Lyndworm
2012-01-22, 09:29 AM
First off, I'd like to start this post with an enormous thanks to NeoSeraphi. In addition to being an enormously talented homebrewer, I've come to know that he's a legitimately good guy, too. Plus, his Pyromaniac (http://www.giantitp.com/forums/showthread.php?t=225459) was a huge inspiration for these classes. They perform a close enough role that you'd probably not allow both in the same campaign, but either one beats Complete Arcane's Elemental Savant (from which this class pulls heavily). Hopefully mine and his aren't too similar in the end, but to be comparable isn't exactly a bad thing in my book. After all, doesn't everyone love that Seraphi HomebrewTM? Please tell me what you think of these classes, good, bad, or indifferent. Without further adieu, I present the classes themselves:
Prerequisites:
To qualify to become a Firesoul Mage, a character must fulfill all the following criteria.
Skills: Knowledge (Arcana) 8 ranks, Knowledge (the Planes) 4 ranks.
Feat: Energy Substitution (Fire).
Spells: Able to cast at least three spells that have the Fire descriptor. One of the spells must be at least 3rd level.
Special: Must have made peaceful contact with an elemental or outsider that has the Fire subtype and have them agree to place a portion of their element into you.
The Firesoul Mage:
d4 Hit Die
Level
BAB
Fort
Ref
Will
Special
Spells per Day/Spells Known
1st
+0
+0
+0
+2
Burning Focus +1, Flaming Soul
+1 level of existing spellcasting class
2nd
+1
+0
+0
+3
Advanced Learning
+1 level of existing spellcasting class
3rd
+1
+1
+1
+3
Burning Penetration +2, Burning Touch
+1 level of existing spellcasting class
4th
+2
+1
+1
+4
Advanced Learning
+1 level of existing spellcasting class
5th
+2
+1
+1
+4
Burning Focus +2, Flame Savant
+1 level of existing spellcasting class
6th
+3
+2
+2
+5
Advanced Learning
+1 level of existing spellcasting class
7th
+3
+2
+2
+5
Burning Penetration +4, Fire Shield
+1 level of existing spellcasting class
8th
+4
+2
+2
+6
Advanced Learning
+1 level of existing spellcasting class
9th
+4
+3
+3
+6
Burning Focus +3, Gift of Fire
+1 level of existing spellcasting class
10th
+5
+3
+3
+7
Advanced Learning, Fire Apotheosis
+1 level of existing spellcasting class
Skills: 2 + Int modifier.
Skill List: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Mage Class Features:
Weapon and Armor Proficiency:
Firesoul Mages gain no proficiency with any weapon or armor.
Flaming Soul (Ex):
Upon taking his first level in this class, the Mage awakens the portion of elemental fire within himself. When the Mage casts a spell that normally deals energy damage, its energy descriptor changes to be Fire, and it deals fire damage instead of its normal energy type. For example, a Firesoul Mage could still cast meld into stone, and its descriptor would not change because it does not deal energy damage. However, if he casts acid arrow, the spell would deal fire damage and have the Fire descriptor instead of dealing acid damage and having the Acid descriptor. The Mage also gains Fire Resistance equal to twice his class level.
The Mage gains one more benefit from this ability: any dice or damage cap based on level is increased by an amount equal to his levels in this class. For example, if a 4th level Firesoul Mage were to cast lightning bolt it would not max out at 10d6 damage, but instead at 14d6 damage. This ability only works on spells with the Fire descriptor.
Burning Focus (Ex):
At 1st level, and again at 5th and 9th levels, the DC of all of the Mage's spells with the Fire descriptor increases by 1. This ability stacks with the Spell Focus and Greater Spell Focus feats.
Advanced Learning (Ex):
At 2nd level, and again at every even level thereafter, the Mage may add a spell with the Fire descriptor to his spells known. He may choose any spell from any spell list, even if that spell is normally found only in Cleric Domains, though he cannot choose a spell of a level he cannot cast. If he chooses a spell that is not already in his spell list, he adds the spell to that list at the level at which it was on the list from which he took it. This spell is treated as being on the Mage's spell list for all purposes, including the use and creation of potions, scrolls, and wands.
Burning Penetration (Ex):
At 3rd level, and again at 7th level, the Mage receives a cumulative +2 competence bonus on caster level checks (1d20 + caster level) to overcome a creature’s spell resistance with spells that have the Fire descriptor. This ability stacks with the Spell Penetration and Greater Spell Penetration feats.
Burning Touch (Su):
At 3rd level the Firesoul Mage can ignite a creature in horrendous blaze with a mere touch. A number of times per day equal to his Charisma bonus, the Mage may deal 1d6 fire damage as a touch attack. Any creature or object that takes at least 1 point of damage in this way must make a Reflex save (DC 10 + 1/2 HD + Charisma modifier) or immediately catch fire. In each subsequent round, the target must make another Reflex saving throw. Failure means that it takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once it succeeds on the saving throw, it's no longer on fire.)
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like as a Full-round action permits the character another save with a +4 bonus.
Flame Savant (Ex):
At 5th level, the Mage's ability to wield the elements astounds and frightens even elementals. From this point on, any spell or Spell-Like Ability with the Fire descriptor cast by the Mage can affect even those normally protected against such effects. Creatures who are usually immune to fire damage instead take half damage, creatures who take 150% damage instead take 200% damage, and his spells bypass Fire Resistance entirely.
If a spell is affected by both this ability and the Searing Spell feat, the effects are similar but stronger. Creatures who are usually immune to fire damage instead take full damage, creatures who take 150% damage instead take 250% damage, but the spell has no additional affect against those protected by Fire Resistance.
Fire Shield (Sp):
At 7th level, the Mage is nearly at one with the fire. A number of times per day equal to his Charisma modifier (minimum 1), the Mage can use fire shield as a Spell-Like Ability. He is limited, however, to only a warm shield.
Gift of Fire (Sp):
At 9th level, the Mage has discovered how to tap into his elemental powers and aid his allies. A number of times per day equal to his Charisma modifier (minimum 1), as a Standard action, the Mage may create a 30ft burst of fire centered around himself. This burst deals a number of d6s of fire damage equal to his Charisma bonus to all enemies caught in the area, and also affects the weapons of all allies (including his own weapon). All weapons affected act as if they had the Flaming Burst enhancement. This effect stacks with a weapon that already has this enhancement. The weapons retain this bonus damage for 5+Cha rounds.
Fire Apotheosis:
At 10th level, the Mage has achieved complete and utter mastery of Fire. He gains the Fire subtype, and is now treated as both an Elemental and a creature of his original type simultaneously. Whenever an effect relying on the type of creature would effect the Mage, he may choose to be considered whichever type he finds more favorable in that instance. For example, an Elf 10th level Firesoul Mage would be treated as both a Humanoid (Elf, Fire) and an Elemental (Elf, Fire), whichever is more beneficial. As such, he couldn't be affected by a dominate person spell or rebuked by a Cleric with the Fire domain, but could be affected by an enlarge person spell or resurrected, at his option.
