Taeran Magical Prestige Classes

Fist of Freedom (Contributed by Johnny Britzke)
Hospitaler of the Sunburst Order
Ice Para-Elementalist/Frostbringer
Magma Para-Elementalist/Lavaslinger
Master of the Glow
Sludge Para-Elementalist/Mudmaster
Smoke Para-Elementalist/Cinderpuffer
Task Mage
Technomancer

Back to Prestige Classes main page



The Fist of Freedom

 
The Essence of Freedom
  • Truth is living and, therefore, changing; it has no resting place, no form, no organized institution
  • Understanding oneself comes through a process of relationships, not isolation; to know oneself is to study oneself in action with another person
  • Understanding the way of combat requires not just a moment of perception, but a continuous awareness, a continuous state of inquiry without conclusion
  • Thought is the response of memory and memory is always partial, because memory is the result of experience; thought is the reaction of a mind conditioned by experience
  • Do not deny the classical patterned approach simply as a reaction, for you will have created another pattern of judgement and entrapment
  • Self-expression is total, immediate, without conception of time, and you can only express that if you are free, physically and mentally, from fragmentation

    In the history of martial arts, the instinct to follow and imitate seems to be inherent in most monks, instructors and students alike. This is partly due to a person's natural tendency to avoid disturbance or uncertainty by establishing a pattern of conduct or thought and then becoming a slave to the pattern, and partly because of the steep traditions behind multiple patterns of styles.
    Frustrated by rigid codes which claimed to possess truth to the exclusion of all others, even before the unification of traditions by the Grand Master of Flowers, a handful of free-spirited monks threw away all ideals, patterns, styles - indeed, even the concepts of what is or isn't ideal - in order to create a formlessness that fits all styles. This is the sole tradition never integrated with the rest by the Grand Master, because it denies tradition entirely (and is therefore considered dangerous and forbidden by most teachers and schools of martial arts today). This is the Way of the Liberating Fist, whose practitioners call themselves Fists of Freedom. It is to utilize all ways and be bound by none, to use any technique or means to serve one's end; it is a way of enlightenment, a movement toward willpower and control, via intuition rather than pattern. The Fist of Freedom does not beat around the bush or take winding detours, is not limited by attachments, confinements, partialization, or complexities. Their prime credo, if they can be said to have one, is that Simplicity is the shortest distance between two points.
    This class may be most easily attained by monks, those who have a shift in alignment because of personal conflicts or who do not find fulfillment in rhythmic, repetetive movements that rob combat of its "aliveness," or also those monks searching for a "root of all martial arts" rather than only practicing the colorful branches which have evolved over the centuries. However, the open path of the Fist of Freedom can be taken by any class and individual who meets the prerequisites.

Hit Die: d8.

Requirements:

Class Skills: The Fist of Freedom's class skills (and associated abilities) are Balance (DEX), Bluff (CHA), Climb (STR), Concentration (CON), Craft (INT), Escape Artist (DEX), Heal (WIS), Hide (DEX), Jump (STR), Knowledge (Arcana) (INT), Listen (WIS), Move Silently (DEX), Profession (WIS), Spot (WIS), Swim (STR), and Tumble (DEX).

Skill Points at each level: 4 + INT modifier.

The Fist of Freedom
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells Per Day (Spells Known)
1 2 3 4 5
1st +0 +2 +2 +2 Ki Strike (Magic), Monk-like training 0 (1) - - - -
2nd +1 +3 +3 +3 Bonus feat 1 (1) - - - -
3rd +2 +3 +3 +3 No-Mind 1/day 1 (1) 0 (1) - - -
4th +3 +4 +4 +4 Bonus feat 2 (2) 1 (1) - - -
5th +3 +4 +4 +4 Ki Strike (Chaotic) 2 (2) 1 (2) 0 (1) - -
6th +4 +5 +5 +5 Bonus feat, No-Mind 2/day 3 (2) 2 (2) 1 (1) - -
7th +5 +5 +5 +5 Air walk 3 (3) 2 (2) 1 (2) 0 (1) -
8th +6 +6 +6 +6 Bonus feat, Ki Strike (Silver) 3 (3) 3 (3) 2 (2) 1 (1) -
9th +6 +6 +6 +6 No-Mind 3/day 3 (3) 3 (3) 2 (2) 1 (2) 0 (1)
10th +7 +7 +7 +7 Bonus feat, Timeless Body 3 (3) 3 (3) 3 (3) 2 (2) 1 (1)

