Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
[Atlas Games' Occult Lore] Elementalist Class 3.5
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sir Elton" data-source="post: 1443397" data-attributes="member: 14486"><p>If any one remembers, I wrote a little piece for Occult Lore, adding the Elementalist Class.</p><p></p><p>Here is the 3.5 Edition version of that Class. Nitpick and Enjoy.</p><p></p><p>Elton Robb</p><p>===============================</p><p>ELEMENTALIST -- REVISED</p><p></p><p>Alignment: Any, with a slight nod toward Neutrality.</p><p>Hit Die: d4.</p><p>Class Skills</p><p>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). </p><p></p><p>Additional Class Skills by Specialization</p><p></p><p>Auramancers (Wind Mages): Balance (Dex), Escape Artist (Dex), and Tumble (Dex)</p><p>Terramancers (Earth Mages): Heal (Wis), Herbalism (Wis, see page 80 of Occult Lore), and Wilderness Lore.</p><p>Ignamancers (Flame Mages): Bluff (Cha), Diplomacy (Cha), and Intimidate (Cha).</p><p>Aquamancers (Water Mages): Climb (Str), Jump (Str), and Swim (Str)</p><p></p><p>See Chapter 4: Skills in the Player’s Handbook of the D20 Fantasy Roleplaying Game for skill descriptions.</p><p></p><p>Skill Points at 1st Level: (2 + Int modifier) x4.</p><p>Skill Points at Each Additional Level: 2 + Int modifier.</p><p></p><p></p><p>Table: The Elementalist</p><p> ——–——————— Spells per Day —–———————</p><p>Level Base Attack </p><p>Bonus Fort </p><p>Save Ref </p><p>Save Will </p><p>Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th</p><p>1st +0 +0 +0 +2 Summon elemental familiar, </p><p>Scribe Scroll 3 1 — — — — — — — —</p><p>2nd +1 +0 +0 +3 4 2 — — — — — — — —</p><p>3rd +1 +1 +1 +3 4 2 1 — — — — — — —</p><p>4th +2 +1 +1 +4 4 3 2 — — — — — — —</p><p>5th +2 +1 +1 +4 Bonus elemental feat 4 3 2 1 — — — — — —</p><p>6th +3 +2 +2 +5 4 3 3 2 — — — — — —</p><p>7th +3 +2 +2 +5 4 4 3 2 1 — — — — —</p><p>8th +4 +2 +2 +6 4 4 3 3 2 — — — — —</p><p>9th +4 +3 +3 +6 4 4 4 3 2 1 — — — —</p><p>10th +5 +3 +3 +7 Bonus elemental feat 4 4 4 3 3 2 — — — —</p><p>11th +5 +3 +3 +7 4 4 4 4 3 2 1 — — —</p><p>12th +6/+1 +4 +4 +8 4 4 4 4 3 3 2 — — —</p><p>13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 — —</p><p>14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2 — —</p><p>15th +7/+2 +5 +5 +9 Bonus elemental feat 4 4 4 4 4 4 3 2 1 —</p><p>16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2 —</p><p>17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1</p><p>18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2</p><p>19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3</p><p>20th +10/+5 +6 +6 +12 Bonus elemental feat 4 4 4 4 4 4 4 4 4 4</p><p></p><p>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.</p><p></p><p>Class Features:</p><p>All of the following are class features of the elementalist.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p></p><p>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.</p><p>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.</p><p>Scribe Scroll: At 1st level, an elementalist gains Scribe Scroll as a bonus feat. </p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p></p><p>ELEMENTAL FAMILIARS</p><p>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.</p><p></p><p>Familiar Type/Subtype</p><p>Air elemental, Small Air</p><p>Earth elemental, Small Earth</p><p>Fire elemental, Small Fire</p><p>Water elemental, Small Water</p><p></p><p>Familiar Special</p><p>Air elemental, small Master gains a +2 bonus on Dexterity Checks</p><p>Earth elemental, small Master gains a +2 bonus on Concentration Checks</p><p>Fire Elemental, small Master gains +2 Fire Resistance</p><p>Water Elemental, small Master gains a +2 bonus on Swim checks</p><p></p><p>IMPROVED FAMILIAR FOR</p><p>ELEMENTALISTS</p><p></p><p>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.</p><p></p><p>Familiar Type/Subtype Arcane Spellcaster Level</p><p>Red Dragon Hatchling1 Evil, Fire 9th</p><p>Magmin Fire 3rd</p><p>Invisible Stalker Air 7th</p><p>Earth elemental, Medium2 Earth 5th</p><p>Arrowhawk Evil, Air 3rd</p><p>Thoqqua Fire, Earth 5th</p><p>Water Mephit3 Water 3rd</p><p>1 Or other appropriate dragon hatchling.</p><p>2 Or other medium sized elemental according to Elementalist’s specialty.</p><p>3 Or other elemental mephit according to the Elementalist’s specialty.</p></blockquote><p></p>
[QUOTE="Sir Elton, post: 1443397, member: 14486"] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
[Atlas Games' Occult Lore] Elementalist Class 3.5
Top