Additionally, the Mage is immune to stunning, and isn't subject to extra damage from critical hits or flanking. He no longer needs to eat, sleep, or breathe (though he must still rest to regain spells). Finally, the Mage gains a natural Slam attack that deals 1d6 points of bludgeoning damage (if he's Medium; if the Mage is Small his slam deals 1d4 damage, if the Mage is Large he instead gains two slams, each dealing 1d8 damage) plus all of his natural attacks deal an additional 1d6 points of fire damage.
Finally, once per day the Firesoul Mage may cast a spell and treat it as if it were affected by the Energy Admixture metamagic feat without increasing casting time or spell level. This spell can deal either it's original damage type in addition to its new fire damage, or it may deal its fire damage twice. For example, a shocking grasp spell that deals 15d6 fire damage can instead deal either 15d6 electricity damage and 15d6 fire damage or 30d6 fire damage.
Prerequisites:
To qualify to become a Acidbborn Mage, a character must fulfill all the following criteria.
Skills: Knowledge (Arcana) 8 ranks, Knowledge (the Planes) 4 ranks.
Feat: Energy Substitution (Acid).
Spells: Able to cast at least three spells that have the Acid descriptor. One of the spells must be at least 3rd level.
Special: Must have made peaceful contact with an elemental or outsider that has the ability to deal Acid damage at will and have them agree to place a portion of their element into you.
The Acidborn Mage:
d4 Hit Die
Level
BAB
Fort
Ref
Will
Special
Spells per Day/Spells Known
1st
+0
+0
+0
+2
Corrosive Focus +1, Caustic Soul
+1 level of existing spellcasting class
2nd
+1
+0
+0
+3
Advanced Learning
+1 level of existing spellcasting class
3rd
+1
+1
+1
+3
Corrosive Penetration +2, Corrosive Touch
+1 level of existing spellcasting class
4th
+2
+1
+1
+4
Advanced Learning
+1 level of existing spellcasting class
5th
+2
+1
+1
+4
Corrosive Focus +2, Acid Savant
+1 level of existing spellcasting class
6th
+3
+2
+2
+5
Advanced Learning
+1 level of existing spellcasting class
7th
+3
+2
+2
+5
Corrosive Penetration +4, Acid Sheathe
+1 level of existing spellcasting class
8th
+4
+2
+2
+6
Advanced Learning
+1 level of existing spellcasting class
9th
+4
+3
+3
+6
Corrosive Focus +3, Gift of Acid
+1 level of existing spellcasting class
10th
+5
+3
+3
+7
Advanced Learning, Acid Apotheosis
+1 level of existing spellcasting class
Skills: 2 + Int modifier.
Skill List: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Mage Class Features:
Weapon and Armor Proficiency:
Acidborn Mages gain no proficiency with any weapon or armor.
Caustic Born (Ex):
Upon taking his first level in this class, the Mage awakens the portion of elemental acid within himself. When the Mage casts a spell that normally deals energy damage, its energy descriptor changes to be Acid, and it deals acid damage instead of its normal energy type. For example, an Acidborn Mage could still cast meld into stone, and its descriptor would not change because it does not deal energy damage. However, if he casts burning hands, the spell would deal acid damage and have the Acid descriptor instead of dealing fire damage and having the Fire descriptor. The Mage also gains Acid Resistance equal to twice his class level.
The Mage gains one more benefit from this ability: any dice or damage cap based on level is increased by an amount equal to his levels in this class. For example, if a 4th level Acidborn Mage were to cast lightning bolt it would not max out at 10d6 damage, but instead at 14d6 damage. This ability only works on spells with the Acid descriptor.
Corrosive Focus (Ex):
At 1st level, and again at 5th and 9th levels, the DC of all of the Mage's spells with the Acid descriptor increases by 1. This ability stacks with the Spell Focus and Greater Spell Focus feats.
Advanced Learning (Ex):
At 2nd level, and again at every even level thereafter, the Mage may add a spell with the Acid descriptor to his spells known. He may choose any spell from any spell list, even if that spell is normally found only in Cleric Domains, though he cannot choose a spell of a level he cannot cast. If he chooses a spell that is not already in his spell list, he adds the spell to that list at the level at which it was on the list from which he took it. This spell is treated as being on the Mage's spell list for all purposes, including the use and creation of potions, scrolls, and wands.
Corrosive Penetration (Ex):
At 3rd level, and again at 7th level, the Mage receives a cumulative +2 competence bonus on caster level checks (1d20 + caster level) to overcome a creature’s spell resistance with spells that have the Acid descriptor. This ability stacks with the Spell Penetration and Greater Spell Penetration feats.
Corrosive Touch (Su):
At 3rd level the Acidborn Mage can coat a creature in a corrosive substance with a mere touch. A number of times per day equal to his Charisma bonus, the Mage may deal 1d6 acid damage as a touch attack. Any creature or object that takes at least 1 point of damage in this way must make a Reflex save (DC 10 + 1/2 HD + Charisma modifier) or immediately be covered in acid. In each subsequent round, the target must make another Reflex saving throw. Failure means that it takes another 1d6 points of damage that round. Success means that the acid has been shaken off. (That is, once it succeeds on the saving throw, it's no longer covered in acid.)
A character covered in acid may automatically remove the substance by jumping into enough water to wash himself. If no body of water is at hand, rolling on the ground or rubbing at the acid with cloaks or the like as a Full-round action permits the character another save with a +4 bonus.
Acid Savant (Ex):
At 5th level, the Mage's ability to wield the elements astounds and frightens even elementals. From this point on, any spell or Spell-Like Ability with the Acid descriptor cast by the Mage can affect even those normally protected against such effects. Creatures who are usually immune to acid damage instead take half damage, creatures who take 150% damage instead take 200% damage, and his spells bypass Acid Resistance entirely.
Acid Sheathe (Sp):
At 8th level, the Mage is nearly at one with the acid. A number of times per day equal to his Charisma modifier (minimum 1), the Mage can use acid sheatheSC as a Spell-Like Ability.
Gift of Acid (Sp):
At 9th level, the Mage has discovered how to tap into his elemental powers and aid his allies. A number of times per day equal to his Charisma modifier (minimum 1), as a Standard action, the Mage may create a 30ft burst of acid centered around himself. This burst deals a number of d6s of acid damage equal to his Charisma bonus to all enemies caught in the area, and also affects the weapons of all allies (including his own weapon). All weapons affected act as if they had the Corrosive and Acidic Burst enhancements. This effect stacks with a weapon that already has these enhancements. The weapons retain this bonus damage for 5+Cha rounds.
Acid Apotheosis:
At 10th level, the Mage has achieved complete and utter mastery of Acid. He gains immunity to Acid, and is now treated as both an Elemental and a creature of his original type simultaneously. Whenever an effect relying on the type of creature would effect the Mage, he may choose to be considered whichever type he finds more favorable in that instance. For example, an Elf 10th level Acidborn Mage would be treated as both a Humanoid (Elf) and an Elemental (Elf), whichever is more beneficial. As such, he couldn't be affected by a dominate person spell, but could be affected by an enlarge person spell or resurrected, at his option.
Additionally, the Mage is immune to stunning, and isn't subject to extra damage from critical hits or flanking. He no longer needs to eat, sleep, or breathe (though he must still rest to regain spells). Finally, the Mage gains a natural Slam attack that deals 1d6 points of bludgeoning damage (if he's Medium; if the Mage is Small his slam deals 1d4 damage, if the Mage is Large he instead gains two slams, each dealing 1d8 damage) plus all of his natural attacks deal an additional 1d6 points of acid damage.