Class Features: All of the following are class features of the Fist of Freedom prestige class.
Weapon and Armor Proficiency: Fists of Freedom gain no new weapon or armor proficiencies.
Monk-like Training (Ex): Levels in the Fist of Freedom prestige class count as Monk levels for determining eligibility for feats and other requirements that depend on characters having Monk levels. Also, a Fist of Freedom gains (or continues to improve) unarmed attack damage, flurry of blows, and speed as Monks do.
Spells: A Fist of Freedom can cast a small number of Arcane spells as a Wild Mage. These spells need not be prepared ahead of time. Furthermore, the Fist of Freedom can ignore material components of 1 gp or less, and can make use of the Quicken Spell feat without increasing casting time, unlike other spontaneous casters. To cast a spell, the character must have a Charisma score of at least 10 + the spell's level. Bonus spells and saving throws are based on Charisma. A Fist with 0 spells of a given level only gets bonus spells of that level, if any. Fist of Freedom spells are cast at the Fist's character level minus 2. Like other spontaneous spellcasters, Fists of Freedom can replace one spell on their list of spells known with a new spell at every new spell level gained.
Ki Strike (Su): A Fist of Freedom's unarmed strikes are treated as magical weapons for the purposes of damage reduction. At 5th level, the Fist of Freedom's unarmed strikes are also treated as Chaotic-aligned weapons for the purpose of damage reduction, and at 8th level, they also count as Silver weapons.
Bonus Feats: At every even level, a Fist of Freedom gains a bonus Martial-arts Feat, those which allow new kinds of physical attacks or defenses, or directly improve existing ones.
No-Mind (Ex): The trademark ability of the Fist of Freedom is to completely let go of conscious, restricting thoughts and habits, and free his or her body and self to fight with the "formless form," dynamically acting in the now, and bringing the mind into a state of alertness such that it can intuit the whole of the character's surroundings at once. Beginning at 3rd level, the Fist of Freedom can enter this state. This takes a free action, and lasts a number of rounds equal to the character's CON modifier + 3.
    The Fist of Freedom gains a number of benefits from the state of No-Mind: Immunity to emotion- and mind-influencing effects; Uncanny Dodge as the Barbarian ability; Improved Evasion as the Monk ability; a competence bonus to Tumble checks equal to half the character's Fist of Freedom class level, rounded down (due to ease of flowing movements); and finally, an insight bonus to attack rolls and AC equal to half his or her class level, rounded down. The down sides to the No-Mind state are that the character cannot cast spells while the mind is so free and empty, and the immunity to emotion-shifting effects extends to helpful abilities such as a Bard's Inspire Courage (that is, the character becomes immune to all morale bonuses as well).
    The Fist of Freedom can use this ability once per day, plus one additional use for every three levels beyond 3rd.
Air Walk (Su): At 7th level, a Fist of Freedom can Air Walk as if affected by the spell, for up to 10 minutes per level per day. This time may be divided throughout the day, as long as the total flight time does not exceed the maximum.
Timeless Body (Ex): To realize freedom, the mind has to learn to look at life, which is a vast movement without the bondage of time: for freedom lies beyond the field of consciousness. At 10th level, the Fist of Freedom liberates his body from the grasp of time and no longer suffers penalties for aging; neither can his body be magically aged.

Code of Conduct: A Fist of Freedom who becomes nonchaotic cannot gain further levels in the class, but retains previously gained class features.

Spell List:

Fist of Freedom Epic Progression

The Epic Fist of Freedom
Class
Level
Special
11th  
12th Bonus feat, No-Mind 4/day
13th Ki Strike (Epic)
14th Bonus feat
15th No-Mind 5/day
16th Bonus feat
17th  
18th Bonus feat, No-Mind 6/day
19th  
20th Bonus feat

