Author Topic: Elemental Mages  (Read 11546 times)

Offline RobbyPants

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Elemental Mages
« on: November 12, 2013, 09:31:56 AM »
I wanted to create four elemental mage classes that would have full, spontaneous access to their (specialized) spell lists, as well as a slew of class features that would make them fun to play. The rough idea is:
  • Aeromancer - mobility, scouting, moderate blasting, moderate crowd control, moderate debuffing, minor summoning
  • Geomancer - durability, melee combat, minor/moderate blasting, moderate crowd control, mobility at higher levels, minor summoning
  • Hydromancer - healing, minor blasting, moderate crowd control, moderate debuffing, minor summoning
  • Pyromancer - good blasting, minor crowd control, moderate debuffing, minor summoning

A few notes on the current version:

I have a few blanks in the high level Aeromancer and Hydromancer class abilities. If you have any ideas, I'm open to suggestions. They weren't left blank because I wanted them to be, or anything.

Also, I'm assuming unlimited cantrips in my games. I have Ray of Frost dealing 1d6 damage + 1d6 per each additional odd level (capped at 5d6 at 9th). There are other spells that deal different types of damage. Those are listed in the new spells sections of my house rules. The idea is every class by the Geomancer gets a minor at-will blasting spell right out of the gate. The Pyromancer's Fire Bolt ability lets him use this at Medium range instead of Close range.


Edit:
I updated the spells post in my house-rules that contains the new spells described in these classes.
« Last Edit: November 13, 2013, 11:15:50 AM by RobbyPants »
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Offline RobbyPants

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Re: Elemental Mages
« Reply #1 on: November 12, 2013, 09:32:06 AM »
Aeromancer



Aeromancers are nimble mages that control the winds themselves. They are at home flying through the air, and can create tornados and powerful thunderstorms. While an aeromancer’s inclination to travel light makes her fast and agile, she is also fragile, and tends to use her mobility to stay out of harm’s reach.


The Aeromancer    Hit Die: d6
Level BAB    Fort Ref  Will  Special
             Save Save Save

______________________________________________________________________
1     +0     +0   +2   +2    Armored mage, Feather Fall, breathless
2     +1     +0   +3   +3    Wind propulsion, gentle breeze
3     +1     +1   +3   +3    Fast movement +10 ft, Evasion
4     +2     +1   +4   +4    Gust of Wind, advanced learning
5     +2     +1   +4   +4    Familiar, elemental body
6     +3     +2   +5   +5    Protective zephyr
7     +3     +2   +5   +5    Improved flight
8     +4     +2   +6   +6    Advanced learning
9     +4     +3   +6   +6    Fast movement +20 ft, Gaseous Form
10    +5     +3   +7   +7    Elemental body, enhanced electricity
11    +5     +3   +7   +7    Permanent flight
12    +6/+1  +4   +8   +8    Advanced learning, improved evasion
13    +6/+1  +4   +8   +8    Jaunt
14    +7/+2  +4   +9   +9    Stunning electricity
15    +7/+2  +5   +9   +9    Fast movement +30 ft, elemental body
16    +8/+3  +5   +10  +10   Advanced learning
17    +8/+3  +5   +10  +10   Greater evasion
18    +9/+4  +6   +11  +11   -
19    +9/+4  +6   +11  +11   -
20    +10/+5 +6   +12  +12   Advanced learning, tornado
______________________________________________________________________


Class Skills (6 + Int modifier per level, x4 at 1st level): Balance, Concentration, Craft, Escape Artist, Hide, Jump, Knowledge (arcana), Knowledge (the planes), Listen, Move Silently, Profession, Spellcraft, Spot, Tumble.

Class Features

Your class features focus on advancing your connection to the element of air.

Weapon and Armor Proficiency: Aeromancers are proficient with all simple weapons plus the rapier and bows. Aeromancers are proficient with light armor, but not with shields.

Spells: An aeromancer casts arcane spells which are drawn from the spell list below. She can cast any spell she knows without preparing it ahead of time. To cast a spell of a given level, the aeromancer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an aeromancer's spell is 10 + the spell level + the aeromancer's Charisma modifier.
  Like other spellcasters, an aeromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is identical to a sorcerer of equal level. In addition, she receives bonus spells per day if she has a high Charisma score.

Armored Mage (Ex): An aeromancer can cast arcane spells in light armor without risking arcane spell failure. This only applies to spells granted by the aeromancer class.

Feather Fall (Su): An aeromancer is continually under the effect of a Feather Fall spell. This ability may be suppressed or reactivated as a swift action at will.

Breathless (Ex): An aeromancer does not need to breathe and is unaffected by inhaled toxins and poisons.

Wind Propulsion (Su): Starting at 2nd level, the aeromancer may imbue a ranged attack with sonic energy. As a standard action, she makes a ranged attack with a ranged or thrown weapon. This attack gains a +1 competence bonus to the attack roll per two class levels, and deals an extra 1d6 points of sonic damage, plus 1d6 points per four class levels. The range increment of the attack is also increased by half its original value.

Gentle Breeze (Ex): At 2nd level, and aeromancer can shrug off the effects of strong winds. The winds do not move her, prevent her movement, or knock her prone. Her vision is also unimpeded by the strong winds and the debris that they stir.

Fast Movement (Ex): The aeromancer gains a +10 foot enhancement bonus to her base land speed at 3rd level. The bonus increases to +20 feet at 9th level and +30 feet at 15th level.

Evasion (Ex): At 2nd level and higher, an aeromancer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the aeromancer is wearing light armor or no armor. A helpless aeromancer does not gain the benefit of evasion.

Gust of Wind (Sp): An aeromancer can use Gust of Wind as a spell-like ability at will, with a caster level equal to her class level.

Advanced Learning (Ex): at 4th level, and every four levels thereafter, an aeromancer can learn a new spell, adding it permanently to her spell list. The spell must be from the Sorcerer/Wizard list with either the [air], [electricity], or [sonic] descriptor and it must be of a level the aeromancer can currently cast. Once this spell is picked, it cannot be changed. This spell is treated as an arcane spell, even if it comes from the Cleric list.

