can ever befound in the same country, let alone the same place. Most of those who become Elemental Anthemas either study the craft on their own, or seek out one of the ancient masters who still practices it, in hopes of apprenticing themselves.

NPC Reaction
NPCs view Elemental Anathemas with awe and suspicion. They are feared as masterful wizards with short tempers and great power. Elemental Anathemas can sometimes be found leading small schools of magic, or retreats of other wizards.

ELEMENTAL ANTHEMAS IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: In Eberron, Elemental Anthemas could be part of the church of the Silver Flame, using thier abilities to turn negative energy and cold back on their wielders, or within manifest zones of particular power. Players might find clues to the skills and powers of this class in ancient stelae in Xen'drik, or within the unique collection of a wealthy Dragonmark House member. Adding religious flair to the class, or changing it's arcane components to divine makes it easy to encorporate into homebrewed religions.
Encounters: Players could come across Elemental Anthemas almost anywhere, but particularly in harsh climates, deserts and artic tundra are favourites, and elementalists of an opposed type may war over the existance of a small pocket civilization in these difficult places.

Sample Encounter

EL 10:
Elias of the Waste had his village destroyed by the cruel encroaching cold caused by an ice mage. He now prowls the icy wastes in search of more mages like the first for one purpose only: To destroy them.

[size=4]Elias/size]
Lawful Neutral/Male/Human/Sorcerer 7/ Elemental Anthema 5
Init +2, Senses: Listen +2, Spot +4,
Languages Common, Ignan
------------------------------------------------
AC 15, touch 12, flat-footed (10)
hp 7d4+5d6+12 (53 HP)
Fort +6,Ref +6,Will +12
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +12/+4 (1d6+1d6 Fire)
Base Atk +8/+2, Grp +9/+3
Atk Options Counterspelling
Combat Gear +2 Flaming Burst Rapier, +3 Studded Leather Armor of Improved Cold Resistance
Spells Prepared Fireball, Scorching Ray, Magic Missile[Fire], Wind Wall[Fire], Dispel Magic
Supernatural Abilities
-----------------------------------------------
Abilities Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 20
SQ Summon Familiar, Elemental Familiar, Armored Arcana, Elemental Counterspelling, Elemental Substitution
FeatsWeapon Finesse, Weapon Focus (Rapier), Energy Substitution (Fire), Eschew Materials, Explosive Spell, Spell Mastery, Draconic Heritage(Silver), Draconic Skin, Draconic Resistance, Draconic Power
Skills Listen 1, Spot 3, Spellcraft 12, Use Magic Device 8, Concentration 12, Knowledge(Arcana) 7, Knowledge(The Planes) 4, Survival 4
Possessions, Ring of Counterspelling, Ring of Spell Storing, Wand of Dispel Magic (20 Charges)

Eloel
2008-12-13, 08:30 AM
Colorweaver
There is no strong nor weak colors. There's the right, and the wrong ones.
Coltwe the Colorweaver

A Colorweaver utilizes the power of colors to destroy their enemies and help their allies.

BECOMING A COLORWEAVER
Colorweavers become what they are by committing themselves to understanding colors and their effects on the world.

ENTRY REQUIREMENTS
: Neutral on good-evil axis, Colorweavers, unlike many other neutral-aligned people, are not neutral because of a lack of commitment to good or evil, but are neutral because of their commitment to neutrality.
: No innate energy resistance or immunity
: Knowledge (any 2), 8 ranks each

Class Skills
The Colorweaver's class skills are....Appraise, Balance, Craft, Disguise, Escape Artist, Forgery, Hide, Knowledge (all, taken individually), Listen, Move Silently, Search, Spot, Swim, Tumble

Skills Points at Each Level: 4 + int
Hit Dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Color Force (+1), Primary Color(1), Colorful Rush
2nd|
+1|
+3|
+0|
+3|-
3rd|
+2|
+3|
+1|
+3|Primary Color(2)
4th|
+3|
+4|
+1|
+4|Color Force (+2)
5th|
+3|
+4|
+1|
+4|Secondary Color(1), Share the Color
6th|
+4|
+5|
+2|
+5|Primary Color (3)
7th|
+5|
+5|
+2|
+5|Secondary Color(2), Color Force (+3)
8th|
+6|
+6|
+2|
+6|-
9th|
+6|
+6|
+3|
+6|Secondary Color(3)
10th|
+7|
+7|
+3|
+7|Black and White, Color Force (+4)[/table]
Weapon Proficiencies: A Colorweaver doesn't gain proficiency in any weapon or armor.

