Human Warmage/Elemental Savant
Male Human Warmage 5/Elemental Savant 8
12th level caster
A.base – equip, etc. t.base – temp.
Modifier – (ability score minus 10) /2 ROUND DOWN
Base B.Mod equip mod
Str 14 +2
Dex 16 +3
Con 15 +2
Int 16 +3
Wis 15 +2
Cha 21 (30) +5 (10)
Init: 10 standard, +3 dex mod, +5 breastplate enchant, +5 breastplate, +2 amulet, +3 ring)
HP: 88[62 (lvls) + 26 (con mod * lvls]
Dmg: 88/88 remaining
Subdual: 0 points
Flatfooted AC: 25 (10, +5 enchant, +5 breastplate, +2 amulet, +3 ring)
Touch AC: 16 (10, +3 dex, +3 ring)
Speed: 30 (30 base for medium)
(lvl 13, 91k for level 14)
Standard Attack Options: (+1d6 fire per hit)
Full Attack Options:
Savings Throws: (1/2 class lvl +2)
Total Base Mod Misc
Fort: 5 3 2
Ref: 6 3 3
Will: 12 10 2
Max ranks class lvl +3
Skill points first lvl (4 + int mod +2) * 4 = 36
Skill point per lvl is 4 + int mod +2 = 9
Total skill points (at lvl 12): 75
Key Use Abil.
Skills Abil Untrain Total Mod Ranks ACP Other
Appraise INT Y 3 +3
Balance DEX Y 3 +3
Bluff CHA Y 10 +10
Climb STR Y 2 +2
©Concentration CON Y 17 +2 15
©Craft INT Y 3 +3
Decipher Script INT N 3 +3
Diplomacy CHA Y 25 +10 15
Disable Device INT N 3 +3
Disguise CHA Y 10 +10
Escape Artist DEX Y 3 +3
Forgery INT Y 3 +3
Gather Information CHA Y 10 +10
Handle Animal CHA N 10 +10
Heal WIS Y 2 +2
Hide DEX Y 3 +3
©Intimidate CHA Y 25 +10 15
Jump STR Y 2 +2
Knowledge INT N 3 +3
©Knowledge (arcana) INT N 11 +3 8
Knowledge (planes) INT N 7 +3 4
©Knowledge (hist.) INT N 3 +3
Listen WIS Y 11 +2 9
Move Silently DEX Y 3 +3
Open Lock DEX N 3 +3
Perform CHA N 10 +10
©Profession WIS N 2 +2
Ride DEX Y 3 +3
Search INT Y 3 +3
Sense Motive WIS Y 2 +2
Sleight of Hand DEX N 3 +3
©Spellcraft INT N 3 +3
Spot WIS Y 11 +2 9
Survival WIS Y 2 +2
Swim STR Y 2 +2
Tumble DEX N 3 +3
Use Magic Device CHA N 10 +10
Use Rope DEX Y 3 +3
Save DC: 21 + spell lvl (10 + spell lvl + cha mod. (10) + spell focus (1))
(FIRE) 22 + spell lvl
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause his spells to fail (if those spells have somatic components). A warmage’s limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor and light shields. This training does not extend to medium or heavier armors, nor to heavy shields. Nor does this ability apply to spells gained from a different spellcasting class.
Warmage Edge (Ex): A warmage is specialized in dealing damage with his spells. Whenever a warmage casts a spell that deals hit point damage, he adds his Intelligence bonus (if any) to the amount of damage dealt. For instance, if a 1st-level warmage with 17 Intelligence casts magic missile, he deals 1d4+1 points of damage normally, plus an extra 3 points of damage due to his Intelligence bonus. The bonus from the warmage edge special ability applies only to spells that he casts as a warmage, not to those he might have by virtue of levels in another class.
A single spell can never gain this extra damage more than once per casting. For instance, a fireball deals the extra damage to all creatures *in the area it affects. However, if a 3rd-level warmage casts magic missile and produces two missiles, only one of them (of the warmage’s choice) gains the extra damage, even if both missiles are directed at the same target. If a spell deals damage for more than 1 round, it deals this extra damage in each round. Scrolls scribed by a warmage do not gain any benefi t from warmage edge. Scrolls activated by a warmage also gain no benefi t from warmage edge. The same is true for most other magic items, such as wands and potions. However, staffs activated by a warmage use not only the warmage’s caster level but also gain the benefi ts of the warmage edge, if applicable.