Familiar (Ex): At 5th level, the aeromancer can get a small air elemental as a familiar. The air elemental behaves as a familiar, as described under the sorcerer and wizard classes, except that it does not require gold to summon and the aeromancer loses no experience if the familiar dies or is dismissed. A new familiar can be summoned within 24 hours.

Elemental Body (Ex): At 5th level, the aeromancer’s body begins to take on the traits of an air elemental. Her appearance changes slightly (such as her hair, eyes, and skin lighten, or her hair appears to blow with no wind present), and she gains a +2 bonus on saving throws against sleep, stunning, paralysis, and poison. She also has a 25% chance to ignore a critical hit (or any effect that only affects creatures vulnerable to critical hits). This percentage chance does not stack with the Fortification ability.
  At 10th level, she gains darkvision with a range of 60 feet, her save bonus increases to +4, and her chance to ignore critical hits increases to 50%.
  At 15th level, her type changes to elemental, and she gains all the appropriate traits.

Protective Zephyr (Su): At 6th level, the aeromancer may surround herself with a torrent of winds as a swift action. Projectiles weighing less than 10 pounds that enter her square(s) suffer a 50% miss chance. This effect lasts until the beginning of her next turn.

Improved Flight (Ex): At 7th level, the maneuverability of an aeromancer’s flight (natural or magical) is improved by one category, to a maximum of perfect. In addition, she may add her Fast Movement speed bonus to her flight speed.

Gaseous Form (Sp): At 9th level, the aeromancer can use Gaseous Form as a spell-like ability at will.

Enhanced Electricity (Su): At 10th level, any creature damaged by a spell cast by the aeromancer with the [electricity] subtype is slowed for one round, unless they succeed at a Fortitude save (DC 10 + ½ the aeromancer’s class level + the aeromancer’s Cha mod). If the spell deals continual damage over multiple rounds, this only applies to the first round of the spell.

Permanent Flight (Su): At 11th level, the aeromancer gains the ability to fly at will. She may fly as though affected by the Fly spell, and this ability is affected by her Improved Flight ability as normal.

Improved Evasion (Ex): At 12th level, the aeromancer takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless aeromancer does not gain the benefit of improved evasion.

Jaunt (Su): At 13th level, the aeromancer can teleport a distance up to her base land speed plus the bonus granted by her Fast Movement ability as a move action. She must have line of effect to her destination and she can do this at will.

Stunning Electricity (Su): At 14th level, any creature damaged by a spell cast by the aeromancer with the [electricity] subtype is stunned for one round, unless they succeed at a Fortitude save (DC 10 + ½ the aeromancer’s class level + the aeromancer’s Cha mod). If the spell deals continual damage over multiple rounds, this only applies to the first round of the spell.

Greater Evasion (Ex): At 17th level, if the aeromancer is caught in the area of a spell or effect that does not specifically target her, she may, as an immediate action take a move action (presumably to leave the area of effect). If she is able to leave the area of effect, she is unaffected by it. She may use her Permanent Flight or Jaunt abilities during this action. Taking a move action this way causes the aeromancer to lose her move action on her next turn instead of her swift action.

Tornado (Su): When the aeromancer casts Control Weather, she may opt to create a tornado, regardless of the season. The tornado can be controlled by concentrating as a standard action, moving up to 250 feet per round in any direction the caster desires, although it must move in a straight line each round and cannot turn more than 45 degrees between rounds.
  The tornado appears the round in which the spell is cast within line of sight. It lasts as many rounds as the aeromancer concentrates on it.


Aeromancer Spell List

Level 0: Detect Air *, Detect Magic, Ghost Sound, Mage Hand, Message, Prestidigitation, Read Magic, Sonic Snap *, Zap *

Level 1: Create Sound A, Expeditious Retreat, Lesser Sound Orb SC, Obscuring Mist, Remove Scent SC, Sonic Blast SC

Level 2: Binding Winds SC, Cloud of Bewilderment SC, Fog Cloud, Ironthunder Horn SC, Levitate, Malevolent Miasma SC, Shatter, Sonic Weapon SC, Swift Fly SC, Whispering Wind

Level 3: Avoid Planar Effects SC, E, Call Lightning, Capricious Zephyr SC, Creaking Cacophony SC, Dispel Magic, Fly, Gaseous Form, Great Thunderclap SC, Resonating Bolt SC, Shatterfloor SC, Stinking Cloud, Summon Monster III E, Wind Wall

Level 4: Arc of Lightning SC, Defenestrating Sphere SC, Dimension Door, Eye of the Hurricane SC, Murderous Mist SC, Orb of Sound SC, Shout, Solid Fog, Summon Monster IV E, Wind at Back SC

Level 5: Aeromorph *, Cacophonic Burst SC, Cacophonic Shield SC, Call Lightning Storm, Cloudkill, Control Winds, Overland Flight, Planar Tolerance SC, E, Plane Shift E, Summon Monster V E, Telekinesis, Teleport, Wind Tunnel SC

Level 6: Acid Fog, Freezing Fog SC, Greater Dispel Magic, Summon Monster VI E, Thunder Field P2

Level 7: Control Weather, Greater Teleport, Storm Tower SC, Summon Monster VII E, Wind Walk

Level 8: Greater Plane Shift SC, E, Greater Shout, Lightning Ring SC, Summon Monster VIII E, Whirlwind

Level 9: Elemental Swarm E, Greater Whirlwind SC, Magic Miasma SC, Storm of Vengeance, Summon Monster IX E, Towering Thunderhead CM

* - New spell described here.
A – as an arcane spell. Treat as having spent a number of power points up to the caster level.
E – air creatures only, or elemental plane of air only
SC – Spell Compendium
P2 – Player’s Handbook II
« Last Edit: August 01, 2014, 07:29:51 AM by RobbyPants »
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Offline RobbyPants

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Re: Elemental Mages
« Reply #2 on: November 12, 2013, 09:32:13 AM »
Geomancer



Geomancers are tough, granite-like wizards that control the earth. They are both formidable combatants and powerful spellcasters. They can swing stone weapons with ease that others would find unwieldy. They can hurl rocks, melt metal, and summon magma to destroy their foes. With their hardened skin and resolve, they can endure almost anything.