Class Abilities

Colorful Rush(ex)
A Colorweaver gains +2 to initiative checks and +10 to base land speed when not wearing any armor or wearing light armor.

Color Force(ex)
A Colorweaver has the ability to manipulate colors of his choice. The colors and their effects are described under their respective abilities. A Colorweaver can turn off their power of the currently active color as a swift action, and can turn another one on as a free action. The Colorweaver can't have more than one color active at a time. (It can't be dispelled or supressed, because it's an extraordinary ability, and not merely magic)
A Weaver, although able to use Color Defense as much as he desires, is only able to use Color Touch 1 minute/level for every color. It need not be continous, yet the smallest interval is 12 seconds, except Black and White touches, which have their own limitations.

Color Defense

-Resistance to EnergyType, 5 * Color Force
-Orange, Black, White are exceptions, see color descriptions

Color Touch

-A Colorweaver can make a melee touch attack with the color of his choice. That touch attack is considered an unarmed strike, for all purposes. Upon hitting, the Colorweaver deals his normal unarmed strike damage, and color effect with the color he's currently using. Color Touch can apply to all unarmed strikes, so it can be used in conjuction with Flurry of Blows done with unarmed strikes.

-The Colorweaver can also choose to make a ranged touch attack with the color of his choice. Such an attack has a range increment of 30 ft, and can be used to make as many attacks as your base attack allows. When used ranged, the Color Touch can be used in conjuction with feats like Rapidshot and Manyshot.

The Colorweaver has +1 modifier to Color Force at 1st level, and it increases by 1 every 3 levels.

Primary Color
A Colorweaver is proficient with the primary color of his choice. Once chosen, it can't be changed, yet new ones are added as Colorweaver's experience in weaving goes up. The Colorweaver can choose one primary color at first level, one at third level, and one at sixth level.

Red; Fire
Red Touch deals 1d8*Color Force fire damage for every hit.

Blue; Cold
Blue Touch deals 1d6*Color Force+Half Enemy's HD (upto 3) cold damage for every hit

Yellow; Electricity
Yellow Touch deals 1d6*Color Force electric damage, and you get +2 to attack rolls if enemy is wearing metal armor, or +1 to attack roll, if the enemy is bearing a metal shield or weapon.

Secondary Color
A Colorweaver, in addition to his proficiency with Primary Colors, gains proficiency with Secondary Colors. At level 5, he gains one Secondary Color, at level 7, he gains another, and finally at level 9, he completes his palette of colors. First Secondary Color has to be the mixture of the first 2 primary colors you choose. Purple for Red/Blue, Green for Blue/Yellow, Orange for Red/Yellow.

Purple; Sonic
Purple Touch deals 1d6*Color Force damage, and ignores hardness of any object, when attacking objects.

Green; Acid
Green Touch deals 1d4*Color Force damage when you first deal your damage, and half that damage for next 2 rounds.

Orange; Earth
Orange Touch deals 1d6*Color Force damage. As there's no Earth Resistance, the power of Orange Touch is improved. When dealing Orange Touch with unarmed attacks, the unarmed attacks bypass DR. Orange Defense provides you with 2*Color Force/- damage resistance.

Share the Color
As a swift action, you may lend one or both of your color abilities to anyone you touch. When you lend them your ability, you can't use it till you recall the ability from the person you've lended, as a free action that doesn't need touching.
If you change the color you're using when you've lended an ability, that ability also changes accordingly, and you don't need to touch them again to bestow it again, unless you've recalled your ability since the last time you bestowed it. The sharing lasts until you recall or 10 minutes, whichever is sooner.

Black and White
Upon reaching tenth level, the Colorweaver gains the ability to make use of Black and White colors.

Black; Negative
Black Touch bestows 1d4 negative levels per touch, and you can only use Black Touch equal to your HD every day. Black Defense reduces the negative levels you get by 1, if you're ever on the receiving end of negative level dealing.

