Book of Elements (3.5e Sourcebook)/Elementals with Class
- 1 Base Classes
- 1.1 Alchemist
- 1.2 Elementalist
- 1.3 Shadowcaster
- 1.4 Snowsoul
- 1.5 Windseeker
- 1.6 Elemental Brute
- 1.7 Elemental Weird
- 1.8 Genie
- 2 Prestige Classes
- 2.1 Shadowdancer
- 2.2 Soulseared
- 2.3 Elemental Champion
- 2.4 Planar Oracle
- 2.5 Primordial Thief
- 2.6 Flesh Alchemist
- 2.7 Worldsmith
- 2.8 Planecrosser
- 3 Racial Substitution Levels
- 4 References
|“|| "Sorry. Here, take this potion with every meal, three times daily, and you should be back to your normal self in no time."
Alchemists use magic by mixing rare and magical components. They make potions, oils, grenades, and all manner of other items, providing invaluable services to other adventurers. When drawn to adventure, they apply their unique talents, a combination of esoteric knowledge of magical components and a strong throwing arm, to solve problems, whether with subtle poisons or with a loud bang.
Making an Alchemist
As an Alchemist, your niche is as a supporting magic user. You also have the ability to throw large amounts of alchemical substances at people to damage them, but your primary tool are your spell bombs and resins.
A Note on Skills: Alchemy is listed as a class skill for Alchemists. With a class focused on alchemy, folding it into Craft is a bad idea, especially with Craft reduced to one skill. Also, the abilities it had to identify things in 3.0 come back online. Identifying a magic liquid, such as a potion, takes an hour and a DC 20 Alchemy check, and costs 1 gp for reagents. There is no possibility to misidentify it. Adepts, Wizards, Sorcerers, Beguilers, Dread Necromancers, Summoners, Fire Mages, Snowsouls, and Windseekers all have Alchemy as a class skill. This series will also eventually split Trapping off from Craft.
Races and People: Alchemists arise in practically any race that commonly produces its own goods, and even a few that don't. Alchemists generally live outside of the societies that support them, or in less dense societies, though, due to the dangers of alchemy. A good many Alchemists are gnomes, due to the race's natural talent. Goblins also take naturally to Alchemy and so produce a disproportionate number of Alchemists, and many orc tribes have an Alchemist member, never fully accepted but always needed.
Game Rule Information
All of the following are class features of the Alchemist.
Weapon and Armor Proficiency: An Alchemist is proficient with all simple weapons and light armor.
Spells: Alchemists choose their spells from the following list:
0th— Arcane Mark, Light, Mending, Resistance, Touch of Fatigue
1st— Alarm, Bless Water, Cure Light Wounds, Curse Water, Endure Elements, Enlarge Person, Grease, Inflict Light Wounds, Jump, Magic Weapon, Reduce Person, True Strike
2nd— Arcane Lock, Bear's Endurance, Blindness/Deafness, Bull's Strength, Cat's Grace, Continual Flame, Cure Moderate Wounds, Darkvision, Eagle's Splendor, False Life, Find Traps, Fox's Cunning, Human Form, Inflict Moderate Wounds, Invisibility, Lesser Restoration, Levitate, Make Whole, Owl's Wisdom, Resist Energy, See Invisibility, Spider Climb
3rd— Blink, Cure Serious Wounds, Dispel Magic, Explosive Runes, Fireball, Fly, Gaseous Form, Greater Magic Weapon, Haste, Inflict Serious Wounds, Keen Edge, Lycanthropy, Neutralize Poison, Poison, Protection from Energy, Rage, Remove Curse, Remove Disease, Slow, Suggestion, Water Breathing
4th— Bestow Curse, Cure Critical Wounds, Death Ward, Dimensional Anchor, Fire Shield, Fire Trap, Freedom of Movement, Greater Invisibility, Inflict Critical Wounds, Monstrous Form, Polymorph Self, Restoration, Stoneskin
5th— Animal Growth, Break Enchantment, Passwall, Polymorph Other, Raise Dead, Spell Resistance, Transmute Mud to Rock, Transmute Rock to Mud
6th— Animate Objects, Disintegrate, Fiend Form, Flesh to Stone, Greater Dispel Magic, Harm, Heal, Stone to Flesh
7th— Dragon Form, Ethereal Jaunt, Finger of Death, Regenerate, Sequester, Wind Walk
8th— Binding, Clone, Dimensional Lock, Iron Body, Polymorph any Object, Protection from Spells, Temporal Stasis
Unstable Potion (su): Given an hour, an Alchemist may brew two Unstable Potions. This works exactly like brewing a normal potion, except that an unstable potion can only be successfully used by the Alchemist, loses its effectiveness after 24 hours, and it can be created out of scavenged materials for free, except for spell component costs. These potions don't count against the eight magic item limit.
Brew Potion: an Alchemist recieves Brew Potion as a bonus feat.
Alchemical Practice (ex): An Alchemist gains 4 ranks in Alchemy at 1st level, plus one more rank per class level, in addition to his skill points listed above. If this would put him over his maximum number of ranks for his level, any excess skill points are refunded to be put into other skills. When crafting alchemical items, progress is in gold pieces per day.
Spell List: An Alchemist has access to a spell list. He can cast any spell on his spell list at will, but only to satisfy prerequisites while crafting items that aren't scrolls and to qualify for prestige classes. An Alchemist has a caster level equal to his class level, and has access to all spell levels up to half of his class level, rounded up.
Alchemist's Secret: At 2nd level, and again at 4th, 9th, and 11th levels, an alchemist learns the secret to binding a set of spells alchemically, adding a group of spells to his spell list. See the Secret List.
In order to use secrets, the alchemist must keep notes and have access to them. These notes are typically about one page per class level per secret (they may be kept separately or together). Unlike a spellbook, an alchemist's notes can be written on normal paper in normal ink, and can be copied freely by any who understand them. If an alchemist loses his notes, he can re-create them with a day's research work per secret.
Understanding another alchemist's notes requires successful skill checks on at least two of the following skills: Alchemy, Decipher Script, Knowledge (Arcana), and Spellcraft, against DC 20 + the level that the alchemist whose notes are being read had when he last had those notes. If he fails, the alchemist must gain a level before trying again. Once this is done, the alchemist using the notes gains a +2 competence bonus to saves against the writer's alchemical items and spells per secret taken. This bonus lasts one week, and can be regained by reviewing the stolen notes for one hour/secret (no skill check); it does not apply if the writer is at least four levels higher than he was when he wrote the stolen notes.
Additionally, an alchemist can use another's notes (if understood) to create potions. The alchemist using the other's notes may craft as though he knew most of the spells that those Secrets granted to the other alchemist, to a limit of his own level. If the note writer is higher level than the alchemist using the notes, then the notes may be used to grant every spell except for the highest-level spell in that secret that the note-user would have access to. If the note writer is lower-level, then it grants access to every spell in that secret that the writer had access to, except for those of the highest level among them.
Alchemist's Tricks: At 2nd level, an Alchemist learns to create two new varieties of spell-storing item:
Bomb: A Bomb is a flask of liquid that contains a spell effect with at least close range. The spell must have an area or an effect, not a target. Preparing and throwing the bomb is a standard action, like using a potion; it is a grenadelike weapon with a range increment of 10 feet. The spell takes effect as though the thrower cast it, targeted where it lands. A spell with a target line allowing more than one target within a certain distance of eachother can also be made into a bomb. In that case, all targets must be within half of the target-to-target distance of where the Bomb breaks, but the Alchemist can still pick targets separately of throwing the Bomb. A Bomb of up to a 3rd-level spell is priced as a potion.
Weapon Resin: A Weapon Resin is a vial of liquid that can be applied to any melee weapon, manufactured or natural, including thrown weapons. It contains a spell with a range of Touch or greater. When it is applied, the spell charge becomes held by the creature or weapon it is applied to; it may be delivered with a melee touch attack or a melee attack, as normal.
Bombs and Resins follow all the same rules for crafting as Potions do, including prerequisites, time and cost to create, etc.
The Alchemist may brew Bombs and Weapon Resins as his Unstable Potions. When he uses Bombs and Weapon Resins (regardless of their manufacture), they use his intelligence, not the minimum, to set their save DC.
For Personal Use: At 3rd level, an Alchemist can create a limited number of potions, bombs, and weapon resins for personal use. Such items can be crafted from common materials for no cost (except for spell components, if any). He may have up to three such items at any one time, and none may contain spells of his highest available spell level. Only he may use these items; they do not work in the hands of any other. A full set of these items can be crafted in eight hours, only two of which require active work (one hour each at the beginning and end), so they can be worked on, left to sit overnight, and finished. He may craft two additional such items of any spell level available to him, but if he does so, for each one that exists, he can craft one fewer Unstable Potion. These potions don't count against the eight magic item limit. Unstable Potions can be crafted at the same time as items made For Personal Use.
Laboratory Testing: Once per day, an Alchemist of at least 3rd level can cast Identify as a spell-like ability, at a caster level equal to his class level. This requires the normal casting time and access to an alchemical lab as a focus.
Superior Alchemy (ex): When an Alchemist of at least 4th level uses an alchemical item that he made as a grenadelike weapon, he inflicts bonus damage as listed on the table above. Additionally, he may craft one additional potion, resin, or bomb per day (above the normal one allowed by the Brew Potion feat) per bonus die. This has all of the other normal costs.
Alchemic Aura: An Alchemist of 5th level or higher can share the effects of potions with multiple targets. When he does so, he may designate the spell's additional targets (he must always be targeted). The potion must contain a spell that has multiple targets in the first place for him to use this ability on it, and he is constrained by the same targeting limitations as the spell. If the potion is Unstable or made For Personal Use, it doesn't count against anyone's eight item limit.
Oils and Elixirs: An Alchemist of 6th level gains a limited form of the Craft Wondrous Item feat. He may single-use liquid wondrous items as though he had the Craft Wondrous Item feat (he must meet all other prerequisites). Such items include all Elixirs, Sovereign Glue, and Universal Solvent
Crafting Prodigy: An Alchemist of 7th level can brew Potions, Bombs, and Weapon Resins of spells higher than 3rd level (continuing the standard potion pricing scheme). Their components may not be purchased for gold or created with Wish, although they may be purchased for very weak souls, very small amounts of Concentration or Hope, or in large quantities for Raw Chaos. Otherwise they follow standard pricing. Such items may be crafted For Personal Use or made unstable, in which case their parts are free.