The Geomancer    Hit Die: d8
Level BAB        Fort Ref  Will  Special
                 Save Save Save

______________________________________________________________________
1     +0         +2   +0   +2    Armored mage, natural armor +1, stonecraft
2     +1         +3   +0   +3    Damage reduction 2/adamantine, earth's embrace
3     +2         +3   +1   +3    Stone impact +1d6
4     +3         +4   +1   +4    Advanced learning, mettle
5     +3         +4   +1   +4    Natural armor +2, familiar, elemental body
6     +4         +5   +2   +5    Damage reduction 4/adamantine
7     +5         +5   +2   +5    Burrow (earth, 10ft), stone impact +2d6
8     +6/+1      +6   +2   +6    Advanced learning
9     +6/+1      +6   +3   +6    Adaptive mineral
10    +7/+2      +7   +3   +7    Natural armor +3, damage reduction 6/adamantine, elemental body
11    +8/+3      +7   +3   +7    Stone impact +3d6, Sudden Stalagmite
12    +9/+4      +8   +4   +8    Advanced learning, improved mettle
13    +9/+4      +8   +4   +8    Burrow (stone, full speed)
14    +10/+5     +9   +4   +9    Damage reduction 8/adamantine
15    +11/+6/+1  +9   +5   +9    Natural armor +4, stone impact +4d6, elemental body
16    +12/+7/+2  +10  +5   +10   Advanced learning
17    +12/+7/+2  +10  +5   +10   Earth glide
18    +13/+8/+3  +11  +6   +11   Damage reduction 10/adamantine
19    +14/+9/+4  +11  +6   +11   Stone impact +5d6
20    +15/+10/+5 +12  +6   +12   Natural armor +5, advanced learning, catastrophic earthquake
______________________________________________________________________


Class Skills (4 + Int modifier per level, x4 at 1st level): Climb, Concentration, Craft, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (the planes), Listen, Profession, Search, Spellcraft.


Class Features

Your class features focus on advancing your connection to the element of earth.

Weapon and Armor Proficiency: Geomancers are proficient with all simple weapons plus the light and heavy pick, and with all martial bludgeoning weapons. Geomancers are proficient with light and medium armor, and with shields (except tower shields).

Spells: A geomancer casts arcane spells which are drawn from the spell list below. He can cast any spell he knows without preparing it ahead of time. To cast a spell of a given level, the geomancer must have a Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a geomancer's spell is 10 + the spell level + the geomancer's Constitution modifier.
  Like other spellcasters, a geomancer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is identical to a sorcerer of equal level. In addition, he receives bonus spells per day if he has a high Constitution score.

Armored Mage (Ex): A geomancer can cast arcane spells in light or medium armor and shields (except tower shields) without risking arcane spell failure. This only applies to spells granted by the geomancer class.

Natural Armor (Ex): The geomancer’s skin begins to toughen, granting him a +1 natural armor bonus to his armor class. If he already has a natural armor bonus, it increases by the same amount. The natural armor bonus increases by +1 every five levels, to a maximum of +5 at 20th level.

Stonecraft (Ex): The geomancer gains a +4 competence bonus on all Appraise and Craft checks involving stone (including precious stones) and metal. In addition, he is treated as having the Trapfinding ability or a rogue for purposes of finding traps made of stone, or set inside of stone (including stone doors, chests, floors, and other such objects). He may use Knowledge(dungeoneering) in place of Disable Device to remove such traps.

Damage Reduction (Ex): Starting at 2nd level, the geomancer gains damage reduction overcome by adamantine weapons. At second level, he gains DR 2/adamantine. This damage reduction improves by two points each four levels thereafter, to a maximum of DR 10/adamantine at 18th level.

Earth's Embrace (Ex): A 2nd level geomancer does not need to breath if he is under dirt, mud, clay, stone, or any other form of earth. This does not allow him to breath under water, although if he were to dig into the mud under the water, he would again be able to breathe.

Stone Impact (Ex): At 3rd level, the geomancer is able to inflict extra damage when wielding melee weapons primarily composed of stone, using a sling (with stones), or otherwise throwing a stone. Each successful attack deals an additional 1d6 points of damage. This damage increases by 1d6 every four levels thereafter. This extra damage is not multiplied on a critical hit.

Advanced Learning (Ex): at 4th level, and every four levels thereafter, a geomancer can learn a new spell, adding it permanently to his spell list. The spell must be from the Sorcerer/Wizard list with either the [acid] or [earth] descriptor and it must be of a level the geomancer can currently cast. Once this spell is picked, it cannot be changed. This spell is treated as an arcane spell, even if it comes from the Cleric list.

Mettle (Ex): At 4th level, any time the geomancer makes a Fortitude save or Will save that has partial effects on a successful save, he suffers no effects if he makes his saving throw.

Familiar (Ex): At 5th level, the geomancer can get a small earth elemental as a familiar. The earth elemental behaves as a familiar, as described under the sorcerer and wizard classes, except that it does not require gold to summon and the geomancer loses no experience if the familiar dies or is dismissed. A new familiar can be summoned within 24 hours.

Elemental Body (Ex): At 5th level, the geomancer’s body begins to take on the traits of an earth elemental. His appearance changes slightly (such as his eyes taking on a jeweled appearance or his skin turning brown or grey), and he gains a +2 bonus on saving throws against sleep, stunning, paralysis, and poison. He also has a 25% chance to ignore a critical hit (or any effect that only affects creatures vulnerable to critical hits). This percentage chance does not stack with the Fortification ability.
  At 10th level, he gains darkvision with a range of 60 feet, his save bonus increases to +4, and his chance to ignore critical hits increases to 50%.
  At 15th level, his type changes to elemental, and he gains all the appropriate traits.