White; Positive
White Touch, instead of dealing White Damage, heals 4d8 damage per touch, and you can only use White Touch equal to your HD every day. White Defense provides you with 10 resistance to every energy.

As normal, every negative level to be dealt on an undead instead gives them 5 temporary hitpoints, and healing instead damages them.

PLAYING A COLORWEAVER
A Colorweaver lives behind the meatshields of the team, giving close support, holding breaches whenever necessary.
Combat: Colorweavers generally rush in fast, deal considerable damage, then fall behind the main fighting line to support them. Their Colorful Rush helps them use this tactic, yet other tactics are possible.
Advancement: Most Colorweavers advance to classes focused on unarmed striking, as their main power is using unarmed attacks in conjuction with Color Touches.
Resources: Colorweavers usually see nature's adjustment to circumstances as the ultimate way of surviving, so they live in nature, with harmony with it.

COLORWEAVERS IN THE WORLD
Those are not light effects, that's a Colorweaver!

Colorweavers are usually treated with respect by those who want to learn more about the forces of color and elements. Anyone who first encounters a Colorweaver looks down upon them, until they realize the force they bear.
Daily Life: Most Colorweavers live in the wilderness, although there are a few that live in cities. The ones living in the wilderness work on improving their bond with the nature, and their force upon the colors, while the ones in the city are usually those that believe they've reached the limit of the force of colors.
Notables: The most notable Colorweaver is Coltwe, the founder of the forces of color. Colorweaving is not learned in a school, it's learned by experience, and from other Colorweavers.
Organizations: When said organizations, Rainbow Guild is the first that comes to mind about Colorweavers. The Rainbow Guild's sole purpose is to understand colors deeper, and find powers of other colors. The organization, although mostly joint by Colorweavers, is home to many monks and druids who want a deeper understanding of the power acting upon the world.

COLORWEAVERS IN THE GAME
Resistance/Immunity to a damage type won't stop experienced Colorweavers, as they can quickly change their color and keep on pummeling with the new force.
Adaptation: Most Colorweavers are monks who went for a deeper understanding of forces. PCs, and NPCs could be seekers of force, which they would gain as they gain experience with the usage of their force.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Traon, a Colorweaver, blames the town of disturbing nature and tipping the balance of colors. The PCs arrive right at the moment Traon starts blasting the people in the town, and they should put a stop to his fury, although they know he isn't evil.
EL 15: Traon's only aim is to make people understand the balance of the nature, and the colors. He won't attack who's willing to come to terms with him, yet he attack anyone who sounds threathening to himself or the balance.


Traon Colorweaver
Lawful Neutral/Male/Human/Monk 5/Colorweaver 10
Init +10, Senses: Listen +20, Spot +20,
Languages
Common, Terran
------------------------------------------------
AC 23, touch 17, flat-footed 19
HP97 (15d8 HD)
Fort +10, Ref +11, Will +10
------------------------------------------------
Speed 50 ft. (10 squares)
Melee 16/11/6 (for unarmed)
Base Atk +11/+6/+1, Grp +15
Atk Options
Flurry of Blows, +15/+15/+10/+5, 2d8
-----------------------------------------------
Abilities 8 Str , 18 Dex , 15 Con , 14 Int , 13 Wis , 12 Cha
SQ Flurry of Blows, Evasion, Still Mind, Ki Strike (Magic), Slow Fall 20 ft, Still Mind, Colorful Rush, Primary Color(Red, Blue, Yellow), Secondary Color(Purple, Green, Orange), Share the Color, Black and White, Color Force(+4)
Feats Improved Initiative (Human), Improved Unarmed Strike, Improved Grapple (Monk 1), Combat Expertise (Level 1), Combat Reflexes (Monk 2), Weapon Finesse (Unarmed) (Level 3), Improved Disarm (Level 6), Weapon Focus (Unarmed) (Level 9), Improved Natural Attack (Level 12), Deflect Arrows (Level 15)
Skills Listen 18, Spot 18, Knowledge (arcana) 18, Knowledge (religion) 18, Tumble 18, Balance 18
Possessions
Monk's Belt, Bracers of Armor +6, 10k worth of other stuff.

