The origin of the beings known as Mancers are not very well known, even to the greatest of the sages across the planes. However, this is not a result of a great and dark secret stretching back to the dawn of time when even the Gods were young. It is because on each world, the Mancers have been empowered by the elemental lords due to a different stimulus.
Four Elemental Lords grant power to their chosen agents. And in each world the first mancers came into their power recently. In each world, the Mancer is tasked with ensuring the elemental planes do not become unbalanced, in which case, a conjunction of the planes would cause the full primal fury of one or more Elemental Plane to spill into the prime material plane in a continental sized planar rift.
Beyond these facts, there are no similarities in the origin of the Mancer.
In one world:Spoiler
A half century ago, the Temple of Elemental Evil rose to power. While powerful, the Temple was not unified, each of its servants adhered to a different philosophy, espousing the dominion of either Fire, Water, Earth or Air over all others. Each of these cornerstones being led by a Prince of Elemental Evil. All in service to the Elder Elemental Eye (the dark god Tharizdun). Though the temple was stopped by the actions of a group of adventurers, it caused an unheard of occurrence. Each of the Four Elemental Lords met in secret conclave, developing a plan to raise up their own mortal agents to crush the Temple of Elemental Evil, and its servants, should it ever rise to power again.
Yet evil never slumbers, always working its schemes. While the Elemental Lords were lax in their vigilance, believing the Temple could not rise again for centuries or more.
As a result, not thirty years later, the Temple of Elemental Evil again reared its head, while not a single Mancer had yet awakened to even the barest fraction of his full power. In a panic, the Elemental Lords spread forth their energies, touching kindred souls across the world, ensuring that this next time, if the world yet existed for a 'next time,' the Mancers would exist in sufficient numbers to crush the Temple.
Fortunately, the world was again spared destruction, nor have the Elemental Lords relaxed their vigilance, yet.
Now the Mancers are walking the world, and following the wishes of their respective Lords, whether they know it or not.
Across the land, are located focal points of energy known as Elemental Nodes. It is these nodes which the servants of the Princes of Elemental Evil seek. For each node these servants locate and attune (a process which can last decades), the world is drawn one step closer to destruction. Thus, it is the duty of all Mancers (Earth, Air, Fire, and Water) to locate these nodes first, safeguard them from the servants of the Princes of Elemental Evil. And despite their differing philosophies, all Mancers, of all races, philosophies (alignment), and elements are expected to work together to safeguard a node, though they be enemies in every other aspect. (Such as LG dwarven terramancer and CE drow aeromancer..)
{table=Head]Level | BAB | Fort |Ref|Will|Special Abilities |-1-|-2-|-3-|-4- |-5- |-6-
1|0| 2|0 | 2 | Chosen Element, Resist Sphere 5, Node sensitive |2|-|- |-|- | -
2|1| 3|0 | 3 | Elemental Ascension (Bonus Feat) |3|- | - | - |- | -
3|2| 3|1 | 3 | Node Defense | 3 | - | - | - | - | -
4|3| 4|1 | 4 | Resist Sphere 10 | 3 | 2| - | - | - | -
5|3| 4|1 | 4 | Channel Ability 1 | 4 | 3| - | - | - | -
6|4| 5|2 | 5 | Dowsing 1/day | 4 | 3 | - | - | - | -
7|5| 5|2 |5| Elemental Ascension (Sustenance)| 4 |3 | 2 | - | - |-
8|6/1|6| 2 | 6 | Resist Sphere 15 | 4 |4 | 3 | - | - |-
9|6/1|6|3 | 6 | Elemental Ascension (Travel) | 5 | 4| 3 | - | - | -
10|7/2|7|3| 7 | Channel Ability 2 | 5 | 4 | 3 | 2 | - |-
11|8/3|7| 3|7 | Suppress Node 1/day | 5 | 4 | 4 | 3 | - |-
12|9/4|8| 4|8|Elemental Ascension (Bonus Feat), Resist Sphere 20|5|5|4|3 |-|-
13|9/4|8| 4|8| Node traveling | 5 | 5 | 4 | 3 | 2 | -
14|10/5|9 |4 |9| Elemental Ascension (Lesser Raiment) |5|5|4|4 | 3 |-
15|11/6/1 |9|5 |9 |Elemental Exaltation (Visage)|5|5|5|4|3 |-
16|12/7/2 |10 | 5 | 10 | Resist Sphere 25 |5|5|5|4|3 | 2
17|12/7/2 |10 | 5 | 10 | Erase Node 1/week |5|5| 5|4|4|3
18|13/8/3 |11 |6|11|Elemental Exaltation (Resilience)|5|5|5|5|4|3
19|14/9/5 |11|6|11 |Elemental Exaltation (Greater Raiment)|5|5|5|5| 4 | 3
20|15/10/5|12 |6|12|Elemental Apotheosis( Command ) Elemental Immunity|5|5|5|5|4|4
[/table]
Mancers make fierce opponents in the field of battle. Skilled fighters with the ability to further enhance their combat prowess with many varieties of elemental aspects one never can be sure just what they will encounter when facing a Mancer. One thing is sure; it will not be an easy fight.