Burrow (Ex): At 7th level, the geomancer can burrow through soft earth at a speed of ten feet per round. At 13th level, the geomancer can burrow at his base land speed, and he can burrow though stone, as well.

Adaptive Mineral (Ex): At 9th level, a geomancer may treat any weapon primarily made of stone that he wields as silver, cold iron, and adamantine for purposes of overcoming damage reduction or regeneration.

Sudden Stalagmite (Sp): At 11th level, the geomancer can cast Sudden Stalagmite (See the Spell Compendium) as a spell-like ability, at will. The DC is Constitution-based.

Improved Mettle (Ex): At 12th level, any time the geomancer makes a Fortitude save or Will save that has partial effects on a successful save, he suffers the partial effects if he fails his saving throw. This stacks with Mettle.

Earth Glide (Ex): At 17th level, the geomancer can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. His burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A Move Earth spell cast on an area containing a burrowing geomancer flings him back 30 feet, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save.

Catastrophic Earthquake (Su): At 20th level, when a geomancer casts Earthquake, he may target any area with which he has line of sight and my increase the radius up to one mile.


Geomancer Spell List

Level 0: Detect Earth *, Detect Magic, Mending, Prestidigitation, Read Magic, Resistance, Virtue

Level 1: Fist of Stone SC, Foundation of Stone SC, Hail of Stone SC, Ironguts SC, Magic Stone, Sandblast SC

Level 2: Bear’s Endurance, Bull’s Strength, Chill Metal, Earthbind SC, Earthfast SC, Earthen Grace SC, Earthen Grasp SC, Earth Lock SC, Heat Metal, Protection from Arrows, Soften Earth and Stone

Level 3: Avoid Planar Effects SC, E, Bands of Steel SC, Dispel Magic, Earthbolt CA, Eradicate Earth SC, Giant’s Wrath SC, Meld into Stone, Shatterfloor SC, Spike Growth, Stone Shape, Summon Monster III E, Tremorsense SC

Level 4: Metal Melt SC, Stoneskin, Stone Sphere SC, Sudden Stalagmite SC, Summon Monster IV E, Wall of Sand SC

Level 5: Earth Reaver SC, Geomorph *, Indomitablity SC, Lesser Ironguard SC, Passwall, Planar Tolerance SC,E, Plane Shift E, Summon Monster V E, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone, Xorn Movement SC

Level 6: Flesh to Stone, Genjump SC, Greater Dispel Magic, Move Earth, Stone Body SC, Stone Tell, Stone to Flesh, Summon Monster VI E, Tunnel Swallow SC, Wall of Gears SC, Wall of Iron

Level 7: Glass Strike SC, Greater Stone Shape SC, Ironguard SC, Statue, Summon Monster VII E, Wrack Earth P2

Level 8: Bombardment SC, Deadly Lahar CM, Earthquake, Excavate SC, Greater Plane Shift SC, E, Iron Body, Repel Metal or Stone, Summon Monster VIII E

Level 9: Cast in Stone SC, Elemental Swarm E, Imprisonment, Summon Monster IX E, Transmute Rock to Lava SC, Undermaster SC

* - New spell described here.
A – as an arcane spell. Treat as having spent a number of power points up to the caster level.
E – earth creatures only, or elemental plane of earth only
SC – Spell Compendium
CA – Complete Arcane
P2 – Player’s Handbook II
« Last Edit: November 16, 2013, 07:23:12 AM by RobbyPants »
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Re: Elemental Mages
« Reply #3 on: November 12, 2013, 09:32:21 AM »
Hydromancer



Hydromancers embody the juxtaposition of water’s ability to give life and to destroy. They can create and shape water at will, utilize its healing properties, and weaponize it in the form of ice and acid.

The Hydromancer    Hit Die: d8
Level BAB    Fort Ref  Will  Special
             Save Save Save

______________________________________________________________________
1     +0     +2   +0   +2    Armored mage, aquatic, Water Jet
2     +1     +3   +0   +3    Water walk, quench
3     +1     +3   +1   +3    Water of Vitality
4     +2     +4   +1   +4    Advanced learning
5     +2     +4   +1   +4    Familiar, elemental body
6     +3     +5   +2   +5    Protective bubble
7     +3     +5   +2   +5    Water resilience, steadfast swimmer
8     +4     +6   +2   +6    Advanced learning, water column
9     +4     +6   +3   +6    Numbing cold
10    +5     +7   +3   +7    Elemental body
11    +5     +7   +3   +7    Noxious acid
12    +6/+1  +8   +4   +8    Advanced learning
13    +6/+1  +8   +4   +8    Control Water
14    +7/+2  +9   +4   +9    Greater create water
15    +7/+2  +9   +5   +9    Elemental body
16    +8/+3  +10  +5   +10   Advanced learning
17    +8/+3  +10  +5   +10   Greater Control Water
18    +9/+4  +11  +6   +11   Deadly water column
19    +9/+4  +11  +6   +11   -
20    +10/+5 +12  +6   +12   Advanced learning, tsunami ring
______________________________________________________________________


Class Skills (4 + Int modifier per level, x4 at 1st level): Concentration, Craft, Heal, Knowledge (arcana), Knowledge (nature), Knowledge (the planes), Listen, Profession, Spellcraft, Survival, Swim.

Class Features

Your class features focus on advancing your connection to the element of water.

Weapon and Armor Proficiency: Hydromancers are proficient with all simple weapons plus the trident, hand crossbow, repeating crossbow, and net. Hydromancers are proficient with light armor, but not with shields.

Spells: A hydromancer casts arcane spells which are drawn from the spell list below. He can cast any spell he knows without preparing it ahead of time. To cast a spell of a given level, the hydromancer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hydromancer's spell is 10 + the spell level + the hydromancer's Charisma modifier.
  Like other spellcasters, a hydromancer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is identical to a sorcerer of equal level. In addition, he receives bonus spells per day if he has a high Charisma score.