Enlong
2008-12-21, 11:49 PM
Elemental Champion
And so you see, each element has it's own strengths, and weaknesses. BUT FIRE IS THE BEST!
~Anonymous Fire Champion

The elements represent conflicting ideals that can only exist in nature. To some, an Elemental is a personification of that kind of abstract perfection. Many warriors attempt to emulate the fury of the elements with their fighting styles, but a precious few make a true connection with them. Those chosen warriors find themselves part of a link to incredible primal power, and the strongest find companionship with the elementals themselves.

Becoming an Elemental Champion
All Elemental Champions get their power from a close bond with an elemental outsider. The reason for this bond varies from person to person: some form it with the outsider in a mutual bid for greater power, and some have the mantle thrust upon them by a dying elemental who forms the pact to survive. After forming the pact, the Champions learn the first form of their new powers, creating a weapon.

Prerequisites:
Feats:Must have Weapon Focus with one or more weapons
BAB: +6
Special: Must have made peaceful contact with a native outside of an elemental subtype.
Must be proficient with at least one kind of armour

Class Skills:
Knowledge: The planes
Climb
Spot
Listen
Intimidate
Jump
Skill points per level: 4 plus INT mod.

Hit Dice: D8

{table]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+2| Elemental attunement, Elemental clout, Elemental armor +1
2|+2|+3|+0|+2| Elemental Weapon +1
3|+3|+3|+1|+3| Elemental Guard, Elemental Armor +2
4|+4|+3|+1|+3| Swift materialization, Elemental Weapon +2
5|+5|+4|+1|+4| Elemental Motion, Elemental Armor +3, Greater Elemental Weapon
6|+6|+4|+2|+4| Elemental Resistance, Elemental Weapon +3, Greater Elemental Armor
7|+7|+5|+2|+5| Elemental Power, Elemental Armor +4
8|+8|+5|+2|+5| Elemental Command, Elemental Weapon +4,
9|+9|+6|+3|+6| Elemental Form, Elemental Armor +5
10|+10|+6|+3|+6| Elemental protector, Perfected Elemental Weapon, Elemental Weapon +5[/table]

Weapon and armor proficiencies
An Elemental Champion gains no additional weapon or armor proficiencies

Elemental Attunement:
The mantle of an Elemental Champion is, at its core, a binding pact between the champion, and one of the Elemental planes. At first level, an Elemental Champion must choose one of the four elements, and the energy type associated with that element. This choice affects the champion's class features. The four choices are:
{table]Element|Energy type
Water|Cold
Earth|Acid
Fire|Fire
Air|Electricity[/table]
Once made, this choice cannot be overturned or changed.

Elemental Armor (SU)
An Elemental Champion has the ability to conjure personal armor entirely from his or her chosen element. The armor is of a type that the Champion has proficiency with, but can be a different kind each time, if he so chooses. Conjuring the armor is a move action that provokes attacks of opportunity, and dismissing it is a free action. If the champion is of Earth, Water, or Air, then there must be a sufficient volume of the element within sight for them to make their armor.
At first level, Elemental Armor has a +1 enhancement bonus. This bonus grows by one every two levels afterward, to a total of +5 at level 9. All Elemental Armor also has a magical attribute, depending on the Energy.
{table]Element|Attribute
Water|Fast Healing 2
Earth|DR 2/Adamantine
Fire|Fire Shield*1
Air|Wind Wall*1[/table]
*1 functions as the spell of the same name, can be activated or deactivated as a standard action at will.


Elemental Clout:
When interacting with creatures with the subtype of his element, an Elemental champion gains a bonus to Diplomacy checks equal to his level in Elemental Champion


Elemental Weapon: (SU)
Beginning at 2nd level an Elemental Champion can use their element to form a weapon. Like the Armor, conjuring it is a move action, and dismissing it is a free action. The weapon formed must be one for which the Elemental Champion has proficiency; beyond that, it can be any weapon. If creating a weapon with ammo, the Elemental Champion generates 10 units when he first generates the weapon; he can also create more ammo with a move action, 10 at a time. An Elemental Weapon has one special quality, depending on the Champion's chosen element:
{table]Element|Attribute
Water|Freezing
Earth|Vitriolitic*
Fire|Flaming
Air|Shocking[/table]
*Vitriolitic functions like Flaming, except it deals Acid damage.
At 2nd level, an Elemental Weapon has a +1 enhancement bonus. This bonus increases every 2 levels, to a total of +5 at level 10.


