Elemental Caller
From Paradox Haze
[edit] The Elemental Caller
Elemental Callers are born, not made. While not everyone that is born with these natural talents has the skill to develop them, those that do, and discover them early, can become impressive masters.
Elemental Callers are born with power over one element or energy; Fire, Water, Earth, Thunder, Wind, Toxic, or Life Energy.
[edit] Class Skills
Alignment: Any; but usually chaotic.
Hit Die: d6.
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
The caller’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Search (Int), Sleight of Hand (Dex), Speak Language (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Weapon and Armor Proficiency: Light Armor, All Simple Weapons
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | ——––———————Spells per Day————————— | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||
1st | +0 | +0 | +0 | +2 | Energy Bolt 1d6 | 3 | — | — | — | — | — | — | — | — | |
2nd | +1 | +0 | +0 | +3 | 4 | — | — | — | — | — | — | — | — | ||
3rd | +1 | +1 | +1 | +3 | Energy Bolt 2d6 | 5 | — | — | — | — | — | — | — | — | |
4th | +2 | +1 | +1 | +4 | 6 | 3 | — | — | — | — | — | — | — | ||
5th | +2 | +1 | +1 | +4 | Energy Bolt 3d6 | 6 | 4 | — | — | — | — | — | — | — | |
6th | +3 | +2 | +2 | +5 | 6 | 5 | 3 | — | — | — | — | — | — | ||
7th | +3 | +2 | +2 | +5 | Energy Bolt 4d6 | 6 | 6 | 4 | — | — | — | — | — | — | |
8th | +4 | +2 | +2 | +6 | 6 | 6 | 5 | 3 | — | — | — | — | — | ||
9th | +4 | +3 | +3 | +6 | Energy Bolt 5d6 | 6 | 6 | 6 | 4 | — | — | — | — | — | |
10th | +5 | +3 | +3 | +7 | 6 | 6 | 6 | 5 | 3 | — | — | — | — | ||
11th | +5 | +3 | +3 | +7 | Energy Bolt 6d6 | 6 | 6 | 6 | 6 | 4 | — | — | — | — | |
12th | +6/+1 | +4 | +4 | +8 | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — | ||
13th | +6/+1 | +4 | +4 | +8 | Energy Bolt 7d6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — | |
14th | +7/+2 | +4 | +4 | +9 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — | ||
15th | +7/+2 | +5 | +5 | +9 | Energy Bolt 8d6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — | |
16th | +8/+3 | +5 | +5 | +10 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | ||
17th | +8/+3 | +5 | +5 | +10 | Energy Bolt 9d6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | |
18th | +9/+4 | +6 | +6 | +11 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | ||
19th | +9/+4 | +6 | +6 | +11 | Energy Bolt 10d6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | |
20th | +10/+5 | +6 | +6 | +12 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Spells: To cast a spell, a caller must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a caller’s spell is 10 + the spell level + the caller’s Charisma modifier.
Like other spellcasters, a caller can safely cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Caller. In addition, he receives bonus spells per day if he has a high Charisma score.
A caller can cast only spells from his chosen element; a very incomplete spell list is given below (to give you an idea). Spells that fit the element but are not on this list are PROBABLY usable; ask the DM.
Toxic
- Cobra’s Breath (1st Level)
- Spirit Worm (1st Level)
- Malevolent Miasma (2nd Level)
- Acid Breath (3rd level)
- Acid Storm (6th level)
Thunder
- Thunderhead (1st)
- Arc of Lighting (4th level)
- Thunderlance (4th Level)
- Ball Lightning (5th level)
- Call Lightning Storm (5th Level)
- Stormrage (8th Level)
Fire
- Fiery Eyes (1st level)
- Burning Hands (1st Level)
- Produce Flame (2nd Level)
- Fire Winds (3rd Level)
- Fireball (3rd Level)
- Wall of Fire (4th Level)
- Flamewhips (4th Level)
- Inferno (5th Level)
- Fire Shield (5th Level)
- Fire Storm (7th Level)
Water
- Animate Water (1st level)
- Ice Knife (2nd Level)
- Dehydrate (3rd Level)
- Steam Breath (3rd Level)
- Ice Flowers (5th Level)
- Control Water (4th Level)
- Drown (6th Level)
- Tidal Surge (6th Level)
- Water Spout (7th Level)
- As the Frost (7th Level)
- Maelstrom (8th Level)
- Mass Drown (9th Level)
- Tsunami (9th Level)
Wind
- Obscuring Mist (1st Level)
- Gust of Wind (2nd Level)
- Master Air
- Wind Wall (2nd Level)
- Wings of Air (2nd Level)
- Gaseous Form (3rd Level)
- Capricious Zephyr (3rd Level)
- Ice Storm (4th Level)
- Air Walk (4th Level)
- Control Winds (5th Level)
- Wind Tunnel (5th Level)
- Call Lightning Storm (5th Level)
- Cone of Cold (6th Level)
- Control Weather (7th Level)
- Storm Tower (7th Level)
- Cloud Chariot (8th Level)
- Whirlwind (8th Level)
- Storm of Vengeance (9th Level)
Earth
- Hail of Stone (1st Level)
- Sand Blast (1st Level)
- Earthbolt (3rd level)
- Stoneskin (4th Level)
- Metal Skin (5th Level)
- Earth Reaver (5th Level)
- Earthquake (7th Level)
- Iron Body (8th Level)
Life Energy
- Heal (6th )
- Regenerate (7th)
- All Heal, Cure, and Inflict spells