Armored Mage (Ex): A hydromancer can cast arcane spells in light armor without risking arcane spell failure. This only applies to spells granted by the hydromancer class.

Aquatic (Ex): The hydromancer gains the aquatic subtype, but is also amphibious, able to breathe both above and below water. He gains a swim speed equal to his base land speed and may take 10 on swim checks even when distracted. He may use the run action or charge while swimming so long as it is in a straight line.

Water Jet (Sp): The hydromancer can use the Water Jet spell (new spell, see below) as a spell-like ability at will.

Water Walk (Ex): A hydromancer can walk on liquid surfaces as easily as he can walk on land, although he must move at least ten feet each round or sink into the liquid. The hydromancer cannot move faster than his base land speed while using this ability, although he may take a double move action. The hydromancer can pull himself out from the liquid to on top of the surface as a move action.

Quench (Su): A hydromancer never needs to risk catching on fire. Any mundane or magical effect which would catch him on fire automatically fails and has no effect. This ability has no effect on fires that deal damage regardless of catching the hydromancer on fire, such as a Fireball, a Flaming weapon, or standing in flames.

Water of Vitality (Su): At 3rd level, the hydromancer’s natural healing increases to a rapid pace so long as he is hydrated. If he is below half his maximum hit points and is properly hydrated (has had enough water to drink for the day, if applicable), he gains fast healing equal to half his class level.
  If he stands at least waist-deep in water, he gains the same fast healing, regardless of whether or not he is below half his maximum hit points.

Advanced Learning (Ex): at 4th level, and every four levels thereafter, a hydromancer can learn a new spell, adding it permanently to his spell list. The spell must be from the Sorcerer/Wizard list with either the [acid], [cold] or [water] descriptor and it must be of a level the hydromancer can currently cast. Once this spell is picked, it cannot be changed. This spell is treated as an arcane spell, even if it comes from the Cleric list.

Familiar (Ex): At 5th level, the hydromancer can get a small water elemental as a familiar. The water elemental behaves as a familiar, as described under the sorcerer and wizard classes, except that it does not require gold to summon and the hydromancer loses no experience if the familiar dies or is dismissed. A new familiar can be summoned within 24 hours.

Elemental Body (Ex): At 5th level, the hydromancer’s body begins to take on the traits of a water elemental. His appearance changes slightly (such as his hair, eyes, or skin turn blue or green, or his skin becomes cool to the touch), and he gains a +2 bonus on saving throws against sleep, stunning, paralysis, and poison. He also has a 25% chance to ignore a critical hit (or any effect that only affects creatures vulnerable to critical hits). This percentage chance does not stack with the Fortification ability.
  At 10th level, he gains darkvision with a range of 60 feet, his save bonus increases to +4, and his chance to ignore critical hits increases to 50%.
  At 15th level, his type changes to elemental, and he gains all the appropriate traits.

Protective Bubble (Su): At 6th level, the hydromancer may encase himself with a thick layer of water as a swift action. Projectiles weighing less than 10 pounds that enter his square(s) suffer a 20% miss chance, and he gains fire resistance equal to double his class level. This effect lasts until the beginning of his next turn.

Water resilience (Ex): At 7th level, the hydromancer becomes increasingly resilient to different forms of water. He gains acid and cold resistance equal to his class level. He is also able to walk across ice at full speed without having to make balance checks.

Steadfast Swimmer (Ex): A 7th level hydromancer is not affected by currents in the water or waves unless he wants to be. For example, he would take damage from or be moved by a water elemental’s Vortex ability or the Tsunami spell. He may opt to move with the wave or current and not take any damage, as well.

Water Column (Su): At 8th level the hydromancer can create a column of water capable of supporting his weight. Creating the column takes a standard action, and the water fills the hydromancer’s square(s). The column can be anywhere from five feet tall to five feet per class level. Each turn, the hydromancer may direct the column along the ground at a speed equal to his base land speed as a move action. The column may also form from and travel over top of water. As part of this movement, he may raise or lower the height of the column to any point within the column’s height limitations.
  Anyone caught inside the column is considered entangled, cannot breath (unless they can breath in water), and may try to move through the water, including swimming vertically, with a Swim check (DC 20). If the hydromancer moves his column over a creature, they may attempt to get out of the way with a Reflex save (DC 10 + ½ the hydromancer’s class level + the hydromancer’s Charisma modifier). On a successful save, they may move to an unoccupied adjacent square.
  Projectiles weighing less than 10 pounds that enter the column suffer a 50% miss chance. Ranged weapons may not be fired or thrown from inside the column with the exception of mechanical weapon that do not rely on the user's strength, such as crossbows.
  The hydromancer may dismiss the water column as a free action. When dismissing it, the water column lowers quickly, and vanishes, safely lowering him to the ground.

Numbing Cold (Su): At 9th level, anyone who takes cold damage from a spell cast or effect created by the hydromancer must succeed on a Fortitude save (DC 10 + ½ the hydromancer’s class level + the hydromancer’s Charisma modifier) or become fatigued for one round.

Noxious Acid (Su): At 11th level, anyone who takes acid damage from a spell cast or effect created by the hydromancer must succeed on a Fortitude save (DC 10 + ½ the hydromancer’s class level + the hydromancer’s Charisma modifier) or be nauseated for one round. On a successful save, the creature is sickened for one round instead.

Control Water (Sp): At 13th level, the hydromancer can use Control Water as a spell-like ability at will.

Greater Create Water (Su): At 14th level, the hydromancer can create a five-foot cube of water (roughly 935 gallons) per round at will, as a standard action. This water can be created anywhere within Close range (5 feet + 5 feet / 2 class levels).

Greater Control Water (Su): At 16th level, when the hydromancer uses his Control Water ability, he may affect an area of up to a 100 foot radius. He may opt to raise or lower any 10x10 foot square he wishes in this area, although a raised area and a lowered area must be separated by at least a 10x10 foot area that is left at its original height.

