[Atlas Games' Occult Lore] Elementalist Class 3.5

Sir Elton

First Post
If any one remembers, I wrote a little piece for Occult Lore, adding the Elementalist Class.

Here is the 3.5 Edition version of that Class. Nitpick and Enjoy.

Elton Robb
===============================
ELEMENTALIST -- REVISED

Alignment: Any, with a slight nod toward Neutrality.
Hit Die: d4.
Class Skills
The Elementalist’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Additional Class Skills by Specialization

Auramancers (Wind Mages): Balance (Dex), Escape Artist (Dex), and Tumble (Dex)
Terramancers (Earth Mages): Heal (Wis), Herbalism (Wis, see page 80 of Occult Lore), and Wilderness Lore.
Ignamancers (Flame Mages): Bluff (Cha), Diplomacy (Cha), and Intimidate (Cha).
Aquamancers (Water Mages): Climb (Str), Jump (Str), and Swim (Str)

See Chapter 4: Skills in the Player’s Handbook of the D20 Fantasy Roleplaying Game for skill descriptions.

Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.


Table: The Elementalist
——–——————— Spells per Day —–———————
Level Base Attack
Bonus Fort
Save Ref
Save Will
Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon elemental familiar,
Scribe Scroll 3 1 — — — — — — — —
2nd +1 +0 +0 +3 4 2 — — — — — — — —
3rd +1 +1 +1 +3 4 2 1 — — — — — — —
4th +2 +1 +1 +4 4 3 2 — — — — — — —
5th +2 +1 +1 +4 Bonus elemental feat 4 3 2 1 — — — — — —
6th +3 +2 +2 +5 4 3 3 2 — — — — — —
7th +3 +2 +2 +5 4 4 3 2 1 — — — — —
8th +4 +2 +2 +6 4 4 3 3 2 — — — — —
9th +4 +3 +3 +6 4 4 4 3 2 1 — — — —
10th +5 +3 +3 +7 Bonus elemental feat 4 4 4 3 3 2 — — — —
11th +5 +3 +3 +7 4 4 4 4 3 2 1 — — —
12th +6/+1 +4 +4 +8 4 4 4 4 3 3 2 — — —
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 — —
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2 — —
15th +7/+2 +5 +5 +9 Bonus elemental feat 4 4 4 4 4 4 3 2 1 —
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2 —
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bonus elemental feat 4 4 4 4 4 4 4 4 4 4

This new progression table replaces the one in Occult Lore, on page 49. This table allows you, the player; to control the development of your elementalist much like another player controls her wizard or sorcerer.

Class Features:
All of the following are class features of the elementalist.
Weapon and Armor Proficiency: Elementalists are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with an elementalist’s movements, which can cause her spells with somatic components to fail.
Spells: An elementalist casts arcane spells which are drawn from the elementalist spell list located in Atlas Games’ Occult Lore and the new spells below. An elementalist must choose and prepare her spells ahead of time (see below). Also, an elementalist “specializes” in a certain elemental school. Once chosen, this elemental specialty cannot be changed, and the elementalist can cast spells only from this element (not from others). Remember that Earth opposes Air, and Fire opposes Water.
To learn, prepare, or cast a spell, the elementalist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a elementalist’s spell is 10 + the spell level + the elementalist’s Intelligence modifier.
Like other spellcasters, a elementalist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Elementalist. In addition, she receives bonus spells per day if she has a high Intelligence score.
Unlike a bard or sorcerer, a elementalist may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the elementalist decides which spells to prepare.

Bonus Languages: An elementalist may substitute the language of her element for one of the bonus languages available to the character. So, this would be Auran for air mages, Terran for earth mages, and so on.
Familiar: An elementalist can obtain an elemental familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on elemental familiars below for details.
Scribe Scroll: At 1st level, an elementalist gains Scribe Scroll as a bonus feat.
Bonus Elemental Feats: At 5th, 10th, 15th, and 20th level, an elementalist gains a bonus feat. At each such opportunity, she can choose an elemental feat, or Spell Mastery. The elementalist must still meet all prerequisites for a bonus elemental feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The elementalist is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
Spellbooks: A elementalist must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all elementalists can prepare from memory.
An elementalist begins play with a spellbook containing all 0-level elementalist spells (except those from her prohibited schools) plus three 1st-level spells of your choice. For each point of Intelligence bonus the elementalist has, the spellbook holds one additional 1st-level spell of your choice. At each new elementalist level, she gains two new spells of any spell level or levels that she can cast (based on her new elementalist level) for her spellbook. At any time, an elementalist can also add spells found in other elementalists’ spellbooks to her own.

ELEMENTAL FAMILIARS
An Elemental Familiar is a being from one of the elemental planes that acts as the elementalist’s magical companion. The elemental familiar also grants special abilities to its elementalist master. These special abilities apply only when the master and familiar are within 1 mile of each other. Consult the table below for the benefits of an Elemental familiar.

Familiar Type/Subtype
Air elemental, Small Air
Earth elemental, Small Earth
Fire elemental, Small Fire
Water elemental, Small Water

Familiar Special
Air elemental, small Master gains a +2 bonus on Dexterity Checks
Earth elemental, small Master gains a +2 bonus on Concentration Checks
Fire Elemental, small Master gains +2 Fire Resistance
Water Elemental, small Master gains a +2 bonus on Swim checks

IMPROVED FAMILIAR FOR
ELEMENTALISTS

As time goes on, the elementalist may have to gain a new familiar in her travels. If the Elementalist gains the Improved Familiar feat, she can gain a new, more powerful familiar. A possible list is below. Your Game Master may have alternative choices or allow a new list.

Familiar Type/Subtype Arcane Spellcaster Level
Red Dragon Hatchling1 Evil, Fire 9th
Magmin Fire 3rd
Invisible Stalker Air 7th
Earth elemental, Medium2 Earth 5th
Arrowhawk Evil, Air 3rd
Thoqqua Fire, Earth 5th
Water Mephit3 Water 3rd
1 Or other appropriate dragon hatchling.
2 Or other medium sized elemental according to Elementalist’s specialty.
3 Or other elemental mephit according to the Elementalist’s specialty.
 

log in or register to remove this ad


Sir Elton,
What are the Elementalist feats? Are they the list of abilities that a 3.0 Elementalist used to get?
 


BardStephenFox said:
Sir Elton,
What are the Elementalist feats? Are they the list of abilities that a 3.0 Elementalist used to get?

Sort of. Most Elemental feats can be found in Rokugan, Magic of Rokugan, and Way of the Shugenja. The ones I was working on allowed you to have those abilities that the 3.0 Elementalist used to get.

Since AEG already produced some useful Elemental feats for Rokugan d20, there is no reason to totally reinvent the wheel.
 


Remove ads

Top