Finally, once per day the Acidborn Mage may cast a spell and treat it as if it were affected by the Energy Admixture metamagic feat without increasing casting time or spell level. This spell can deal either it's original damage type in addition to its new fire damage, or it may deal its fire damage twice. For example, a shocking grasp spell that deals 15d6 acid damage can instead deal either 15d6 electricity damage and 15d6 acid damage or 30d6 acid damage.
Prerequisites:
To qualify to become a Frostheart Mage, a character must fulfill all the following criteria.
Skills: Knowledge (Arcana) 8 ranks, Knowledge (the Planes) 4 ranks.
Feat: Energy Substitution (Cold).
Spells: Able to cast at least three spells that have the Cold descriptor. One of the spells must be at least 3rd level.
Special: Must have made peaceful contact with an elemental or outsider that has the Cold subtype and have them agree to place a portion of their element into you.
The Frostheart Mage:
d4 Hit Die
Level
BAB
Fort
Ref
Will
Special
Spells per Day/Spells Known
1st
+0
+0
+0
+2
Freezing Focus +1, Frost Heart
+1 level of existing spellcasting class
2nd
+1
+0
+0
+3
Advanced Learning
+1 level of existing spellcasting class
3rd
+1
+1
+1
+3
Freezing Penetration +2, Freezing Touch
+1 level of existing spellcasting class
4th
+2
+1
+1
+4
Advanced Learning
+1 level of existing spellcasting class
5th
+2
+1
+1
+4
Freezing Focus +2, Ice Savant
+1 level of existing spellcasting class
6th
+3
+2
+2
+5
Advanced Learning
+1 level of existing spellcasting class
7th
+3
+2
+2
+5
Freezing Penetration +4, Fire Shield
+1 level of existing spellcasting class
8th
+4
+2
+2
+6
Advanced Learning
+1 level of existing spellcasting class
9th
+4
+3
+3
+6
Freezing Focus +3, Gift of Ice
+1 level of existing spellcasting class
10th
+5
+3
+3
+7
Advanced Learning, Cold Apotheosis
+1 level of existing spellcasting class
Skills: 2 + Int modifier.
Skill List: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Mage Class Features:
Weapon and Armor Proficiency:
Frostheart Mages gain no proficiency with any weapon or armor.
Frost Heart (Ex):
Upon taking his first level in this class, the Mage awakens the portion of elemental cold within himself. When the Mage casts a spell that normally deals energy damage, its energy descriptor changes to be Cold, and it deals cold damage instead of its normal energy type. For example, a Frostheart Mage could still cast meld into stone, and its descriptor would not change because it does not deal energy damage. However, if he casts acid arrow, the spell would deal cold damage and have the Cold descriptor instead of dealing acid damage and having the Acid descriptor. The Mage also gains Cold Resistance equal to twice his class level.
The Mage gains one more benefit from this ability: any dice or damage cap based on level is increased by an amount equal to his levels in this class. For example, if a 4th level Frostheart Mage were to cast lightning bolt it would not max out at 10d6 damage, but instead at 14d6 damage. This ability only works on spells with the Cold descriptor.
Freezing Focus (Ex):
At 1st level, and again at 5th and 9th levels, the DC of all of the Mage's spells with the Cold descriptor increases by 1. This ability stacks with the Spell Focus and Greater Spell Focus feats.
Advanced Learning (Ex):
At 2nd level, and again at every even level thereafter, the Mage may add a spell with the Cold descriptor to his spells known. He may choose any spell from any spell list, even if that spell is normally found only in Cleric Domains, though he cannot choose a spell of a level he cannot cast. If he chooses a spell that is not already in his spell list, he adds the spell to that list at the level at which it was on the list from which he took it. This spell is treated as being on the Mage's spell list for all purposes, including the use and creation of potions, scrolls, and wands.
Freezing Penetration (Ex):
At 3rd level, and again at 7th level, the Mage receives a cumulative +2 competence bonus on caster level checks (1d20 + caster level) to overcome a creature’s spell resistance with spells that have the Cold descriptor. This ability stacks with the Spell Penetration and Greater Spell Penetration feats.
Freezing Touch (Su):
A number of times per day equal to his Charisma bonus, the Mage may deal 1d6 cold damage as a touch attack. Any creature that takes at least 1 point of damage in this way must make a Fortitude save (DC 10 + 1/2 HD + Charisma modifier) or immediately be frozen in place. The creature is treated as being Dazed for one round. In each subsequent round, the creature must make another Fortitude saving throw. Failure means that it is Dazed for another round. Success means that the ice has melted or shattered. (That is, once it succeeds on the saving throw, it's no longer frozen.)
Ice Savant (Ex):
At 5th level, the Mage's ability to wield the elements astounds and frightens even elementals. From this point on, any spell or Spell-Like Ability with the Cold descriptor cast by the Mage can affect even those normally protected against such effects. Creatures who are usually immune to cold damage instead take half damage, creatures who take 150% damage instead take 200% damage, and his spells bypass Cold Resistance entirely.
If a spell is affected by both this ability and the Piercing Cold feat, the effects are similar but stronger. Creatures who are usually immune to cold damage instead take full damage (unless the creature has the cold subtype, in which case the spell has no additional effect), creatures who take 150% damage instead take 250% damage, but the spell has no additional affect against those protected by Cold Resistance.
Fire Shield (Sp):
At 7th level, the Mage is nearly at one with the cold. A number of times per day equal to his Charisma modifier (minimum 1), the Mage can use fire shield as a Spell-Like Ability. He is limited, however, to only a chill shield.
Gift of Ice (Sp):
At 9th level, the Mage has discovered how to tap into his elemental powers and aid his allies. A number of times per day equal to his Charisma modifier (minimum 1), as a Standard action, the Mage may create a 30ft burst of cold centered around himself. This burst deals a number of d6s of cold damage equal to his Charisma bonus to all enemies caught in the area, and also affects the weapons of all allies (including his own weapon). All weapons affected act as if they had the Icy Burst enhancement. This effect stacks with a weapon that already has this enhancement. The weapons retain this bonus damage for 5+Cha rounds.
Cold Apotheosis:
At 10th level, the Mage has achieved complete and utter mastery of Cold. He gains the Cold subtype, and is now treated as both an Elemental and a creature of his original type simultaneously. Whenever an effect relying on the type of creature would effect the Mage, he may choose to be considered whichever type he finds more favorable in that instance. For example, an Elf 10th level Frostheart Mage would be treated as both a Humanoid (Elf, Cold) and an Elemental (Elf, Cold), whichever is more beneficial. As such, he couldn't be affected by a dominate person spell or rebuked by a Cleric with the Cold domain, but could be affected by an enlarge person spell or resurrected, at his option.
Additionally, the Mage is immune to stunning, and isn't subject to extra damage from critical hits or flanking. He no longer needs to eat, sleep, or breathe (though he must still rest to regain spells). Finally, the Mage gains a natural Slam attack that deals 1d6 points of bludgeoning damage (if he's Medium; if the Mage is Small his slam deals 1d4 damage, if the Mage is Large he instead gains two slams, each dealing 1d8 damage) plus all of his natural attacks deal an additional 1d6 points of cold damage.
