Merlion
First Post
Ok...I like elemental magic, and the concept of an elemental mage, especially Air. The Elemental Savant is ok, but my big problem with it is that its more like an Energy Savant...most of the abilities enhance your spells of a wedded energy type...an Air Savant isnt any better at casting Fog Cloud than the next person. Nor does it allow you enhanced access to the spells of your element. Also, the whole "transformational" part doesnt really appeal much to me...getting the movement abilities is nifty, but slowing taking on the characteristics of the Elemental type isnt really what I am looking for.
So, I have attempted to do something a little different. I've started with the Air Mage, will probably slowly do the other three.
Note, that I wish opnions on wether this is balanced compared to other similiar prestige classes...I realize some people just dont like prestige classes, or think they dont come at a high enough cost, or that a theme like this needs a prestige class. Thats not what I'm interested in...I want to know if it seems balanced compared to current prestige class trends, plus any flavour suggestions. The higher levels especially I'm not sure I am happy with.
Anywho, here it goes.
Air Mage
Requirements:
Skills: Spellcraft 10 ranks, Knowledge (The Planes) 4 ranks
Language: Must speak Auran
Feat: Lightning Reflexes
Spells: Ability to cast 4th level spells. Must be able to cast Obscuring Mist, Fog Cloud and Wind Wall or have access to the Air domain.
Special: Must spend a full 24 hours on a windy mountaintop or similar locale in meditation. Then the character must make peaceful contact with an elemental or outsider of the Air subtype.
BAB, Saves and Skills as Wizard. Spellcasting: Loses caster level at 1st and 5th level.
1st level:
Air Magic(Ex): Gain access to the Air Mage spell list. Lose access to any spell dealing with earth or stone.
2nd level: Voice of the Air(Su): The Air Mage may use Whispering Wind as a spell-like ability once per day per class level
Body of Air: (Su) At 2nd level, the Air Mage gains the ability to transform into air. This functions like a gaseous form spell and may be used once per day. At 6th level, it may be used twice per day, and three times at 10th level.
3rd level: Air Power: at 3rd level the Air Mage casts all Air Mage spells, and all spells with the Air or Electricity descriptors at +1 caster level. This bonus increases to +2 at 6th level, and to +3 at 9th level.
4th level: Children of the Sky: At 4th level, the Air Mage becomes more proficient at summoning air based and flying creatures. He adds the following choices to the list of creatures he can summon with a Summon Monster spell. Additionally, any time the Air Mage summons one of these creatures or any creature of the Air subtype, he is treated as having the Augment Summoning feat. However, he may not use spells to summon or call creatures of the Earth subtype.
Summon Monster 1: Eagle (Animal)
Summon Monster 2: Small Air Elemental, Hippogriff
Summon Monster 3: Eagle, Giant, Owl, Giant
Summon Monster 4: Arrowhawk, Juvenile, Medium Air Elemental
Summon Monster 5: Arrowhawk, Adult, Griffon, Large Air Elemental
Summon Monster 6: Huge Air Elemental
Summon Monster 7: Arrowhawk, Elder, Greater Air Elemental
Summon Monster 8: Roc
Summon Monster 9: Elder Air Elemental
5th level: Gift of Flight (Su): At 5th level the Air Mage gains the power of flight. He may fly at will at his base land speed, with good maneuverability. At 7th level, his flight speed increases to double his base land speed. At 9th level, his maneuverability becomes Perfect. .
6th level: Breathless: At 6th level, the Air Mage no longer needs to breathe, making him immune to drowning, suffocation, and inhaled poisons.
10th level (Su): Call to the Winds: At 10th level, the Air Mage gains the ability to call to the air for aid. As a standard action, once per day, he may summon an Elder air elemental. The elemental has maximum hitpoints, and gains all benefits of the Children of the Sky ability. After 10 rounds, the elemental returns to its home plane.
Spell List:
Air Mage Spells
1st level:
Feather Fall
Obscuring Mist
Shocking Grasp
Whispering Wind
2nd level:
Fog Cloud
Gust of Wind
Levitate
3rd level:
Fly
Gaseous Form
Lightning Bolt
Water Breathing
Wind Wall
4th level:
Air Walk
Freedom of Movement
Solid Fog
5th level:
Cloudkill
Control Winds
Overland Flight
6th level:
Acid Fog
Chain Lightning
7th level:
Control Weather
Wind Walk
8th level:
Incendiary Cloud
Whirlwind
9th level:
Elemental Swarm (Air Only)
Storm of Vengeance
So, I have attempted to do something a little different. I've started with the Air Mage, will probably slowly do the other three.
