Elemental Archanist OCC
(Version 1.00 - Last Modified: 09/19/2004)
- Inspired by the Sorcerer class in Diablo II from Blizzard
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Description
Although Warlocks are the most famous spellcasters that use elemental magic, they are far from the only
one. Another branch of Elemental Magic was common during the Time of a Thousand Magics, but since that
time it has become very rare outside of certain circles, even some Warlocks have never heard of this
branch of Elemental Magic. There are several important differences between traditional Warlocks and
Elemental Archanists. The first and most important difference is their relationships with elementals.
Where a Warlock can summon and control an elemental for a brief period of time and is treated as a brother
by the elementals, an Elemental Archanist has no such special relationship with the elementals. While an
elemental will recognize the archanist's kinship, they do not feel especially close to an Elemental
Archanist. Similarly, while the Elemental Archanists have a deep respect for elementals and will not harm
them without reason, they do not view them as brothers like the Warlocks do.
An Elemental Archanist views nature as three distinct types of energy and their magical abilities revolve
around the manipulation of those types of energy. The first type of energy, cold, is a combination of the
Air and Water specializations of a Warlock, and provides the archanist with powerful spells that can chill
enemies to the bone. The second type of energy, electricity, borrows from the Earth specialization of a
Warlock, but it is focused on the creation and manipulation of energy and lightning. The third and final
type of energy is fire, which is closely related to the Fire specialization of a Warlock, however, unlike
a Warlock, the archanist has no ability to manipulate temperature or smoke, just fire.
Elemental Archanists are quite rare, especially compared to the number of Warlocks, but they can be found
throughout the world. The largest concentration of Elemental Archanists is in the Eastern Territories near
the border with the Old Kingdom. The archanists serve as excellent war wizards, but their lack of
versatility makes them less suited for times of peace. However, with a war brewing between the Eastern
Territories and the Wolfen Empire, several armies in the Eastern Territories are actively recruiting
Elemental Archanists to bolster their spellcasting force.
O.C.C. Abilities:
- Area of Specialization
An Elemental Archanist begins at zero level in each of the areas of specialization, and at each
level of experience, including the first level, the Elemental Archanist can improve his level in
two of the areas by one. This means that it is impossible for a archanist to have 15th
level of experience in all three categories. Elemental Archanist's use their level in an area of
specialization as their level of experience for abilities and spells granted by that area of
specialization. For example, a fifteenth level Elemental Archanist that has six levels in Cold
Magic, casts Cold spells as a sixth level character.
- Cold Magic:
The Cold Magic specialization provides the Elemental Archanist with powerful spells and
abilities that cause cold damage and often hinder an enemy after they strike. At each new
level of experience, including the first, the Elemental Archanist can select one spell from
the Cold Magic Spell List. Selected spells must be of a spell level equal
to or less then Elemental Archanist's level of experience in this specialization. At first
level, the archanist can select a spell ability from the following list: Frozen Armor or
Ice Bolt. At third level, the archanist can select an additional spell ability from the
list given above or from the following list: Frost Nova. At sixth level, the archanist can
select an additional spell ability from the lists given above or from the following list:
Ice Blast or Shiver Armor. At ninth level, the archanist can select an additional spell
ability from the lists given above or from the following list: Chilling Armor or Glacial
Spike. At twelfth level, the archanist can select an additional spell ability from the
lists given above or from the following list: Blizzard or Frozen Orb. At fifteenth level,
the archanist can select an additional spell ability from the lists given above or from the
following list: Cold Mastery. See Elemental Archanist
Spell Abilities for more details on the powers of this area of specialization.
- Fire Magic:
The Fire Magic specialization provides the Elemental Archanist with powerful spells and
abilities that cause fire damage and while they always hit the target, they can deliver
only a glancing blow. At each new level of experience, including the first, the Elemental
Archanist can select one spell from the Fire Magic Spell List. Selected
spells must be of a spell level equal to or less then Elemental Archanist's level of
experience in this specialization. At first level, the archanist can select a spell
ability from the following list: Fire Bolt or Warmth. At third level, the archanist can
select an additional spell ability from the list given above or from the following list:
Inferno. At sixth level, the archanist can select an additional spell ability from the
lists given above or from the following list: Blaze or Fireball. At ninth level, the
archanist can select an additional spell ability from the lists given above or from the
following list: Enchant or Fire Wall. At twelfth level, the archanist can select an
additional spell ability from the lists given above or from the following list: Hydra or
Meteor. At fifteenth level, the archanist can select an additional spell ability from the
lists given above or from the following list: Fire Mastery. See
Elemental Archanist Spell Abilities for more
details on the powers of this area of specialization.
- Lightning Magic:
The Lightning Magic specialization provides the Elemental Archanist with powerful spells
and abilities that cause energy and electricity damage and there is little a target cam
do to avoid the damage. At each new level of experience, including the first, the Elemental
Archanist can select one spell from the Lightning Magic Spell List.