(20, FIRE) Resistance to Energy (Ex): As an elemental savant gains levels in this prestige class, she becomes more resistant to the type of energy allied with her chosen element. At 1st level, she gains resistance 5 against this energy type. This resistance rises to 10 at 4th level and 20 at 7th level.
Immunity to Sleep (Ex): At 2nd level, as an elemental savant continues to transcend her mortal form, she gains immunity to sleep effects.
(+4, FIRE) Energy Penetration (Ex): Beginning at 3rd level, an elemental savant further refi nes her ability to wield energy associated with her chosen element. When she casts a spell using that type of energy, she gains a +2 competence bonus on caster level checks (1d20 + caster level) to overcome a creature’s spell resistance. At 8th level, this bonus increases to +4. These bonuses stack with those granted by the Spell Penetration and Greater Spell Penetration feats.
(dc +1, FIRE) Energy Focus (Ex): From 5th level on, an elemental savant is better able to manipulate energy associated with her chosen element. The save DC for any spell with that energy descriptor increases by 1. At 10th level, these save DCs increase by 1 again (total increase of 2). These increases are cumulative with those granted by the Spell Focus and Greater Spell Focus feats.
Darkvision (Ex): At 6th level, an elemental savant gains darkvision out to 60 feet.
Level Class Level Feat
1 HUMAN Spell Focus (+1 save dc versus 1 school) (phb, pg. 100)
1 Base Empower Spell (players handbook, pg. 93)
3 Base Energy Substitution (fire) (complete arcane, pg. 79) all energy damage mentioned in spell can be changed to fire
Fire Elemental, Small
Size/Type: Small Elemental (Fire, Extraplanar)
Hit Dice: 12
HP: 41 (1/2 my hp, rounded down)
Speed: 50 ft. (10 squares)
Armor Class: 21 (10, +1 size, +1 Dex, +9 natural), touch 21, flat-footed 20
Base Attack/Grapple: +5/-3
Attack: Slam +6 melee (1d4 plus 1d4 fire)
Full Attack: Slam +6 melee (1d4 plus 1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn
Special Qualities: Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Total Base Mod Misc
Fort: 3 3 0
Ref: 5 4 1
Will: 9 9 0
Abilities: Str 10, Dex 13, Con 10, Int 15, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Dodge, Improved Initiative, Weapon Finesse
Environment: Elemental Plane of Fire
Alignment: Usually neutral
class skills: same as warmage and elemental savant, except, not craft, not profession, Only knowledge plane of fire and knowledge material plane, can have spot and listen, gets 1/2 my skill points per level, adjusted for its int.
has base ac of tiny when it’s in travelling form, base of “small” when it’s grown.
while in a fire (campfire or bigger), get 1d4 heal per round it is in the fire. +4 to ac and gets 1/2 concealment
can speak with anything that has (fire – elemental) sub type
brasa’s box is a stone box with hardness 20, also has resist elements on the inside, so cold, acid, etc. won’t hurt brasa while travelling
Elemental Traits: Immune to poison, sleep, paralysis, and stunning; takes 1/2 extra damage from critical hits; darkvision 60 ft.; cannot be raised or resurrected (though a wish or miracle spell can restore life).
Current Load: lbs (start of play)
Actual Gold: 4,212
Total Gold Value: 108,800
Cost Lbs Item
Short Sword (+1, Speed) (extra attack per round at highest BAB)
Xx Brasa’s Box (Familiar Pocket)
36,000 Cloak of Charisma (5 Breastplate Enchantment)
12,960 Glove (right) 1/day, 60 pts heal, fix all ability point damage
(command word “heal”)
5,400 Glove (left) Unlimited/day, 3d8+1 cure serious
18,000 Ring of Protection (2)
4,500 Circlet of Persuasion (+3 cha.)
Free Arcane Scroll (Circle against Law)
Free Arcane Scroll (Tenser’s Floating Disc)
Want to buy: maybe ring of invisibility (20,000 gold), amulet of natural armor +3 (10,000 gold for upgrade)
Prepared spell list:
Level 6: (3) 3/3 remaining
Level 5: (6) 6/6 remaining
Level 4: (7) 6/7 remaining
Level 3: (7) 7/7 remaining
Level 2: (7) 6/7 remaining
Level 1: (8) 8/8 remaining
+1 wizard evocation Level 1 spell
Level 0: (6)0-LEVEL WARMAGE SPELLS (CANTRIPS)
Acid Splash: Orb deals 1d3 acid damage.