Alignment: Earth: Any lawful, Fire: Any chaotic, Air: Any neutral, Water: Any
HD: d8
Skill Points at 1st Level: (4+Int mod)x4
Skill Points at Each Additional Level: 4+Int
Class Skills:
The mancer’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
In Pathfinder:
4+int modifier
The mancer's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiencies: All simple and martial weapons. All armor and shields excluding the tower shield.
Chosen Sphere: All Mancers select an elemental sphere at the beginning of their training. The chosen element are cast like divine spells. All components and costs of the spell must be included in the casting. Because of the focused nature of the Mancer class, if they multiclass into any other character class or prestige class, they can no longer continue gaining levels of Mancer unless otherwise noted.
Elemental Spheres (Sp):
Each mancer is empowered by one elemental lord, and as such, each mancer gains access to a certain set of spells as determined by their elemental lord. (choose only from your chosen element)
If a mancers casting stat is high enough, he may gain access to additional spells per day the same as a wizard or sorcerer would.
A mancers casting stat is also a reflection of the inclinations and personality of his elemental lord.
For earth, it is strength. For fire, it is intelligence. For water, it is constitution. Finally, for air it is dexterity.
{table=Head]Sphere|Mancer Name|Casting Ability|PF casting ability
Air|Aeromancer|Dex|Dex or Int
Earth|Terramancer|Str|Str or Wis
Fire|Pyromancer|Int|Dex or Cha
Water|Aquamancer|Con|Dex or Wis
[/table]
A Mancer casts divine spells similar to those of a cleric or druid. He prepares his spells at a time of day dependent on his elemental lord (Grumbar, Akadi, Kossuth, and Ishtishia). Because his spells are divine, a Mancer does not suffer from Arcane Spell Failure due to wearing heavy armor, nor does he become unable to use his class features due to wearing armor of certain materials as druids do.
Many Mancers find and use a totem in a manner similar to a clerics holy symbol, yet this is far from necessary. For the Mancer is in truth, his own holy symbol, and needs no divine focus. However, many spells still require the Mancer to have one or both hands free.
The casting stats were chosen so that 3.0/3.5 Genasi can take the mancer class, and not have the casting stat be their penalty stat (charisma in all cases, as well as additional stat for Air and Earth). Additionally, each mancer was supposed to get a different casting stat, which I hoped would affect their fighting style (seems to work for Air and Earth). This was done because each genasi was also supposed to treat the appropriate Mancer variety as its favored class rather than fighter.
But in PF, the planetouched have different stat bonuses and penalties (and favored class bonuses). So perhaps the casting stat should be changed.
{table=Head]Element|3.X stat boost|3.X Stat Penalty|PF Stat Boost|PF Stat penalty
Air|+2 Dex and Int|-2 Wis and Cha|+2 Dex and Int|-2 Con
Earth|+2 Con and Str|-2 Wis and Cha|+2 Str and Wis|-2 Cha
Fire|+2 Int|-2 Cha|+2 Dex and Cha|-2 Wis
Water|+2 Con|-2 Cha|+2 Dex and Wis|-2 Str
[/table]
Node Sensitive: (Bonus Feat)
Invested with powers by one of the Elemental Lords, you have learned of the secret of the node magics.
Benefit: A Mancer with this feat automatically notes the presence of any elemental node with 30 feet.
Exception: If a node has been suppressed via the spell Suppress Node must make a DC 20 Intelligence check to note the presence of the suppressed node. A character without this feat cannot note a suppressed node at all
Normal: A creature without this feat that comes within 30 feet of a node can make a DC20 Intelligence check to note the presence of a node. A creature with the Node Spellcasting Feat can attempt either an intelligence check, or a spellcraft check at the same DC to notice the node.
