User:Eiji-kun/Atmamancer

Atmamancer
Within the heart of every living creature is the glowing embers of positive energy. It filled them and animates them, filling with vitality and warmth. Reduced, and the creature falls under the ghastly pale grasp of death. Too much, and the creature erupts into an awesome destruction born of overabundance of life. It is said the first atmamancer appeared upon a world born death, of gray mists and stone archtrees. From there, the first flame of life appeared and living creatures sprung forth. At first, the flame was difficult to control leading to the world being filled with monsters and beasts, but eventually the great master atmamancers appeared and taught the arts of what became atmamancy, the ability to summon and channel the inner flame of life found in every living soul.

Use the flame of life, but be fearful of it. So many have adored the flame and drawn too close, only to be cursed with a terrible affliction of life.

Making an Atmamancer
Abilities: Unlike most magic, atmamancy does not rely on any particular ability scores. It is inherent to all beings and based on their overall experience and power. This is good for reducing dependence on ability scores, and bad because it cannot be easily boosted in strength. This is advantageous to fighter-types who might otherwise not have any magical prowess to rely on, and good for caster-types who want to spread out and not worry about having the wrong ability scores.

Races: Any living creature.

Alignment: Any.

Starting Gold: 5d4&times;10 gp (125 gp).

Starting Age: As fighter.

{| class="zebra d20" Hit Die: d8 ! rowspan="2" | Level ! rowspan="2" | Base Attack Bonus ! colspan="3" | Saving Throws ! rowspan="2" | Special ! rowspan="2" | Attunement Slots ! rowspan="2" | Spells Known ! rowspan="2" | Atma Flame ! Fort || Ref || Will Class Skills (Skill Points::4 + Int modifier per level, &times;4 at 1st level)
 * 1st||class="left" | +0 || +2 || +0 || +2
 * class="left" | Atmamancer Flame
 * 1 || 1 || +0
 * 2nd||class="left" | +1 || +3 || +0 || +3
 * class="left" | Atmamancer Resistances
 * 2 || 2 || +1
 * 3rd||class="left" | +2 || +3 || +1 || +3
 * class="left" |
 * 2 || 3 || +1
 * 4th||class="left" | +3 || +4 || +1 || +4
 * class="left" | White Flame
 * 3 || 4 || +2
 * 5th||class="left" | +3 || +4 || +1 || +4
 * class="left" | Lay on Hands
 * 3 || 4 || +2
 * 6th||class="left" | +4 || +5 || +2 || +5
 * class="left" | Advanced Atmamancy, Corruption
 * 3 || 5 || +3
 * 7th||class="left" | +5 || +5 || +2 || +5
 * class="left" |
 * 4 || 6 || +3
 * 8th||class="left" | +6 || +6 || +2 || +6
 * class="left" |
 * 4 || 7 || +4
 * 9th||class="left" | +6 || +6 || +3 || +6
 * class="left" | Planar Adaptation
 * 4 || 7 || +4
 * 10th||class="left" | +7 || +7 || +3 || +7
 * class="left" | Inflame Atma
 * 5 || 8 || +5
 * 11th||class="left" | +8 || +7 || +3 || +7
 * class="left" |
 * 5 || 9 || +5
 * 12th||class="left" | +9 || +8 || +4 || +8
 * class="left" |
 * 5 || 10 || +6
 * 13th||class="left" | +9 || +8 || +4 || +8
 * class="left" | Planar Jaunt
 * 6 || 10 || +6
 * 14th||class="left" | +10 || +9 || +4 || +9
 * class="left" | Atmamancer Immunities
 * 6 || 11 || +7
 * 15th||class="left" | +11 || +9 || +5 || +9
 * class="left" | Duplicate Atma
 * 6 || 12 || +7
 * 16th||class="left" | +12 || +10 || +5 || +10
 * class="left" |
 * 7 || 13 || +8
 * 17th||class="left" | +12 || +10 || +5 || +10
 * class="left" | Everlife
 * 7 || 13 || +8
 * 18th||class="left" | +13 || +11 || +6 || +11
 * class="left" |
 * 7 || 14 || +9
 * 19th||class="left" | +14 || +11 || +6 || +11
 * class="left" |
 * 8 || 15 || +9
 * 20th||class="left" | +15 || +12 || +6 || +12
 * class="left" | White Sun
 * 8 || 16 || +10
 * - class="noalt"
 * colspan="42" class="skill" |
 * class="left" |
 * 7 || 13 || +8
 * 17th||class="left" | +12 || +10 || +5 || +10
 * class="left" | Everlife
 * 7 || 13 || +8
 * 18th||class="left" | +13 || +11 || +6 || +11
 * class="left" |
 * 7 || 14 || +9
 * 19th||class="left" | +14 || +11 || +6 || +11
 * class="left" |
 * 8 || 15 || +9
 * 20th||class="left" | +15 || +12 || +6 || +12
 * class="left" | White Sun
 * 8 || 16 || +10
 * - class="noalt"
 * colspan="42" class="skill" |
 * class="left" | White Sun
 * 8 || 16 || +10
 * - class="noalt"
 * colspan="42" class="skill" |

Class Features
All of the following are class features of the Atmamancer.

