Eco-Mantic by Monkey

 This prestige class is available as Open Game Content.

An Eco-Mantic is basically a highly stylized version of a Druid and Sorcerer mixed together. They gain the ability to summon forth immense power from the elements around them, as well as suffer if they are not in natural surroundings. Most of the Eco-Mantics come from Druid stock, however, it is not unheard of for Monks, Rangers, Sorcerers, and even Wizards to convert into Eco-Mantics. The class gives one the ability to become a powerhouse when used correctly, and also one of the weakest classes when used incorrectly.

 

Requirements

Feats: Elemental Spark

Skills(Ranks): Concentration(8), Knowledge[Nature](8), Wilderness Lore(4)

Suggested

Feats: Point Blank Shot, Precise Shot

Hit Die: 1d6

Skill Points: 3 + Int m odifier

Class Skills

Animal Empathy (Cha), Concentration (Con), Heal (Wis), Intuit Direction (Wis), Knowledge [Nature] (Int), Use Magic Device (Cha), Wilderness Lore (Wis)

 

Level

Attack

Fort

Reflex

Will

DC

Damage

Uses

Special

1

+0

+0

+0

+0

+1

1d4

4

Elemental Affinity (Light)

2

+0

+0

+0

+1

+2

1d4+lvl

8

Sense Element

3

+0

+0

+1

+1

+3

1d4+lvl

10

Wyld Purge, Point Blank Shot

4

+0

+0

+1

+2

+4

2d4

12

Elemental Affinity (Fire)

5

+1

+0

+2

+2

+5

2d4+lvl

14

Elemental Blade

6

+1

+1

+2

+3

+6

2d4+lvl

16

Elemental Speech, Precise Shot

7

+2

+1

+3

+3

+7

2d4+lvl

18

Elemental Affinity (Electricity)

8

+2

+2

+3

+4

+7

2d4+lvl

20

Free Action, Pass Without Trace

9

+3

+2

+4

+4

+8

2d4+lvl

22

Wyld Call, Rapid Shot

10

+3

+3

+4

+5

+8

2d4+lvl

24

Elemental Affinity (Air)

11

+4

+4

+5

+6

+8

2d4+lvl

26

Resist Element (Fire)

12

+5

+5

+6

+7

+9

2d4+lvl

28

Elemental Affinity (Water)

13

+6

+6

+7

+8

+9

2d4+lvl

30

Resist Element (Water)

14

+7

+7

+8

+9

+9

2d4+lvl

32

Elemental Affinity (Earth), Captive Summoning

15

+8

+8

+9

+10

+10

2d4+lvl

34

Resist Element (Earth)

16

+9

+9

+10

+11

+10

2d4+lvl

36

Elemental Affinity (Life)

17

+10

+10

+11

+12

+11

3d4+lvl

40

Elemental Embrace

 

Class Features

Weapon and Armor Proficiency: none

 Elemental Spark - This feat grants the user the ability to cast elemental spells with a DC of two levels higher than the actual level.

 Elemental Affinity - With this ability the summoner gains the ability to summon forth the element listed. While summoning the element the character can forge it into any number of effects. The effects are permanent unless it is an instant attack, or dismissed by the summoner. A dispel magic spell will have to conflict against the effect as if it were two levels higher than the caster's level. This ability requires concentration and free movement and speech to use. If a summoner is using the ability to summon a permanent effect, he or she may only move, talk, and eat; otherwise the effect is negated. Also if the summoner is hit and takes more than his Eco-Mantic level in damage the effect is negated.

 Sense Element - With this ability the Eco-Mantic can sense any natural element if a successful spot check is made. They can select the element to sense, and the information gathered is very detailed, how much, what type, etc.

 Wyld Purge - This is not an ability, in fact this is a weakness. By the time the Eco-Mantic garners this level, they find that their summoning ability is now tied to their environment. While in currently used cities, towns, villages, towers, and the like; the summoner suffers a modifier on his/her DC equal to their character total level. If they are in an abandoned city, village, tower, and the like, they suffer a DC modifier equal to their Eco-Mantic level. This represents their ties to nature and natural things.

 Point Blank Shot - At this level if the character doesn't have the feat, they gain it.

 Elemental Blade - With this ability, the summoner can generate an elemental charged blade at the end of his/her quarterstaff that uses their level damage dice. The element must be one of the current summoner's elements. With this ability, the player can make one attack with the blade, then it fades. However, if a permanent summon is already in effect, this ability can not be used without the Free Action ability.

 Elemental Speech - With this ability, the summoner can speak to all elementals, regardless of the element.

 Precise Shot - At this level if the character doesn't have the feat, they gain it.

 Free Action - With this ability, the summoner is no longer required to concentrate on permanent effects. They may now do one extra action, such as attack.

 Pass without Trace - Much like the Druid ability, except the summoner leaves no trail, even in snow. The caster leaves no marks that he has passed through any natural area. If there are twigs and sticks, they seem to bend to allow him to move through without even catching himself on them. Its a rather amazing ability. This ability also includes water, when walking through water, there are no ripples or splashes, no matter the speed. This ability does transfer to any mount that Summoner is on. So a wagon, and the horse pulling it would gain this ability if the summoner was seated. 

 Wyld Call - This is not an ability. A summoner loses 2 hit points per day spent in any place that classes for the Wyld Purge flaw. This is on top of the effects of the Wyld Purge. These HP can be regained through magic means however, they are to remind an Eco-Mantic of his ties to nature.

 Rapid Shot - The summoner gains the Rapid Shot Feat.

 Resist Element - This ability grants the summoner immunity to all spells, attacks, and effects of the element listed. This includes sub-elements. For instance, if the Summoner is immune to Earth, plant spells are useless. This is represented by the summoner always succeeding on DC checks, and saving throws.

 Captive Summoning - This ability negates the need for free movement. The Summoner must still be able to call the name of the element, but he no longer needs to be able to move to summon the element.

 Elemental Embrace - With this ability, the Summoner can become an elemental, or gain the abilities of any one elemental. This counts as five uses of his summoning power when invoked and each invocation must be 12 hours apart.