Spells: The Epic Fist of Freedom's spells are cast at the Fist's character level minus 2. The Fist stops gaining spells and spells per day after 10th level, but may take the appropriate Epic feats to increase his or her capacity that way.
Unarmed Strike (Ex): The Epic Fist of Freedom's Unarmed Strike damage increases as normal, after 10th level. Add the character's Fist levels to any Monk levels he/she/it may have to determine Unarmed Strike damage and Flurry of Blows.
Unarmored Speed (Ex): The Epic Fist's Unarmored Speed bonus increases in the same manner after 10th level.
Ki Strike (Su): Starting at 13th level, the Epic Fist of Freedom's unarmed strikes are treated as epic weapons for the purpose of penetrating Damage Reduction.
Bonus Feats: The Epic Fist of Freedom gains a bonus feat (selected from the following list) at every even level past 10th.
    Epic Fist of Freedom Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Devastating Critical, Dire Charge, Energy Resistance, Epic Endurance, Epic Prowess, Epic Speed, Epic Spell Penetration, Epic Toughness, Epic Weapon Focus, Exceptional Deflection, Improved Combat Casting, Improved Combat Reflexes, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Keen Strike, Legendary Climber, Legendary Leaper, Legendary Wrestler, Overwhelming Critical, Perfect Health, Polyglot, Reflect Arrows, Shattering Strike, Spell Knowledge, Spellcasting Harrier, Storm of Throws, Superior Initiative, Tenacious Magic, Vorpal Strike.
    In addition to the feats on this list, the Fist of Freedom may treat any feat designated as a martial arts feat, but not listed here, as being on his or her bonus feat list.

The Hospitaler of the Sunburst Order

The church of Luumpho has, unsurprisingly, spawned the best-known order of healers on Taera and Arite- the Sunburst Order, which uses as its symbol a silhouette of the sun-and-tree used by Luumpho's actual church. The Order operates hospitals in every medium-sized or larger nation in the world, and is always among the first on the scene of any large-scale conflict or health problem such as wars, natural disasters, or plagues. Rules of war common to kingdoms across the planet prohibit attacking members of the Sunburst Order, and divine decree enforces the same rule regardless of the presence or absence of war in the area. Though few have the devotion to follow the path of the eternal healer, those who do are welcomed wherever they go, as they work to alleviate or eliminate the suffering of the world.
    It is worth noting that Hospitalers are not, strictly speaking, an arm of Luumpho's church, despite receiving powers from her. Luumpho's actual clergy and worshippers are typically very friendly to Hospitalers, and vice versa, but the Hospitalers are not (for instance) Holy Exemplars of her faith, nor need they actually follow Luumpho as a deity- or any deity at all for that matter, given that Bards may become Hospitalers. Luumpho does have Holy Exemplars of her church, but they (Masters of Inner Light) are exceptionally rare and powerful.

Hit Die: d4.

Requirements:

Class Skills: The Hospitaler of the Sunburst Order's class skills (and associated abilities) are Autohypnosis (WIS), Concentration (CON), Craft (INT), Diplomacy (CHA), Heal (WIS), Knowledge (Biology or Nature) (INT), Profession (WIS), Search (INT), and Spellcraft (INT).

Skill Points at each level: 2 + INT modifier.

The Hospitaler of the Sunburst Order
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +0 +2 +2 +2 Spell Access, Spontaneous Casting, Superior Healing, Wild Empathy, +1 level of existing class
2nd +1 +3 +3 +3 Maximize Healing 1/day, +1 level of existing class
3rd +1 +3 +3 +3 Gift of Protection I, Wise Body, +1 level of existing class
4th +2 +4 +4 +4 Gift of Protection II, Mass Healing 1/day, Maximize Healing 3/day, +1 level of existing class
5th +2 +4 +4 +4 Gift of Protection III, Reactive Healing 1/day, +1 level of existing class
6th +3 +5 +5 +5 Agile Body, Gift of Protection IV, Maximize Healing 5/day, +1 level of existing class
7th +3 +5 +5 +5 Gift of Protection V, Mass Healing 2/day, +1 level of existing class
8th +4 +6 +6 +6 Gift of Protection VI, Maximize Healing at will, +1 level of existing class
9th +4 +6 +6 +6 Gift of Protection VII, +1 level of existing class
10th +5 +7 +7 +7 Gift of Protection VIII, Mass Healing 3/day, Reactive Healing 2/day, +1 level of existing class