Philosopher's Stone: At 8th level, the Alchemist discovers the secret of the Philosopher's Stone. Once he has created the stone (which takes a day and access to alchemical supplies, but has no associated cost), he no longer suffers penalties for aging (bonuses still accrue), will never die of old age, and may use the stone to to convert lead into gold, worth up to 10 gp times the cube of the Alchemist's caster level as a full day's work. A Philosopher's Stone is nonfunctional in any hands other than those of an Alchemist of at least 8th level. However, stones have been known to, when stolen by a character of at least 7th level, transmute that character into an 8th-level Alchemist using the level gain and/or rebuild rules.
Intent to Distribute: An Alchemist of 10th level can, as an immediate action, allow any one other creature within 30' that can see him and understand his instructions to use items that he has created For Personal Use for one round.
Eternal Memory: An Alchemist of 11th level may use the spells from his secrets, except for those from the highest two available spell levels, without notes. He may also reconstruct his notes for all secrets without laboratory experimentation given a day.
Transmute Universe (sp): An Alchemist of 12th level or higher may use his philosopher's stone to transmute the universe, casting Wish. This is useable once per day, and he may not transmute lead into gold on the same day. Any wish must be paid for, and, of the free wishes, he may only emulate spells, wish for power, or wish for transport.
|“||Feel the wrath of the natural order you have angered!||”|
Elementalists are spellcasters with access to the powers of all the elements. It works out pretty well for them.
Making an Elementalist
Alignment: An prospective Elementalist must be of a neutral alignment (N, NG, NE, LN, or CN) in order to learn the secrets of Elementalism. Once a character already has at least one level of Elementalist, nothing prevents her from changing alignment.
Races: Every race has elementalists, but races that have more draconic heritage mixed in have decidedly more elementalists. Dwarves have a natural affinity for stone and often choose the route of the Elementalist. Kobolds are naturally inclined towards elementalism and only jealous guarding of the secrets of elementalism by the more powerful races keeps them from having more.
Starting Gold: 4d4x10 gp (100 gold)
Hit Die: d6
Game Rule Information
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+0||+2||Armored Casting, Create Water||5||3||—||—||—||—||—||—||—||—|
|5th||+2||+1||+1||+4||Elemental Familiar, Advanced Learning||6||6||4||—||—||—||—||—||—||—|
|7th||+3||+2||+2||+5||Resistance to Energy: 5, Advanced Learning||6||6||6||4||—||—||—||—||—||—|
|9th||+4||+3||+3||+6||Create Fire, Advanced Learning||6||6||6||6||4||—||—||—||—||—|
|11th||+5||+3||+3||+7||Elemental Traits, Advanced Learning||6||6||6||6||6||4||—||—||—||—|
|13th||+6||+4||+4||+8||Resistance to Energy: 10, Advanced Learning||6||6||6||6||6||6||4||—||—||—|
|15th||+7||+5||+5||+9||Advanced Learning, Summon||6||6||6||6||6||6||6||4||—||—|
|16th||+8||+5||+5||+10||Elemental Wildshape 1/day||6||6||6||6||6||6||6||5||3||—|
|17th||+8||+5||+5||+10||Create Earth, Advanced Learning||6||6||6||6||6||6||6||6||4||—|
|18th||+9||+6||+6||+11||Elemental Wildshape 2/day||6||6||6||6||6||6||6||6||5||3|
|19th||+9||+6||+6||+11||Resistance to Energy: 15, Advanced Learning||6||6||6||6||6||6||6||6||6||4|
|20th||+10||+6||+6||+12||Elemental Wildshape 3/day||6||6||6||6||6||6||6||6||6||6|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Elementalist.
Weapon and Armor Proficiency: Elementalists are proficient with all simple weapons, as well as the scimitar, the battle axe, the trident, the pick (heavy and light), and the longbow (including composite longbows). Elementalists are proficient with light armor but not with shields of any kind.
Spells: The Elementalist is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. An Elementalist casts spells from the Elementalist Spell List (below). An Elementalist automatically knows every spell on her spell list. She can cast any spell she knows without preparing it ahead of time, provided that a spell slot of an appropriate level is still available.
1st—Air Breathing, Discern Portal Destination, Entangle, Gust of Wind, Lesser Fire Breath, Obscuring Mist, Pass Without Trace, Predict Stability, Produce Flame, Speak With Plants, Stone Shatter, Summon Elemental I, Wall of Smoke, Water Breathing
2nd—Binding Winds, Command Plants, Creeping Cold, Earth Lock, Earthen Grace, Fog Cloud, Heat Metal, Protection From Arrows, Soften Earth and Stone, Summon Elemental II, Wall of Sand, Warp Wood, Wood Shape
Armored Casting: An Elementalist casts arcane spells, but she is not affected by the arcane spell failure of any armor or shield she is proficient with. This ability only applies to her Elementalist spells; if she is able to cast any other arcane spells, they are affected by arcane spell failure normally.
Elemental Survival (Ex): An Elementalist of 2nd level or higher survives in elemental planes as easily as on the prime. Whenever on any elemental, paraelemental, or energy plane, she is able to ignore any harmful elemental and energy traits and moves through any of these planes without impediment. Specifically, she gains additional move speeds equal to her base land speed: fly on the Plane of Air (good maneuverability), burrow on the Plane of Earth, and swim on the Plane of water. The Positive Energy Plane never gives her temporary hit points, and elemental and energy traits that would do her damage instead don't.
Advanced Learning: At 3rd level and every two levels afterwards, the Elementalist may permanently add one spell to her spell list. This spell must be of a level she can already cast, and may not be of the Illusion or Necromancy school. Only spells from the Druid, Sorcerer/Wizard or Wu Jen spell list may be added in this way.
Elemental Familiar: At 5th level, an Elementalist can acquire a familiar in the same manner as a Sorcerer. Unlike a Sorcerer, the Elementalist has only 5 choices for her familiar:
Resistance to Energy (Ex): At 7th level, an Elementalist has accumulated an inherent resilience in the face of all manners of elemental adversity. She has an Energy Resistance of 5 against any form of energy damage she is exposed to. At 13th level, this general resistance increases to 10 points. At 19th level, the resistance increases to 15.
Create Fire (Su): At 9th level, an Elementalist can set a creature or object on fire at will as a standard action. The target must be within short range, and suffers 2d6 of fire damage every round until the fire is extinguished. A victim can attempt to extinguish itself as a full-round action by making a Reflex Save (DC 15). The flames, once begun, are non-magical.
Timelessness: At 10th level, an Elementalist is infused with the uncompromising nature of the raw elements themselves. She stops aging and never dies of old age.
Elemental Traits: At 11th level, an Elementalist attunes herself to a specific element, becoming in some way like the element of her choice:
Create Wood (Su): At 14th level, an Elementalist can create a full sized tree as a standard action, as if using a Quaal's Feather Token (Tree). This is an at-will ability.
Summon (Sp): At 15th level, an Elementalist can attempt to summon creatures from the elemental planes. Summoning another creature of the same character level has a 40% chance of success, and summoning a creature of a lower level increases the chances of success by 10% for every level the summoner's level exceeds the CR of the target
Elemental Wildshape (Su): At 16th level, the Elementalist can actually become an Elemental in a manner simply to wildshape. Once per day, an Elementalist can assume an Alternate Form of an Air Elemental, an Earth Elemental, a Fire Elemental, a Water Elemental, or a Wood Elemental as a standard action. The alternate form may be dismissed at will, but otherwise persists for 24 hours. Only True Elemental forms may be assumed, and the forms in question must be smaller than Greater (Small to Huge Size is acceptable). Every 2 levels, the Elemental Wildshape may be activated an extra time each day.
Alright, the Shadowcaster. The Shadowcaster suffers from a lot of things, which is sad because it's a really cool concept. Multiple attribute dependency, lack of endurance (seriously, at best, it has two powers that are at all equivalent to level-appropriate spells, which it can use once per day each), and a lack of actual understanding as to what it's actually supposed to do are its worst problems. Fixing the last requires a complete rewrite, which can also fix the first two, so that's what I'm going to do here. The Shadowcaster is supposed to be a stealthy mage who is also the primary user of Shadow Magic. That means that they can sneak around and that they have magical abilities that make them good at everything Shadow Magic is supposed to be good at. Shadow Magic already, before the Tome of Magic, included creating quasi-real illusions and darkness effects, and was described in the Tome of Magic as being good at manipulations of other magic. So that's what the Shadowcaster will be good at, making them a kind of magic ninja with the option of taking powerful antimagic powers.
Shadowcasters enslave their shadow and force it to work for them. They are also able to turn others' shadows against them through their mysteries, and wield formidable magical powers. However, their endurance with their mysteries, their most powerful magic, is harshly limited.
Playing a Shadowcaster
Shadowcasters have a variety of powers, but have to play subtle to make best use of them. They have an advantage over other mages of being able to use their spells from hiding without giving away their position, and their magic allows them to hide in ways that others can't. They also have cool vision powers. This gives them a great deal of versatility as a scout.
Abilities: The highest level Mystery a shadowcaster can learn is based on her Intelligence, and the save DCs of her Mysteries are based on Intelligence. Dexterity helps, too, as Shadowcasters often need to be stealthy and engage in close combat.
Alignment: Shadowcasters come in all alignments. More align themselves with the Plane of Shadow than any other plane, although most are scattered across the Great Wheel.
Races: Shadowcasters come from all races. Shadow Genasi produce a substantial contingent, as do Gnomes, due to their affinity for illusion, and, naturally, Humans, on account their curiousity and greed for power. Goblins, Drow, and Tieflings also frequently become Shadowcasters, due to their affinities for darkness. Most Shadow Magic organizations accept all races, and many Shadowcasters live in areas where being a Shadowcaster is illegal.
Starting Gold: 4d4×10 gp (100 gp).
All of the following are class features of the Shadowcaster class. Anything that asks for a nonspecific shadow does not refer to her own shadow. Nothing in this class refers to the Shadow monster.