Disrupt Undead: Deals 1d6 damage to one undead.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
1ST-LEVEL WARMAGE SPELLS
Accuracy*: Doubles weapon’s range increment.
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Fist of Stone*: Gain 1 damage; +1 missile per two levels above 1st (max 5).
Orb of Acid, Lesser*: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Cold, Lesser*: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Electricity, Lesser*: Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Fire, Lesser*: Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Sound, Lesser*: Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st (max 5d6).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.
2ND-LEVEL WARMAGE SPELLS
Blades of Fire*: Your melee weapons deal +1d6 fire damage for 1 round.
Continual FlameM: Makes a permanent, heatless torch.
Fire TrapM: Opened object deals 1d4 +1/level fire damage.
Fireburst*: Adjacent subjects take 1d8/level fire damage.
Flaming Sphere: Creates rolling ball of fi re, 2d6 damage, lasts 1 round/level.
Ice Knife*: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.- radius burst.
Melf’s Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Whirling BladeF*: Hurled slashing weapon magically attacks all foes in 60-ft. line.
3RD-LEVEL WARMAGE SPELLS
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Fireball: 1d6 damage per level, 20-ft. radius.
Flame Arrow: Arrows deal 1/level damage).
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
4TH-LEVEL WARMAGE SPELLS
Blast of Flame*: 60-ft. cone of fi re (1d6/level damage).
Contagion: Infects subject with chosen disease.
Evard’s Black Tentacles: Tentacles grapple all within 20- ft. spread.
Orb of Acid*: Ranged touch, 1d6/level acid damage and target might be sickened.
Orb of Cold*: Ranged touch, 1d6/level cold damage and target might be blinded.
Orb of Electricity*: Ranged touch, 1d6/level electricity damage and target might be entangled.
Orb of Fire*: Ranged touch, 1d6/level fire damage and target might be dazed.
Orb of Force*: Globe of force deals 1d6/level damage (max 10d6).
Orb of Sound*: Ranged touch, 1d4/level sonic damage and target might be deafened.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
5TH-LEVEL WARMAGE SPELLS
Arc of Lightning*: Line of electricity between two creatures (1d6/level damage).
Cloudkill: Kills 3 HD or less; 4–6 HD save or die; 6+ HD take Con damage.
Cone of Cold: 1d6/level cold damage.
Fire Shield, Mass*: Creatures attacking allies take damage; allies are protected from fi re or cold.
Fireburst, Greater*: Subjects within 10 ft. take 1d8/level fire damage.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Prismatic Ray*: Ray of light blinds target, deals random effect.
6TH-LEVEL WARMAGE SPELLS
Acid Fog: Fog deals acid damage.
Blade Barrier: Wall of blades deals 1d6/level damage.
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Circle of DeathM: Kills 1d4/level HD of creatures.
Disintegrate: Makes one creature or object vanish.
Fire Seeds: Acorns and berries become grenades and bombs.
Otiluke’s Freezing Sphere: Freezes water or deals cold damage.
Tenser’s TransformationM: You gain combat bonuses.
7TH-LEVEL WARMAGE SPELLS
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Earthquake: Intense tremor shakes 80-ft. radius.
Finger of Death: Kills one subject.
Fire Storm: Deals 1d6/level fire damage.
Mordenkainen’s SwordF: Floating magic blade strikes opponents.
Prismatic Spray: Rays hit subjects with variety of effects.
Sunbeam: Beam blinds and deals 4d6 damage.
Waves of Exhaustion: Several targets become exhausted.
8TH-LEVEL WARMAGE SPELLS
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Prismatic Wall: Wall’s colors have array of effects.
Scintillating Pattern: Twisting colors make target confused, stunned, or unconscious.
Shout, Greater: Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
9TH-LEVEL WARMAGE SPELLS
Elemental Swarm: Summons multiple elementals.
Implosion: Kills one creature/round.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Prismatic Sphere: Rays hit subjects with variety of effects.
Wail of the Banshee: Kills one creature/level.
Weird: As phantasmal killer, but affects all within 30 ft.