Elemental Archon

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Requirements

Alignment: Any neutral

Skills: Knowledge (nature) 8 ranks

Patron: Akadi, Grumbar, Istishi, or Kossuth or equivalent deities.

Spells: Ability to cast Protection From Elements as a divine spell.

Special: Must speak the language associated with her chosen element (air—Auran, earth—Terran, fire—Ignan, water—Aquan).

Summary

Ask a follower of Kossuth which is the dominant of the four elements, and she'll tell you that fire burns away all in its path. Akadians scoff at such pretension, stating that fire requires wind to spread and air to burn at all. Devotees to Istishia dismiss both claims, pointing out that water extinguishes fire and when mixed with wind becomes a powerful source of destruction. With quaking rough laughter, priests of Grumbar boast that the earth can open at any moment swallowing all into an airless chasm from which none can escape. There is no solution to this age-old argument, nor has there been since the dawn of time. The conflict of element against element has, however, engaged some individuals so deeply that they believe they are manifestations of their chosen element- the servants of powerful, seemingly uncaring elemental forces who want to once and for all tip the balance in favor of their chosen element.


Upon attaining this class, each elemental archon, chooses one of the four elements (air, earth, fire, or water), and henceforth dedicates her life to proving that this element is the most important in the multiverse, and that all others are subservient to it (once an element is chosen it cannot be changed). Such elemental champions are often insufferably arrogant and there can be little argument that their single mindedness brooks few challenges. The meeting of two elemental archons leads to bombastic displays of spellcasting, elemental summoning, and out-and-out destruction, with the "winner" of the combat seeing her victory as a moral win in an ageless philosophical contest. When not combating each other, elemental archons aid churches dedicated to their elements, such as those of Akadi, Grumbar, Istishia, and Kossuth. Elemental archons are not generally part of the hierarchies of these churches but nearly all such clergies view them as important prophets worthy of respect and admiration. Traveling archons preach to the people about the dominance of their chosen elements and are generally seen as somewhat insane by the general populace.

Role: Spell

Characteristics: Elementally inclined divine spellcasters with a legion of mephit companions

Source: Faiths and Pantheons

Game Rule Information

The Elemental Archon has the following game statistics.

Abilities: Wisdom for your divine spellcasting and Constitution for augmenting auxiliary abilities

Alignment: Any Neutral

Hit Die: d8

Starting Gold: N/A

Class Skills

The Elemental Archon's class skills are Animal Empathy (Cha), Concentration (Con), Handle Animal (Cha), Heal (Wis), Knowledge (nature)(Int), Knowledge (the planes)(Int), Listen (Wis), Scry (Int), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Elemental Archon.

Weapon and Armor Proficiency: A Elemental Archon is proficient with whatever they were already proficient with prior to taking levels in this class.

Spells per Day/Spells Known: At each indicated elemental archon level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming an elemental archon, the player must decide to which class to add each elemental archon level for the purpose of determining spells per day and spells known.

Mephit Underlings: Upon or after reaching 1st level, an elemental archon can call a triad of mephits to act as her servitors (see the Monster Manual for these creatures' basic statistics). These toadying creatures may be used as guardians, messengers, or even battle companions (though as the archon becomes more powerful, this becomes less of a good idea). The mephits gain HD and special abilities based on the elemental archon's class level. Mephit underlings who summon additional mephits bring forth normal examples of the species (as opposed to more mephit underlings).

The elemental archon may have up to three mephit underlings at a time. Should one of these servants die, she may call for another one after one day. The new mephit underling has all the accumulated abilities due a servant of the elemental archon's current level. What type of mephit an archon chooses for her underlings is limited by the following table. Archons may choose any mixture of available mephit types, as determined by her chosen element.

Power of Arrogance: So strong is the elemental archon's belief in the supremacy of her chosen element that her attacks do greater damage against the servants of her enemies. At 2nd level elemental archon gets a +2 competence bonus on any attack rolls against creatures with a subtype opposite her chosen element (air—earth; earth—air; fire—water; water—fire). On a successful attack, she deals +2d6 points of damage due to her expertise in combating these creatures.

Elemental Resilience Su: At 3rd level, an elemental archon gains resistance 10 against a type of energy, based on her chosen element. Archons dedicated to air gain resistance to electricity attacks. Those dedicated to earth gain resistance to acid attacks. Fire archons gain resistance to fire attacks, and water archons gain resistance to cold. At 6th level, the resistance rises to 20. At 9th level, the archon gains resistance 30 against her associated energy type.

Elemental Expertise Ex: Elemental archons of 7th level or higher have achieved a sort of equilibrium with their element that gives them the edge in certain combat situations. Consult the list below to determine the specific effect based upon the character's chosen element.


Air Expertise: Air archons gain a +1 circumstance bonus on attack and damage rolls against airborne creatures when the archon herself is airborne.


Earth Expertise: Earth archons gain a +1 circumstance bonus on attack and damage rolls if both she and her foe touch the ground.


Fire Expertise: Fire archons gain a +1 circumstance bonus on attack and damage rolls if both she and her foe are within 20 feet of an open flame (torch-sized or larger).


