Elemental Sorcerer by Robert Pontious <[email protected]>

“The elements hold a secret truth.”

 

Elemental sorcerers were once sorcerers that suspected their ability to tap magical energy could be further refined by manipulating the energy of one of the primordial elements of existence-air, earth, fire, and water.  Through intense study and practice, elemental sorcerers learn to manipulate that element’s energy.  Eventually, they attune themselves with that element, able to control its energy with ease.

         Only sorcerers can be elemental sorcerers, for only they can naturally tap the magical energies of the world.

         NPC elemental sorcerers are much like NPC elemental savants in that they usually prefer to study in private or in the company of other elemental sorcerers.  An exclusive guild/organization is whispered to exist for each of the four elements; invitations are given to only the most talented of elemental sorcerers.  Sites such as windy mountaintops, large coral reefs, volcanoes and ancient hardwood forests are of specific interest to elemental sorcerers and especially to their corresponding guilds/organizations.

Hit Die: d4

 

Requirements

To qualify to become an elemental sorcerer, a character must fulfill all the following criteria.

   Knowledge (Arcana): 8 ranks

   Speak Language (appropriate Elemental language): Fire is Ignan.  Air is Auran.  Earth is Terran.  Water is Aquan.

   Feat: Energy Substitution (acid, cold, electricity, or fire).

   Spells: Ability to cast at least three spells with one of the acid, cold, electricity, or fire descriptors and at least one summon spell as a sorcerer.  At least one of these spells must be 3rd level or higher.

   Special: The elemental sorcerer must have made prior peaceful contact with an elemental or with an outsider having an elemental subtype (Air, Earth, Fire, or Water).

 

Class Skills

The elemental sorcerer’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Profession (Wis), Scry (Int, exclusive skill), Speak Language, and Spellcraft (Int).  See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

 

Aeromancers get Jump as a class skill.

Geomancers get Move Silently as a class skill.

Pyromancers get Intimidate as a class skill.

Hydromancers get Swim as a class skill.

 

   Skill Points at each level: 2 + Int modifier

 

 

 

 

The Elemental Sorcerer

                               Base          Fort      Ref       Will

Class Level        Attack Bonus     Save     Save     Save     Special                                                  Spells per Day

      1st                        +0           +0          +0        +2      Bonus spells, elemental attunement            +1 level of existing class

      2nd                       +1           +0          +0        +3      Elemental focus +1                                  +1 level of existing class

      3rd                        +1           +1          +1        +3      Elemental penetration +1                          +1 level of existing class

      4th                        +2           +1          +1        +4      Elemental attunement                               +1 level of existing class

      5th                        +2           +1          +1        +4      Elemental focus +2                                  +1 level of existing class

      6th                        +3           +2          +2        +5      Elemental penetration +2                          +1 level of existing class

      7th                        +3           +2          +2        +5      Elemental attunement                               +1 level of existing class

      8th                        +4           +2          +2        +6      Elemental focus +3                                  +1 level of existing class

      9th                        +4           +3          +3        +6      Elemental penetration +3                          +1 level of existing class

     10th                       +5           +3          +3        +7      Perfect attunement                                    _

 

 

Class Features

All the following are class features of the elemental sorcerer class.

   Weapon and Armor Proficiency: Elemental sorcerers gain no additional proficiency in any weapon or armor.

   Spells per Day: When a new elemental sorcerer level is gained (except at 10th level), the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class.  He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting.  If a character had more than one spellcasting class before becoming an elemental sorcerer, he must decide to which class she adds the new level for purposes of determining spells per day.

   Bonus Spells (Sp):  The elemental sorcerer knows one additional spell per level of access.  That spell must be from his chosen element.

   Elemental Attunement:  Beginning at 1st level, the elemental sorcerer begins to attune his body to the energies of one of the elements.  On first taking this prestige class, he chooses an element, which must be allied with a type of energy he can substitute using Energy Substitution.  Thereafter, the sorcerer is known as an Aeromancer, Geomancer, Pyromancer, or Hydromancer depending on the element chosen: air, earth, fire and water respectively.  Each element also has an opposing element and energy form, as shown below.  The elemental sorcerer cannot use Energy Substitution to insert a type of energy opposed to her chosen element.  For example, an Aeromancer can substitute electricity for another form of energy in a spell, but she is prohibited from substituting acid.

 

Opposing Element

Element     Allied Energy         and Energy

Air            Electricity               Acid, Earth

Earth         Acid                     Air, Electricity

Fire           Fire                      Cold, Water

Water         Cold                     Fire

 

At 1st level, an Aeromancer gains a +2 bonus to armor class due to agility and speed increases by 10’.  A Geomancer’s natural armor class increases by +4.  A Pyromancer gains the Touch Aflame ability (see pg111 of the Psionic’s Handbook).  A Hydromancer gains the ability to Create Water as per the spell (add levels of sorcerer and elemental sorcerer for effective caster level).  These supernatural abilities can be used at will as long as the elemental sorcerer has not cast all his spells of first level and higher for the day.

   At 4th level, the elemental sorcerer gains resistance to energy 15 corresponding to his chosen element.  This extraordinary ability is active as long as he has not cast all his spells of first level and higher for the day.

   At 7th level, the elemental sorcerer can activate this spell-like ability as a move-equivalent action.  One weapon he holds (including a stone, bullet, arrow, or bolt) is wreathed in the energy corresponding to his chosen element (Electricity for Air, Acid for Earth, Fire, or Cold for Water).  The weapon deals 1d6 points of related damage, in addition to its normal damage, and stops the round after the last activation.  A character can use this spell-like ability at will as long as he has not cast all his spells of first level and higher for the day.

   Elemental Focus (Ex):  Beginning at 2nd level, the elemental sorcerer learns to better manipulate energy allied with her chosen element.  The save DC for any spell using that type of energy increases +1.  This rises to +2 at 5th level and +3 at 8th level.  These increases are cumulative with those granted by the Spell Focus and Greater Spell Focus feats.

   Elemental Penetration (Ex):  Beginning at 3rd level, the elemental sorcerer further refines his ability to wield energy allied with his chosen element.  When he casts a spell using that type of energy, he gains +1 competence modifier on caster level checks (1d20 + caster level) to beat a creature’s spell resistance.  At 6th level, this modifier increases to +2, and at 9th level it increase to +3.  These increases are cumulative with those granted by the Spell Penetration and Greater Spell Penetration feats.

   Perfect Attunement (Su):  The elemental sorcerer gains complete immunity to nonmagical attacks/effects regarding their element.  For example, an Aeromancer cannot be hindered by wind; Hydromancers gain the ability to breathe underwater, etc.  Also, the elemental sorcerer’s resistance to energy increases to 30 (now regarding only magical attacks/effects due to nonmagical immunity).

 

The following abilities are per the corresponding spell:

Aeromancers can fly with good maneuverability at twice their movement rate.

Geomancers can Meld into Stone (and also Earth) at will for unlimited duration.

Pyromancers can Produce Flame once per minute as per the spell (add levels of sorcerer and elemental sorcerer for effective caster level).

Hydromancers gain the ability to Control Water at will for an unlimited duration as per the spell (add levels of sorcerer and elemental sorcerer for effective caster level).

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