Elemental Ascension (Bonus Feat) (Ex):
At second level, and again at twelfth level, the Mancer gains a bonus feat.
He must chose between an Elemental feat of his Sphere. (i.e. Fire Mancer would select a fire feat) or he may also select from the fighters Feat list as well. Furthermore, mancers may select from the devotion feats available in Complete Champion. He may select a devotion which matches his alignment (good, evil, law, or chaos), or the one corresponding to his sphere (earth, air, fire water).
Node Defense:
A mancer can use this feat even if he does not meet the normal prerequisites (node spellcasting feat). A mancer receives an insight bonus to his armor class and saving throws equal to the class of any earth node layer he currently occupies, up to a maximum of One third his level (round down). Thus a 20th level mancer only gets +6 to his defense and saving throws, even if he is a node layer of 7th level or higher. If his level is higher than the level of the node layer, then the maximum he can get is equal to the node layer.
Dowsing (SU)-
Once per day, a mancer of 6th level or higher can cast the spell Locate Node as a supernatural ability.SpoilerDivination [Earth]. V/S/DF. 1 standard action. 1 mile/level. Circle centered on caster. 1 minute/level.
You sense the direction of any earth node within range. Can choose to locate either the nearest node, or a specific one you've visited before. In the latter case, range is 2 miles/level, and area is a circle centered on caster, with radius of 2 miles/level. Spell is blocked by even a thin sheet of lead (if a path to the node exists, and is wholly within the range of the spell, then it can be detected. examples include nodes inside caves, but not caves which require a teleport or some form of digging to access. And it cannot detect nodesprotected by a node lock spellaffected by the Suppress Node ability.
Channeled Ability (Su):
At 5th level, a Mancer is granted the supernatural ability to channel special weapon abilities into a wielded weapon through prayer. With eight hours of uninterrupted meditation, a Mancer can wield a simple or martial weapon that was the focus of the prayer and bestow the listed ability to it at will. At tenth level, the Mancer can bestow the second ability at will. The weapon while empowered appears to be magical, but does not when the ability is suppressed (unless the weapon was already magical). If the chosen weapon already has the listed ability, it does not stack.
The channeled ability ends when dropped or set down by the wielder, and can be restarted at will so long as no other mancer has used the same weapon for their own channeled ability.
(See table for correspondence).
{table=Head]Sphere|Mancer Name|Opposed Sphere|Ability 1|Ability 2|Casting Ability
Air|Aeromancer|Earth|Shock|Shocking Burst|Dex
Earth|Terramancer|Air|Corrosive|Acidic Burst|Str
Fire|Pyromancer|Water|Flaming|Flaming Burst|Int
Water|Aquamancer|Fire|Frost|Icy Burst|Con
[/table]
Elemental Ascension (Travel) (Ex): The Mancer gains an extra movement type based on their chosen element:
- EARTH: Gain natural burrow, at same speed as land movement.
- AIR: Gain natural fly speed of 30ft Average maneuverability
- FIRE: Land speed increased to 50ft. If the character’s natural speed is the same or faster, increase by 10ft.
- WATER: Gain natural swim speed of 30ft and water breathing. You also take no penalties on attacks or movement while underwater (as if under effect of freedom of movement). You can always take 10 on a swim check, even if distracted or endangered, and you can use the run action while swimming.
Most aquamancers are probably water genasi anyway, so waterbreathing isn't much of a change.
Trying to strike a balance between the 4 elemental travels. Currently believe that the Terramancer lags behind significantly, while the Aero is far ahead.
Suppress Node (SU)-
Once per day, a mancer of 11th level or higher can cast the spell Suppress Node. The spell is intended to prevent its use by any who would misuse a nodes power, namely anyone. Similar to the spell Node Lock, with a few key differences.
SpoilerV/S Medium range, Target:1 earth node, Duration: Permanent. No saving throw or spell resistance. A suppress node spell locks it against any who might wish to abuse its power. You can affect an earth node whose class is equal to one half your mancer level or less. For any caster attempting to abuse the node, suppress node adds +25 to each spellcraft DC associated with the use of the nodes standard powers.
A suppressed node also does not register on divination magics to seek out earth nodes such as Locate Node.
A person with the Node Sensitive feat must make a DC 15 intelligence check to note the presence of a suppressed node (an exception to the usual automatically noticing).