Weapon and Armor Proficiency: Shadowcasters are proficient with all simple weapons and with light armor. They are also proficient with their Shadow Weaponry (see below). They are not proficient with any kind of shield. Nothing bad happens to them if they use any of these save that arcane spell failure applied to their mysteries with Somatic components.
Mysteries: A shadowcaster casts Shadow Magic mysteries, chosen from the Mysteries List. A shadowcaster learns one new mystery per class level, of a level up to half their Shadowcaster level, rounded up. Mysteries are spell-like abilities that, unlike other spell-like abilities, have somatic components. If the Shadowcaster is touching her shadow, then she can force her shadow to make the somatic components for her; otherwise, she suffers from arcane spell failure chance if wearing armor.
Each mystery of her highest two levels of available mysteries is usable once per day unless otherwise noted. Each lower level mystery can be recharged. A shadowcaster of at least 11th level may use Lesser mysteries as supernatural abilities at will, and a Shadowcaster of at least 17th level can use Greater mysteries as supernatural abilities at will. When used as supernatural abilities, mysteries lack somatic components. If a mystery can be recharged, it can be used once, and then used again provided that in between the uses the shadowcaster spends at least one consecutive minute not using any mysteries.
When the shadowcaster has her shadow make the somatic components of a mystery, others who aren't specifically looking for it but are aware of and paying some attention to her (being in combat against her is enough) can notice that she's moving differently from her shadow with a DC 15 Spot check. Those watching her directly need only make a DC 10 Spot check, as does anyone who makes a Spellcraft check to identify the Mystery being cast.
Mysteries are grouped into Paths. Every time a Shadowcaster completes a path, she learns a new manipulation of her Shadow Magic. Select a Metamagic feat. She may apply that Metamagic Feat to any applicable Mystery as she casts it. Each such ability can be used a number of times per day dependent on the number of Paths she has completed and the number of levels the metamagic feat would normally add:
Essentials (Sp): All shadowcasters know a number of essential mysteries that form the basics of their craft. All essentials can be used as supernatural abilities at will:
Gaze into Shadow (Su): All shadowcasters have low-light vision due to long hours of practice in the shadows. If they have low-light vision from another source, they can add another increment to the range of light. For example, an elven shadowcaster would be able to see 60' in torchlight as though it was brightly illuminated.
Shadow Weaponry (Su): A shadowcaster can force her shadow to form certain kinds of weaponry for them out of other shadows. Doing so requires that she be in contact with her shadow, and that there be other shadows within five feet per level. At 1st level, she can create arrows that can only maintain their substance briefly. Creating such an arrow is part of the action of attacking with it; these arrows neither need nor benefit from any kind of bow or other launcher, although they do require a free hand. They require a ranged touch attack to hit, and inflict 2d4 damage with a x3 critical multiplier. They may inflict either lethal or nonlethal damage, at the shadowcaster's option. She can make multiple attacks per round with these arrows as a Full Attack action, if her base attack bonus allows it or she conjures them from both hands.
At 4th level, she may conjure a sword as a swift action. This sword hits with a touch attack, deals 1d6 damage for a medium shadowcaster, and has a critical threat range of 18-20/x2. It has an enhancement bonus to attack and damage rolls of 1/3 of the shadowcaster's character level. She may only conjure one sword at a time, and it disintegrates instantly on leaving her hand.
At 8th level, she may conjure two swords as a single action. She still may not have more than two swords at a time. When fighting with these two swords or with her Shadow Arrows, she need take only a -2 penalty to allow her a full series of off-hand attacks and off-hand attacks of opportunity, the latter with the swords only.
At 12th level, all of the shadowcaster's shadow weapons ignore damage reduction as though they were made of any special material of the shadowcaster's choice. The special material they are made of is chosen when the weapon is created, or can be changed as a swift action.
At 16th level, all of the shadowcaster's shadow weapons gain a single moderate quality (see the Book of Gears) of her choice when she creates them. She may choose between Frost, Lifestealing, Sharpness, and Wounding. Different weapons can be created with different properties.
Scavenging Shade (Ex): A shadowcaster of second level or higher can send her shadow to gather food and water for her from the Plane of Shadow, reducing her needs. She need only eat one meal per week, and may drink a tenth what she normally must.
Evasion: A shadowcaster of 3rd level or higher gains evasion, as the rogue ability of the same name.
Shadowsight (Su): A shadowcaster of 3rd level or higher can see clearly through shadows. She can treat any area of shadowy illumination (even those that she can only count as shadowy due to her low-light vision) as fully illuminated. Also, her Gaze into Shadow ability becomes Extraodinary instead of Supernatural.
Attach Shadow (Su): As a swift action, a shadowcaster touching her shadow may attach it at the point of contact (usually her feet). Such a shadow remains stuck to her even if there is no directional light to cast it or no surface to cast it on.
Stomach of Shadow (Ex): A shadowcaster of 5th level or higher can sustain herself off the shadows within her body. She no longer need eat or drink, and a single hour of sleep provides her with the benefits of a full night's rest, although she still needs to not adventure for eight hours to recover her mysteries.
Also, her bodily fluids become inky. Her blood, sweat, saliva, and similar fluids are usable as black ink. At her option when releasing the ink, it may glow as bright as a candle in any sufficiently ominous color when in darkness. Sweat, saliva, tears, and similar fluids are water-soluble. The ink in her blood, however, is not.
Umbral Eye (Su): A shadowcaster of 6th level or higher can see in any kind of darkness, even magical darkness, out to a range of sixty feet.
At 11th level, this ability improves to be usable at will and allow movement at doubled speed. It also allows her to choose to arrive anywhere outdoors on the material plane, with perfect accuracy, when she exits the shadow plane. Finally, she may cast a version of Dimension Door that passes through the shadow plane, at will.
Shadow Blood (Ex): A shadowcaster of 9th level or higher needs not sleep and is immune to poisons and diseases that don't specifically target shadow creatures. She also has a reduced need for breath, and can hold her breath for a minute per point of constitution.
Revealing Shadows (Su): A shadowcaster of 9th level or higher can see invisible creatures as though she benefitted from a permanent See Invisibility spell. Also, her Shadowsight ability becomes Extraordinary.
Eternal Shade (Ex): A Shadowcaster of 10th level forever remains, as she is then, a immense shadow of her former self. She stops aging and will no longer die when she reaches her maximum age.
Penumbral Soul (Ex): Whenever a shadowcaster of 11th level or higher is not on the Plane of Shadow or a plane coexistent to it, a demiplane almost exactly like border shadow exists coexistent to her out to a radius of 10' per class level. The plane's traits are the same as those of the Plane of Shadow, except that it inherits the elemental and energy traits, and adds the magic traits, of the plane the Shadowcaster is on. This demiplane connects to Deep Shadow the same way as Border Shadow does and can be accessed by any effect that accesses the Shadow Plane. If the shadowcaster enters it or the Plane of Shadow, the demiplane remains where it is until the shadowcaster leaves for another plane, at which point any creatures still in it are deposited into the plane it was coexistent to. The shadowcaster can take this plane with her when Shadow Walking across another plane. If she dies, the plane remains around her body, grave, or the place where her body is destroyed, whichever is more workable and dramatically appropriate.
Beshadowed Heart (Ex): A shadowcaster of 12th level or higher needs not breathe and is immune to negative levels and death effects.
Ubiquity of Shadow (Ex): A Shadowcaster of 15th level or higher is at home anywhere shadows exist. She is immune to any effect that targets an extraplanar creature as long as she is in a shadow. Additionally, if barred from a plane, she may still enter the plane as long as she is never in an area of bright illumination (which she can feel as if a solid wall). If she ever finds bright illumination forced upon her while in a plane she is barred from entering, she is immediately shifted to the Plane of Shadow, which is her home plane for purposes of all magical effects.
Speed of Shadow: Shadows can move faster than anything else in the universe, and shadowcasters can exploit this effect. At 19th level, a Shadowcaster may cast a mystery usable as a supernatural ability as a swift action. Each mystery may be cast in this manner once per day.
Grand Shadow: At 20th level, a shadowcaster learns a spell to cause shadow to become the ascendant force of the multiverse. If she uses this ability, the entire multiverse becomes its shadow reflection. Having the ability to decide the fate of the multiverse in a single action means the shadowcaster wins D&D.
A Snowsoul is someone who has frozen their own heart to gain the powers of the icy cold to use on others. Their control over the forces of cold allows them to impede and slow their enemies, and also gives them a degree of power over others' emotions.
Playing a Snowsoul
Snowsouls are control mages. They use their powers to control the battlefield and suppress their enemies. That said, every Snowsoul has enough destructive power to chip away at their enemies, although that goes a lot easier with a strong Knight in front.
Abilities: Snowsouls' magical powers are driven by their Intelligence score. Also, Constitution and Dexterity make them more survivable.
Alignment: Snowsouls come in all alignments. The effect that working with the pure magics of ice has on the humanoid psyche makes some snowsouls tend toward evil alignments, but not all. Those with particularly hot tempers before becoming Snowsouls, indeed, find that it cools their passions, making them better at following up on their good intentions.
Races: Snowsouls show up in all races, but are most common among those that spend a lot of time in exceptionally cold climes, such as Dwarves and Orcs. In many civilized areas, most of a Snowsoul's power is actually illegal.
Starting Gold: 3d4×10 gp (75 gp).
All of the following are class features of the Snowsoul.
Weapon and Armor Proficiency: a Snowsoul is proficient with simple weapons and all martial picks, and with light armor, but not with shields of any kind.
Chill Snap (Sp): As a standard action at will, a Snowsoul can cause a chill snap around a target of his choice, out to close range. This chill snap inflicts 1d6 cold damage per character level, with a fortitude save for half damage allowed (save DC 10 + 1/2 character level + Intelligence modifier). This reaches to Medium range at 6th class level.
Freeze Mind (Sp): A Snowsoul can freeze a creature's mind as a standard action at will. This dazes the target (will negates, DC 10 + 1/2 character level + Intelligence modifier). This lasts as long as the Snowsoul either concentrates on keeping the creature's mind frozen (as concentrating on a spell), or successfully freezes another creature's mind, each round. If the Snowsoul attempts to use this ability on another creature but it is immune or succeeds on its save, all currently frozen minds unfreeze. The target must be within close range for this effect to work; leaving this distance ends the effect.