Selected spells must be of a spell level equal to or less then Elemental Archanist's level
of experience in this specialization. At first level, the archanist can select a spell
ability from the following list: Charged Bolt or Telekinesis.. At third level, the
archanist can select an additional spell ability from the list given above or from the
following list: Nova and Static Field. At sixth level, the archanist can select an
additional spell ability from the lists given above or from the following list: Lightning.
At ninth level, the archanist can select an additional spell ability from the lists given
above or from the following list: Chain Lightning or Teleport. At twelfth level, the
archanist can select an additional spell ability from the lists given above or from the
following list: Energy Shield or Thunderstorm. At fifteenth level, the archanist can
select an additional spell ability from the lists given above or from the following list:
Lightning Mastery. See Elemental Archanist Spell
Abilities for more details on the powers of this area of specialization.
- Natural Elemental Resistances
As an Elemental Archanist increases his affinity with a given element, he also gains certain
natural resistances to that element. An Elemental Archanist reduces all fire, cold, and
energy damage by 2 points per level of experience in the related Area of Specialization. For
example, a sixth level Elemental Archanist with six levels in Cold Magic and Fire Magic would
reduce all fire damage by 12 points, all cold damage by 12 points, and would not reduce
energy by any amount.
- Elemental Archanists & Armor
Most Elemental Archanists tend to prefer leather armor because it offers excellent
maneuverability, stealth, and because it is more comfortable then heavy, cumbersome and
confining types of armor. Furthermore, covering oneself in metal has a hampering effect on
the channelling of magic energy. If more then 50% of the character's body is covered by
metal, such as with chain mail, scale, or plate, the archanist must spend 20% more PPE to
cast a spell or to use a spell ability and both range and duration of the spell is reduced
by 20%.
- Permanent P.P.E. Base
The Elemental Archanist begins with a high amount of PPE. The archanist receives 2D4x10+20
PPE plus their PE attribute at first level and an additional +2D6 per level of experience.
Unlike most practitioners of magic, the Elemental Archanist cannot draw PPE from other
living creatures, but can draw it from any elemental, ley lines, nexus points, and from
PPE storage devices.
- Bonuses
Elemental Archanists receive +2 to save vs. horror factor, +6 to save vs. horror factor of
an Elemental, +1 to save vs. magic, and +1 to save vs. possession. The archanist gains a
spell strength bonus of +1 at levels 3, 6, 10, and 14.
Attribute Requirements:
O.C.C. Skills:
- Language: Native Tongue (at 98%)
- Language: Two of choice (+10%)
- Literacy: Native Tongue (at 98%)
- Language: One of choice (+10%)
- Lore: Demons & Monsters (+10%)
- Lore: Faerie Folk (+5%)
- Land Navigation (+10%)
- Wilderness Survival (+15%)
- W.P.: Two of choice
- Hand-to-Hand Combat: Basic (Hand-to-Hand combat can be improved to Expert at the cost of
two OCC Related Skills or to Martial Arts at the cost of five OCC Related Skills, but this
can only be done at first level)
O.C.C. Related Skills:
- Select eight other skills. Select one additional skill at level 3, 6, 9, and 12. All new
skills start at a level one proficiency.
- Communications: Any
- Domestic: Any (+10)
- Espionage: Disguise, Escape Artist, and Intelligence only (+5%)
- Horsemanship: General or Exotic only
- Medical: Any
- Military: None
- Physical: Any except Acrobatics, Gymnastics, Boxing, and Wrestling
- Rogue: Any
- Science: Any (+10%)
- Technical: Any (+10%)
- W.P.: Any except Lance and Long Bow
- Wilderness: Any (+5%)
Secondary Skills:
- The Elemental Archanist can select three secondary skills from the list of available skill
categories at level one and an additional two skills at levels 2, 7, 10, and 13. Secondary
skills do not receive any bonuses listed above and all new skills start at a level one
proficiency.
Standard Equipment:
- Weapons: Starts with a knife and one weapon of the arhcanist's choice; both are
basic weapons of good quality.
- Armor: A suit of Soft Leather Armor (AR of 10, S.D.C. of 20).
- Other: Two sets of traveling clothes, a hooded robe, a bedroll, a backpack, 1D4
small sacks, one large sack, water skin, flint and tinder box, 1D4 candles, a wooden
cross, a small mirror, and 1D4 sticks of charcoal.
Money:
- The character starts with 150 in gold. Additional money will come from payment for
services rendered and/or the acquisition of booty. Some people may confuse an Elemental
Archanist with a Warlock or a Wizard, but since the arcahnist's focus is primarily on
combat spells, they will often find work as a mercenary.