Note, that I wish opnions on wether this is balanced compared to other similiar prestige classes...I realize some people just dont like prestige classes, or think they dont come at a high enough cost, or that a theme like this needs a prestige class. Thats not what I'm interested in...I want to know if it seems balanced compared to current prestige class trends, plus any flavour suggestions. The higher levels especially I'm not sure I am happy with.
Anywho, here it goes.
Air Mage
Requirements:
Skills: Spellcraft 10 ranks, Knowledge (The Planes) 4 ranks
Language: Must speak Auran
Feat: Lightning Reflexes
Spells: Ability to cast 4th level spells. Must be able to cast Obscuring Mist, Fog Cloud and Wind Wall or have access to the Air domain.
Special: Must spend a full 24 hours on a windy mountaintop or similar locale in meditation. Then the character must make peaceful contact with an elemental or outsider of the Air subtype.
BAB, Saves and Skills as Wizard. Spellcasting: Loses caster level at 1st and 5th level.
1st level:
Air Magic(Ex): Gain access to the Air Mage spell list. Lose access to any spell dealing with earth or stone.
2nd level: Voice of the Air(Su): The Air Mage may use Whispering Wind as a spell-like ability once per day per class level
Body of Air: (Su) At 2nd level, the Air Mage gains the ability to transform into air. This functions like a gaseous form spell and may be used once per day. At 6th level, it may be used twice per day, and three times at 10th level.
3rd level: Air Power: at 3rd level the Air Mage casts all Air Mage spells, and all spells with the Air or Electricity descriptors at +1 caster level. This bonus increases to +2 at 6th level, and to +3 at 9th level.
4th level: Children of the Sky: At 4th level, the Air Mage becomes more proficient at summoning air based and flying creatures. He adds the following choices to the list of creatures he can summon with a Summon Monster spell. Additionally, any time the Air Mage summons one of these creatures or any creature of the Air subtype, he is treated as having the Augment Summoning feat. However, he may not use spells to summon or call creatures of the Earth subtype.
Summon Monster 1: Eagle (Animal)
Summon Monster 2: Small Air Elemental, Hippogriff
Summon Monster 3: Eagle, Giant, Owl, Giant
Summon Monster 4: Arrowhawk, Juvenile, Medium Air Elemental
Summon Monster 5: Arrowhawk, Adult, Griffon, Large Air Elemental
Summon Monster 6: Huge Air Elemental
Summon Monster 7: Arrowhawk, Elder, Greater Air Elemental
Summon Monster 8: Roc
Summon Monster 9: Elder Air Elemental
5th level: Gift of Flight (Su): At 5th level the Air Mage gains the power of flight. He may fly at will at his base land speed, with good maneuverability. At 7th level, his flight speed increases to double his base land speed. At 9th level, his maneuverability becomes Perfect. .
6th level: Breathless: At 6th level, the Air Mage no longer needs to breathe, making him immune to drowning, suffocation, and inhaled poisons.
10th level (Su): Call to the Winds: At 10th level, the Air Mage gains the ability to call to the air for aid. As a standard action, once per day, he may summon an Elder air elemental. The elemental has maximum hitpoints, and gains all benefits of the Children of the Sky ability. After 10 rounds, the elemental returns to its home plane.
Spell List:
Air Mage Spells
1st level:
Feather Fall
Obscuring Mist
Shocking Grasp
Whispering Wind
2nd level:
Fog Cloud
Gust of Wind
Levitate
3rd level:
Fly
Gaseous Form
Lightning Bolt
Water Breathing
Wind Wall
4th level:
Air Walk
Freedom of Movement
Solid Fog
5th level:
Cloudkill
Control Winds
Overland Flight
6th level:
Acid Fog
Chain Lightning
7th level:
Control Weather
Wind Walk
8th level:
Incendiary Cloud
Whirlwind
9th level:
Elemental Swarm (Air Only)
Storm of Vengeance
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