Ice Magic: A Snowsoul is considered to have a spell list containing every spell with the [Cold] descriptor for purposes of using magic items. For purposes of scaling the Magical Artifice and Store Magic feats, the Snowsoul is considered to be able to cast spells of up to 1/2 his class level.
Icy Skin (Ex): A Snowsoul's skin is always cool to the touch if not outright cold regardless of the Snowsoul's natural body heat or state of health. The Snowsoul also doesn't mind cold, and gains Cold Resistance equal to twice his level.
Impress Ice (Ex): Every time a Snowsoul of 2nd level or higher inflicts Cold damage on any target, whether with his class abilities or another source of cold, he inflicts an amount of extra Cold Damage equal to his class level or his Intelligence modifier, whichever is less.
Skate (Ex): Snowsouls of 2nd level or higher skate expertly on slippery terrain. They have no risk of falling on any slick (ice or oil), and do not need to balance on it. Also, any movement they make on such terrain counts for half against the Snowsoul's speed.
Slick of Frost (Su): Any time a Snowsoul of 2nd level or higher inflicts cold damage to a creature or object, he can coat a square 10' on a side containing that creature with ice. The ice is slippery, as a Grease spell, except that it is a cold effect (save DC is 10 + 1/2 character level + Intelligence modifier). This lasts until the next time the sun rises.
Bonechilling (Ex): From 3rd level onward, a Snowsoul can chill a creature's bones through its natural defenses. Any time he attempts to inflict cold damage on anything, no more than half of it can be negated by immunity or resistance to cold, and he bypasses the first five points of cold resistance a creature has, or the first five points of an object's hardness. Also, his cold damage deals 1/2 damage, rather than 1/4, to objects, full damage if the object has water in it (if a porous or permeable material is wet, it has water in it). The Snowsoul may choose not to use this ability on certain targets (i.e., himself)
Iceworking (Sp): As a standard action at will, a Snowsoul of 3rd level or higher may freeze water into any desired shape of at most small size. This behaves like a Minor Creation spell, except that it can only make items out of ice and requires that the item's weight in water be provided. The Snowsoul can also harden this ice to the hardness of stone, at his option. Only one such item per class level may exist at a time; excess items, chosen by the Snowsoul, melt back into water instantly. Collections of smaller items, or multipart items, can be made, as can larger items (two items of one size category count as one of one size category larger for creation time and number of items in existence. Minimum creation time is one standard action). So a box of daggers could be made as a single action, but a 5' square of floor thick enough to support the weight of a big creature takes two actions. No moving joints are allowed.
Heart of Ice: a Snowsoul of 4th level learns a magic ritual to replace his heart with a chunk of ice. This gives him immunity to cold if he does it. It also gives him immunity to morale and fear effects. Once completed, the effects of this ritual are an extraordinary ability (the ritual itself is spell-like).
Chill the Temperment (Sp): a Snowsoul of 5th level or higher can cool the temperment of another creature within close range as a standard action at will. The target must make a Will save (DC 10 + 1/2 level + Intelligence modifier), or its emotions are cooled. Any rage and confusion effects it has on it are immediately ended, and all morale bonuses are suppressed for one round per level. Also, whenever it attacks (using the definition given in Invisibility) any creature that has not attacked it since this ability was used on it, it must make a will save against the same DC; otherwise the attack is unsuccessful, but whatever costs the attack has (ammunition, spell slots, etc.) are not paid; the creature does not act for that action. Once it succeeds at one of these saves, this effect is removed (morale bonuses are still suppressed). Also, once its morale bonuses are no longer suppressed, this effect ends fully; creatures that cannot attack now can. This is a mind-affecting effect.
Arctic Blast (Sp): a Snowsoul of 6th level or higher can unleash an icy blast over an area as a standard action. This deals 1d4 cold damage per character level to all creatures and unattended objects in a 20' radius burst within Medium range, with a reflex save allowed for half damage (DC 10 + 1/2 character level + Intelligence modifier).
Grasping Frost (Su): a Snowsoul of 7th level or higher may, as an immediate action, cause ice to grip any number of creatures, entangling them and holding them in place. No saving throw is allowed, but these creatures must all be prone on an icy surface created by the Snowsoul and in the Snowsoul's line of sight. Breaking a creature free is possible; the ice has hardness 5 and two hit points per Snowsoul level. Attempting a Strength or Escape Artist check (DC 10+1/2 level + Intelligence modifier) to break out is a standard action and protects against being captured again until the Snowsoul's turn if successful.
Icesmithing (Sp): a Snowsoul of 7th level or higher's ability to create objects out of ice improves, allowing him to create ice with the texture of steel and wood, and frost and snow with the texture of cloth or even feathers (although nothing will make it feel warm). He can also craft simple sliding joints in his ice items, although no hinges. Thus, he could create a robe, or a bow, or even arrows. Weapons and armor created with this ability are magical, and weapons do one extra point of cold damage to everything they hit. In all other ways this is identical to, and replaces, the Iceworking ability. He may also condense moisture from the air to provide water, as a Create Water spell usable as a swift action at will (caster level = Snowsoul level); this works even when there shouldn't be enough moisture to do so. No container is necessary for the water if it is immediately frozen into something.
Freeze Wings (Su): Any flying creature that fails a save to halve cold damage inflicted by a Snowsoul of at least 8th level has its flying maneuverability drop one step (Perfect → Good → Average → Poor → Clumsy → No flight). This effect stacks with itself, and one application of it can be shaken out as a full-round action. Creatures with no land movement mode cannot lose their ability to fly to this ability.
Freeze Vigor (Sp): a Snowsoul of 10th level or higher may, as a standard action, freeze a creature's vigor, causing it to be Held. It may attempt a will save (DC 10 + 1/2 level + Intelligence modifier) to avoid this. The affected creature is Held for three rounds on a failed save.
Freeze Soul (Sp): a Snowsoul of 11th level or higher may cast Curse of Crumbling Conviction at will. The spell's save DC is based on Intelligence, and it is considered to be a 6th level spell. A creature under the effects of this ability is unable to feel its own strong emotions unless some ability or effect tells it to, until it is restored to its original alignment.
Soul of Ice (Ex): a Snowsoul of 12th level or higher's soul is frozen away, giving him immunity to the harmful effects of negative energy, including energy drain. Undead Snowsouls instead gain immunity to the harmful effects of positive energy. Healing still works, for those healed by both (or the opposite) energy type.
Summon Blizzard Elemental (Sp): As a full-round action, a Snowsoul of 13th level or higher may call forth either a Blizzard Elemental or a Huge Ice Paraelemental. A Blizzard Elemental is a Large Air Elemental with the [Cold] subtype added, continually surrounded by a Sleet Storm effect that it can see through perfectly, with the feat Elemental Aura (Cold) as a bonus feat and the ability to cast Ice Storm, centered on itself, as a spell-like ability at will (it is not affected by the Ice Storm). Either elemental can understand the Snowsoul's spoken commands in any language perfectly and obeys them, serving for seven rounds or until dismissed or destroyed before disappearing. Afterwards, the Snowsoul cannot summon an elemental again for seven minutes. The Snowsoul may only have one summoned elemental at a time. Any damage done by the elemental behaves as if the Snowsoul did the damage for purposes of Snowsoul class features.
Freeze Portal (Su): Whenever a Snowsoul of 14th level or higher does cold damage to a creature, the creature is frozen to the plane of existence it currently occupies. Any attempts to move that creature via teleportation or planar travel before the Snowsoul's next turn must make a caster level check (DC 11 + Snowsoul level), or fail as though the target was dimensionally anchored.
Crystalline Soul (Sp): A 15th level Snowsoul can crystallize the soul of a freshly dead creature he can touch. This creates an unmelting ice crystal that contains the creature's soul. The soul must be available, although it needn't be willing. Doing this is a standard action, and it can be done no more than three times per day. The ice crystal has Hardness 5 and 20 hit points, and, if broken, will release the soul it contains to the afterlife. The ice crystal can be used as a gem in soul crafting.
Sending (Sp): A 15th level Snowsoul can send a message, as the sending spell to any creature on any plane of existence with a standard action and receive a reply even if they are on different planes of existence.
Snowman (Sp): A 15th level Snowsoul can create a Snowman over the course of a day. The Snowman has all the same stats and abilities as the Snowsoul, despite obviously being made of snow, except that it lacks all class features from the Snowsoul class that are granted at above 10th level, and all abilities from other classes that take more than a free action to activate. The snowman obeys the Snowsoul completely, although the Snowsoul must speak to it. Creating a Snowman costs 20,000 GP in planar currencies.
Air Magic isn't one of the first things people think of when looking for an effective adventurer. Most adventurers will grant that it's good for flying around and blocking arrows, but doubt that it has much use above that when they find themselves in combat. That view, though, is only the most shallow. Windseekers gain a large array of powers to master the air and winds; not only flight, but also the power to control others' movements and to rend objects apart with the blasting force of air.
Playing a Windseeker
Windseekers aren't subtle, but they aren't direct blasters, either. They use their magic best when they have someone else to clean up after them. Maybe a Fighter, Samurai, or a Fire Mage.
Alignment: Windseekers come in all alignments. Because air magic is not usually as directly brutal as, for instance, Fire magic, Windseekers are accepted into more societies.
Abilities: A Windseeker's magic powers are primarily based on their intelligence. Many Windseekers also benefit from high constitution scores to shore up their hit points.
Races: Races that primarily live belowground are seldom Windseekers. Half-elves for some reason have an above-average contingent of Windseekers, as do Air Genasi, which is far easier to explain.
Starting Gold: 3d4×10 gp (75 gp).
Starting Age: Moderate
All of the following are class features of the Windseeker.
Weapon and Armor Proficiency: A Windseeker is proficient with all simple weapons and light armor, but not shields.
Air Magic: A Windseeker is considered to have every spell with the [air] descriptor on her spell list for purposes of activating magic items.
Cyclone (Sp): As a standard action at will, a Windseeker may form a tight cyclone with herself at the eye. This cyclone spreads out to 10' in radius per class level, and is twice that in height, but only extends into areas it can circulate through. It does not affect any creatures in the Windseeker's space. Those in the cyclone take 1d6 nonlethal damage per two character levels the Windseeker has (rounded up), Fortitude save for half (DC 10 + 1/2 Windseeker's level + Windseeker's Intelligence modifier). Those who fail their save are knocked prone. Creatures not standing on the ground take lethal damage, and lose control of their flight on a failed save (effectively prone).