Finally, once per day the Frostheart Mage may cast a spell and treat it as if it were affected by the Energy Admixture metamagic feat without increasing casting time or spell level. This spell can deal either it's original damage type in addition to its new fire damage, or it may deal its cold damage twice. For example, a shocking grasp spell that deals 15d6 cold damage can instead deal either 15d6 electricity damage and 15d6 cold damage or 30d6 cold damage.
Prerequisites:
To qualify to become a Stormbound Mage, a character must fulfill all the following criteria.
Skills: Knowledge (Arcana) 8 ranks, Knowledge (the Planes) 4 ranks.
Feat: Energy Substitution (Electricity).
Spells: Able to cast at least three spells that have the Electricity descriptor. One of the spells must be at least 3rd level.
Special: Must have made peaceful contact with an elemental or outsider that has the ability to deal Electricity damage at will and have them agree to place a portion of their element into you.
The Stormbound Mage:
d4 Hit Die
Level
BAB
Fort
Ref
Will
Special
Spells per Day/Spells Known
1st
+0
+0
+0
+2
Shocking Focus +1, Storm Bound
+1 level of existing spellcasting class
2nd
+1
+0
+0
+3
Advanced Learning
+1 level of existing spellcasting class
3rd
+1
+1
+1
+3
Shocking Penetration +2, Shocking Touch
+1 level of existing spellcasting class
4th
+2
+1
+1
+4
Advanced Learning
+1 level of existing spellcasting class
5th
+2
+1
+1
+4
Shocking Focus +2, Electric Savant
+1 level of existing spellcasting class
6th
+3
+2
+2
+5
Advanced Learning
+1 level of existing spellcasting class
7th
+3
+2
+2
+5
Shocking Penetration +4, Lightning Wreathe
+1 level of existing spellcasting class
8th
+4
+2
+2
+6
Advanced Learning
+1 level of existing spellcasting class
9th
+4
+3
+3
+6
Shocking Focus +3, Gift of Lightning
+1 level of existing spellcasting class
10th
+5
+3
+3
+7
Advanced Learning, Electric Apotheosis
+1 level of existing spellcasting class
Skills: 2 + Int modifier.
Skill List: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Mage Class Features:
Weapon and Armor Proficiency:
Stormbound Mages gain no proficiency with any weapon or armor.
Storm Bound (Ex):
Upon taking his first level in this class, the Mage awakens the portion of elemental electricity within himself. When the Mage casts a spell that normally deals energy damage, its energy descriptor changes to be Electricity, and it deals electricity damage instead of its normal energy type. For example, a Mage of the Caustic Soul could still cast meld into stone, and its descriptor would not change because it does not deal energy damage. However, if he casts burning hands, the spell would deal electricity damage and have the Electricity descriptor instead of dealing fire damage and having the Fire descriptor. The Mage also gains Electricity Resistance equal to twice his class level.
The Mage gains one more benefit from this ability: any dice or damage cap based on level is increased by an amount equal to his levels in this class. For example, if a 4th level Stormbound Mage were to cast lightning bolt it would not max out at 10d6 damage, but instead at 14d6 damage. This ability only works on spells with the Electricity descriptor.
Shocking Focus (Ex):
At 1st level, and again at 5th and 9th levels, the DC of all of the Mage's spells with the Electricity descriptor increases by 1. This ability stacks with the Spell Focus and Greater Spell Focus feats.
Advanced Learning (Ex):
At 2nd level, and again at every even level thereafter, the Mage may add a spell with the Electricity descriptor to his spells known. He may choose any spell from any spell list, even if that spell is normally found only in Cleric Domains, though he cannot choose a spell of a level he cannot cast. If he chooses a spell that is not already in his spell list, he adds the spell to that list at the level at which it was on the list from which he took it. This spell is treated as being on the Mage's spell list for all purposes, including the use and creation of potions, scrolls, and wands.
Shocking Penetration (Ex):
At 3rd level, and again at 7th level, the Mage receives a cumulative +2 competence bonus on caster level checks (1d20 + caster level) to overcome a creature’s spell resistance with spells that have the Electricity descriptor. This ability stacks with the Spell Penetration and Greater Spell Penetration feats.
Shocking Touch (Su):
A number of times per day equal to his Charisma bonus, the Mage may deal 1d6 electricity damage as a touch attack. Any creature that takes at least 1 point of damage in this way must make a Fortitude save (DC 10 + 1/2 HD + Charisma modifier) or immediately be overloaded with energy and held in place. The creature is treated as being Dazed for one round. In each subsequent round, the creature must make another Fortitude saving throw. Failure means that it is Dazed for another round. Success means that the electricity has dissipated. (That is, once it succeeds on the saving throw, it's no longer overwhelmed by energy.)
Electric Savant (Ex):
At 5th level, the Mage's ability to wield the elements astounds and frightens even elementals. From this point on, any spell or Spell-Like Ability with the Electricity descriptor cast by the Mage can affect even those normally protected against such effects. Creatures who are usually immune to electricity damage instead take half damage, creatures who take 150% damage instead take 200% damage, and his spells bypass Electricity Resistance entirely.
Lightning Wreathe (Sp):
At 7th level, the Mage is nearly at one with the electricity. A number of times per day equal to his Charisma modifier (minimum 1), the Mage can use an effect similar to acid sheatheSC, except that all references to acid should be replaced by electricity, as a Spell-Like Ability.
Gift of Lightning (Sp):
At 9th level, the Mage has discovered how to tap into his elemental powers and aid his allies. A number of times per day equal to his Charisma modifier (minimum 1), as a Standard action, the Mage may create a 30ft burst of electricity centered around himself. This burst deals a number of d6s of electricity damage equal to his Charisma bonus to all enemies caught in the area, and also affects the weapons of all allies (including his own weapon). All weapons affected act as if they had the Shocking Burst enhancements. This effect stacks with a weapon that already has this enhancement. The weapons retain this bonus damage for 5+Cha rounds.
Electric Apotheosis:
At 10th level, the Mage has achieved complete and utter mastery of Electricity. He gains immunity to Electricity, and is now treated as both an Elemental and a creature of his original type simultaneously. Whenever an effect relying on the type of creature would effect the Mage, he may choose to be considered whichever type he finds more favorable in that instance. For example, an Elf 10th level Stormbound Mage would be treated as both a Humanoid (Elf) and an Elemental (Elf), whichever is more beneficial. As such, he couldn't be affected by a dominate person spell, but could be affected by an enlarge person spell or resurrected, at his option.
Additionally, the Stormbound Mage is immune to stunning, and isn't subject to extra damage from critical hits or flanking. He no longer needs to eat, sleep, or breathe (though he must still rest to regain spells). Finally, the Mage gains a natural Slam attack that deals 1d6 points of bludgeoning damage (if he's Medium; if the Mage is Small his slam deals 1d4 damage, if the Mage is Large he instead gains two slams, each dealing 1d8 damage) plus all of his natural attacks deal an additional 1d6 points of electricity damage.