Deadly Water Column (Su): At 18th level, the hydromancer may opt to create a water column out of acid or freezing water. This ability functions exactly like his Water Column ability, except each round, the column deals 6d6 points of acid or cold damage (chosen at the time the column is created) to anyone who comes into contact with it. Anyone who makes their Reflex save to avoid the column takes no damage. The hydromancer takes no damage from his own water column. This is considered an [acid] or [cold] effect, depending on the type of damage the hydromancer chooses.

Tsunami Ring (Su): At 20th level, when a hydromancer casts Tsunami, he may opt to have the spell spread out in a ring, creating a wave that spreads per the spell’s description in all directions, growing 60 feet per round each direction for the spell’s duration. If the tsunami encounters an obstacle tall enough to block it and deals enough damage to destroy the obstacle, it travels past it. If it does not destroy the object, it deals damage to it each round of the duration due to the water pressure. The area inside the ring fills 10 feet deep of water as the wave passes. Once the spell’s duration is over, the water disperses as allowed by the surrounding area.


Hydromancer Spell List

Level 0: Acid Splash, Create Water, Detect Magic, Detect Poison, Detect Water *, Prestidigitation, Purify Food and Drink, Ray of Frost, Read Magic

Level 1: Animate Water SC, Ice Dagger SC, Ice Patch *, Lesser Orb of Acid SC, Lesser Vigor SC, Obscuring Mist, Snowshoes SC, Water Jet *, Wings of the Sea SC, Winter Chill SC

Level 2: Creeping Cold SC, Fog Cloud, Frost Breath SC, Ice Knife SC, Inky Cloud SC, Lesser Restoration, Melf’s Acid Arrow, Swim SC, Winter’s Embrace SC

Level 3: Avoid Planar Effects SC, E, Dehydrate SC, Dispel Magic, Icelance SC, Remove Blindness/Deafness, Remove Curse, Remove Disease, Rust Ray SC, Sink SC, Sleet Storm, Summon Monster III E, Vigor SC, Water Breathing

Level 4: Blight, Eye of the Hurricane SC, Greater Creeping Cold SC, Ice Storm, Mass Swim SC, Orb of Acid SC, Raise from the Deep SC, Restoration, Rusting Grasp, Solid Fog, Summon Monster IV E, Wall of Ice, Wall of Water SC

Level 5: Acid Sheath SC, Cloak of the Sea SC, Cone of Cold, Fireward SC, Greater Vigor SC, Hydromorph *, Ice Flowers SC, Panacea SC, Planar Tolerance SC,E, Plane Shift E, Revivify SC, Summon Monster V E, Swap Stride SC

Level 6: Acid Fog, Control Water, Drown SC, Extract Water Elemental SC, Freezing Sphere, Greater Dispel Magic, Summon Monster VI E, Tidal Surge SC

Level 7: Blood to Water SC, Greater Restoration, Ice Claw SC, Regenerate, Resurrection, Submerge Ship SC, Summon Monster VII E, Swamp Lung SC, Waterspout SC

Level 8: Field of Icy Razors SC, Greater Plane Shift SC, E, Horrid Wilting, Maelstrom SC, Polar Ray, Red Tide SC, Summon Monster VIII E

Level 9: Elemental Swarm E, Mass Drown SC, Obedient Avalanche SC, Storm of Vengeance, Summon Monster IX E, True Resurrection, Tsunami SC

* - New spell described here.
A – as an arcane spell. Treat as having spent a number of power points up to the caster level.
E – water creatures only, or elemental plane of water only
SC – Spell Compendium
« Last Edit: November 13, 2013, 11:19:22 AM by RobbyPants »
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Offline RobbyPants

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Re: Elemental Mages
« Reply #4 on: November 12, 2013, 09:32:29 AM »
Pyromancer



Passionate and terrifying, pyromancers wield the raw power of fire. Pyromancers are not just fire mages: they’re true lords of flame. A pyromancer’s mastery of fire allows her to pierce the toughest resistances, while leaving her unscathed by the flame’s cruel touch. While learning to bend fire to her will, the pyromancer also learns to harness similar aspects of the fire, such as smoke, heat, and ash. She destroys her foes while walking on wisps of smoke, hurling bolts of fire from above, raining burning ash, and creating clouds of toxic smoke. Few dare stand up to her.

The Pyromancer    Hit Die: d6
Level BAB    Fort Ref  Will  Special
             Save Save Save

______________________________________________________________________
1     +0     +0   +2   +2    Armored mage, resist fire, fire bolt
2     +1     +0   +3   +3    Smoke, breathe smoke
3     +1     +1   +3   +3    Pierce resistance
4     +2     +1   +4   +4    Advanced learning, smoke walk
5     +2     +1   +4   +4    Familiar, elemental body
6     +3     +2   +5   +5    Cold spot
7     +3     +2   +5   +5    Lingering flames
8     +4     +2   +6   +6    Advanced learning, widen spell
9     +4     +3   +6   +6    Thick smoke
10    +5     +3   +7   +7    Resist fire (immune), elemental body
11    +5     +3   +7   +7    Rise of the Phoenix
12    +6/+1  +4   +8   +8    Advanced learning
13    +6/+1  +4   +8   +8    Cloud of smoke
14    +7/+2  +4   +9   +9    Improved widen
15    +7/+2  +5   +9   +9    Pierce resistance (immune), elemental body
16    +8/+3  +5   +10  +10   Advanced learning
17    +8/+3  +5   +10  +10   Incendiary smoke
18    +9/+4  +6   +11  +11   Greater widen
19    +9/+4  +6   +11  +11   Volcano
20    +10/+5 +6   +12  +12   Advanced learning, inferno
______________________________________________________________________


Class Skills (4 + Int modifier per level, x4 at 1st level): Balance, Concentration, Craft, Intimidate, Jump, Knowledge (arcana), Knowledge (the planes), Perform, Profession, Spellcraft, Tumble.

Class Features

Your class features focus on advancing your connection to the element of fire.

