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Base Classes[]

Alchemist, Elementalist, Shadowcaster, Snowsoul, Windseeker, Elemental Brute, Elemental Weird, Genie.


Alchemist

"Sorry. Here, take this potion with every meal, three times daily, and you should be back to your normal self in no time." "Ribbit"

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. Among the savage humanoids, Goblins take naturally to Alchemy and so produce a disproportionate number of Alchemists, and many orc tribes have a halfbreed Alchemist member, never fully accepted but always needed.

Game Rule Information[]

Table: The Alchemist

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Superior Alchemy damage
Fort Ref Will


1st +0 +2 +2 +0 Unstable Potion, Brew Potion, Alchemical Practice, Spell List --
2nd +1 +3 +3 +0 Alchemist's Secret, Alchemist's Tricks --
3rd +2 +3 +3 +1 For Personal Use, Laboratory Testing --
4th +3 +4 +4 +1 Superior Alchemy, Alchemist's Secret 1d6
5th +3 +4 +4 +1 Alchemic Aura 1d6
6th +4 +5 +5 +2 Oils and Elixirs 1d6
7th +5 +5 +5 +2 Crafting Prodigy 1d6
8th +6/+1 +6 +6 +2 Philosopher's Stone 2d6
9th +6/+1 +6 +6 +3 Alchemist's Secret 2d6
10th +7/+2 +7 +7 +3 Intent to Distribute 2d6
11th +8/+3 +7 +7 +3 Eternal Memory, Alchemist's Secret 2d6
12th +9/+4 +8 +8 +4 Transmute Universe 3d6
Class Skills (Skill Points::4 + Int modifier per level, ×4 at 1st level)
Alchemy (Int), Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge [All skills, taken individually] (Int), Move Silently (Dex), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis).

Class Features[]

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.


Elementalist

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)

Starting Age: As Druid.

Hit Die: d6

Game Rule Information[]

Table: The Elementalist

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Armored Casting, Create Water 5 3
2nd +1 +0 +0 +3 Elemental Survival 6 4
3rd +1 +1 +1 +3 Advanced Learning 6 5
4th +2 +1 +1 +4 Create Air 6 6 3
5th +2 +1 +1 +4 Elemental Familiar, Advanced Learning 6 6 4
6th +3 +2 +2 +5 6 6 5 3
7th +3 +2 +2 +5 Resistance to Energy: 5, Advanced Learning 6 6 6 4
8th +4 +2 +2 +6 6 6 6 5 3
9th +4 +3 +3 +6 Create Fire, Advanced Learning 6 6 6 6 4
10th +5 +3 +3 +7 Timelessness 6 6 6 6 5 3
11th +5 +3 +3 +7 Elemental Traits, Advanced Learning 6 6 6 6 6 4
12th +6 +4 +4 +8 6 6 6 6 6 5 3
13th +6 +4 +4 +8 Resistance to Energy: 10, Advanced Learning 6 6 6 6 6 6 4
14th +7 +4 +4 +9 Create Wood 6 6 6 6 6 6 5 3 -
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 (Skill Points::4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana, Nature, The Planes) (Int), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int)

Class Features[]

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.
To cast an Elementalist spell, she must have an Intelligence at least equal to 10 + the Spell level. The DC of the Elementalist's spells is Wisdom based and the bonus spells are Intelligence based. Elementalists choose their spells from the following list:

0—Attune Form[1], Caltrops[1], Detect Magic, Detect Poison, Light

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[1], Summon Elemental I, Wall of Smoke[1], Water Breathing

2nd—Binding Winds[1], Command Plants, Creeping Cold[1], Earth Lock[1], Earthen Grace[1], Fog Cloud, Heat Metal, Protection From Arrows, Soften Earth and Stone, Summon Elemental II, Wall of Sand[1], Warp Wood, Wood Shape

3rd—Blight, Control Water, Earth Reaver[1], Investigate Portal, Fire Shield, Fly, Plant Growth, Stone Shape, Stoneskin, Summon Elemental III, Wall of Fire, Wall of Water[1], Wind Wall

4th—Briar Web[1], Greater Stone Shape[1], Scrying, Summon Elemental IV, Wall of Stone

5th—Animate Plants, Fire Breath, Move Earth, Stone Tell, Summon Elemental V, Wall of Thorns, Wind Walk

6th—Control Plants, Energy Immunity[1], Flesh to Stone, Stone Tell, Stone to Flesh, Summon Elemental VI

7th—Control Weather, Greater Scrying, Fire Storm, Summon Elemental VII, Transmute Rock to Lava[1]

8th—Earthquake, Summon Elemental VIII, Sunburst, Whirlwind

9th— Elemental Swarm, Frozen Stillness, Greater Fire Breath, Summon Elemental IX, Summon Elemental Monolith[1]

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.