Gale Blast (Sp): As a standard action at will, a Windseeker may send a blast of air with the force of a roaring gale at her enemies. This hits all creatures in a line out to Close range for 1d6 damage per two character levels of the Windseeker (rounded up), with a Reflex save for half (DC 10 + 1/2 Windseeker's level + Windseeker's Intelligence modifier). Those who fail their saves are pushed back 5' per damage die; this movement does not provoke attacks of opportunity, and ends if it becomes impossible (such as by being pushed into a wall, but not off a cliff). Flying creatures get no save.
Aiding Winds (Sp): Whenever a Windseeker of 2nd level or higher spends her full round moving (a double-move or run, for instance, but not a charge), she gives a tailwind to those around her while at the same time lightening their step. When she does, all allies that she passes within 10' of gain +20' to their movement speed in all modes for one round.
Chains of Air (Sp): A Windseeker of 3rd level or higher may bind a creature with Chains of Air as a standard action. The creature may attempt a Fortitude save (DC 10 + 1/2 Windseeker's level + Windseeker's Intelligence modifier) to escape. If it fails, it is bound, unable to take any physical actions, and denied its Dexterity bonus to AC, taking 1d6 damage per round per three Windseeker levels, for as long as the Windseeker continues to concentrate, up to one round per class level.
Double Jump (Su): A Windseeker of 3rd level or higher may jump while in the air. Once she does so, she must somehow stabilize her weight (typically by resting it on the ground, but anything that would allow her to use a movement speed she actually has works) before doing so again. When jumping from the ground, she may wait for the peak of her jump before jumping again. If falling, using this ability reduces falling damage to only apply from the point the jump was made from (which can negate it entirely, if the Windseeker jumps close to the ground).
Reap the Whirlwind (Sp): A Windseeker of 5th level or higher may, as a standard action, summon a whirlwind. The Whirlwind fills one 5' square and is 30' tall. It deals 1d6 damage per two levels (no save) to any objects it touches that are larger than it is, and lifts creatures and smaller objects into the air; a reflex save (DC 10 + 1/2 Windseeker's level + Windseeker's Intelligence modifier) can avoid this, although it will repeat on the next round. Creatures so lifted cannot move, attack, or cast spells with somatic components, although they may take other actions. The whirlwind moves 5' in a random direction twice on each of the Windseeker's subsequent turns, and lasts for four turns. If the Windseeker directs it as a move action, it instead moves up to 10' in any direction the Windseeker chooses. The whirlwind must rest itself on something, always.
Shield of Winds (Sp): A Windseeker of 6th level or higher may, as a standard action, shield her allies within Close range with strong, deflecting winds. This causes all attacks against them to suffer a 20% miss chance for one round.
Hurling Gust (Sp): A Windseeker of 7th level or higher may use Telekinesis at will as a spell-like ability, but may only use it for a Violent Thrust. The DC to resist is 10 + 1/2 Windseeker's level + Windseeker's Intelligence modifier.
Discorporate (Sp): A Windseeker of 10th level may assume Gaseous Form, as the spell. While discorporated, she may not use any spell-like class features of the Windseeker class. However, she has damage reduction 10/- stacking with the 10/magic that the spell provides, can run whenever in an open square, and has a Fly speed of 20' (perfect).
Find the Windy Heart: Any reference to class level for determining the effects of the abilities of a 10th-level or higher Windseeker's spell-like abilities instead uses character level. All of the Windseeker's spell-like abilities that emulate spells also now have a caster level equal to the Windseeker's character level.
Repulsion (Sp): A Windseeker of 12th level may cast a modified Repulsion that works through roaring winds as a spell-like ability at will. Unlike the spell, it is resisted with a Fortitude save instead of a Will save (DC 10 + 1/2 Windseeker's level + Windseeker's Intelligence modifier), and affects unattended objects smaller than the caster, forcing them outside of its area. This gives the caster a 50% chance to ignore any ranged attack made against her.
Zephyr's Speed (Sp): A Windseeker of 15th level may grant the Zephyr's Speed to her compatriots as a spell-like ability. This causes all allies within close range to gain the benefits of Haste and an extra move (not a move action; they may only use this to move) each round, and causes winds to deflect 50% of all attacks against them. This lasts for three rounds. Once she uses this ability, the Windseeker must wait one minute before using it again.
The powers of the elements are more than just a source for mages to tap, but the building blocks out of which everything else is made. By combining more of the elements onto one's self, an elemental can become a being of immense physical power. Elemental Brutes not only grow this power, but also use it to control the battlefield around them.
Making an Elemental Brute
Elemental Brutes are heavy hitters in melee, and use their abilities to make the battlefield a more difficult place for their opponents and to protect their allies.
Abilities: Elemental Brutes love their Strength or Dexterity scores, depending on type, and Constitution scores.
Races: Only Outsiders and Elementals from the Elemental Planes may take levels in Elemental Brute. Those from the Material plane whose ancestors come from the Elemental Planes may take levels in Elemental Brute, but they must have the Outsider or Elemental type.
Alignment: Elemental Brutes can be any alignment, and often are.
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: Simple.
Game Rule Information
All of the following are class features of the Elemental Brute.
Weapon and Armor Proficiency: Elemental Brutes are proficient only with their natural weapons, and with no armor.
Elemental Origin: An Elemental Brute grows from the material of one of the elemental planes. It has the most obvious connection available (Genasi (except Material Genasi) and Elemental-Bodied all indicate a connection with one of the planes, as do all elemental monsters in the Monster Manual). If none suggests itself, such as for a Material Genasi, the Elemental Brute gets to pick one of the four elemental planes. This connection determines what its good saves are and what form of Elemental Mastery it gets. Air, Fire, and Shadow brutes gain the better progression for their Reflex saves and the worse progression for their Will saves; all other Brutes gain the opposite. Air, Fire, and Shadow Brutes gain the General Feat version of Weapon Finesse as a bonus feat.
Natural Armor: Elemental Brutes gain a natural armor bonus to AC equal to their level.
Natural Weapon: An Elemental Brute gains a Slam attack for 1d8 damage (if medium), plus one and a half times its Strength modifier.
Bonus Feat: At 1st, 5th, and 9th level, the Elemental Brute gains a bonus [ Elemental ], [ Monstrous ], or [ General ] feat that it qualifies for. At 7th level it gains Horde Breaker. If it already has Horde Breaker, it may gain another bonus feat, or another Combat feat that it qualifies for.
Combat Talent (Ex):An Elemental Brute may add the listed number to it's base attack bonus for purposes of unlocking abilities of [ Combat ] Feats. If playing with fractional BAB, instead count the Elemental Brute class as providing full BAB for purposes of unlocking [ Combat ] Feat abilities.
Attribute Boost: At 2nd level and every even numbered level afterward, the Elemental Brute's physical attributes improve, as if it had gained several character levels. Every time the Elemental Brute gains an attribute boost, its Constitution and one other physycial attribute dependent on Elemental Origin irrevocably increase by 1. For Air, Fire, and Shadow brutes, the other ability score is Dexterity. Otherwise it is Strength.
Exotic elemental types also gain this ability:
The Elements are known as one of the many primal sources of magic. Mortal mages and even beings of the outer planes draw on the energies of the Inner Planes to fuel their magic, but Elemental Weirds, as beings of the elements themselves, surpass them all at drawing on raw elemental power. For an elemental to become an Elemental Weird is to drink deep from the wellspring of magic, soar on the winds of fate, cast sorceries as the roots of the mountains, and burn with the fires of power, fully seizing their birthright as elementals. Those Elementals and Genasi who walk this path gain a terrifying mastery of the magics of the elements.
Making an Elemental Weird
An Elemental Weird is a primary spellcaster with a limited ability to stand in melee combat that quickly fades relative to opposition as the Weird gains levels.
Abilities: An Elemental Weird primarily uses the Spheres mechanic to cast magic. Charisma is therefore their most important attribute, as it makes their spells harder to resist.
Races: Only Outsiders and Elementals from the Elemental Planes may take levels in Elemental Weird. Those from the Material Plane whose ancestors come from the Elemental Planes may take levels in Elemental Weird, but they must have the Outsider or Elemental type.
Alignment: Most Elemental Weirds tend toward at least some form of Neutrality, but it takes all kinds.
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: Complex.
Game Rule Information
All of the following are class features of the Elemental Weird.
Weapon and Armor Proficiency: An Elemental Weird is proficient with all Simple weapons, and a martial weapon dependent on its Elemental Origin, and Light armor, but not with shields of any kind. Origin Proficiency:
Exotic origins also grant a weapon proficiency:
Elemental Origin: An Elemental Weird's power originates with one of the elemental planes, typically one of the four classical planes. They have the most obvious connection available (Genasi (except Material Genasi) and Elemental-Bodied all indicate a connection with one of the planes, as do all elemental monsters in the Monster Manual). If none suggests itself, such as for a Material Genasi, the Elemental Weird gets to pick one of the four elemental planes. The Elemental Weird's origin determines the Spheres to which it gains access.
Spheres: The Elemental Weird gains basic access to a Sphere at every odd numbered level. If the Elemental Weird selects a sphere that it already has basic access to, it upgrades its access to advanced access. If it already had advanced access, it gains expert access.
Enhanced Sphere Access: At 2nd level, the Elemental Weird gains extra uses of the spell-like abilities that it gains from it Spheres. The Elemental Weird gains a number of extra uses of any spell-like ability equal to half the number by which its character level exceeds the minimum character level to use the spell-like ability (rounded up). So if the Elemental Weird has a character level of 4, it would gain 1 extra use of a spell-like ability that is granted by one of it spheres at character level 3 and 2 extra uses of any spell-like from one of its spheres with a minimum level of 1. The Elemental Weird gains a +1 bonus to caster level for all spell-like abilities cast from Spheres to which it has Expert acess, and saving throws against such abilities are made against a DC of 11 + 1/2 the Weird's character level (rounded up) + the Weird's charisma modifier (the highest save DC it would have, plus one).