A suppressed node registers as blocked or ruined for characters attempting to use the spell node door, or the ability Node Traveling. Exception: A mancer can use Node Traveling to reach a node which he suppressed himself without any problems.
Two or more mancers may coordinate on using Suppress Node. It does not reduce casting time, or prevent one from expending his daily use of Suppress Node, but it does now allow both to use Node Travelling to freely enter the suppressed node. This ability can be shared with any and all mancers of sufficient level who participated in the suppression.
Dispel magic may be used to cancel the suppression, in which case, treat suppress node as if it was a 6th level spell.
Node Traveling (SU)
A mancer may instantly transfer himself from one earth node to any other earth node he has visited 3 times per day, similar to the spell Node Door.
SpoilerComponents: V, 1 standard action. Target: Caster and touched willing creatures weighing up to 50 pounds per level. He always arrives exactly at the spot desired-- whether by simply visualizing the area, or by describing his destination (for example: "The earth node that serves the kuo-toa as a secret temple to Blibdoolpoolp"). After using this ability, he can't take any other actions until his next turn.
If he arrives in a node that is already partially occupied by a newly added object, he arrives in the closest clear space in that node. If the earth node is completely filled, destroyed or suppressed by any means, he bounces to the next closest earth node. Each bounce deals 2d6 damage to the mancer and each additional person traveling with him.
A node which has been suppressed by the mancer ability Suppress Node counts as a node which has been blocked or destroyed. Unless the mancer casting Node Traveling, is the one (or one of the ones) who suppressed the target node in the first place.
Elemental Exaltation (Visage) (Ex):
The Mancer gains an elemental visage depending on the chosen sphere:
EARTH: Skin hardens, gain DR of 4/-
AIR: Small ebbs of air surround the Mancer, gain +3 deflection bonus to AC
FIRE: Constant warmth fills body, fast healing 2 up to half of normal hitpoints.
WATER: Extremely fluid movement, gain +3 dodge bonus to AC
Elemental Ascension (Sustenance) (Ex):
Nearing a perfect harmonious balance with his chosen sphere, the Mancer can sustain himself on merely the element that he embodies. The Mancer is now immune to fatigue and constantly under the effect of a ring of sustenance, as per the magic item (DMG pg 233).
Elemental Ascension (Lesser Raiment) (Su)-
When struck in melee by a natural weapon, unarmed strike, or nonreach weapon, the attacker is damaged by the raw elements spewing from the wound. Damage scales in response to the size of the weapon used. 1d6 for a medium weapon, 2d6 for a large weapon (ex: An ogre's greatclub, a Gold [heavy] weapon held by a human, or a weapon held by a human with strongarm bracers), 3d6 for huge, etc.
Of the damage dealt by elemental raiment, half is the element which the mancer wields, the other half (rounded down), is the raw stuffs of the planes, and is not subject to resistance.All damage dealt from Elemental Raiment is of the same element as wielded by the Mancer (fire for fire, acid for earth, etc)
Erase Node (SU)
Once per week, a mancer of 17th level may cast the spell Erase Node.
SpoilerComponents: V/S/DF. Casting Time: See text. Range: Touch. Target: One earth node. Duration: Instantaneous. No saving throw or spell resistance.
In order to cast the spell, the mancer must spend the casting examining the node, observing how the leylines are twisted and bunched together. With the culmination, he reaches forth with his might, and looses the tangle, allowing the ley lines to regain their former state.
This spell takes 10 minutes to cast per level of the node. Thus a 1st level node requires 10 minutes, a second level requires 20 minutes, and so forth.
A mancer can erase a node which has a level no more than half of his mancer level (rounded down). Thus, Berne, now a 17th level pyromancer, may erase any node of 8th level or less, taking no more than 80 minutes to do so. Should Berne attempt to erase a 9th level node, it will take him 90 minutes to complete the spell, and when he has finished, he will have reduced the 9th level node in size and power to that of a typical 1st level node.
Elemental Exaltation (Resilience) (ex)-
All Mancers, regardless of chosen sphere or race, gain the feat Elemental Resilience (Races of Faerun 163).
You gain a +4 saving throw bonus to poison, sleep, paralysis, and stunning. Also, they gain a 25% chance of ignoring any critical hit or sneak attack as if wearing light fortification armor. If you are wearing fortification armor (or similar item, or have an ability with similar effect), use the one with the larger percentage chance. They do not stack.