Finally, once per day the Stormbound Mage may cast a spell and treat it as if it were affected by the Energy Admixture metamagic feat without increasing casting time or spell level. This spell can deal either it's original damage type in addition to its new fire damage, or it may deal its electricity damage twice. For example, a fireball spell that deals 15d6 electricity damage can instead deal either 15d6 fire damage and 15d6 electricity damage or 30d6 electricity damage.
Prerequisites:
To qualify to become a Firesoul Mage, a character must fulfill all the following criteria.
Skills: Knowledge (Arcana) 8 ranks, Knowledge (the Planes) 4 ranks.
Feat: Energy Substitution (Fire).
Spells: Able to cast at least three spells that have the Fire descriptor. One of the spells must be at least 3rd level.
Special: Must have made peaceful contact with an elemental or outsider that has the Fire subtype and have them agree to place a portion of their element into you.
The Firesoul Mage:
d4 Hit Die
Level
BAB
Fort
Ref
Will
Special
Spells per Day/Spells Known
1st
+0
+0
+0
+2
Burning Focus +1, Flaming Soul
+1 level of existing spellcasting class
2nd
+1
+0
+0
+3
Advanced Learning
+1 level of existing spellcasting class
3rd
+1
+1
+1
+3
Burning Penetration +2, Burning Touch
+1 level of existing spellcasting class
4th
+2
+1
+1
+4
Advanced Learning
+1 level of existing spellcasting class
5th
+2
+1
+1
+4
Burning Focus +2, Flame Savant
+1 level of existing spellcasting class
6th
+3
+2
+2
+5
Advanced Learning
+1 level of existing spellcasting class
7th
+3
+2
+2
+5
Burning Penetration +4, Fire Shield
+1 level of existing spellcasting class
8th
+4
+2
+2
+6
Advanced Learning
+1 level of existing spellcasting class
9th
+4
+3
+3
+6
Burning Focus +3, Gift of Fire
+1 level of existing spellcasting class
10th
+5
+3
+3
+7
Advanced Learning, Fire Apotheosis
+1 level of existing spellcasting class
Skills: 2 + Int modifier.
Skill List: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Mage Class Features:
Weapon and Armor Proficiency:
Firesoul Mages gain no proficiency with any weapon or armor.
Flaming Soul (Ex):
Upon taking his first level in this class, the Mage awakens the portion of elemental fire within himself. When the Mage casts a spell that normally deals energy damage, its energy descriptor changes to be Fire, and it deals fire damage instead of its normal energy type. For example, a Firesoul Mage could still cast meld into stone, and its descriptor would not change because it does not deal energy damage. However, if he casts acid arrow, the spell would deal fire damage and have the Fire descriptor instead of dealing acid damage and having the Acid descriptor. The Mage also gains Fire Resistance equal to twice his class level.
The Mage gains one more benefit from this ability: any dice or damage cap based on level is increased by an amount equal to his levels in this class. For example, if a 4th level Firesoul Mage were to cast lightning bolt it would not max out at 10d6 damage, but instead at 14d6 damage. This ability only works on spells with the Fire descriptor.
Burning Focus (Ex):
At 1st level, and again at 5th and 9th levels, the DC of all of the Mage's spells with the Fire descriptor increases by 1. This ability stacks with the Spell Focus and Greater Spell Focus feats.
Advanced Learning (Ex):
At 2nd level, and again at every even level thereafter, the Mage may add a spell with the Fire descriptor to his spells known. He may choose any spell from any spell list, even if that spell is normally found only in Cleric Domains, though he cannot choose a spell of a level he cannot cast. If he chooses a spell that is not already in his spell list, he adds the spell to that list at the level at which it was on the list from which he took it. This spell is treated as being on the Mage's spell list for all purposes, including the use and creation of potions, scrolls, and wands.
Burning Penetration (Ex):
At 3rd level, and again at 7th level, the Mage receives a cumulative +2 competence bonus on caster level checks (1d20 + caster level) to overcome a creature’s spell resistance with spells that have the Fire descriptor. This ability stacks with the Spell Penetration and Greater Spell Penetration feats.
Burning Touch (Su):
At 3rd level the Firesoul Mage can ignite a creature in horrendous blaze with a mere touch. A number of times per day equal to his Charisma bonus, the Mage may deal 1d6 fire damage as a touch attack. Any creature or object that takes at least 1 point of damage in this way must make a Reflex save (DC 10 + 1/2 HD + Charisma modifier) or immediately catch fire. In each subsequent round, the target must make another Reflex saving throw. Failure means that it takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once it succeeds on the saving throw, it's no longer on fire.)
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like as a Full-round action permits the character another save with a +4 bonus.
Flame Savant (Ex):
At 5th level, the Mage's ability to wield the elements astounds and frightens even elementals. From this point on, any spell or Spell-Like Ability with the Fire descriptor cast by the Mage can affect even those normally protected against such effects. Creatures who are usually immune to fire damage instead take half damage, creatures who take 150% damage instead take 200% damage, and his spells bypass Fire Resistance entirely.
If a spell is affected by both this ability and the Searing Spell feat, the effects are similar but stronger. Creatures who are usually immune to fire damage instead take full damage, creatures who take 150% damage instead take 250% damage, but the spell has no additional affect against those protected by Fire Resistance.
Fire Shield (Sp):
At 7th level, the Mage is nearly at one with the fire. A number of times per day equal to his Charisma modifier (minimum 1), the Mage can use fire shield as a Spell-Like Ability. He is limited, however, to only a warm shield.
Gift of Fire (Sp):
At 9th level, the Mage has discovered how to tap into his elemental powers and aid his allies. A number of times per day equal to his Charisma modifier (minimum 1), as a Standard action, the Mage may create a 30ft burst of fire centered around himself. This burst deals a number of d6s of fire damage equal to his Charisma bonus to all enemies caught in the area, and also affects the weapons of all allies (including his own weapon). All weapons affected act as if they had the Flaming Burst enhancement. This effect stacks with a weapon that already has this enhancement. The weapons retain this bonus damage for 5+Cha rounds.
Fire Apotheosis:
At 10th level, the Mage has achieved complete and utter mastery of Fire. He gains the Fire subtype, and is now treated as both an Elemental and a creature of his original type simultaneously. Whenever an effect relying on the type of creature would effect the Mage, he may choose to be considered whichever type he finds more favorable in that instance. For example, an Elf 10th level Firesoul Mage would be treated as both a Humanoid (Elf, Fire) and an Elemental (Elf, Fire), whichever is more beneficial. As such, he couldn't be affected by a dominate person spell or rebuked by a Cleric with the Fire domain, but could be affected by an enlarge person spell or resurrected, at his option.
Additionally, the Mage is immune to stunning, and isn't subject to extra damage from critical hits or flanking. He no longer needs to eat, sleep, or breathe (though he must still rest to regain spells). Finally, the Mage gains a natural Slam attack that deals 1d6 points of bludgeoning damage (if he's Medium; if the Mage is Small his slam deals 1d4 damage, if the Mage is Large he instead gains two slams, each dealing 1d8 damage) plus all of his natural attacks deal an additional 1d6 points of fire damage.