Weapon and Armor Proficiency: Pyromancers are proficient with all simple weapons plus the scimitar and falchion. Pyromancers are proficient with light armor, but not with shields.

Spells: A pyromancer casts arcane spells which are drawn from the spell list below. She can cast any spell she knows without preparing it ahead of time. To cast a spell of a given level, the pyromancer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a pyromancer's spell is 10 + the spell level + the pyromancer's Charisma modifier.
  Like other spellcasters, a pyromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is identical to a sorcerer of equal level. In addition, she receives bonus spells per day if she has a high Charisma score.

Armored Mage (Ex): A pyromancer can cast arcane spells in light armor without risking arcane spell failure. This only applies to spells granted by the pyromancer class.

Fire Bolt (Sp): When a pyromancer casts Finger of Fire, the range is increased to Medium (100 feet + 10 feet / level).

Resist Fire (Ex): A pyromancer has an innate ability to resist fire. She gains two points of fire resistance per class level. At 10th level, she gains fire immunity.

Smoke (Su): At 2nd level, a pyromancer can create a cloud of smoke in a 5-foot square anytime she casts a spell with the fire descriptor. This cloud of smoke can occupy any square in the spell’s area (if any) or the square of the target.
This smoke lasts for one round and obscures vision. Anyone attacking into or from within the smoke has 20% concealment. In addition, anyone in or passing through the smoke must succeed a Fortitude save (DC 10 + ½ the pyromancer class level + the pyromancer’s Charisma modifier) or be sickened for one round.

Breathe Smoke (Ex): The pyromancer is immune to any negative effects caused by smoke, mundane or magical. She may also see clearly though smoke and is not affected by concealment caused by it.

Pierce Resistance (Su): As a pyromancer gains power, she is able to create fire so hot as to bypass the resistance of other creatures and objects. At 3rd level, a pyromancer can ignore a number of points of fire resistance and hardness equal to her class level. Also, any fire damage she deals to an object does not deal half damage as normal. So a 5th level pyromancer would treat fire resistance 10 as 5, and would ignore fire resistance 5 or lower completely.
  At 15th level, the pyromancer may treat any creature with fire immunity as having fire resistance of 25 instead. This combines with the pyromancer’s ability to lower fire resistance, so a 15th level pyromancer would ultimately treat fire immunity as fire resistance 10.
  This ability does not affect the pyromancer’s own fire resistance or the immunity of her familiar or summoned elementals.

Advanced Learning (Ex): at 4th level, and every four levels thereafter, a pyromancer can learn a new spell, adding it permanently to her spell list. The spell must be from the Cleric or Sorcerer/Wizard list with either the [fire] or [light] descriptor and it must be of a level the pyromancer can currently cast. Once this spell is picked, it cannot be changed. This spell is treated as an arcane spell, even if it comes from the Cleric list.

Smoke Walk (Su): At 4th level, the pyromancer can walk through any area containing smoke as if affected by an Air Walk spell. This includes any natural smoke, any created by her class features, or her spells. The smoke must be thick enough to be visible, and not just fumes. If the smoke is dispersed while she is walking up it, she falls.
  The pyromancer may also slow her fall when falling through any smoke-filled area as if affected by the Feather Fall spell.

Familiar (Ex): At 5th level, the pyromancer can get a small fire elemental as a familiar. The fire elemental behaves as a familiar, as described under the sorcerer and wizard classes, except that it does not require gold to summon and the pyromancer loses no experience if the familiar dies or is dismissed. A new familiar can be summoned within 24 hours.

Elemental Body (Ex): At 5th level, the pyromancer’s body begins to take on the traits of a fire elemental. Her appearance changes slightly (such as her hair or eyes turn yellow, orange, or red, or her skin becomes warm to the touch), and she gains a +2 bonus on saving throws against sleep, stunning, paralysis, and poison. She also has a 25% chance to ignore a critical hit (or any effect that only affects creatures vulnerable to critical hits). This percentage chance does not stack with the Fortification ability.
  At 10th level, she gains darkvision with a range of 60 feet, her save bonus increases to +4, and her chance to ignore critical hits increases to 50%.
  At 15th level, her type changes to elemental, and she gains all the appropriate traits.

Cold Spot (Su): At 6th level, any time the pyromancer casts a spell with the [fire] descriptor that affects an area, she may opt to exclude any squares she wants from the area of effect.

Lingering Flames (Su): At 7th level, any time the pyromancer casts a spell with the [fire] descriptor and an instantaneous duration, she may concentrate to keep the spell active. On the round after she casts the spell, the pyromancer may spend a standard action to concentrate on the spell, and it is effectively cast a second time without expending an additional spell slot. The spell must target the same area or target, otherwise the attempt fails.
She may continue to activate this ability each round thereafter, and may use it a number of rounds on any given spell equal to one third her class level. So a 7th level pyromancer could concentrate on continuing the spell for two rounds, and she could concentrate for three rounds at 9th level.
This ability follows the normal rules for concentrating on a spell if the pyromancer is damaged during this time.

Widen Spell (Ex): At 8th level, any time the pyromancer casts a spell with the [fire] descriptor, she may opt to apply the Widen Spell metamagic feat to it, without raising the spell’s level. She does not need to have the Widen Spell feat to use this ability.

Thick Smoke (Su): This ability functions exactly as the Smoke ability, except that the cloud of smoke grants full concealment (50%), and if the target fails their Fortitude save, they are nauseated. The target is sickened even on a successful save.

Rise of the Phoenix (Su): When the pyromancer has reached 11th level, once per day, if she is killed, she immolates herself and rises anew from the ashes. The moment the pyromancer is killed, she, and all of her possessions are consumed in fire and reduced to ash. Anyone in her space takes 1d6 points of fire damage per class level, and anyone adjacent takes half this amount. A successful Reflex save (DC 10 + ½ the pyromancer class level + the pyromancer’s Charisma modifier) halves the damage. Spell resistance does not apply to this damage.
  Two rounds later, the pyromancer rises from the ashes in the same location, with all of the gear she had at the moment of her death. Her current hit points are raised to one half her maximum hit points, and any negative status effects, poisons, or diseases are removed. If her space is occupied, she raises in the nearest unoccupied space.
This ability functions once per day, and always works the first time the pyromancer is killed in any day, without any conscious effort on her part. This ability does not work if her body is wholly destroyed.