If the mancer already has the feat Elemental Resilience, he may instead take another bonus feat, with the same restrictions as those at levels 2 and 12.
Elemental Exaltation (Greater Raiment) (Su)-
A mancer is never an easy opponent to fight. And even when you think you've finally defeated one, you find that your troubles are just beginning.Spoiler
When an enemy manages a critical hit, he takes damage as if hit by Fiery/Icy/Acidic/Shocking burst weapon. Damage dependent on the critical hit multiplier of the weapon which struck the mancer: an extra 1d10 points of electricity damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of electricity damage instead, and if the multiplier is ×4, add an extra 3d10 points.
If hit by a sneak attack, skirmish, or similar ability, the extra damage is based off of how many extra dice were used in the attack. 1d10 for 1-3d6, 2d10 for 4-6d6, 3d10 for 7-9d6, and 4d10 for 10 or more dice. This ability stacks with that of the ability Elemental Ascension (Lesser Raiment).
Elemental raiment 2 has no effect for mancers while they are categorically immune to critical hits and sneak attacks. Such as undead, undying, and oozes and plant types. Should such a mancer suddenly become vulnerable to sneak attack and criticals (wands of gravestrike, vinestrike, truedeath crystals etc), then elemental raiment comes into play again.
Not sure if I should keep the line: Elemental Ascension (Greater Raiment) takes effect even if the critical or sneak attack is negated by abilities such as Elemental resilience or fortification. This is a pretty powerful ability in some games, so likely will not keep the abovementioned line. Losing elemental raiment for being undead/plant/ooze etc, seems reasonable.
Also not sure if I should keep: Of the damage dealt by elemental raiment, half is the element which the mancer wields, the other half (rounded down), is the raw stuffs of the planes, and is not subject to resistance.
Sphere Immunity (Ex):
At 20th level, Mancers are so in tune to their chosen sphere that they are completely immune to the element associated with it and can choose to suppress this ability
Elemental Apotheosis (Command) (Su)Spoiler
Once per day as a standard action, two adjacent mancers of 20th level or higher may combine their energies in a spectacular display of elemental mastery. (1 must move to ally on his turn. 2nd mancer must delay his turn until the first comes up in initiative again. Then they take their standard actions together)
This has two effects.
1)They may summon a 1d3 elder elementals or 1d4+1 greater elementals and
2)The mancers may for a brief time, acquire an elemental template. (See updated manual of the planes).
The type of elementals summoned, and the acquired template is based entirely upon the powers of the two mancers, using the table below.
{table=Head]Mancer|Earth|Fire|Air|WaterUnfortunately, mancers of opposing elements (earth/air and water/fire) are unable to combine their for this ability.
Earth|earth|Magma|none|Ooze
Fire|magma|fire|smoke|none
Air|none|Smoke|air|ice
Water|ooze|none|ice|water
[/table]
The duration of this ability, is the half the level of the participant with more mancer levels. Thus a 20th and 30th level mancer combining their powers may only combine their powers in this manner for 15 rounds.
This power has a few sources beyond Manual of the Planes and dragon magazine #347.Spoiler
1)Despite all the fluff which describes the necessity of the mancers to work together, the players have absolutely no incentive to choose two mancers, as opposed to almost any other two classes.
2)Prestige classes often get nice boosts at their final level, many are often considered 'bad' or 'poor' because there is no real capstone ability. This seems to be a decent capstone ability.
2a)The elemental summoning is weaker than a 9th level spell someone would've gotten at level 17 (because it doesn't last as long).
2b)It effectively costs 2 actions (both mancers must use their actions together)
2c)It's further limited because both mancers must be adjacent. In a standard low level dungeon crawl that's not too difficult. But by 20th level in a fight, some characters are ethereal, some are flying, levitating, teleporting, something. Overall, much less likely they'll be together when initiative is rolled, thus they'll also need to spend further actions getting adjacent to one another.
3)The template is what really makes this capstone ability. The templates as a whole, are always useful to a melee warrior. The exception would likely be the elemental types that offer increased damage against attacks. Thus, an aeromancer and aquamancer would not want to combine their power when fighting a red dragon.
Newest changes.
Adjusted total spells known, 0 to 3, on such a limited spell list was painful in the last playtest.
Also got rid of the 'only prepares one spell multiple times at each level.' Tried it, and just got stuck preparing the 'best' spells at each level.