Finally, once per day the Firesoul Mage may cast a spell and treat it as if it were affected by the Energy Admixture metamagic feat without increasing casting time or spell level. This spell can deal either it's original damage type in addition to its new fire damage, or it may deal its fire damage twice. For example, a shocking grasp spell that deals 15d6 fire damage can instead deal either 15d6 electricity damage and 15d6 fire damage or 30d6 fire damage.
Prerequisites:
To qualify to become a Acidbborn Mage, a character must fulfill all the following criteria.
Skills: Knowledge (Arcana) 8 ranks, Knowledge (the Planes) 4 ranks.
Feat: Energy Substitution (Acid).
Spells: Able to cast at least three spells that have the Acid descriptor. One of the spells must be at least 3rd level.
Special: Must have made peaceful contact with an elemental or outsider that has the ability to deal Acid damage at will and have them agree to place a portion of their element into you.
The Acidborn Mage:
d4 Hit Die
Level
BAB
Fort
Ref
Will
Special
Spells per Day/Spells Known
1st
+0
+0
+0
+2
Corrosive Focus +1, Caustic Soul
+1 level of existing spellcasting class
2nd
+1
+0
+0
+3
Advanced Learning
+1 level of existing spellcasting class
3rd
+1
+1
+1
+3
Corrosive Penetration +2, Corrosive Touch
+1 level of existing spellcasting class
4th
+2
+1
+1
+4
Advanced Learning
+1 level of existing spellcasting class
5th
+2
+1
+1
+4
Corrosive Focus +2, Acid Savant
+1 level of existing spellcasting class
6th
+3
+2
+2
+5
Advanced Learning
+1 level of existing spellcasting class
7th
+3
+2
+2
+5
Corrosive Penetration +4, Acid Sheathe
+1 level of existing spellcasting class
8th
+4
+2
+2
+6
Advanced Learning
+1 level of existing spellcasting class
9th
+4
+3
+3
+6
Corrosive Focus +3, Gift of Acid
+1 level of existing spellcasting class
10th
+5
+3
+3
+7
Advanced Learning, Acid Apotheosis
+1 level of existing spellcasting class
Skills: 2 + Int modifier.
Skill List: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Mage Class Features:
Weapon and Armor Proficiency:
Acidborn Mages gain no proficiency with any weapon or armor.
Caustic Born (Ex):
Upon taking his first level in this class, the Mage awakens the portion of elemental acid within himself. When the Mage casts a spell that normally deals energy damage, its energy descriptor changes to be Acid, and it deals acid damage instead of its normal energy type. For example, an Acidborn Mage could still cast meld into stone, and its descriptor would not change because it does not deal energy damage. However, if he casts burning hands, the spell would deal acid damage and have the Acid descriptor instead of dealing fire damage and having the Fire descriptor. The Mage also gains Acid Resistance equal to twice his class level.
The Mage gains one more benefit from this ability: any dice or damage cap based on level is increased by an amount equal to his levels in this class. For example, if a 4th level Acidborn Mage were to cast lightning bolt it would not max out at 10d6 damage, but instead at 14d6 damage. This ability only works on spells with the Acid descriptor.
Corrosive Focus (Ex):
At 1st level, and again at 5th and 9th levels, the DC of all of the Mage's spells with the Acid descriptor increases by 1. This ability stacks with the Spell Focus and Greater Spell Focus feats.
Advanced Learning (Ex):
At 2nd level, and again at every even level thereafter, the Mage may add a spell with the Acid descriptor to his spells known. He may choose any spell from any spell list, even if that spell is normally found only in Cleric Domains, though he cannot choose a spell of a level he cannot cast. If he chooses a spell that is not already in his spell list, he adds the spell to that list at the level at which it was on the list from which he took it. This spell is treated as being on the Mage's spell list for all purposes, including the use and creation of potions, scrolls, and wands.
Corrosive Penetration (Ex):
At 3rd level, and again at 7th level, the Mage receives a cumulative +2 competence bonus on caster level checks (1d20 + caster level) to overcome a creature’s spell resistance with spells that have the Acid descriptor. This ability stacks with the Spell Penetration and Greater Spell Penetration feats.
Corrosive Touch (Su):
At 3rd level the Acidborn Mage can coat a creature in a corrosive substance with a mere touch. A number of times per day equal to his Charisma bonus, the Mage may deal 1d6 acid damage as a touch attack. Any creature or object that takes at least 1 point of damage in this way must make a Reflex save (DC 10 + 1/2 HD + Charisma modifier) or immediately be covered in acid. In each subsequent round, the target must make another Reflex saving throw. Failure means that it takes another 1d6 points of damage that round. Success means that the acid has been shaken off. (That is, once it succeeds on the saving throw, it's no longer covered in acid.)
A character covered in acid may automatically remove the substance by jumping into enough water to wash himself. If no body of water is at hand, rolling on the ground or rubbing at the acid with cloaks or the like as a Full-round action permits the character another save with a +4 bonus.
Acid Savant (Ex):
At 5th level, the Mage's ability to wield the elements astounds and frightens even elementals. From this point on, any spell or Spell-Like Ability with the Acid descriptor cast by the Mage can affect even those normally protected against such effects. Creatures who are usually immune to acid damage instead take half damage, creatures who take 150% damage instead take 200% damage, and his spells bypass Acid Resistance entirely.
Acid Sheathe (Sp):
At 8th level, the Mage is nearly at one with the acid. A number of times per day equal to his Charisma modifier (minimum 1), the Mage can use acid sheatheSC as a Spell-Like Ability.
Gift of Acid (Sp):
At 9th level, the Mage has discovered how to tap into his elemental powers and aid his allies. A number of times per day equal to his Charisma modifier (minimum 1), as a Standard action, the Mage may create a 30ft burst of acid centered around himself. This burst deals a number of d6s of acid damage equal to his Charisma bonus to all enemies caught in the area, and also affects the weapons of all allies (including his own weapon). All weapons affected act as if they had the Corrosive and Acidic Burst enhancements. This effect stacks with a weapon that already has these enhancements. The weapons retain this bonus damage for 5+Cha rounds.
Acid Apotheosis:
At 10th level, the Mage has achieved complete and utter mastery of Acid. He gains immunity to Acid, and is now treated as both an Elemental and a creature of his original type simultaneously. Whenever an effect relying on the type of creature would effect the Mage, he may choose to be considered whichever type he finds more favorable in that instance. For example, an Elf 10th level Acidborn Mage would be treated as both a Humanoid (Elf) and an Elemental (Elf), whichever is more beneficial. As such, he couldn't be affected by a dominate person spell, but could be affected by an enlarge person spell or resurrected, at his option.
Additionally, the Mage is immune to stunning, and isn't subject to extra damage from critical hits or flanking. He no longer needs to eat, sleep, or breathe (though he must still rest to regain spells). Finally, the Mage gains a natural Slam attack that deals 1d6 points of bludgeoning damage (if he's Medium; if the Mage is Small his slam deals 1d4 damage, if the Mage is Large he instead gains two slams, each dealing 1d8 damage) plus all of his natural attacks deal an additional 1d6 points of acid damage.