Elemental Guard: (SU)
At third level, an Elemental Champion's connection to their elemental plane begins to augment their fighting ability.
Depending on their chosen element, at Third level, an Elemental Champion gains a bonus to AC equal to their bonus in one attribute, as illustrated in the following table.
{table]Element|Attribute
Water|Wisdom
Earth|Constitution
Fire|Charisma
Air|Dexterity*[/table]
*This bonus stacks with the normal Dexterity bonus to AC, and is not limited by heavy armor or shields.


Swift Materialization: (SU)
At 4th level, an Elemental Champion can form their Elemental Armor or Elemental Weapon as a free action instead of a move action, and no longer provokes attacks of opportunity while doing so.


Greater Elemental Weapon: (SU)
In addition to the magical attribute normally held by the Elemental Weapon, a 5th level Elemental Champion's Elemental Weapon gains a second attribute
{table]Element|Attribute
Water|Freezing Burst
Earth|Vitriolitic Burst*
Fire|Flaming Burst
Air|Shocking Burst[/table]
*Functions like Shocking Burst, but deals Acid Damage


Elemental Motion: (SU)
At 5th level, an Elemental Champion gains an extra form of movement, depending on their element.
{table]Water|Swim speed and Water breathing (same as base land speed, unaffected by armor Check penalty)
Earth|Burrow speed through soft earth and sand, and ability to breathe while burrowing (same as base land speed)
Fire|Flamewalk*
Air|Fly speed (same as base land speed, good manuverability)[/table]
*Flamewalk
This ability allows an Elemental Champion to enter one source of flame and teleport instantly to another, with no damage to himself. This is a conjuration (teleportation) effect. The flame must be of at least equal size as you. By moving into a flame, you instantly know if there are other flames within range. You can remain in the flame before being shunted out again for a length of time equal to 1 round/level. The range of teleportation depends on the size of the flame relative to you, as illustrated in the following table:
{table]Size of flame|Transport range
4 sizes larger|3000 feet
3 sizes larger|2000 feet
2 sizes larger|1500 feet
1 size larger|1000 feet
same size|500 feet[/table]


Elemental Resistance: (SU)
At 6th level, an Elemental Champion gains Energy Resistance 15 to the energy type associated with their chosen element.


Greater Elemental Armor: (SU)
At 6th level, an Elemental Champion's Elemental Armor gains an additional magical attribute.
{table]Element|Attribute
Water|Fast Healing 5
Earth|DR5/Adamantine
Fire|Burning*
Air|Swift**[/table]
*See the Eberron Campaign Setting for details (an elemental armor with this attribute does not actually have an elemental bound inside it)
**Swift armor does not reduce its wearer's land speed. In fact, it adds a 10 foot bonus to the wearer's land speed


Elemental Power: (EX)
A 7th level Elemental champion gains a permanent +2 bonus to one attribute:
{table]Element|Attribute
Water|WIS
Earth|CON
Fire|CHA
Air|DEX[/table]


Elemental Command: (SP)
An 8th level Elemental Champion gains the ability to emulate one spell, which allows them to control their chosen element. They can use this ability a number of times per day equal to half their Elemental Champion level. Caster level is equal to half thier character level.
{table]Element|Spell
Water|Control Water
Earth|Stone Shape (also works on soft earth)
Fire|Control Flame*
Air|Control Winds[/table]
* Identical to the Psionic power of the same name. Treat as having a Power Point reserve equal to class level.