Class Features: All of the following are class features of the Hospitaler of the Sunburst Order prestige class.
Weapon and Armor Proficiency: Hospitalers of the Sunburst Order gain no additional proficiency in any weapons or armor.
Spells per Day: Hospitalers of the Sunburst Order continue training in spells. At every level, the Hospitaler may effectively add one level of spellcasting power to any previous spellcasting class that has Cure or Regenerate spells in its class spell list. Characters with multiple spellcasting classes must choose one to increase, but must choose one that has at least one appropriate spell in its list; other spellcasting classes are not available as choices for this class feature. The character who gains knowledge of further spells this way does not gain any other benefits of a class level in the chosen class, such as extra power for turning undead, or bonus Metamagic or Item Creation feats. Only an increase in spellcasting prowess can be gained this way.
Spell Access (Ex): The power of Luumpho gives her chosen servants the ability to cast both the Cure Wounds series of spells as Clerics, and Regenerate Wounds spells as Druids, regardless of former class levels. Thus, Druids who become Hospitalers can now prepare and cast Cure spells at their designated Cleric levels, and Clerics can now cast Regenerate spells at their designated Druid levels.
Spontaneous Casting (Ex): Hospitalers of the Sunburst Order have the ability to convert spells of any level into an equivalent-level Cure or Regenerate spell, like Good-aligned Clerics (with the addition of the Regenerate chain). Characters who become Hospitalers gain the ability to Spontaneously Cast both types of spells.
Superior Healing (Su): Hospitalers of the Sunburst Order gain a +2 sacred bonus per class level to all Heal checks. Thus, a 5th-level Hospitaler gains a +10 bonus.
Wild Empathy (Ex): Hospitalers of the Sunburst Order are servants (of a sort) of the goddess of Life, and creatures of the natural world (through their natural connections with her) feel this instinctively. As a result, Hospitalers gain the Wild Empathy class feature at 1st level, and can use Charisma checks to improve the attitude of animals. This works just like a Diplomacy check made to influence a sentient creature's attitude, but instead of skill ranks the Hospitaler substitutes his or her Hospitaler class level. If the character already had the Wild Empathy ability before becoming a Hospitaler (for instance, from Druid levels), then those levels stack with Hospitaler levels for the purpose of adding to Wild Empathy checks.
Maximize Healing (Ex): As a sign of Luumpho's direct favor, Hospitalers of 2nd level or higher can cast one spell with the Healing descriptor per day as if it were affected by the Maximize Spell metamagic feat, without raising the level of spell slot needed to cast it. If the character has not yet used this ability that day, he or she may freely designate one such spell to be affected immediately before casting it; if the spell is disrupted, the attempt is wasted with the spell. Hospitalers of higher level gain more daily uses of this ability, and at 8th level all Healing spells may be Maximized.
Gift of Protection (Sp): By decree of Damok himself, supported and enforced by the other nine Good gods, all attacks upon Hospitalers upon the Sunburst Order are met with immediate divine retaliation. When a Hospitaler of 3rd level or higher is attacked by any creature, living or otherwise, the gods immediately send a protector to fight for the character, in the form of a Celestial creature or Good-aligned Outsider. This effectively behaves as a Summon Monster spell of the indicated level (for instance, Gift of Protection II behaves as Summon Monster II), except that it happens immediately, requires no action or thought on the part of the Hospitaler, and the summoned creature is not under the Hospitaler's control (though it is immediately Hostile to whatever attacked the character).
    The summoned creature acts on the Hospitaler's turn, and may even act later that same round if the Hospitaler has not acted yet. Also, the creature is granted the ability to Rage as a Barbarian, if it did not already possess that ability, and most creatures summoned to protect a Hospitaler will fly into a Rage immediately. Since the creature was summoned by divine intervention rather than by a spell, it stays as long as it needs to (i.e., for the duration of whatever combat the Hospitaler is involved in), though the Hospitaler is limited to having only one such protector at a time (i.e. further attacks upon the Hospitaler do not summon more help while the first summoned creature still lives). Because this ability is magical in nature, it does not work within Dead Magic zones, though it does still work in Wild Magic zones (presumably the gods are able to force the misbehaving magic to do what they want in any case).
