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D&D 3E/3.5 [Complete Arcane] Elemental Savant 3.5

andargor

Rule Lawyer Groupie
Supporter
For those out there that are elementally inclined, here are the major changes to the Elemental Savant:

By 10th level you gain:

  • +2 Energy Focus (old elemental focus)
  • +4 Energy Penetration (old elemental penetration)
  • The elemental type, except that now you can be raised or resurrected normally.
  • Resistance to energy, Immunity to sleep, paralysis and poison is gained on the way to 10th, but becomes moot with the elemental type.

By 10th level you lose:

  • 2 spellcasting levels (up from 1 spellcasting level from T&B)
  • One feat (debatable, Energy Substitution)
  • Energy Specialty (the old elemental transition, except that now, all your energy spells are of your chosen type, no choice. E.g.: Acid Arrow is actually Fire Arrow if you are Fire).

All in all, a reduction in power. Another thing that is disappointing is that Complete Arcane does not provide an Epic progression for the PrC. The transformational prestige class article in the revised Epic Insights compilation contains a 3.5 Elemental Savant epic progression, but this doesn't jive at all with Complete Arcane. Hopefully, a web enhancement will fix this.

Andargor
 
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Elementalism

You know, personally I've never been satisfied with the forms of elementalism that have appeared in the various books/articles.

I dont believe that any true elementalist would conform to any single element. After all, its ALL the elements that drive the multi-universe isnt it?

Specialization in only a single element seems to be only learning part of the whole and that intself seems like a unlikely area of study (the same could be said for specialization of any kind).

Personally, I have worked out a class of elementalist that isnt specific. It also is a class based on a powerful familiar (and useful in combat if you invest in some feats to do so).

Maybe I'm alone in this, but I feel a all-around understanding of the elements is the only way to true understanding of the under pinnings of the universe (and the only true magic IMHO).
 

nix4 said:
Maybe I'm alone in this, but I feel a all-around understanding of the elements is the only way to true understanding of the under pinnings of the universe (and the only true magic IMHO).
I agree with you, but that would be more difficult to write up and balance. Maybe getting an improvement to all your elemental spells while gaining all other spells one level later? I don't know how that would play out, but it would be nice to play someone good with all the elements.

Favoring one element does have some background though. Gandalf was known for fire and not for water, earth, or air.
 

At high level, an Evoker/Archmage with Mastery of Elements would probably be as close as you can get to a character good with all elements.

Andargor
 

nix4 said:
You know, personally I've never been satisfied with the forms of elementalism that have appeared in the various books/articles.

I dont believe that any true elementalist would conform to any single element. After all, its ALL the elements that drive the multi-universe isnt it?

Specialization in only a single element seems to be only learning part of the whole and that intself seems like a unlikely area of study (the same could be said for specialization of any kind).

[playing the devil's advocate]:
Then again, you could say that the elements tend to favor the four personality types. A person with one personality type empathizes with a specific element...

[now running from said devil...]

nix4, Have you checked then "Elementalist" book form MGP (part of the encyclopedia Arcana series, I think...)? The abilities aren't locked to a specific or new class. Any arcane caster can use the abilities, provided that they are willing to sacrifice xp to learn each 'circle' or level of knowledge (there were 5). Each school of thought gives it own benefits, including an extra spell per day (which has to be from your chosen elements circles), and access to some spells usually concidered divine. 5th circle elementalists start getting into the philisophical ideals behind the elements (change and emotion for fire, healing and life for water, etc)

The elementalist may also sacrifice prepared spells or spontaneous spells slots, which are converted to elemental energy. The energy can then be used to create elemental effects (the tables listed in the book are vague, giving creative licens eto the character). The higher your mastery (the more circles you know), the more enery you can use at one time.

Also, the elementalist is not limited to one school. They may take three, but must choose a preferred element. They cannot gain circles of knowledge in the element opposed to their preferred element. Their prefered element must always be at the highest level (so a 5th circle Fire Elementalist could learn Wind and Earth circles, but only up to the 4th circle)

If your looking for a character that may use elements equally, this may help. You could rule that there are no opposing elements, but you cannot learn a higher circle in an element until you have learned the lower circle for all 4 elements (ie: you can't learn 2nd circle knowledge in any one element until you have learned 1st circle knowledge in all four elements). This may seem overly powerful, but this method is also very costly when you concider the xp sacrificed.
 
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