Weapon and Armor Proficiency: Atmamancers are proficient with all simple weapons and all martial axes, with light and medium armor, and with shields (except tower shields).

Their spells are based on no ability score, and instead gain power from the HD of the creature. This is true even if the creature has not leveled completely in atmamancer. This makes an atmamancer compatible with many classes, but those that stick with the class benefit from increased spell DCs and additional spells known. The spell DCs for atmamancer spells is 12 + 1/2 HD + atmamancy flame bonus (if any). Your caster level is equal to your character level.

Their spellcasting is neither arcane nor divine but is counted as arcane for the purpose of interacting with spells, items, and other effects as well as meeting pre-requisites. Unlike arcane spells, atmamancy spells are unaffected by arcane spell failure. An atmamancer's spells are chosen in a way similar to feats. These spells grant a number of uses per day when the spell is attuned. In effect, the atmamancer prepares a selection of spell-like abilities with per-day use. Atmamancers can choose any atmamancer spell they qualify for. They start with one spell known at 1st level, increasing in number as they level as shown on the chart. These spells are scribed into a spellbook, like a wizard. Also like a wizard, they may also purchase and scribe more atmamancy spells into their spellbook as if they were spells of an equivalent level.

Atmamancers are prepared casters; each instance of a spell they know may be placed in one of their attunement slots. An atmamancer can only attune a single copy of a spell per slot, unless they possess an extra spell known of the same spell. For example, an atmamancer may know fire orb, which has 6 uses. The atmamancer may use it 6 times before it is expended. The atmamancer must learn a second fire orb as a spell known in order to prepare fire orb twice, gaining 12 uses (and costing 2 attunement slots). Some rare and powerful atmamancy spells may take up more than one attunement slot.

Atmamancers choose their spells from the following list:

LIST OF SPELL/FEATS



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TABLE

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Epic Atmamancer
Spells: <-how this class feature increases or accumulates at epic levels->

Atmamancy Flame: <-how this class feature increases or accumulates at epic levels->

Human Atmamancer Starting Package
Weapons: Battleaxe.

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Feat: Quick Draw.

Bonus Feats: Improved Initiative.

Gear: Chain Shirt.

Gold: 15gp.

Playing an Atmamancer
Religion: Atmamancers, while not inherently a religious class, often adore the white flame of life with a religious fervor or fear. Their working of flame more resembles the adoration of nature by druids than the calculating study of wizards. If they worship a god, they often worship gods of life, fire, energy, or chaos.

Other Classes: Atmamancy is seen as a primative art, uncivilized compared to wizardry, foolish to religious classes for worshiping a nonsentient force, and lacking the rich history of the druids and subsequent respect. Perhaps with time they would be seen with the same views as one sees druids, but for now they are seen as the poor man's casting, unwilling to invest in real ultimate power.

Combat: As a straight atmamancer, you are an inherent gish. You have the armor and weapons to get into melee, and the spells to fight from afar. More importantly your connection to life helps keep you safe with abilities such as Inflame Aura and Everlife. As a dip, you augment your current style with the power of spellcasting, allowing you to expand your options.

Advancement: Classes which advance warlocks can also advance atmamancers, though some abilities may require actual spell slots and the like.

Atmamancers in the World
"They say that the great master Salamander believed mastery of atmamancy was determined by one's adoration of the white flame. Those that cast their most powerful spells often end up agreeing."

Daily Life: An atmamancer is keenly aware of the energies of life, and often spends his free time in quiet meditation on themselves and others. Only then can they become in tune with nature. Atmamancy cannot be forced or commanded, like wizardry, but instead must be released naturally in a controlled state, lest the flame snuff out or, worse, inflame the world.

Notables: The great master Salamander is said to be one of the greatest users of atmamancy, and usually associated with its more fiery aspects. However its said he met a terrible fate, and drew too close to his white flame...

Organizations: Atmamancy is young and poorly organized. Often there is a master, and an apprentice, and no more. To become a student often requires a few trials and experimentation of one's own.

NPC Reactions: An atmamancer often passes for a druid, or perhaps a sorcerer. Those that learn of their powers are often troubled that they so casually throw around the energies of life, for like an open flame these energies can quickly erupt into uncontrolled chaos.

Atmamancy Lore
Characters with ranks in Knowledge (The Planes) can research atmamancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Atmamancers in the Game
Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: Dark spirit King Jerimiah has invaded! You must defeat this yellow-clad atmamancer before he burns you alive!

EL 10: PENDING.

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