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Air elementalitst
“For air its power and speed shale save me from you.”
--Air elementalitst to an earth elementalist
Some people see air as the best element. They are often conjurers, since that school has the greatest number of fog, cloud, and gas spells. They commonly where light blue robes, speak as thou their voice are on the wind. Of the types of magical energy, air elementalists relate most strongly to cold.
Hit Die: d4
Requirements
To qualify to become an air elementalitst, a character must fulfill all the following criteria.
Skills: Knowledge (the plains) 8 ranks, Knowledge (arcana) 8 ranks, Spellcraft 8 ranks.
Feats: Improved Initiative, Lightning Reflexes, Skill Focus (Knowledge (the plains)).
Language: Auran
Spellcasting: Ability to cast 3rd-level arcane or divine spells.
Special: The air elementalist must have made prior peaceful contact with an elemental or with an outsider having the elemental subtype (Air).
Class Skills
The air elementalist’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft.
Skill Points at Each Level: 2 + Int modifier.
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per day/Spells known
1st +0 +0 +2 +0 Fast movement +1 level of existing class
2nd +1 +0 +3 +0 Elemental focus +1
3rd +1 +1 +3 +1 Resistance 5 +1 level of existing class
4th +2 +1 +4 +1 Faster Initiative +1
5th +2 +1 +4 +1 Elemental focus +2 +1 level of existing class
6th +3 +2 +5 +2 Faster Initiative +2, Resistance 10
7th +3 +2 +5 +2 Cold casting +1d6 +1 level of existing class
8th +4 +2 +6 +2 Elemental focus +3, Faster Initiative +3
9th +4 +3 +6 +3 Resistance 15, Cold casting +2d6 +1 level of existing class
10th +5 +3 +7 +3 Faster Initiative +4, One with the element
Class Features
All the following are class features of the air elementalitst.
Weapon and Armor Proficiency: Air elementalitst gain no additional proficiency in any weapon or armor.
Spells per day/Spells known: When an air elementalist gains a level (1st, 3rd, 5th, 7th, and 9th), the character gains new spells per day and spells known as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of the 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 then one spellcasting class before becoming an air elementalist, she must decide to which class she adds the new level for purposes of determining spells per day and spells known.
Fast Movement (Ex): The air elementalist has a speed faster than the norm for her race by +10 feet when wearing no armor (and not carrying a heavy load). This movement stacks with the movement from other places.
Elemental Focus (Ex): Beginning at 2nd level, the air elementalist learns to better manipulate energy allied with her chosen element. The save DC for any spells using that type of energy increases +1. This rises to +2 as 5th level and +3 at 8th level. These increases are cumulative with those granted by the Spell Focus and Greater Spell Focus feats.
Resistance (Ex): As the air elementalist gains levels in this prestige class, she becomes more resistant to the type of energy allied with her chosen element: At 3rd level, she gains resistance 5 against this energy form. This rises to 10 at 6th level, resistance 15 at 9th level.
Faster Initiative (Su): As the power of air increases in the air elementalist it begins to make him react faster than she normally would thus giving her a +1 at 4th level this ability stacks with and other so long as there not the same name. This increases to +2 at 6th, +3 at 8th, and +4 at 10th level.
Cold Casting (Su): All the spell the air elementalist cast with the cold descriptor have there damage increase by 1d6 divide as needed. This damage increases to +2d6 at 9th level.
One with the element: She is forevermore treated as an outsider (extraplanar creature) rather than as a humanoid.
What do you think.
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