Bonus Feats: An Elemental Weird gains the Hardiness of the Elements feat as a bonus feat at level 4, and Primal Fortification as a bonus feat at level 8. If it already has Hardiness of the Elements at level 4, it gains Primal Fortification then instead. If it already has Unstoppable Force when it is given that as a bonus feat, it gains its choice of any [ Elemental ] or [ Item Creation ] feat instead.
Elemental Skills: An Elemental Weird gains a +10 Competence bonus to a skill depending on their elemental origin:
Exotic origins gain the following:
Magical Training: An Elemental Weird of 10th level is able to cast magic in a more traditional fashion. It has the Spells per day and spells known (including Advanced Learning) of a 6th level Elementalist, and a caster level of 10. At its option, it may use Charisma instead of Intelligence to determine the highest level of spells it may cast and its bonus spells per day, or instead of Wisdom to determine spell save DCs, but not both. It may take classes that improve spellcasting of existing classes in order to advance its spellcasting ability.
Djinn, Efreet, Marid, Dao… these are the names that inspire terror and greed throughout the planes, and with good reason. These Genies are far more powerful than the other denizens of the Elemental Sultanates, and it is for this reason that they rule them. They control the wishes, and for many they may as well control the universe.
The Genies are universally accomplished, but this doesn't make them more powerful at any particular level than any other character. Indeed, level is a measure of power. The most powerful denizens of the Elemental Planes are Genies and higher level than mere elementals. The Genie advances in everything all at once, and thus gains new abilities relatively slowly compared to what other, more focused Outsider progressions are capable of.
Making a Genie
Races: The Genie is only available to Outsiders with a plane of origin in the Elemental Planes. Creatures from the prime material plane whose ancestors were from an Elemental Plane may take this class, but they must have the Outsider type.
Alignment: While the Elemental Planes are Neutral, the denizens often are not. Genies can be of any alignment and often are.
Starting Gold: 6d6×10 gp (210 gp).
Starting Age: Since a Genie is immortal and never ages, a character may claim any starting age she wishes.
All of the following are class features of the Genie.
Weapon and Armor Proficiency: Genies are proficient with all simple and martial weapons, as well as the whip, the net, and the lajatang. Genies are proficient with light armor but not with shields of any kind.
Immortality (Ex): Ageless as the earth and endless as the sky, the True Genie never ages and retains a youthful appearance unto a thousand thousand generations.
Planar Traits: A Genie is a member of one of the iconic aristocracies of the Elemental Conflux. Starting at first level she may travel on any elemental plane without suffering the baleful effects of those extreme environments. In addition she gains access to the distinctive abilities of her race, as befits her plane of origin:
Genies who originate from multiple elements (e.g. Magma Mephits and Jann) can pick and choose between their source elements each time they gain an ability requiring a plane of origin. Genies from the material plane (i.e. Jann and Material Genasi) may take any element except Shadow.
Telepathy (Su): At 2nd level, a Genie gains the ability to communicate telepathically with any creature that speaks a language within 100 feet.
Genie Powers (Sp): At 2nd level, a Genie may cast create food and water once per day. At 3rd level, the Genie can plane shift at will. The only planes which can be accessed in this manner are the Elemental planes and the Prime Material Plane. Only willing creatures may be transported. At 7th level, a Genie may cast major creation 3 times per day. Any objects created which last more than 12 hours are permanent.
Shadow Genies, instead of being able to cast Plane Shift, can cast Shadow Walk. This is still usable at will.
Sphere: The Genie gains basic access to a sphere at 4th level, and gains a new sphere at every fourth level afterward. If the Genie selects a sphere that she already has basic access to, she upgrades it to advanced access. If she already had advanced access, she gains expert access.
Greater Planar Traits: A Genie of 5th level or more gains access to more of the distinctive abilities of her race, as befits her plane of origin:
Summon (Sp): At 9th level, a Genie can attempt to summon vassals and others of its kind (for example: a Djinn could summon other denizens of the planes of Air). Summoning another creature of the same character level has a 40% chance of success, and summoning a creature of a lower level increases the chances of success by 10% for every level the summoner's level exceeds the CR of the target.
Grant Wishes (Sp): At 11th level, a Genie becomes a steward of the wish economy. She may grant up to three mortal wishes each day. Doing so takes a few minutes to word the wish properly and any costs are paid by the recipient (remember that many wishes do not have a special cost, as per the Tome of Fiends).
Damage Reduction (Su): A 13th level Genie has Damage Reduction of Level/Adamantine. At 19th level this becomes DR of Level/Epic.
Awesome Planar Traits: A Genie of 14th level or more gains access to more of the distinctive abilities of her race, as befits her plane of origin:
Greater Summoning: A Genie of 15th level may attempt to use her summon power to summon a creature of a level higher than her own, though doing so carries only a 30% chance of success.
Elemental Power: The powers of the elements are awesome to behold. At 17th level, the Genie gains a +10 bonus to defeating Spell Resistance with the spell-like abilities granted by her spheres.
People really like the shadowdancer, even though it was badly defined in the core book and actually only had two unique features. So the shadowdancer really needs a revision. Since we've redefined the shadow plane, it now even has a place to fit in the world.
In contrast to shadowcasters, shadowdancers are people who have somehow made a deal with their shadow to free it, and in return it aids them and gives them power. Becoming a shadowdancer is a difficult path, and nobody knows quite how they do it, especially since, most of the time, your shadow wants nothing more than to utterly destroy you. But they manage it, and become truly terrifying people. They also become really sneaky and get a little bit of magic.
All of the following are class features of the Shadowdancer.
Weapon and Armor Proficiencies: Shadowdancers are proficient with all simple weapons. They gain no new armor proficiencies.
Hide in Plain Sight (Su): A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Shadow Clone (Sp): A shadowdancer can cast Mirror Image as a spell-like ability once per day. The images created are quasi-real shadows, and detect as real to blindsight, blindsense, tremorsense, and similar abilities. Her caster level is equal to her character level.
Darkvision: A shadowdancer of 2nd level or higher gains darkvision 60', or her existing darkvision improves by 30'.
Shadow Ally: A shadowdancer of 2nd level or higher can send her own shadow out to fight or scout for her as a standard action. It uses the stats of an undead shadow, except that it is an elemental instead of an undead (Con 16), with two fewer hit dice than the shadowdancer (all of its hit dice are elemental hit dice). When the shadow ally is sent out, the shadowdancer casts one fewer shadow than normal (usually none), and counts as a magic item that the shadowdancer is using (it cannot use its own magic items). She can communicate telepathically with her shadow as long as it is within close range, and always knows direction and distance to it. If it is killed, she must wait 24 hours before it returns to her.
Shadow Distraction (Su): A Shadowdancer of 2nd level is considered to be flanking every threatened enemy that casts a shadow on ground adjacent to itself.
Shadow Transposition (Sp): A shadowdancer of 3rd level or higher may trade places with her shadow when it is sent out as an immediate action. She and her shadow must both be within some other shadow and within close range (for the shadowdancer's character level) of eachother to manage this.
Dark Scent (Su): A shadowdancer of 3rd level or higher has no scent when she wishes to hide it.
Misdirect (Sp): A shadowdancer of 4th level or higher can cast Silent Image and Darkness at-will as spell-like abilities at the same caster level as Shadow Clone. The Silent Images are quasi-real, behaving exactly as the Shadow Clones do under special senses. Also, her Shadow Clone ability is usable as a swift action at will. Only one of each effect may be running at a time; casting a new one ends the previous one.
Shaded Steps (Su): Whenever a shadowdancer is in shadow, she takes no penalty to Hide and Move Silently while moving at full speed, and only a -5 penalty for running or charging. She takes no penalty to her hide checks for sniping, may make a hide check following an attack as a free action, and may make sniping attacks at any range, even melee. She may also take 10 while hiding, as long as nobody looking for her is aware of her presense.
Fire has a long history of use as a tool and weapon of war, against warrior, fortress, craftsman, and field alike. Many warriors, having been on both sides of fire, gain a strange attraction to it. Having been scarred by it, they seek to inflict it against others in vengeance. This pursuit often leads them against people who had nothing to do with their burning, simply spreading fire. Some of them stick to burning evil things, while others will burn anyone who looks at them funny.
All of the following are class features of the Soulseared.
Fire Shield (Sp): Twice per day, plus once per day per class level, a Soulseared may cast Fire Shield, to create the hot shield only, as a swift action. Otherwise it behaves exactly as the spell with a caster level equal to her character level.
Seared Soul (Ex): The injuries a Soulseared has suffered penetrate to their soul. Fortunately, they are able to burn out the parts susceptible to control through pain and fear. A Soulseared is immune to fear, and, whenever she would be stunned, is nauseated instead unless she has immunity to stunning from some other source. Other effects that would nauseate her don't. However, no magic that can't remove her levels in Soulseared can heal her burn scars.
At 3rd level, her seared soul improves, giving immunity to energy drain. She can also re-roll any saving throw against a Charm or Compulsion effect after seeing the die, but before knowing whether it succeeds or fails. If she does, she must take the result of the second roll, even if it's worse.
Spheres: A Soulseared gains basic access to the Fire sphere at 2nd level, and the Pyre sphere at 4th level. If she already has access to those spheres, it instead improves one step. If she has expert access to one when gaining that sphere, her access to the other improves one step. If she has expert access to both, she may pick any other sphere available to fire elementals.
Fire Cut (Ex): Immediately after making a melee attack, a Soulseared of 2nd level or higher can cast any of her spell-like abilities with the [Fire] descriptor and a casting time of one standard action as a swift action.
Lingering Flames (Su): Any creature that takes fire damage from a spell-like ability of a 5th-level Soulseared and either fails or is not allowed a saving throw takes half of the original damage again one round later.
Aeon of Flames (Ex): As long as the Soulseared burns to destruction objects or creatures that total up to one size category larger than her each month, she does not age at all in that month, for purposes of penalties and maximum age. Bonuses still accrue at the normal times.