Elemental Form: (EX)
At 9th level, an Elemental Champion's connection to the elemental planes has forever altered their physical form. Their type changes to Elemental, and they gain the subtype that is the same as their chosen element. Cosmetically, they are now made of their element.
In addition, each of the Elements gain a bonus to the movement ability granted by Elemental Motion:
{table]Element|Ability
Water|Swim Speed doubles in speed.
Earth|Burrow Speed replaced by Earth Elemental's Earth Glide ability
Fire|All Flamewalk distances increase by 500'
Air|Fly speed upgraded to Perfect manuverability[/table]


Perfected Elemental Weapon:
At 10th level, an Elemental Champion's Elemental weapon has reached a level of perfection, gaining one final power.
{table]Element|Attribute
Water|Waterborn*
Earth|Wounding
Fire|Burning*
Air|Speed[/table]
* See Ebberron campaign setting (this weapon does not actually contain a bound elemental)


Perfected Elemental Armor:
At 10th level, and Elemental Champion's Elemental armor has reached a level of perfection, gaining one final power.
{table]Element|Attribute
Water|Regeneration*
Earth|DR10/-
Fire|Flashfire**
Air|Whirlwind***[/table]
*As if wearing a ring of regeneration
**Flashfire: a Flashfire Armor can be commanded, up to 3 times per day, to engulf everything in a 20-foot diameter sphere in flame, dealing 5d6 points of fire damage, and setting everything flammable on fire. Reflex save halves the damage, and keeps one from catching fire.
***See the Ebberron Campaign Setting (this armor does not actually contain a bound elemental)


Elemental Protector: (SU)
At 10th level, an Elemental Champion has formed such a bond with the Elemental plane that supplies him with his power that he has formed a personal link with an elemental. After conjuring his Elemental Armor, he can project it off of himself. The armor then generates limbs and other body parts out of the chosen elements and begins to move under its own power, and fights for the Champion.
The Elemental Protector is an Elemental with the subtype of the Champion's chosen element. It has a number of HD equal to the Elemental Champion's Character level and is shaped like the Elemental Champion in his armor. It is otherwise ordinary for an Elemental of its size (see Monster Manual). The Elemental will only act via mental commands issued by the Elemental Champion, who must maintain Concentration to continue the effect. If the Elemental Champion is unable to concentrate, then the Elemental Protector stands motionless where it is until the Elemental Champion is able to concentrate again. The Elemental Protector collapses back into its component elements if it leaves a radius of 10' per character level of the Elemental Champion.
Once per week, for five rounds, an Elemental Champion may augment his Elemental Protector, temporarily transforming it into an Elemental Monolith* with HD equal to his character level.
An Elemental Champion is able to heal his Elemental Protector by taking a Move action. Each day he can heal the Protector for a total number of hit points per day equal to his character level times his bonus in the appropriate attribute for his element. This healing can be split up among as many uses as the Elemental Champion wishes. The Protector's hit points carry over even if the armor is dismissed and re-formed, and as such, the Protector can be healed by the Champion even if it is not out. If the Elemental Protector is killed, then the Elemental Champion is Dazed for 1d6 rounds, and may not use this power for the rest of the day (though he can still summon his Elemental Armor)
* See Complete Arcane

PLAYING A CLASS NAME
An Elemental Champion fights for whatever ideals he worked towards before forming the pact, and for the element from which he draws his power.
Combat: An Elemental Champion fights using the powers of his Elemental arms and armor to its fullest potential. The exact method varies depending on the element and former class of the Champion, however. A Rogue who becomes an Earth Champion, for instance, is likely to form a knife out of earth and use her Burrow speed to surprise enemies, while a Ranger who becomes an Air Champion is more likely to form a bow and snipe from the air, and a Fire Champion would take care to set their surroundings on fire, so as to use Flamewalk.
In essence, the powers of an Elemental Champion serve to augment and shape the strategies of the character who becomes one. In all cases, the Champion takes advantage of their powerful weapons and their new movement capabilities.
Advancement: An Elemental Champion's options are many, due to the nature of the class. Other classes and prestige classes that work with the character's original class are a good idea, and taking further feats to improve their ability with the weapon for which they have Weapon Focus is always useful.
Resources: First of all, the Elemental Champion must be able to draw on their element to form their weapons and armor, so it would be prudent to carry some of the raw material to use, in a Bag of Holding, perhaps. Fire Champions would do well to invest in an Everburning Torch. Due to their clout in the elemental plane of their choosing, an Elemental Champion may be able to draw help from the planes.

