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Elemental Daemonist

Elemental Daemonist

The Pentarexians brought with them a form of knowledge seemingly completely foreign to the native denizens of this world – a developed system of harnessing elemental magic from five extra-dimensional daemon planes. These mysteries, though responsible for the might of Pentarex, were guarded tightly. The five original arcanist-kings may have passed the title of king onto a child of the warrior class, but they retained the authority of their class over Pentarex through the establishment of the Arcane Order which tightly controls the passage of arcane knowledge.

Role: Elemental Daemonists excel at casting a selection of favored spells – through the use of spellrings – frequently, making them powerful battle mages.

Alignment: Any.

Hit Die: D6.

Starting Wealth: 2d6 × 10 GP (average 70 GP.) In addition, each character begins play with an outfit worth 10 GP or less.

Class Skills

The Daemonist’s class skills are Bluff (Cha), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier

Table: Daemonist

Level Base Attack Bonus Fort Save Ref Save Will Save Special Energy Points per Day Maximum Spell Level
1st +0 +0 +0 +2 Elemental Focus, Daemonic Energy 5 0th
2nd +1 +0 +0 +3 Craft Spellring 8 1st
3rd +1 +1 +1 +3 Elemental Subfocus 11 1st
4th +2 +1 +1 +4 16 2nd
5th +2 +1 +1 +4 Daemonic Favor 19 2nd
6th +3 +2 +2 +5 27 3rd
7th +3 +2 +2 +5 Elemental Focus 34 3rd
8th +4 +2 +2 +6 43 4th
9th +4 +3 +3 +6 Elemental Subfocus 52 4th
10th +5 +3 +3 +7 Daemonic Favor 63 5th
11th +5 +3 +3 +7 74 5th
12th +6/+1 +4 +4 +8 87 6th
13th +6/+1 +4 +4 +8 Elemental Focus 100 6th
14th +7/+2 +4 +4 +9 115 7th
15th +7/+2 +5 +5 +9 Daemonic Favor 130 7th
16th +8/+3 +5 +5 +10 147 8th
17th +8/+3 +5 +5 +10 Elemental Focus 164 8th
18th +9/+4 +6 +6 +11 183 9th
19th +9/+4 +6 +6 +11 Elemental Subfocus 201 9th
20th +10/+5 +6 +6 +12 Daemonic Favor 220 9th

Features

Elemental Focus

–Descriptive text about how the Daemonist aligns herself with a Daemon and an associatied sub-Daemon–

A Daemonist must pick an element upon taking her first level of Daemonist. Once made, this choice cannot be changed.

Unlike wizards or sorcerers, the Daemonist has a limited selection of spells determined by the choice of element she aligns herself to, as shown in Table: Elements.

Spells that fall under her Elemental Focus or Subfocus gain additional bonuses as she levels. Spells that fall under her denied element cannot be cast or crafted. Spells that she is repelled to cost twice as much daemonic energy to cast.

Table: Elements

Elements

Focus Subfocus Denied Repelled Gemstone Gemstone Cost
Thunder Fire Earth Water Quartz 50 GP
Earth Water Wind Thunder Turquoise 10 GP
Wind Thunder Fire Earth Amber 100 GP
Water Wind Thunder Fire Jade 100 GP
Fire Earth Water Wind Obsidian 50 GP

These match onto wizard or sorcerer spells of elemental schools variety, though there are actually five elements: Thunder, Fire, Earth, Water and Wind. Daemonists choose 1 element but cannot cannot use spellrings of the opposing elements as the daemonic energies will not cooperate or reside together within the Daemonist if they are opposing.

Daemonic Energy

–Descriptive text about how the Daemonist gains tattoos that allow the energy of the daemons to flow through her.–

The Daemonist gains a pool of daemonic energy that determine how many spells she can cast per day. Unlike other spellcasters, she uses a unified pool of energy, allowing her to cast more higher-level spells at the expense of lower-level spells or vice versa. The cost of each spell level is the Spell Level + 1, as shown in Table: Daemonic Energy Costs.

The Daemonist can cast any 0th-level spell at will using the tattoos on her body, however any spell beyond 0th-level require the use of Spellrings to channel the power. The Daemonist cannot use spellrings to cast spells of a higher level than she could craft.

Table: Daemonic Energy Costs

Spell Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cost 1 2 3 4 5 6 7 8 9 10

Craft Spellring

The Daemonist uses special spellrings that allow her to channel the daemonic energies bound in her tattoos into tangible effect upon the world. These spellrings are usually crafted by the Daemonist herself.

Up to 10 rings may be worn and have charges according to the Spellring Creation Table.

She can only craft and use spellrings up to the spell level she is able to cast, as per Table: Daemonist. In addition to the choice of metal for the spellring, the daemonist must place a gemstone into the spellring that matches the desired spell’s element. This incurs an additional cost as listed in in Table: Elements. Crafting a single spellring requires 4 hours of uninterrupted work.

Once a spellring’s charges are used up, its value is equivalent to a mundane ring of its metal type. However, such a mundane spellring can be used as a basis for crafting a new spellring of the same spell and metal type, reducing the base crafting cost by 1/2.

Table: Spellring Creation

Metal Charges Cost
Copper 2 Spell level x caster level x 30 GP
Silver 5 Spell level x caster level x 75 GP
Gold 10 Spell level x caster level x 150 GP
Platinum 20 Spell level x caster level x 300 GP

Example: Level 7 Gold Spellring of Fireball

Cost: (SL3 x CL7 x 150gp[Gold]) + 50gp[Obsidian] = 3200 GP

Daemonic Favor

Upon reaching 5th level and every 5 levels thereafter, the Daemonist can receive a special favor from the daemons themselves.

Elemental Resistance

At 5th level, gain energy resistance 10 to your Focus element and energy resistance 5 to your Subfocus element. At 10th level, these resistances double. At 20th level, you gain immunity to your Focus element and 20 to your Subfocus.

Elemental Empowerment

At 5th level, cast spells of your Focus as if one level higher. At 10th level, cast spells of your Focus as per Empower Spell. At 15th, cast spells of your Subfocus as if one level higher. At 20th Level, cast spells of your Subfocus as per Empower Spell.

Elemental Blast

As a standard action, you can unleash a blast of your Focus element. This blast deals 2d6 points of elemental damage + 1 point for every two Daemonist levels you possess to all creatures within 5 feet + 5 for every Daemonist level of you. The radius of the blast can be limited if desired. A successful Reflex save halves the damage. The DC of this save is equal to 10 + 1/2 your Daemonist level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

At 10th level, Elemental Blast can also be used with your Subfocus element.

At 15th level, Elemental Blast can eminate from any creature within 50 feet.

Elemental Movement

You gain a special movement type. This ability is determined by the Focus element, as indicated below. You can use this ability in place of a movement action a number of times per day equal to 1/2 your Daemonist level. At 20th level, you can use this ability an unlimited amount of times per day.

Element Movement 5th 10th 15th 20th
Thunder Teleport (S) 10ft 20ft 30ft 40ft
Earth Burrow 10ft 20ft 30ft 60ft
Wind Fly 20ft (poor) 20ft (average) 30ft (average) 60ft (good)
Water Swim 20ft 40ft 50ft 60ft
Fire Land Bonus 15ft 30ft 45ft 60ft

Elemental Daemonist