Finally, once per day the Acidborn Mage may cast a spell and treat it as if it were affected by the Energy Admixture metamagic feat without increasing casting time or spell level. This spell can deal either it's original damage type in addition to its new fire damage, or it may deal its fire damage twice. For example, a shocking grasp spell that deals 15d6 acid damage can instead deal either 15d6 electricity damage and 15d6 acid damage or 30d6 acid damage.
Prerequisites:
To qualify to become a Frostheart Mage, a character must fulfill all the following criteria.
Skills: Knowledge (Arcana) 8 ranks, Knowledge (the Planes) 4 ranks.
Feat: Energy Substitution (Cold).
Spells: Able to cast at least three spells that have the Cold descriptor. One of the spells must be at least 3rd level.
Special: Must have made peaceful contact with an elemental or outsider that has the Cold subtype and have them agree to place a portion of their element into you.
The Frostheart Mage:
d4 Hit Die
Level
BAB
Fort
Ref
Will
Special
Spells per Day/Spells Known
1st
+0
+0
+0
+2
Freezing Focus +1, Frost Heart
+1 level of existing spellcasting class
2nd
+1
+0
+0
+3
Advanced Learning
+1 level of existing spellcasting class
3rd
+1
+1
+1
+3
Freezing Penetration +2, Freezing Touch
+1 level of existing spellcasting class
4th
+2
+1
+1
+4
Advanced Learning
+1 level of existing spellcasting class
5th
+2
+1
+1
+4
Freezing Focus +2, Ice Savant
+1 level of existing spellcasting class
6th
+3
+2
+2
+5
Advanced Learning
+1 level of existing spellcasting class
7th
+3
+2
+2
+5
Freezing Penetration +4, Fire Shield
+1 level of existing spellcasting class
8th
+4
+2
+2
+6
Advanced Learning
+1 level of existing spellcasting class
9th
+4
+3
+3
+6
Freezing Focus +3, Gift of Ice
+1 level of existing spellcasting class
10th
+5
+3
+3
+7
Advanced Learning, Cold Apotheosis
+1 level of existing spellcasting class
Skills: 2 + Int modifier.
Skill List: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Mage Class Features:
Weapon and Armor Proficiency:
Frostheart Mages gain no proficiency with any weapon or armor.
Frost Heart (Ex):
Upon taking his first level in this class, the Mage awakens the portion of elemental cold within himself. When the Mage casts a spell that normally deals energy damage, its energy descriptor changes to be Cold, and it deals cold damage instead of its normal energy type. For example, a Frostheart Mage could still cast meld into stone, and its descriptor would not change because it does not deal energy damage. However, if he casts acid arrow, the spell would deal cold damage and have the Cold descriptor instead of dealing acid damage and having the Acid descriptor. The Mage also gains Cold Resistance equal to twice his class level.
The Mage gains one more benefit from this ability: any dice or damage cap based on level is increased by an amount equal to his levels in this class. For example, if a 4th level Frostheart Mage were to cast lightning bolt it would not max out at 10d6 damage, but instead at 14d6 damage. This ability only works on spells with the Cold descriptor.
Freezing Focus (Ex):
At 1st level, and again at 5th and 9th levels, the DC of all of the Mage's spells with the Cold descriptor increases by 1. This ability stacks with the Spell Focus and Greater Spell Focus feats.
Advanced Learning (Ex):
At 2nd level, and again at every even level thereafter, the Mage may add a spell with the Cold descriptor to his spells known. He may choose any spell from any spell list, even if that spell is normally found only in Cleric Domains, though he cannot choose a spell of a level he cannot cast. If he chooses a spell that is not already in his spell list, he adds the spell to that list at the level at which it was on the list from which he took it. This spell is treated as being on the Mage's spell list for all purposes, including the use and creation of potions, scrolls, and wands.
Freezing Penetration (Ex):
At 3rd level, and again at 7th level, the Mage receives a cumulative +2 competence bonus on caster level checks (1d20 + caster level) to overcome a creature’s spell resistance with spells that have the Cold descriptor. This ability stacks with the Spell Penetration and Greater Spell Penetration feats.
Freezing Touch (Su):
A number of times per day equal to his Charisma bonus, the Mage may deal 1d6 cold damage as a touch attack. Any creature that takes at least 1 point of damage in this way must make a Fortitude save (DC 10 + 1/2 HD + Charisma modifier) or immediately be frozen in place. The creature is treated as being Dazed for one round. In each subsequent round, the creature must make another Fortitude saving throw. Failure means that it is Dazed for another round. Success means that the ice has melted or shattered. (That is, once it succeeds on the saving throw, it's no longer frozen.)
Ice Savant (Ex):
At 5th level, the Mage's ability to wield the elements astounds and frightens even elementals. From this point on, any spell or Spell-Like Ability with the Cold descriptor cast by the Mage can affect even those normally protected against such effects. Creatures who are usually immune to cold damage instead take half damage, creatures who take 150% damage instead take 200% damage, and his spells bypass Cold Resistance entirely.
If a spell is affected by both this ability and the Piercing Cold feat, the effects are similar but stronger. Creatures who are usually immune to cold damage instead take full damage (unless the creature has the cold subtype, in which case the spell has no additional effect), creatures who take 150% damage instead take 250% damage, but the spell has no additional affect against those protected by Cold Resistance.
Fire Shield (Sp):
At 7th level, the Mage is nearly at one with the cold. A number of times per day equal to his Charisma modifier (minimum 1), the Mage can use fire shield as a Spell-Like Ability. He is limited, however, to only a chill shield.
Gift of Ice (Sp):
At 9th level, the Mage has discovered how to tap into his elemental powers and aid his allies. A number of times per day equal to his Charisma modifier (minimum 1), as a Standard action, the Mage may create a 30ft burst of cold centered around himself. This burst deals a number of d6s of cold damage equal to his Charisma bonus to all enemies caught in the area, and also affects the weapons of all allies (including his own weapon). All weapons affected act as if they had the Icy Burst enhancement. This effect stacks with a weapon that already has this enhancement. The weapons retain this bonus damage for 5+Cha rounds.
Cold Apotheosis:
At 10th level, the Mage has achieved complete and utter mastery of Cold. He gains the Cold subtype, and is now treated as both an Elemental and a creature of his original type simultaneously. Whenever an effect relying on the type of creature would effect the Mage, he may choose to be considered whichever type he finds more favorable in that instance. For example, an Elf 10th level Frostheart Mage would be treated as both a Humanoid (Elf, Cold) and an Elemental (Elf, Cold), whichever is more beneficial. As such, he couldn't be affected by a dominate person spell or rebuked by a Cleric with the Cold domain, but could be affected by an enlarge person spell or resurrected, at his option.
Additionally, the Mage is immune to stunning, and isn't subject to extra damage from critical hits or flanking. He no longer needs to eat, sleep, or breathe (though he must still rest to regain spells). Finally, the Mage gains a natural Slam attack that deals 1d6 points of bludgeoning damage (if he's Medium; if the Mage is Small his slam deals 1d4 damage, if the Mage is Large he instead gains two slams, each dealing 1d8 damage) plus all of his natural attacks deal an additional 1d6 points of cold damage.
