Book of Elements (3.5e Sourcebook)/Elementals with Class

=Base Classes=

=Prestige Classes=

=Racial Substitution Levels= With the Favored Class rules introduced in Races of War, having a class as Favored doesn't actually mean anything if there aren't any racial substitution levels available for it, and nearly every class in the Tome series completely lacks racial substitution levels. Even the substitution levels published by WotC for classes that are merely rewrites aren't usually good enough.

So, the way these work is simple. When you reach the indicated level in the class, you can choose to take the racial substitution level for it instead of getting the regular features for that level, as long as you are either of the race listed for it or have the class as a favored class. Humans and Half-Elves can take any racial substitution levels they want. The racial substitution level may have different hit dice, skill points, saving throws, BAB, or whatever, but unless mentioned otherwise it doesn't. After taking a substitution level, you keep taking levels in the original class normally, and can't get the feature you skipped unless it comes up at a later level or you retrain away the substitution level.

Azer Barbarian Substitution Levels
Azers are a lot like magic fire dwarves. Probably because they're magic fire dwarves. And while few of them take the Barbarian's lightly-armored mobile approach to combat, those that do find that their natural talent for being on fire makes then forbidable combatants.

 : An Azer Barbarian can fly into a firey rage at the slightest provocation. Activating a Fiery Rage behaves just like activating a normal barbarian rage, but while in a Fiery Rage the Azer gets different benefits. Once per round, he may make a melee attack as a touch attack. All physical damage that would be done by such a melee attack is instead fire damage. He gains +2 to saves and -2 to AC. Also, he gains +2 to all Grapples. While in a Fiery Rage, he gains a Heat (su) ability to do 1d6 added fire damage on all melee attacks, and 1d6 + rage dice fire damage per round while grappling, which does not stack with the natural Azer Heat. He suffers all of the same action restrictions while in a Firey Rage as a barbarian in a normal rage. This is a supernatural ability for anyone who gets it while not naturally on fire.

 : An Azer Barbarian in a rage at 7th level can choose to emit a smoke cloud, which can be either thin or thick. A smoke cloud extends in a 20' radius cylinder 20' high centered on the barbarian. If it is thin, it grants concealment against all ranged attacks that pass through the cylinder. A thick smoke cloud grants concealment to everything in it and total concealment to everything through more than 10' of smoke in it. The barbarian gains Blindsight to perceive everything in the smoke cloud. If the smoke cloud is dispersed by wind (as the Fog Cloud spell), it reforms in one round.

 : When an Azer Barbarian of 11th level reduces a creature to below 0 HP, or destroys an object of at least medium size, with a melee attack while raging, he may immediately choose to create a fire blast as a free action. This fire blast affects all creatures within a 30' burst of the dropped enemy, and inflicts 2d6 fire damage per rage die the barbarian has. No saving throw is allowed. The Azer Barbarian is also affected by this ability, but is usually immune to fire damage. After using this ability, the Azer Barbarian may jump to the edge of its area of effect as an immediate action. This does not provoke attacks of opportunity.

Mephit Genie Substitution Levels
 : A Mephit gains Fast Healing as long as it meets the conditions given for its type of Mephit in the Monster Manual. It heals one hit point per round, plus one hit point per round per two character levels above first.


 * Air:
 * Perfect Flight  Air-subtype Mephits gain Perfect maneuverability on their Fly speed.
 * Levitate : An Air or Dust Mephit can cast Levitate at will.  This works as the spell except that its duration is Concentration.
 * Chill Metal : All metal that an ice mephit touches is chilled.  This works like a Chill Metal spell, except that it affects all metal that the ice mephit touches.  Metal being continually touched by the Mephit goes from its normal temperature to cold to icy to freezing, one step per round, but once the mephit is no longer touching it it warms back up again at the same speed.


 * Earth:
 * Size Changing : As Efreet Traits
 * Break Stone : Earth Mephits' (but not Salt Mephits) attacks ignore the hardness of earth and stone, and halve that of metal.
 * Dessicate (ex): Salt Mephits destroy water with a touch (up to two gallons per round, automatically spoiling unattended nonmagical liquids containing water). If this is used on a living biological creature, it behaves as Touch of Fatigue.  Also, the salt mephit's natural weapons do 1d6 bonus dessication damage to creatures with the Water subtype.


 * Fire:
 * Shape of Flame : As a standard action at will, a Fire-subtype Mephit may turn into a mass of the elemental material it is born from (fire, steam, or magma), or back to normal.  For a Fire or Steam Mephit, this behaves like a Gaseous Form spell (turning into steam or smoke); for a Magma mephit, this behaves like the ability in the Monster Manual.


 * Water:
 * Create Water : A Water-subtype Mephit can Create Water, as the spell, at will, with a caster level equal to its Genie level.
 * Torrent : Once per minute, a Water-subtype Mephit may double its land speed and triple its swim speed for one round.  This is a free action.

=References=

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