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
|
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. |