ELEMENTAL CHAMPION IN THE WORLD
"There I was, trapped by those bloodthirsty bandits, when suddenly one of them got hit by something and fell dead. I looked up, and saw her, an angel! Clothed in wisps of clouds and wielding a bow made out of an angry storm. It had to be, an angel of justice! A few of the bandits tried to fight her and died for their trouble, and the rest ran away. Never got to talk to her, she just flew away. Back to the Heavens, I'll bet"
~Shamus Linkor, unknowingly speaking of an Air Champion

Elemental Champions are many and varied, but the common folk see them all as some sort of higher being. In battle, that is. In everyday life, when they aren't using their powers, common people ss them as completely normal. It is in battle, when they display their powers, that people revere or fear them for their abilities. Well-known Champions are often called on to be protectors of their hometowns or lauded as superb adventurers.

Daily Life: An Elemental Champion has the luxury of being able to live a mainly normal life. However, many also have an overall goal that the elemental who supplies their armor wishes them to fulfill. So, many Elemental Champions spend time working toward this goal, whatever it may be. For the most part, however, they can act normal.
Notables:
Shirya Greywind was an Air Champion known by many as "The Angel of the Storm". A Paladin who took up the mantle of a dying Air Elemental, Shirya used her powers to further her campaign against evil. She was known for diving in from the sky to save helpless innocents from roving monsters or bandits with a stormcloud bow.

Gellart Stonefoot was a Dwarven Earth Champion who used his powers for decidedly Evil means. After forming the pact with a particularly Twisted Earth Elemental, he terrorized his home village and began a campaign of conquest. Wielding a Hammer of stone and clad in armor of diamond, he ravaged the Dwarven lands for many years, until he was defeated by a band of adventurers led by Shirya Greywind.

Organizations: Most Champions are free agents, but groups of like elements have been known to band together. Some of these groups are to be located on the Elemental Planes, where their powers are the strongest. Most, however, work alone.

NPC Reaction
NPCs generally don't react to an unarmed Champion. In-battle, however, common folk see them as a higher being, wielding powers far beyond what they're used to. Most think of them as actual elementals in disguise.

ELEMENTAL CHAMPION IN THE GAME
An Elemental Champion fills the place of any martially-inclined character. While powerful, he will not impact the world quite as much as a powerful caster, especially as he has access to only one element. However, a well-played Elemental Champion can be an exceptional character, and a creative one can make great use of his power.
Adaptation: If the flavor of an elemental bonding with a mortal does not fit your campaign, the power source can be re-fluffed to, say, an arcane experimentation subject, or the result of a powerful elementally-inclined object's power. The prerequisite of contact with an Elemental outsider can likewise be changed.
Encounters: Elemental Champions can come from almost any class, so the encounters will be varied wildly. You may find a nomadic wanderer, using his power to protect the land, or a nasty thief who hides in the earth. Anything is possible.

Sample Encounter
Sethen Fira is a Fire Champion who has recently caused a forest fire. The adventuring party has been hired to take him in.
EL 15: Sethen's motives are strange. While the destruction seems random, he does not seem mad or vindictive. He will, however, protect himself.

Sethen Fira
Chaotic Neutral/Male/Human/Fighter 5 / Fire Champion 5
Init +2, Senses: Listen +, Spot +,
Languages Common, Ingan
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AC 19, touch 11, flat-footed (18)
hp: 124 (HD: 10)
Fort +8, Ref +2, Will +5
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Speed 20ft. (4 squares)
Melee +14/+8
Base Atk +10/+4, Grp +14
Atk Options Fire Greataxe: +14/+8 melee
Combat Gear +2 Flaming Burst Greataxe, +3 Breastplate (summoned via Elemental Champion abilities)
Spells Prepared
Supernatural Abilities Greater Elemental Weapon, Elemental Armor, Elemental Motion,
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Abilities Str 18 , Dex 13 , Con 14 , Int 8, Wis 10, Cha 12
SQ Greater Elemental Weapon, Elemental Armor, Elemental Clout, Elemental Guard, Swift Materialization.
Feats: Weapon Focus (Greataxe), Weapon Specialization (Greataxe), Power Attack, Cleave, Great Cleave, Endurance, Diehard, Improved Bull Rush
Skills
Possessions: Adventurer's Kit.

dman11235
2008-12-22, 09:31 PM
Holy cow I totally forgot to close this this morning. Well, it's closed!