Create Water (Su): An Elementalist can create water as a standard action at will as the spell create water with a caster level equal to her character level.

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 or Wu Jen[2] spell list may be added in this way.

Create Air (Su): At 4th level an Elementalist can create air at will as if she was an open Bottle of Air.

Elemental Familiar: At 5th level, an Elementalist can acquire a familiar in the same manner as a Sorceror. Unlike a Sorceror, 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:

  • Air Elemental: Gains Air Mastery and a Flight Speed (perfect maneuverability) equal to her walking speed.
  • Earth Elemental: Gains Earth Mastery, a 30 foot Tremor Sense, and a Burrowing Speed equal to half her walking speed.
  • Fire Elemental: Gains Immunity to Fire, and her body immolates whenever desired, inflicting an additional 4d6 of fire damage on any creature struck with her unarmed strikes or which strike her with an unarmed strike.
  • Water Elemental: Gains Water Mastery, the (Aquatic) subtype, the amphibious special quality, and a swim speed equal to her walking speed.
  • Wood Elemental: Gains Immunity to Polymorphing, a 60 foot Woodsense, and a Climb Speed equal to her walking speed.

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 similar 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.

Create Earth (Su): At 17th level, an Elementalist can create a wall of stone at any time as a standard action.

Shadowcaster (3.5e Class)

Snowsoul (3.5e Class)

Windseeker

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

Table: The Windseeker

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Air Magic, Cyclone, Gale Blast, Feather Fall
2nd +1 +0 +3 +0 Aiding Winds
3rd +2 +1 +3 +1 Chains of Air, Double Jump
4th +3 +1 +4 +1 Wind Manipulations
5th +3 +1 +4 +1 Reap the Whirlwind
6th +4 +2 +5 +2 Shield of Winds, Fly (Single)
7th +5 +2 +5 +2 Hurling Gust, Wind Walk
8th +6 +2 +6 +2 Control Winds
9th +6 +3 +6 +3 Fly (Multiple)
10th +7 +3 +7 +3 Discorporate, Find the Windy Heart
11th +8 +3 +7 +3 Flash Gale
12th +9 +4 +8 +4 Repulsion
13th +9 +4 +8 +4 Control Weather
14th +10 +4 +9 +4 Whirlwind
15th +11 +5 +9 +5 Chain the Many, Zephyr's Speed

Class Skills (Skill Points::2 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Concentration (Con), Craft (Int), Jump (Str), Knowledge (Arcana, Nature, the Planes) (Int), Listen (Wis) Spellcraft (Int), Survival (Wis), Tumble (Dex),

Class Features[]

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.

Feather Fall (Sp): A Windseeker can cast Feather Fall, as a spell-like ability at will.

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).

Wind Manipulations (Sp): A Windseeker of 4th level or higher may cast Gust of Wind, Levitate, Wind Wall, and Whispering Wind as spell-like abilities at will cast at her class level.

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.

Fly (Sp): A Windseeker of 6th level or higher can cast Fly, as the spell. Once she does so, she can't cast it again until the first spell expires. At 9th level, she can cast it at-will.

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.

Wind Walk (Sp): A Windseeker of 7th level may cast Wind Walk, as the spell, as a spell-like ability at will.

Control Winds (Sp): A Windseeker of 8th level or higher may use Control Winds as the spell at will, although only one such effect per caster may be active at a time.

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.

Flash Gale: A Windseeker of 11th level or higher may use Gale Blast and Gust of Wind as swift actions once per round.

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.

Control Weather (Sp): A Windseeker of at least 13th level can cast Control Weather at will as a spell-like ability. Each new casting ends the old one immediately.