Experience Table:
| Level: |
XP Range: |
| 1 |
0000 - 2100 |
| 2 |
2101 - 4200 |
| 3 |
4201 - 8440 |
| 4 |
8441 - 17,480 |
| 5 |
17,481 - 25,500 |
| 6 |
25,501 - 35,800 |
| 7 |
35,801 - 51,000 |
| 8 |
51,001 - 71,200 |
| 9 |
71,201 - 96,400 |
| 10 |
96,401 - 131,600 |
| 11 |
131,601 - 181,800 |
| 12 |
181,801 - 232,000 |
| 13 |
232,001 - 290,200 |
| 14 |
290,201 - 350,400 |
| 15 |
350,401 - 412,600 |
Cold Magic Spell List:
| Level: |
Spells: |
| 1 |
Freeze Water (3rd lvl water elem), Lower Temperature (3rd lvl fire elem),
and Resist Cold (3rd lvl water elem) |
| 2 |
Cold Snap (page 72, PFRPG Book 12: Library of Bletherad / LoB), Frosty
Fingers (page 72, LoB), and Northwind (2nd lvl air elem) |
| 3 |
Ice Bolt (page 72, LoB), Frostbite (page 72, LoB), and Sheet of Ice (3rd
lvl water elem) |
| 4 |
Circle of Cold (3rd lvl fire elem), Frost Breath (page 73, LoB), and Wall
of Ice (4th lvl water elem) |
| 5 |
Ice Slide (page 73, LoB) and Shards of Ice 4th lvl water elem) |
| 6 |
Chill Blood (page 73, LoB) and Hail (4th lvl water elem) |
| 7 |
Deep Freeze (page 73, LoB) and Iceball (page 74, LoB) |
| 8 |
Snow Storm (5th lvl water elem) |
| 9 |
Ten Foot Ball of Ice (5th lvl water elem) |
| 10 |
Blue Flame (5th lvl fire elem) |
| 11 |
Frostfire (page 74, LoB) |
| 12 |
Encase in Ice (6th lvl water elem) |
| 13 |
Snowblind (page 74, LoB) |
| 14 |
Little Ice Monster (6th lvl water elem) |
| 15 |
Ice Storm (page 74, LoB) |
Fire Magic Spell List:
| Level: |
Spells: |
| 1 |
Create Coal (1st lvl fire elem), Ignite Fire (3rd lvl inv), and Resist
Fire (3rd lvl inv) |
| 2 |
Fiery Touch (1st lvl fire elem), Impervious to Fire (1st lvl fire elem),
and Fire Bolt (4th lvl inv) |
| 3 |
Heat Object / Boil Water (2nd lvl fire elem), Spontaneous Combustion
(2nd lvl fire elem), and Tongue of Flame (2nd lvl fire elem) |
| 4 |
Create Heat (3rd lvl fire elem), Flame Lick (2nd lvl fire elem), and
Circle of Flame (3rd lvl fire elem) |
| 5 |
Fire Ball (3rd lvl fire elem), Wall of Flame (3rd lvl fire elem), and
Extinguish Fire (3rd lvl fire elem) |
| 6 |
Fire Fist (6th lvl inv), Fuel Flame (4th lvl fire elem), and
Mini-Fireballs (4th lvl fire elem) |
| 7 |
Breathe Fire (5th lvl fire elem) and Flame Friend (4th lvl fire
elem) |
| 8 |
Eat Fire (5th lvl fire elem) and Screaming Wall of Flame (5th lvl
fire elem) |
| 9 |
Eternal Flame (6th lvl fire elem) and Fire Whip (6th lvl fire
elem) |
| 10 |
Dancing Fires (6th lvl fire elem) |
| 11 |
Flame of Life (6th lvl fire elem) |
| 12 |
Ten Foot Wheel of Fire (7th lvl fire elem) |
| 13 |
Fire Sponge (7th lvl fire elem) |
| 14 |
Burst into Flame (8th lvl fire elem) |
| 15 |
Plasma Bolt (8th lvl fire elem) |
Lightning Magic Spell List:
| Level: |
Spells: |
| 1 |
Blinding Flash (1st lvl inv), Spark (page 82, PFRPG Book 12: Library
of Bletherad / LoB), and Thunderclap (1st lvl air elem) |
| 2 |
Energy Bolt (3rd lvl inv), Invisibility: Simple (3rd lvl inv), and
Static Charge (page 82, LoB) |
| 3 |
Call Lightning (3rd lvl air elem), Lightning Bolt (page 83, LoB), and
Telekinesis (3rd lvl inv) |
| 4 |
Electric Arc (page 83, LoB), Energy Disruption (5th lvl inv), and
Protection from Lightning (4th lvl air elem) |
| 5 |
Ball Lightning (4th lvl air elem), Energy Field (4th lvl inv), and
Thunderbolt (page 83, LoB) |
| 6 |
Electrify (page 83, LoB), Impervious to Energy (6th lvl inv), and
Teleport: Lesser (6th lvl inv) |
| 7 |
Electrical Field (6th lvl air elem) and Ride the Lightning (page 83,
LoB) |
| 8 |
Electro-Magnetism (6th lvl air elem) and Keyhole Lightning (page 84,
LoB) |
| 9 |
Chain Lightning (page 84, LoB) |
| 10 |
Invisibility: Superior (7th lvl inv) |
| 11 |
Spark of Life (page 84, LoB) |
| 12 |
Wall of Electricity (page 84, LoB) |
| 13 |
Fulmination (page 84, LoB) |
| 14 |
Sheet Lightning (page 85, LoB) |
| 15 |
Teleport: Superior (15th lvl inv) |