Water Expertise: Water archons gain a +1 circumstance bonus on attack and damage rolls if both she and her opponent touch water.

Elemental Transcendence: Through ultimate dedication to her chosen element and long association with elementals and the Elemental Planes, the elemental archon transcends her mortal form and becomes an elemental creature. Her type changes to elemental (with the subtype according to her chosen element) as her body endures a change to a form more closely associated with her chosen element. Though she retains a humanoid outline that might resemble her former form (albeit filled with crackling fire, swirling water, cloudy air, or rocky earth), she has no discernible anatomy.

The elemental archon gains the speed and movement modes, attacks, special attacks, and special qualities of a Medium-size elemental of the appropriate type, as noted in the Monster Manual, except that she uses her own ability scores and the save DC against her elemental attack form, if any (whirlwind, burn, or vortex) is 20 + her Constitution modifier. She may use equipment normally, although fire elemental archons can handle wooden or paper items without igniting them.

The archon is immune to poison, sleep, paralysis, and stunning. Despite her humanoid form, she has senses that span 360 degrees; she is not subject to critical hits or flanking. The archon gains darkvision with a range of 60 feet (unless she already had better darkvision, in which case her former ability is retained). She is not a called or summoned elemental, so the third function of a protection from evil spell does not affect her. If slain, the archon cannot be raised or resurrected, though a wish or miracle spell can restore her to life.

Table 1-1: Elemental Archon Progression
Class Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spells per Day
1st +0 +2 +0 +2 Mephit underlings +1 level of existing class
2nd +1 +3 +0 +3 Power of arrogance +1 level of existing class
3rd +2 +3 +1 +3 Elemental resilience 10
4th +3 +4 +1 +4 Elemental affinity +1 level of existing class
5th +3 +4 +1 +4 +1 level of existing class
6th +4 +5 +2 +5 Elemental resilience 20
7th +5 +5 +2 +5 Elemental expertise +1 level of existing class
8th +6 +6 +2 +6 +1 level of existing class
9th +6 +6 +3 +6 Elemental resilience 30
10th +7 +7 +3 +7 Elemental transcendence +1 level of existing class
Table 1-2: Mephit Underling Choices
Chosen Element Available Mephit Types
Air Air, Dust, Ice
Earth Earth, Salt
Fire Fire, Magma, Steam
Water Ooze, Water

Mephit Underlings

Table 1-3: Mephit Underling Progression
Elemental Archon Level Bonus HD Natural Armor Str Adj. Special
1—2 Empathic link, improved evasion, share saving throws
3—5 +2 +2 +1 Sycophantic fawning
6—8 +4 +4 +2 Improved empathic link
9—10 +6 +6 +3 Slavish sacrifice

Elemental Archon Level: The number of levels the character has in the elemental archon prestige class.


Bonus HD: These are extra d8 Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the underling's base attack bonus and base saving throw bonuses, as normal.


Natural Armor: This is a bonus to the underling's natural armor rating.


Str Adj.: Add this figure to the underling's Strength score.


Empathic Link (Su): The elemental archon has an empathic link with her underlings out to a distance of one mile. The elemental archon cannot see through the underlings' eyes, but each underling can communicate with the archon telepathically. Though mephits undoubtedly view the material world through disturbed lenses, the archon's studies and experiences with her chosen element are so complete that misunderstandings are very rare.

Because of the empathic link between the underlings and the elemental archon, the archon has the same connection to a place or an item that her underlings do.


Improved Evasion (Ex): If the underling is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw.


Share Saving Throws: The underling uses its own base save or the elemental archon's, whichever is higher.


Sycophantic Fawning (Sp): Underlings of experienced archons are pleased to serve such paragons of perfection, and they're more than happy to tell their master about how much they appreciate the privilege. Once per day as a standard action, a mephit underling may extol the virtues of its master, granting the archon a +1 morale bonus on attack rolls, weapon damage rolls, saves, and skill checks. If more than one mephit underling engages in sycophantic fawning in the same round, these bonuses stack. The effect lasts for 1 round per Hit Die of the highest Hit Die mephit engaging in the fawning. If but a single mephit underling fawns, the effect lasts 1 round for each of that mephit's Hit Dice.


Improved Empathic Link (Su): As the empathic link ability, above, except that range is extended to 20 miles.


Slavish Sacrifice (Su): The mephit underling's bond with its master is so great that it is willing to sacrifice itself for the archon's welfare. Each morning, in a ceremony that takes 15 minutes, the archon and her mephits strengthen their indelible link. For the entire day, the damage from a single attack that does hit point damage that would bring the archon below 0 hit points instead is transferred instantly to the person of the archon's nearest mephit underling. Regardless of how much damage is transferred, the underling always dies from the transfer, exploding in a sickening pop of elemental goo. A mephit underling must be within 100 feet of the archon for the transfer to work. Mephit underlings understand the danger inherent to serving powerful elemental archons, but view dying in this manner as among the most honorable ways of ending one's life. Should the archon wish, she may forego the morning ceremony, in which case her mephits may not be sacrificed in this manner.