Whirlwind (Sp): A Windseeker of at least 14th level may cast Whirlwind at will as a spell-like ability. Each new casting ends the old one immediately.

Chain the Many (Sp): A Windseeker of 15th level may Chain the Many. This works like Chains of Air, except that it binds up to one creature per character level.

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.


Elemental Brute

Wind etches cliff walls.

A landslide falls to the sea.

Raindrops douse spring fires.

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[]

Table: The Elemental Brute

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2/0 +0/2 Elemental Origin, Natural Armor, Natural Weapon, Bonus Feat, Combat Talent +1
2nd +1 +3 +3/0 +0/3 Attribute Boost
3rd +2 +3 +3/1 +1/3 Elemental Mastery
4th +3 +4 +4/1 +1/4 Attribute Boost
5th +3 +4 +4/1 +1/4 Bonus Feat, Combat Talent +2
6th +4 +5 +5/2 +2/5 Attribute Boost
7th +5 +5 +5/2 +2/5 Bonus Feat
8th +6 +6 +6/2 +2/6 Attribute Boost
9th +6 +6 +6/3 +3/6 Bonus Feat, Combat Talent +3
10th +7 +7 +7/3 +3/7 Attribute Boost

Class Skills (Skill Points::4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis) Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str).

Class Features[]

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.

Elemental Mastery (Ex): An Elemental Brute of 3rd level or higher gains The Edge against opponents in its element.

  • Air: An Air Brute gains The Edge against flying opponents.
  • Earth: An Earth Brute gains The Edge as long as its weight and its opponent's weight are both on the ground.
  • Fire: A Fire Brute gains The Edge against any opponent that is presently on fire or otherwise taking continuous fire damage when it makes its attack.
  • Water: A Water Brute gains The Edge against any opponent immersed at least halfway in water.

Exotic elemental types also gain this ability:

  • Ice: An Ice Brute gains The Edge against any opponent standing on ice.
  • Magma: A Magma Brute behaves like a Fire Brute for purposes of this ability.
  • Shadow: A Shadow Brute gains The Edge against any opponent against whose attacks it has concealment or total concealment.
  • Wood: A Wood Brute gains The Edge against any opponent who ended their last turn adjacent to it without attacking it.


Elemental Weird

The guardian of the Temple of the Seas shall not allow you to pass.

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[]

Table: The Elemental Weird

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Elemental Origin, Sphere
2nd +1 +0 +0 +3 Enhanced Sphere Access
3rd +1 +1 +1 +3 Sphere
4th +2 +1 +1 +4 Hardiness of the Elements
5th +2 +1 +1 +4 Sphere
6th +3 +2 +2 +5 Elemental Skills
7th +3 +2 +2 +5 Sphere
8th +4 +2 +2 +6 Unstoppable Force
9th +4 +3 +3 +6 Sphere
10th +5 +3 +3 +7 Magical Training

Class Skills (Skill Points::2 + Int modifier per level, ×4 at 1st level)
Concentrationskill::Concentration (Con), Craftskill::Craft (Int), Diplomacyskill::Diplomacy (Cha), Knowledgeskill::Knowledge (all skills, taken individually) (Int), Spellcraftskill::Spellcraft (Int).

Class Features[]

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:

  • Air - Bolas, Throwing Axe
  • Earth - Light and Heavy pick
  • Water - Trident, Net
  • Fire - Spiked Chain

Exotic origins also grant a weapon proficiency:

  • Ice - Handaxe, Battleaxe
  • Magma - Light Hammer, Warhammer
  • Shadow - Shortsword, Kukri
  • Wood - Glaive, Greatclub

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 Unstoppable Force as a bonus feat at level 8. If it already has Hardiness of the Elements at level 4, it gains Unstoppable Force 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:

  • Air - Tumble
  • Earth - Knowledge (Dungeoneering)
  • Fire - Jump
  • Water - Escape Artist

Exotic origins gain the following:

  • Ice - Sense Motive
  • Magma - Intimidate
  • Shadow - Sleight of Hand
  • Wood - Search

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.

/Genie

Prestige Classes[]

Shadowdancer, Soulseared, Elemental Champion, Planar Oracle, Primordial Thief, Flesh Alchemist, Worldsmith, Planecrosser

Racial Substitution Levels[]

References[]


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