Finally, once per day the Frostheart Mage may cast a spell and treat it as if it were affected by the Energy Admixture metamagic feat without increasing casting time or spell level. This spell can deal either it's original damage type in addition to its new fire damage, or it may deal its cold damage twice. For example, a shocking grasp spell that deals 15d6 cold damage can instead deal either 15d6 electricity damage and 15d6 cold damage or 30d6 cold damage.
Prerequisites:
To qualify to become a Stormbound Mage, a character must fulfill all the following criteria.
Skills: Knowledge (Arcana) 8 ranks, Knowledge (the Planes) 4 ranks.
Feat: Energy Substitution (Electricity).
Spells: Able to cast at least three spells that have the Electricity descriptor. One of the spells must be at least 3rd level.
Special: Must have made peaceful contact with an elemental or outsider that has the ability to deal Electricity damage at will and have them agree to place a portion of their element into you.
The Stormbound Mage:
d4 Hit Die
Level
BAB
Fort
Ref
Will
Special
Spells per Day/Spells Known
1st
+0
+0
+0
+2
Shocking Focus +1, Storm Bound
+1 level of existing spellcasting class
2nd
+1
+0
+0
+3
Advanced Learning
+1 level of existing spellcasting class
3rd
+1
+1
+1
+3
Shocking Penetration +2, Shocking Touch
+1 level of existing spellcasting class
4th
+2
+1
+1
+4
Advanced Learning
+1 level of existing spellcasting class
5th
+2
+1
+1
+4
Shocking Focus +2, Electric Savant
+1 level of existing spellcasting class
6th
+3
+2
+2
+5
Advanced Learning
+1 level of existing spellcasting class
7th
+3
+2
+2
+5
Shocking Penetration +4, Lightning Wreathe
+1 level of existing spellcasting class
8th
+4
+2
+2
+6
Advanced Learning
+1 level of existing spellcasting class
9th
+4
+3
+3
+6
Shocking Focus +3, Gift of Lightning
+1 level of existing spellcasting class
10th
+5
+3
+3
+7
Advanced Learning, Electric Apotheosis
+1 level of existing spellcasting class
Skills: 2 + Int modifier.
Skill List: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Mage Class Features:
Weapon and Armor Proficiency:
Stormbound Mages gain no proficiency with any weapon or armor.
Storm Bound (Ex):
Upon taking his first level in this class, the Mage awakens the portion of elemental electricity within himself. When the Mage casts a spell that normally deals energy damage, its energy descriptor changes to be Electricity, and it deals electricity damage instead of its normal energy type. For example, a Mage of the Caustic Soul could still cast meld into stone, and its descriptor would not change because it does not deal energy damage. However, if he casts burning hands, the spell would deal electricity damage and have the Electricity descriptor instead of dealing fire damage and having the Fire descriptor. The Mage also gains Electricity Resistance equal to twice his class level.
The Mage gains one more benefit from this ability: any dice or damage cap based on level is increased by an amount equal to his levels in this class. For example, if a 4th level Stormbound Mage were to cast lightning bolt it would not max out at 10d6 damage, but instead at 14d6 damage. This ability only works on spells with the Electricity descriptor.
Shocking Focus (Ex):
At 1st level, and again at 5th and 9th levels, the DC of all of the Mage's spells with the Electricity descriptor increases by 1. This ability stacks with the Spell Focus and Greater Spell Focus feats.
Advanced Learning (Ex):
At 2nd level, and again at every even level thereafter, the Mage may add a spell with the Electricity descriptor to his spells known. He may choose any spell from any spell list, even if that spell is normally found only in Cleric Domains, though he cannot choose a spell of a level he cannot cast. If he chooses a spell that is not already in his spell list, he adds the spell to that list at the level at which it was on the list from which he took it. This spell is treated as being on the Mage's spell list for all purposes, including the use and creation of potions, scrolls, and wands.
Shocking Penetration (Ex):
At 3rd level, and again at 7th level, the Mage receives a cumulative +2 competence bonus on caster level checks (1d20 + caster level) to overcome a creature’s spell resistance with spells that have the Electricity descriptor. This ability stacks with the Spell Penetration and Greater Spell Penetration feats.
Shocking Touch (Su):
A number of times per day equal to his Charisma bonus, the Mage may deal 1d6 electricity damage as a touch attack. Any creature that takes at least 1 point of damage in this way must make a Fortitude save (DC 10 + 1/2 HD + Charisma modifier) or immediately be overloaded with energy and held in place. The creature is treated as being Dazed for one round. In each subsequent round, the creature must make another Fortitude saving throw. Failure means that it is Dazed for another round. Success means that the electricity has dissipated. (That is, once it succeeds on the saving throw, it's no longer overwhelmed by energy.)
Electric Savant (Ex):
At 5th level, the Mage's ability to wield the elements astounds and frightens even elementals. From this point on, any spell or Spell-Like Ability with the Electricity descriptor cast by the Mage can affect even those normally protected against such effects. Creatures who are usually immune to electricity damage instead take half damage, creatures who take 150% damage instead take 200% damage, and his spells bypass Electricity Resistance entirely.
Lightning Wreathe (Sp):
At 7th level, the Mage is nearly at one with the electricity. A number of times per day equal to his Charisma modifier (minimum 1), the Mage can use an effect similar to acid sheatheSC, except that all references to acid should be replaced by electricity, as a Spell-Like Ability.
Gift of Lightning (Sp):
At 9th level, the Mage has discovered how to tap into his elemental powers and aid his allies. A number of times per day equal to his Charisma modifier (minimum 1), as a Standard action, the Mage may create a 30ft burst of electricity centered around himself. This burst deals a number of d6s of electricity damage equal to his Charisma bonus to all enemies caught in the area, and also affects the weapons of all allies (including his own weapon). All weapons affected act as if they had the Shocking Burst enhancements. This effect stacks with a weapon that already has this enhancement. The weapons retain this bonus damage for 5+Cha rounds.
Electric Apotheosis:
At 10th level, the Mage has achieved complete and utter mastery of Electricity. He gains immunity to Electricity, and is now treated as both an Elemental and a creature of his original type simultaneously. Whenever an effect relying on the type of creature would effect the Mage, he may choose to be considered whichever type he finds more favorable in that instance. For example, an Elf 10th level Stormbound Mage would be treated as both a Humanoid (Elf) and an Elemental (Elf), whichever is more beneficial. As such, he couldn't be affected by a dominate person spell, but could be affected by an enlarge person spell or resurrected, at his option.
Additionally, the Stormbound Mage is immune to stunning, and isn't subject to extra damage from critical hits or flanking. He no longer needs to eat, sleep, or breathe (though he must still rest to regain spells). Finally, the Mage gains a natural Slam attack that deals 1d6 points of bludgeoning damage (if he's Medium; if the Mage is Small his slam deals 1d4 damage, if the Mage is Large he instead gains two slams, each dealing 1d8 damage) plus all of his natural attacks deal an additional 1d6 points of electricity damage.
Finally, once per day the Stormbound Mage may cast a spell and treat it as if it were affected by the Energy Admixture metamagic feat without increasing casting time or spell level. This spell can deal either it's original damage type in addition to its new fire damage, or it may deal its electricity damage twice. For example, a fireball spell that deals 15d6 electricity damage can instead deal either 15d6 fire damage and 15d6 electricity damage or 30d6 electricity damage.