Also, by throwing herself into a conflagration at least two sizes larger than her, she may open a Gate to the Elemental Plane of Fire as a spell-like ability. Only the travel version may be created, and this gate is one-way and lasts one round per character level after she goes through. Anyone and anything sent through the gate appears to be consumed by fire. She may open a return gate by finding a source of consuming not-fire (e.g., murky water or loose sand). Many Soulseared keep homes on the plane of fire with rooms for this purpose, since finding consuming not-fire on the plane of fire is sometimes nontrivial on the Plane of Fire. The return gate opens into the nearest suitably-sized conflagration to her destination, which can be on any other plane she has used this ability to leave.
Elemental Champions are warriors who draw on the power of the elements to protect them and destroy their enemies in battle. Some of them dedicate themselves to the elements themselves; others take up in service of powerful genies, elemental deities, or the archomentals. Some draw power from all of the elements; others draw their power from one specifically. Regardless, they all gain the physical resilience and some of the power of an elemental.
All of the following are class features of the Elemental Champion.
Elemental Anatomy (Ex): An Elemental Champion becomes more like an elemental as she advances through the class. At 1st level, she no longer needs to eat, and gains medium fortification. At 3rd level, she no longer needs to drink or sleep, and becomes immune to poison and disease. At 5th level she no longer needs to breathe, and becomes completely immune to critical hits and being nauseated.
Path of Power (Su): An Elemental Champion of second level must make a choice of a specific path, granting them power over an element.
If an Elemental Champion is granted a bonus feat that they already have, from any source, they may take any other Elemental feat that they qualify for as a bonus feat instead.
Unstoppable Force (Ex): An Elemental Champion of 3rd level or higher gains immunity to Paralysis and Stunning effects that do not affect elementals, and can take Elemental feats as though she was an elemental.
Sphere: At 4th level, an Elemental Champion gains basic access to a sphere, selected from a limited list depending on her element selected for her Path of Power:
If she already has access to a sphere given as an option for her, she may improve her access to it one step. Also, she can take levels in Elemental Brute, Elemental Weird, and Genie as though she belonged to the appropriate race. Anything that cares what element she's associated with takes the element she picked for Path of Power. If she picked Material and then the Plant sphere, she has the Wood element instead.
Spell Resistance (Su): A 5th-level Elemental Champion has enough power over the elements to be able to command them to deflect magic off of her. She gains Spell Resistance equal to 11 + her character level.
While elemental weirds and genies often have the power to see the future, that power is uncommon among fiends, although not entirely absent. Fiends with the ability to see the future and manipulate time are called Planar Oracles, and hold great prestige in Fiendish society if they display their powers, or can use their powers for personal gain to instead become the fiend whose plots always cover every eventuality that happens, and none that don't.
Most Planar Oracles come in to the class as Conduits, although a good number of True Fiends also awaken to the power of an oracle. Although rare, Fiendish Brutes also, on occasion, become truly deadly oracles. A few planar oracles even arise from non-fiendish sources.
All of the following are class features of the Planar Oracle.
Oracle Sphere: A Planar Oracle gains access to the Oracle sphere. It gains basic access at 1st level and advanced access at 4th level. If it, somehow, has access to the Oracle sphere from any other source, its access improves at 1st and 4th level. If its access would improve beyond Expert, it instead gains basic access to any other sphere it qualifies for. Like a Conduit, instead of gaining basic access to a sphere, it may instead improve the access it has to an existing sphere by one step.
Prescient Dodge (Su): A Planar Oracle of 2nd level or higher gains a small amount of precognitive powers in combat. This allows it to add whatever ability bonus it adds to its Sphere save DCs (usually Charisma) to its armor class, in place of dexterity.
Know Weakness (Sp): A Planar Oracle of 3rd level knows its opponents' weakness. As a swift action, it may pick a saving throw and force one creature that it has line of effect to to roll that save. The oracle learns the total result. If the Oracle uses a spell-like ability on that target that allows the selected save before the beginning of its next turn, the target must use the result it rolled. The Oracle may also use the same result as it got for this ability to overcome the target's spell resistance, if any. Other creatures, and other saving throw types, are rolled as normal. The Oracle may use this ability three times per day, plus its Wisdom bonus, if positive.
Prescience (Su): In the first round of any combat the Planar Oracle is involved in, before it acts, it may use a spell-like ability granted by any sphere at any time, even when it's not its turn. If it does so, it loses the action it would use to cast the spell-like ability from its own turn. Also, the Planar Oracle is never flat-footed.
Sudden Vision: The Planar Oracle may use any ability from the Oracle sphere that it had more than 8 hit dice ago as a swift action. It may do this a three times per day, plus its Wisdom bonus, if positive.
The powers of the elements are useful in a number of fields, so it's entirely unsurprising that some people decide to simply steal them. Those people are called Primordial Thieves. Their backgrounds and motives vary, but almost all of them practice their art on simpler things than the fundamentals of reality; a few, though, come from less subtle backgrounds before being drawn into the way of the Primordial Thief. Motives are as varied as backgrounds, and a few are even sponsored by one elemental power against another, although never openly. Some are self-serving, and still others serve mortal patrons. Khayal sponsor and inordinate amount of Primordial Thieves as part of their vendetta against the other genies.
All of the following are class features of the Primordial Thief.
Weapon and Armor Proficiencies: A Primordial Thief is proficient with all simple weapons and light armor automatically. He gains no new proficiencies with shields.
Evasion (Ex): A Primordial Thief gains Evasion, if he does not have it already.
Know Weaknesses (Ex): A Primordial Thief can make critical hits and sneak attacks on Elementals and Constructs, and ignores any feats with a prerequisite of Elemental-Bodied or Warforged race that grant immunity or resistance to such effects.
Create Air (Su): A Primordial Thief of second level or higher can create air to fill his lungs. As such, he cannot drown, although he can still be hurt by poison gas.
Endure Planes (Ex): A Primordial Thief of second level or higher is immune to the harmful effects of planar elemental and energy traits and most climate extremes. Events that are unusual as weather anywhere, such as being directly hit by a tornado, are still harmful; events that are common as part of the climate anywhere on the same plane are fine. This includes being naked in an antarctic night or hot salt flats at noon. Natural events that are not planar traits or climate, such as volcanic eruptions, can still harm him.
Locate Portal (Sp): A Primordial Thief of 3rd level or higher may, as a standard action at will, cast Locate Portal, as the spell. This ability can only locate portals to the inner planes and the ethereal plane.
Triple Jump (Su): A Primordial Thief can jump off of nothing at all. This behaves exactly like jumping as normal, and is usually considered a running jump. He may do this no more than twice, then must rest his weight on something before doing so again (although just touching the ground long enough to settle and make another jump is fine). When jumping from the ground, he may wait for the peak of his jump before jumping again. If falling, using this ability reduces falling damage to only apply from the point the jump was made from (which can negate it entirely, if the Thief jumps close to the ground).
Clean Getaway (Su): A Primordial Thief of 4th level or higher has practice in getting away from elemental planar denizens that want him dead, and so benefits from a permanent Nondetection effect, cast at his character level. He also cannot be successfully scryed by creatures on a different plane from him; such an attempt gives no information as to what plane he is on (not even that he is not on the same plane as the scryer), and he is invisible when incidental to extraplanar scrying. These benefits extend to items on his person. Also, when affected by a cursed item that allows a saving throw against any effect but damage, he may make a second saving throw a round later; success reverses the effect as if he succeeded at the initial saving throw.
Firewalking (Su): A Primordial Thief of 5th level or higher gains Fire Resistance equal to his character level. Also, if he is aware of an area that inflicts continuous fire damage to anyone in it, he takes no damage from it.
Improved Evasion (Ex): A Primordial Thief of 5th level or higher gains Improved Evasion.
Magic of the Elements (Sp): A Primordial Thief of 6th level or higher steals the power of elemental magic, and can cast Gaseous Form and Gust of Wind, as the spell, and Produce Flame as the spell with the quicken spell metamagic feat applies. Also, all of his spell-like abilities granted so far from this class, including these three, become usable at will.
Elemental Movement (Su): A Primordial Thief can flee and infiltrate through the elements. At seventh level, he gains a Burrow speed equal to his base land speed (and can burrow through stone), and Swim and Fly (good maneuverability) speeds equal to twice his base land speed.
Primal Trickery (Su): A Primordial Thief of 8th level or higher is good at lying to elemental creatures (elementals, mephits, genies, and other natives of the inner planes); he gains a +4 bonus to Bluff checks against them, and cannot be detected as lying by magic (as the Glibness spell, except that opponents always fail the caster level check) by anyone. He also benefits from a permanent Mind Blank effect, but only against information-gathering and divination effects.
Undecieved (Su): A Primordial Thief of ninth level is expected to steal from powerful genie lords, who are undisputed masters of deception and illusion. He automatically knows whenever a genie, elemental, mephit, or other native of the inner planes is lying to him, as the Discern Lies spell. He also gains the benefits of a permanent True Seeing effect.
Stolen Wishes (Sp): A Primordial Thief of 10th level or higher steals the powers of the genies themselves. He can cast Wish three times per day, as a spell-like ability with a casting time of one minute.
Some alchemists aren't content to simply learn how to make potions and transmute materials. No, they have much higher aspirations. They seek to learn to transmute their own flesh, producing concoctions that allow them to transform into the beast they have within themselves. To that end, they have devised a variety of vile concoctions, and then willingly drink them, to enhance their own physical power.
All of the following are class features of the Flesh Alchemist.
Weapon and Armor Proficiency: A Flesh Alchemist is proficient with all simple and martial melee weapons. They gain no proficiency with armor.
Tincture of the Beast (Su): A Flesh Alchemist learns to make their own Tincture of the Beast at 1st level. They can prepare as much as they need out of common materials in an hour, but it will not work if anyone else drinks it. When they drink it (a standard action), it sends them into a rage for a minute, in which they cannot cast spells, activate magic items, make sneak attacks, or use ranged weapons. Their base attack bonus increases to their hit dice. They also cannot make sneak attacks, but, once per round plus once per round per five points of BAB above 1, can add 1d6 damage per two points of BAB to their melee attacks. They also gain damage reduction X/-, where X is half their character level + 2. Also, they gain a +4 Morale bonus to Strength while under the effects of the Tincture. An alchemist under the effects of a Tincture of the Beast looks substantially more beastial than normal, possibly by sprouting more hair, or by growing larger, or adding fangs; really, the sky's the limit here.
