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CHAPTER 2PRESTIGECLASSES34approaches elemental perfection, she gains immunity toparalysis and poison at 9th level.Elemental Perfection: At 10th level, an elemental savant,through long association with elemental entities and extensivestudy of their secrets, completely transcends her mortalform to become an elemental creature. Her type changes to elemental.She no longer needs to eat, sleep, or breathe (thoughshe must still rest to regain spells). She gains an elementalcreature’s immunity to stunning, and she is no longer subjectto extra damage from critical hits or flanking. An elementalsavant gains the speed and movement modes, natural attacks,special attacks, and special qualities of a Medium elementalof the type appropriate to her elemental specialty, as notedin the Monster Manual, except that the save DC against herelemental attack form, if any (whirlwind, burn, or vortex) is20 + her Con modifier.Upon achieving this state, an elemental savant’s appearanceundergoes a minor physical change, usually to the skin oreyes. An earth elemental savant, for example, might acquiregemlike eyes and hard, pebbly skin. Anyone who shares theelemental savant’s predilection for study of her chosen planeimmediately recognizes her transcendent nature. She gainsa +2 circumstance bonus on all Charisma-based skill andability checks when interacting with creatures that share herelemental subtype (air, earth, fire, or water) and with otherelemental savants who have chosen her element.Unlike a normal elemental, an elemental savant retains asoul separate from her body. She can be raised from the deadas normal for a creature of her previous type.Energy Immunity (Ex): From 10th level on, an elementalsavant gains immunity to the type of energy associated withher chosen element.SAMPLE ELEMENTAL SAVANTKyevera Luerten: Female elf warmage 6/elemental savant4; CR 10; Medium humanoid; HD 6d6 plus 4d4; hp 33; Init+2; Spd 30 ft.; AC 21, touch 12, flat-footed 19; Base Atk +5;Grp +5; Atk or Full Atk +6 melee (1d8 ×3, masterwork spear);SA energy penetration +2, fire specialty, warmage edge; SQarmored mage (light), elf traits, immunity to sleep, low-lightvision, resistance to fire 10; AL CG; SV Fort +5, Ref +7, Will+10 (+12 against enchantments); Str 10, Dex 14, Con 11, Int14, Wis 8, Cha 19.Skills and Feats: Concentration +13, Intimidate +15,Knowledge (arcana) +15, Knowledge (the planes) +6, Listen+1, Search +4, Spellcraft +11, Spot +1; Energy Substitution(fire), Greater Spell Focus (evocation), Spell Focus (evocation),Spell Penetration.Languages: Common, Draconic, Elven, Ignan.Energy Penetration (Ex): When Kyevera casts a spellthat has the fire descriptor, she gains a +2 competence bonuson caster level checks to beat a creature’s spell resistance (inaddition to the bonus from her Spell Penetration feat).Warmage Edge (Ex): Kyevera gains a +2 bonus on damagedealt by any of her spells that deal hit point damage. A singlespell can never gain this extra damage more than once percasting.Elf Traits: Elves have immunity to magic sleep effects. Anelf who merely passes within 5 feet of a secret or concealeddoor is entitled to a Search check to notice it as if she wereactively looking for it.Warmage Spells Known (6/7/7/7/6/3 per day; caster level10th): 0—acid splash† (+7 ranged touch), disrupt undead (+7ranged touch), light, ray of frost† (+7 ranged touch); 1st—accuracy,burning hands (DC 17), chill touch (+5 melee touch; DC15), fist of stone†, hail of stone†, magic missile, lesser orb of acid† F(+7 ranged touch), lesser orb of cold† F (+7 ranged touch), lesserorb of electricity† F (+7 ranged touch), lesser orb of fire† (+7 rangedtouch), lesser orb of sound† F (+7 ranged touch), shocking grasp F(+5 melee touch), Tenser’s floating disk, true strike; 2nd—bladesof fire†, continual flame, fire trap (DC 16), fireburst† (DC 18),flaming sphere (DC 18), ice knife F (DC 16), Melf’s acid arrow F (+7ranged touch), pyrotechnics (DC 16), scorching ray (+7 rangedtouch), shatter F (DC 18), whirling blade F (masterwork sickle +10melee, 1d6+4); 3rd—fire shield, fireball (DC 19), flame arrow,gust of wind (DC 19), ice storm F , Leomund’s tiny hut, lightningbolt F (DC 19), poison (+5 melee touch; DC 17), ring of blades†,sleet storm F , stinking cloud (DC 17); 4th—blast of flame† (DC20), contagion (DC 18), Evard’s black tentacles, orb of acid† F , orbof cold† F , orb of electricity† F , orb of fire†, orb of force†, orb of sound† F ,phantasmal killer (DC 18), shout F (DC 20), wall of fire; 5th—arcof lightning† F (DC 19), cloudkill (DC 19), cone of cold F (DC 21),flame strike (DC 21), greater fireburst† (DC 21), mass fire shield†,prismatic ray† (DC 21).† New spell found in Chapter 4.F: These spells lose their normal energy subtype and gainthe fire subtype instead. They deal fire damage instead oftheir normal kind of energy damage (if they deal damage).Possessions: +2 chain shirt, +2 light steel shield, masterworkspear, masterwork sickle, cloak of Charisma +2, cloak ofresistance +2.ENLIGHTENED FISTNot all monks pursue metaphysical perfection to the exclusionof all other study. Some monks combine a rigorousdiscipline of academic study with martial arts and developmentof the body. For these monks, that study includes thepractice of magic and the implementation of certain arcanetricks into their unarmed combat styles. These enlightenedfists master the use of touch spells, creating new forms ofcombat where their fists strike with blinding speed, phenomenalpower, and magical energy.Most enlightened fists are monk/sorcerers or monk/wizards.Some focus heavily on one class or the other, whileothers seek to maintain balance between their arcane andphysical training.Enlightened fists are most common in metropolitansettings, where magical training is available and becomesan integral component of the monastic life. Enlightened

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