Cloud of Smoke (Su): At 13th level, the pyromancer may fill the entire area of a spell she casts with the fire descriptor with smoke. This smoke is treated either as the Smoke ability or Thick Smoke ability (chosen at the time the spell is cast), and lasts a number of rounds equal to her class level.

Improved Widen (Ex): At 14th level, when the pyromancer uses her Widen Spell ability, she may opt to increase each measurement of the spell’s area by 200%.

Incendiary Smoke (Su): This ability functions exactly like Cloud of Smoke, and in addition, the smoke deals 4d6 points of fire damage to anyone inside. This damage is dealt when the spell is cast and at the beginning of the pyromancer’s turn. A creature that passes through the smoke and doesn’t begin or end their turn in the area also takes 4d6 points of fire damage.

Greater Widen (Ex): At 18th level, when the pyromancer uses her Widen Spell ability, she may opt to increase each measurement of the spell’s area by 300%.

Volcano (Su): When you cast Deadly Lahar, you may opt to create a small volcano anywhere within Long range (400 feet + 40 feet / level) instead. The volcano creates lava in an area with a 10 foot radius, five feet high. Each round you concentrate (up to a number of rounds equal to your class level), the radius increases by 10 feet. Anyone caught in the area or that moves into the area is affected per the Deadly Lahar spell. The rounds of the slowing effect overlap and do not stack.

Inferno (Su): As a standard action, the pyromancer may ignite any and all squares within 100 yards of herself, dealing 1d6 fire damage. This damage ignites combustible materials. Each round she concentrates, the damage increases by 1d6, to a maximum equal to her class level. Creatures in the affected area may make a Reflex save each round (DC 10 + ½ the pyromancer’s class level + the pyromancer’s Charisma modifier) for half damage.
  At her option, the pyromancer may fill any affected areas with smoke per her Smoke or Thick Smoke abilities.


Pyromancer Spell List

Level 0: Dancing Lights, Detect Fire *, Detect Magic, Finger of Fire *, Flare, Light, Prestidigitation, Read Magic

Level 1: Animate Fire SC, Burning Hands, Control Flames A, Endure Elements, Faerie Fire, Lesser Orb of Fire SC, Produce Flame, Raging Flame SC, Slow Burn SC, Smoke Ladder CA, Wall of Smoke SC

Level 2: Combust SC, Continual Flame, Fireburst SC, Fire Trap, Flaming Sphere, Flashburst SC, Heat Metal, Pyrotechnics, Scorching Ray

Level 3: Avoid Planar Effects SC, E, Daylight, Dispel Magic, Energy Retort A,E, Fireball, Firesight *, Fire Wings SC, Flame Arrow, Stinking Cloud (sm), Summon Monster III E

Level 4: Blast of Flame SC, Fire Shield (Warm Shield), Fire Stride SC, Flame Strike, Flame Whips SC, Orb of Fire SC, Summon Monster IV E, Wall of Fire

Level 5: Cloudkill (sm), Fiery Discorporation A, Firebrant SC, Greater Firebusrt SC, Mass Fire Shield (Warm Shield) SC, Permanency, Planar Tolerance SC,E, Plane Shift E, Pyromorph *, Summon Monster V E

Level 6: Fire Seeds, Fire Spiders SC, Greater Dispel Magic, Summon Monster VI E, Transport via Fire *

Level 7: Delayed Blast Fireball, Fire Storm, Summon Monster VII E

Level 8: Deadly Lahar CM, Greater Plane Shift SC, E, Incendiary Cloud (sm), Summon Monster VIII E

Level 9: Elemental Swarm E, Internal Fire CA, Summon Monster IX E

* - New spell described here.
A – as an arcane spell. Treat as having spent a number of power points up to the caster level.
E– fire energy type only, fire creatures only, or elemental plane of air only
SC – Spell Compendium
CA – Complete Arcane
CM – Complete Mage
(sm)– This counts as a smoke effect for purposes of class abilities

« Last Edit: April 16, 2015, 02:10:25 PM by RobbyPants »
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Re: Elemental Mages
« Reply #5 on: November 14, 2013, 02:29:24 PM »
So, any feedback one way or the other? Right now, my biggest (and probably ironically most petty) concern is filling the dead levels on the aeromancer and hydromancer. I'll try and see if I can think up some ideas (I'm currently working on two druids), but I'm open to suggestions.

Other than that, does anything jump out at you as crazy, or stupidly weak? I wanted to keep the geomancer from being too MAD, so I made his casting stat Con instead of Cha. I'm hoping he will tank well, but won't completely outclass a melee character in the first ten levels or so (it's kind of hard after that point).

I'm thinking the capstones are all applicable, but realize they will likely never see play in a real game. They were all actually more intended for NPC use, as they could all be large-scale, plot-altering devices so far as affecting the lives of the normal townsfolk in the area. I'm sure they could come in handy on any random adventure, too. The biggest thing is I don't want to write waste-of-space abilities, and I'd like to give something out at 20th level other than a snarky, Tome-esque "at 20th level the ___mancer wins D&D". :p
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Offline bhu

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Re: Elemental Mages
« Reply #6 on: November 15, 2013, 11:42:01 PM »
I'll see if I can think of some abilities to suggest.  This week coming is super bad for me so be sure to remind me if I havent posted in a few days.

Offline Garryl

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Re: Elemental Mages
« Reply #7 on: November 16, 2013, 01:27:37 AM »
Geomancer's DR says that it starts at both 1st and 2nd level.

Offline RobbyPants

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Re: Elemental Mages
« Reply #8 on: November 16, 2013, 07:23:27 AM »
Geomancer's DR says that it starts at both 1st and 2nd level.
Thanks. Fixed.
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