Wise Body (Ex): At 3rd level and above, a Hospitaler adds his or her Wisdom modifier, if positive, to all Fortitude saving throws.
Mass Healing (Ex): Hospitalers of higher levels are often called upon to heal large numbers of people at the same time, and would have difficulty keeping up with demand if not for this ability. Once per day, the Hospitaler can multiply the number of targets allowed by a spell with the Healing descriptor by his or her class level, within a 30-foot radius emanation centered on the Hospitaler. For instance, a 5th-level Hospitaler may cast a Cure Light Wounds on up to five targets, as long as all designated targets are within 30 feet. The same Hospitaler could even use a Mass Cure Light Wounds on 5 targets per caster level, again as long as they all managed to somehow get within 30 feet. Using this ability is done much like use of the Maximize Healing ability; the character declares the attempt immediately before casting the spell, and if the spell succeeds, it affects the designated targets. If the spell fails, the Mass Healing attempt is wasted for the day. Though the ability works much like Maximize Healing, it cannot be used in conjunction with it- that is, a spell cannot be both Massed and Maximized (although a Hospitaler could use Mass Healing on a spell used or prepared with the Maximize Spell feat). For every three levels past 4th, the Hospitaler gains another daily use of this ability.
Reactive Healing (Ex): At 5th level, a Hospitaler of the Sunburst Order gains the ability to cast Healing spells quickly. This ability is used similarly to the Maximize Healing and Mass Healing abilities, above, and cannot be used in conjunction with either of them, much as they cannot be used with each other. By using this ability, the character may cast one Healing spell as a swift action, regardless of how long its normal (or Metamagic-feat-affected) casting time is. This is just as if the character used the Quicken Spell feat on it, except that it does not increase the casting time for characters such as Bards who do not prepare spells in advance, and does not increase the spell's effective level. Furthermore, the Reactive Healing spell may be used at any time during a round, even in response to another creature's action, or when it is not the Hospitaler's turn. Use of Reactive Healing counts against the number of quickened spells that may be cast in a round, however, so a Hospitaler cannot cast both a Reactive Healing spell and a spell enhanced with Quicken Spell in the same round. For every 5 levels past 5th, the Hospitaler gains another daily use of this ability.
Agile Body (Ex): At 6th level and higher, a Hospitaler's Dexterity modifier, if positive, is added to all the character's Fortitude saving throws.
Code of Conduct: The Vow sworn by the Hospitaler of the Sunburst Order before taking levels in this prestige class (called the Oath of Life in Luumpho's church, though this does not change the name of the feat granted by it) is taken very seriously by Luumpho, since she is ultimately the one who grants them their special powers. Accordingly, any Hospitaler who breaks the Vow by willingly causing harm to a living creature loses all class abilities, and cannot advance any further levels in this class unless and until the sin is atoned for (with the Atonement spell, naturally). Hospitalers who successfully atone regain the powers they lost upon breaking the Vow, though they must swear the Vow again and be bound by it once more before the atonement is considered successful. Perhaps more importantly, they may once again advance their levels in this prestige class.
    Hospitalers who willingly become Neutral in alignment (with respect to Good and Evil) are able to continue advancement in this class as long as they abide by the Oath of Life, even though by becoming Neutral the character loses the Vow of Peace feat. Most such people become disillusioned with the Order and eventually leave it, in any case. A (former) Hospitaler who willingly becomes Evil, however, is immediately treated as a Vow-breaker as above, and loses all benefits of this prestige class. Such fallen Hospitalers not only lose the Gift of Protection, but in fact they often become prime targets of those who once would have aided them. Furthermore, a willing change to Evil alignment can never be atoned for; such a character is permanently barred from using the powers and priveleges of this prestige class, and from gaining levels in it.