Concocted Mixture: When making the Tincture of the Beast, a Flesh Alchemist of 2nd level or higher can distill two potions of up to 3rd level into it. They take effect as if they drank the potions as part of the action of drinking the tincture. These potions don't take a magic item slot.
Greater Tincture (Su): A Flesh Alchemist of 3rd level can make a Greater Tincture. Whenever they make one, though, the previous tincture loses its potency. Drinking it has all of the effects of a regular Tincture of the Beast, but also grants immunity to mind-affecting effects, language-dependent effects, critical hits, death effects, negative levels, and hostile transmutation effects (e.g., petrification and polymorphing), and two primary natural Slam attacks for 1d10 damage at Large size, which are magic weapons with a Medium ability of the Flesh Alchemist's choice (chosen when preparing the Tincture, and it need not be the same). However, while in this state, the Flesh Alchemist cannot use weapons or shields. It also causes the Flesh Alchemist to increase one size category, with all the usual adjustments a monster gets, until the effect ends. The effect of a Greater Tincture always lasts at least two rounds; afterwards, it has a one in six chance of ending each round. A Greater Tincture cannot be made into a Concocted Mixture.
Tolerance (Ex): Having developed a tolerance for Tincture of the Beast, the Flesh Alchemist must learn to make them stronger. The normal variety leaves them in a rage for only 1d4+1 rounds, while the stronger variety lasts ten minutes, or until an antidote is applied, which they can also make. They can take the antidote while in a rage.
Alchemical Feat (Ex): While under the effects of Tincture of the Beast, the Flesh Alchemist gains a bonus Combat feat. They gain the same bonus feat every time they take the Tincture unless they've gained the feat permanently since the last time they took the tincture (in which case they must pick a new one). While under the effects of the Greater Tincture, they also gain a Fiend feat that they qualify for (except that they need not be a fiend), with the same restriction.
Immunities: Flesh Alchemists press their bodies to their limits, and are rewarded for this. They have been exposed to enough variety of poisons by 5th level that they are essentially immune to all of them. They also become immune to paralysis, and hostile transmutation, even when not under the effects of a Greater Tincture.
Just as many people aspire to leave a lasting mark on the world by creating something, many deities and divine ascendants aspire to leave a lasting mark on the multiverse by creating a world. Some people even get the idea that creating a world can make them into a deity. Worldsmiths are those who practice the creation of worlds, the bending of reality into new forms. They are few and far between, seldom learning their art from another worldsmith or even from writings, but instead each re-inventing the path.
All of the following are class features of the Worldsmith.
Spellcasting: A Worldsmith casts any spells they used to cast. Every time they gain a level in Worldsmith, they may pick an existing spellcasting class they have spellcasting ability from and advance it one level, for purposes of spells known, caster level and spells per day only. If they have no pre-existing spellcasting, they may advance as a Sorcerer.
Refuge Plane (Sp): A Worldsmith of 1st level is able to create a Refuge Plane. To do so, they must spend a week at work in the same place. This creates a tangent demiplane with no inherent entry portal, the same planar traits as the world it was spawned from, and a completely barren environment. The demiplane is a cylinder 20 feet in radius and 20' high, the bottom half of which is filled with earth or stone, at the Worldsmith's discretion. Once the Worldsmith gains a level, the Demiplane begins to grow by one foot per day in radius and height, to a maximum of 20' times their class level squared in radius and 10' plus 10' per level squared in height. It grows whenever it is smaller than its maximum size. Once created, the terrain can be altered through magic or brute labor just like any other plane, unless it's static. The plane's border is impenetrable.
Also, the Worldsmith can Plane Shift to their Refuge Plane at will, taking up to one creature per character level with. Unlike the spell, they always arrive at exactly the point they choose. While on his Refuge Plane, they may Plane Shift to whatever point they last Plane Shifted away from, with perfect accuracy. Otherwise this Plane Shift ability behaves as the spell. Their refuge plane is considered their home plane, for all purposes. The Worldsmith does not age on the Refuge Plane.
Chosen Battleworld (Sp): A Worldsmith chooses their battlefields carefully, and their abilities give them perfect power to reshape the battlefield. Once per day, a Worldsmith of 2nd level or higher may create a temporary tangent demiplane and draw in as many creatures as they want within medium range and line of effect, with a will save (DC 10 + 1/2 character level + Highest mental ability modifier) allowing any creature to not be drawn in. The demiplane extends out to medium range, and has any elemental, energy, gravity, and mild alignment traits that the Worldsmith chooses. It also has up to one metamagic level per class level of Enhanced Magic traits, and any Impeded Magic traits the Worldsmith chooses; it may also be Wild or Dead magic, at the Worldsmith's option. The Worldsmith may control the terrain on it to anything natural and consistent with the plane's traits, but all details smaller than twenty-foot cubes are determined randomly. Creatures brought in to the plane retain their relative positions to eachother, with the Worldsmith at the center. The plane has an impenetrable border around it. It lasts one round per two character levels; after that, all creatures on the plane are ejected into the same relative positions as they were on the plane, shunted aside as in Dimension Door if that would land them in a solid object. The demiplane has no other exits, and magic that accesses other planes, except at the one spot where it is coexistent to the original plane, doesn't work. It may be dismissed as a standard action.
At 4th level, a Chosen Battleworld can be Strongly Aligned, and the Worldsmith can use the ability twice per day. At 5th level, the Worldsmith can use the ability three times per day.
Master's Refuge: A Worldsmith of 3rd level or higher may take complete mastery over their refuge. If they do so, it becomes divinely morphic, and responds to their whim, allowing them to change its planar traits as though a god. They are subject to the same restrictions as a Chosen Battleworld.
Prison Dimension (Sp): A Worldsmith of 3rd level or higher can hurl an enemy into a prison dimension once per day. This allows a Will save (DC 10 + 1/2 caster level + highest mental ability modifier) to negate. On a failure, a tangent demiplane is created around the target with any traits to the Worldsmith chooses, subject to the same restrictions as a Chosen Battleworld. The demiplane is a cylinder with a radius equal to twice the target's space, and a height equal to its radius, the bottom half of which may be made of stone, at the Worldsmith's option. The plane is under a Dimensional Lock effect, cast at the Worldsmith's character level, that re-asserts itself 1d4 rounds after being dispelled. The lock does not function while the Worldsmith's blood is spilled on the point on the origin plane coexistent to the demiplane, and such a condition opens a two-way portal to the prison plane. The Worldsmith's skull, provided that it is not in a body, has the same effect.
Immortality: A Worldsmith of 4th level or higher doesn't age outside of their refuge plane either. Also, when slain, their soul flees to their refuge plane if it is free. Over the course of one day per character level, it forms a body from the planar material there; at the end of this time, the Worldsmith is revived as though True Resurrected.
A few people are caught by an extraordinary wanderlust and drive to explore the unexplored, or at least unknown to them, that it drives them to the frontiers of the multiverse. Many of these took up the study of magic in order to begin to explore the planes, while others had their interest piqued by their study of magic. Some are sponsored by a society somewhere that they would consider civilized. Others are outcasts. Whatever the reason, all of these wanderers have substantial magic powers.
All of the following are class features of the Planecrosser.
Spellcasting: Planecrossers advance spellcasting as if they had gained a level in any existing arcane spellcasting class they had every time they gain a level of Planecrosser. This only affects spells per day, caster level, and spells known.
Physical Adaptation (Ex): A Planecrosser takes no damage from planar elemental and energy traits. They can also, as a free action, ignore any natural inclement weather condition. They may still take damage from sources similar to planar traits, even on the same plane (the Plane of Fire itself doesn't burn them, but a Fireball would, even on the Plane of Fire).
Planar Transit (Sp): As a full-round action, a Planecrosser of 2nd level or higher may enter any coexistent plane. The Planecrosser is brought to the point coexistent to their own square. They may bring along a number of willing subjects equal to their character level, provided all are connected to the Planecrosser by a chain of linked hands or similar. This can be done at will.
Bargain of the Planes (Ex): A Planecrosser of 2nd level or higher gains an advantage when bargaining with planar creatures, providing a +2 Competence bonus to Diplomacy and Gather Information checks on the home plane of the other creature, provided the Planecrosser is not on their own home plane.
Transdimensional Casting (Ex): When a Planecrosser of 3rd level or higher casts a spell, the spell may be cast as if from any coexistent plane to where the Planecrosser stands, drawing line of effect through that plane, to creatures in that plane. They can also draw lines of effect through planar boundaries. They gain no special ability to see into other planes of existence.
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.
Fiery Rage (Ex): 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.
Smoldering Rage (Ex): 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.
Fire Blast (Su): 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
Fast Healing (Ex): 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.
Mephit Traits: A Mephit gains special traits depending on what major element they are most closely assocciated with.
← Previous: Races of the Elements
|Skill||Appraise +, Concentration +, Craft +, Decipher Script +, Disable Device +, Heal +, Hide +, Intimidate +, Knowledge [All skills, taken individually] +, Move Silently +, Sleight of Hand +, Spellcraft +, Spot +, Diplomacy +, Escape Artist +, Handle Animal +, Knowledge (Arcana, Nature, The Planes) +, Profession +, Ride +, Search +, Bluff +, Knowledge (all skills, selected individually) +, Tumble +, Jump +, Knowledge (Arcana) +, Knowledge (Nature) +, Knowledge (The Planes) +, Listen +, Survival +, Use Magic Device +, Balance +, Knowledge (Arcana, Nature, the Planes) +, Climb +, Sense Motive +, Swim +, Knowledge +, Disguise +, Speak Language +, Use Rope +, Forgery +, Gather Information +, Perform +, Knowledge (Nobility) +, Knowledge (the Planes) +, Knowledge (History) +, Knowledge (the Planes +, Alchemy + and Knowledge (all skills, taken individually) +|
|Skill Points||4 +, 2 +, 8 + and 6 +|
|Summary||Alchemists use magic by mixing rare and ma … |
Alchemists use magic by mixing rare and magical components. They make potions, oils, grenades, and all manner of other items, providing invaluable services to other adventurers. When drawn to adventure, they apply their unique talents, a combination of esoteric knowledge of magical components and a strong throwing arm, to solve problems, whether with subtle poisons or with a loud bang.r with subtle poisons or with a loud bang. +