Hospitaler of the Sunbrust Order Epic Progression

The Epic Hospitaler of the Sunbrust Order
Class
Level
Special
11th Gift of Protection IX, +1 Spellcaster Level
12th +1 Spellcaster Level
13th Mass Healing 4/day, +1 Spellcaster Level
14th Bonus feat, +1 Spellcaster Level
15th Reactive Healing 3/day, +1 Spellcaster Level
16th Mass Healing 5/day, +1 Spellcaster Level
17th +1 Spellcaster Level
18th +1 Spellcaster Level
19th Bonus feat, Mass Healing 6/day, +1 Spellcaster Level
20th Reactive Healing 4/day, +1 Spellcaster Level

Spellcasting: At every level, the Hospitaler of the Sunburst Order gains more spells per day and learns new spells as if he/she/it had gained a level in a spellcasting class to which the character belonged before becoming a Hospitaler. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. The character does not gain any other benefit from the spellcaster level, such as familiar advancement or bonus Metamagic feats. If the character had more than one spellcasting class prior to Hospitaler of the Sunburst Order, then the player must decide which class gains the additional boost.
Gift of Protection (Sp): At 11th level, the Hospitaler's Gift of Protection ability reaches its peak with the duplication of Summon Monster IX. This otherwise follows the rules for the Gift or Protection ability granted at lower Hospitaler levels.
Mass Healing (Ex): At every 3rd level past 10th, an Epic Hospitaler of the Sunburst Order gains another daily use of the Mass Healing ability.
Reactive Healing (Ex): An Epic Hospitaler of the Sunburst Order gains another daily use of the Reactive Healing ability at every 5th level past 10th.
Bonus Feats: The Epic Hospitaler of the Sunburst Order gains a bonus feat (selected from the following list) at every 5th level after 9th (i.e. 14th, 19th, etc.).
    Epic Hospitaler of the Sunburst Order Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Damage Reduction, Energy Resistance, Epic Dodge, Epic Fortitude, Epic Gift of Protection, Epic Leadership, Epic Reputation, Epic Skill Focus, Epic Spell Focus, Epic Toughness, Extended Life Span, Fast Healing, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Improved Spell Resistance, Intensify Spell, Mass Reactive Healing, Master Staff, Master Wand, Maximize Mass Healing, Maximize Reactive Healing, Multispell, Perfect Health, Permanent Emanation, Polyglot, Spell Knowledge, Spell Stowaway, Tenacious Magic.
    In addition to the feats on this list, an Epic Hospitaler may select any Ultramagic spell feat which he/she/it meets the prerequisites for, keeping his/her/its true caster level in mind.

The Ice Para-Elementalist

Ice Para-Elementalists are masters of the cold, spellcasters who devote themselves to the powers behind winter and snow. Like Elementalists, Ice Para-Elementalists do not draw their power from the Matrix, but rather from another plane- but where Elementalists draw their energies from the primary Elemental planes, Ice Para-Elementalists draw theirs from the Para-Elemental Plane of Cold, also called the Plane of Elemental Ice. Ice Para-Elementalists are often colloquially called Frostbringers.

Hit Die: d4.

Requirements:

Class Skills: The Ice Para-Elementalist's class skills (and associated abilities) are Concentration (CON), Craft (INT), Intimidate (CHA), Knowledge (any) (INT), Profession (WIS), Speak Language, and Spellcraft (INT).

Skill Points at each level: 2 + INT modifier.

The Ice Para-Elementalist
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +0 +0 +0 +2 Cold Resistance 5, Elemental Transition (immune to Sleep), +1 level of existing class
2nd +1 +0 +0 +3 Cold Focus +1, +1 level of existing class
3rd +1 +1 +1 +3 Cold Penetration +1, +1 level of existing class
4th +2 +1 +1 +4 Cold Resistance 10, Elemental Transition (Darkvision, immune to paralysis), +1 level of existing class
5th +2 +1 +1 +4 Cold Focus +2, +1 level of existing class
6th +3 +2 +2 +5 Cold Penetration +2, +1 level of existing class
7th +3 +2 +2 +5 Cold Resistance 15, Elemental Transition (immune to stunning), +1 level of existing class
8th +4 +2 +2 +6 Cold Focus +3, +1 level of existing class
9th +4 +3 +3 +6 Cold Penetration +3, +1 level of existing class
10th +5 +3 +3 +7 Cold Immunity, Elemental Transformation, +1 level of existing class

Class Features: All of the following are class features of the Ice Para-Elementalist prestige class.
Weapon and Armor Proficiency: Ice Para-Elementalists gain no additional proficiency in any weapons or armor.
Spells per Day: Ice Para-Elementalists continue training in spells. At every level, the Para-Elementalist may effectively add one level of spellcasting power to a previous spellcasting class. Characters with multiple spellcasting classes must choose one to increase. The character who gains knowledge of further spells this way does not gain any other benefits of a class level in the chosen class, such as extra power for turning undead, or free Wizard feats. Only an increase in spellcasting prowess can be gained this way.
Elemental Transition (Su): The powers of the Para-Elemental planes are jealous of the higher level of influence the primary elemental planes and their dwellers enjoy, and are constantly striving to increase their own level of influence. As a result, the spellcaster who draws power from their plane is slowly changed by that contact, and over time begins to resemble an elemental creature more and more. At 1st level, the Ice Para-Elementalist begins this transformation. The character may never again use any Elemental Substitution or Admixture feats, except the Cold ones. The character also becomes immune to Sleep-inducing effects at 1st level, as the body begins to change away from mortal form. At 4th level, the character gains Darkvision with a range of 60 feet if he or she did not already have Darkvision to equal or better range, and also becomes immune to paralyzing effects. At 7th level, the character becomes immune to stunning.
Cold Resistance (Ex): At the same levels the Elemental Transition continues, an Ice Para-Elementalist gains Cold Resistance of 5 points. If the character previously had Cold Resistance, the resistance level increases by 5 points at each of these levels. Thus, a 7th level Ice Para-Elementalist has Cold Resistance 15 (or higher, if the character previously had Cold Resistance from another source).
Cold Focus (Ex): Beginning at 2nd level, the Ice Para-Elementalist learns to better manipulate the energy coming from the Plane of Ice, and the save DCs for his or her spells with the Cold descriptor increase by +1. This bonus rises to +2 at 5th level and +3 at 8th. It stacks with those granted by the Spell Focus and Greater Spell Focus feats.
Cold Penetration (Ex): At 3rd level, the character further refines the ability to channel energy from the Plane of Ice, and as a result gains a +1 competence bonus to level checks to beat Spell Resistance when using spells that have the Cold descriptor. At 6th level, this bonus increases to +2, and at 9th, to +3. These bonuses stack with those granted by the Spell Penetration and Greater Spell Penetration feats.
Elemental Transformation (Su): At 10th level, the Ice Para-Elementalist is fully transformed by the energies of the Plane of Ice, and becomes an elemental creature. The character acquires the speed, movement modes, special attacks, and special qualities of an Ice Para-Elemental of the same size as the character (a Goblin would become Small, a Human, Medium, etc.). The save DC against the character's elemental attack form is 20 + his or her CON modifier. Despite the radical change in body type, the character's actual physical appearance changes only a little- the body puts out no heat, and the eyes become translucent white crystals of ice. Any creature associated with the Plane of Ice recognizes the character's transcendent nature, and as a result, he or she gains a +2 circumstance bonus to all CHA-based skill and ability checks when interacting with them. Creatures affected by this include any native of the Plane of Ice, and all other Ice Para-Elementalists. Note that the character, as an elemental, can now be hedged out by Protection and Magic Circle spells against his or her alignment, and furthermore, the character takes 1½ × normal damage from Fire and Earth attacks.
Cold Immunity (Ex): At 10th level, as the Para-Elementalist is now a creature of Ice, the character's previous Cold Resistance is replaced with complete Cold Immunity instead.

Ice Para-Elementalists do not have an Epic progression.



The Magma Para-Elementalist

Magma Para-Elementalists are masters of the cinders, spellcasters who devote themselves to the powers behind smog and obscurement. Like Elementalists, Magma Para-Elementalists do not draw their power from the Matrix, but rather from another plane- but where Elementalists draw their energies from the primary Elemental planes, Magma Para-Elementalists draw theirs from the Para-Elemental Plane of Magma. Magma Para-Elementalists are often colloquially called Lavaslingers.

Hit Die: d4.

Requirements:

Class Skills: The Magma Para-Elementalist's class skills (and associated abilities) are Concentration (CON), Craft (INT), Intimidate (CHA), Knowledge (any) (INT), Profession (WIS), Speak Language, and Spellcraft (INT).

Skill Points at each level: 2 + INT modifier.

The Magma Para-Elementalist
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +0 +0 +0 +2 Elemental Transition (immune to Sleep), Natural Armor, +1 level of existing class
2nd +1 +0 +0 +3 Magma Focus +1, +1 level of existing class
3rd +1 +1 +1 +3 Magma Penetration +1, +1 level of existing class
4th +2 +1 +1 +4 Elemental Transition (Darkvision, immune to paralysis), Fire Resistance 10, +1 level of existing class
5th +2 +1 +1 +4 Magma Focus +2, +1 level of existing class
6th +3 +2 +2 +5 Magma Penetration +2, +1 level of existing class
7th +3 +2 +2 +5 Burning Body, Elemental Transition (immune to stunning), +1 level of existing class
8th +4 +2 +2 +6 Magma Focus +3, +1 level of existing class
9th +4 +3 +3 +6 Magma Penetration +3, +1 level of existing class
10th +5 +3 +3 +7 Elemental Transformation, Fire Immunity, +1 level of existing class

Class Features: All of the following are class features of the Magma Para-Elementalist prestige class.
Weapon and Armor Proficiency: Magma Para-Elementalists gain no additional proficiency in any weapons or armor.
Spells per Day: Magma Para-Elementalists continue training in spells. At every level, the Para-Elementalist may effectively add one level of spellcasting power to a previous spellcasting class. Characters with multiple spellcasting classes must choose one to increase. The character who gains knowledge of further spells this way does not gain any other benefits of a class level in the chosen class, such as extra power for turning undead, or free Wizard feats. Only an increase in spellcasting prowess can be gained this way.
Elemental Transition (Su): The powers of the Para-Elemental planes are jealous of the higher level of influence the primary elemental planes and their dwellers enjoy, and are constantly striving to increase their own level of influence. As a result, the spellcaster who draws power from their plane is slowly changed by that contact, and over time begins to resemble an elemental creature more and more. At 1st level, the Magma Para-Elementalist begins this transformation. The character may never again use any Elemental Substitution or Admixture feats, except for Fire and Acid. The character also becomes immune to Sleep-inducing effects at 1st level, as the body begins to change away from mortal form. At 4th level, the character gains Darkvision with a range of 60 feet if he or she did not already have Darkvision to equal or better range, and also becomes immune to paralyzing effects. At 7th level, the character becomes immune to stunning.
Natural Armor (Ex): As the Elemental Transition begins, the character gains a bit of the natural fortitude of volcanic rocks, and gains a Natural Armor bonus to AC of +4. If the character already had a natural armor bonus to AC, then the existing bonus improves by +2 or becomes +4, whichever gives the greater result.
Magma Focus (Ex): Beginning at 2nd level, the Magma Para-Elementalist learns to better manipulate the energy coming from the Plane of Magma, and the save DCs for his or her spells with the Magma descriptor increase by +1. This bonus rises to +2 at 5th level and +3 at 8th. It stacks with those granted by the Spell Focus and Greater Spell Focus feats.
Magma Penetration (Ex): At 3rd level, the character further refines the ability to channel energy from the Plane of Magma, and as a result gains a +1 competence bonus to level checks to beat Spell Resistance when using spells that have the Magma descriptor. At 6th level, this bonus increases to +2, and at 9th, to +3. These bonuses stack with those granted by the Spell Penetration and Greater Spell Penetration feats.
Fire Resistance (Ex): As the Elemental Transition continues, the Magma Para-Elementalist is infused with some of the heat of the Plane of Magma, and it becomes a natural part of the character's existence. Therefore, the character is less affected by fire and heat, and gains Fire Resistance 10.
Burning Body (Su): At 7th level, the Magma Para-Elementalist is filled with truly volcanic heat. As a result, the character can now set flammable objects on fire by touch. This requires the Para-Elementalist to take a full-round action that provokes attacks of opportunity, and make a Concentration check (DC 25) to concentrate the heat onto the object. If the check is successful, the object catches on fire, and burns for 1d4 rounds. Consult the Catching on Fire rules in the DMG (pages 303-304) for special rules regarding use of this ability as a weapon.
Elemental Transformation (Su): At 10th level, the Magma Para-Elementalist is fully transformed by the energies of the Plane of Magma, and becomes an elemental creature. The character acquires the speed (including improved Fly speed and maneuverability), movement modes, special attacks, and special qualities of a Magma Para-Elemental of the same size as the character (a Goblin would become Small, a Human, Medium, etc.). The save DC against the character's elemental attack form is 20 + his or her CON modifier. Despite the radical change in body type, the character's actual physical appearance changes only a little- the skin becomes dark (often black) and rough, and the eyes become blazing orbs of orange heat. Any creature associated with the Plane of Magma recognizes the character's transcendent nature, and as a result, he or she gains a +2 circumstance bonus to all CHA-based skill and ability checks when interacting with them. Creatures affected by this include any native of the Plane of Magma, and all other Magma Para-Elementalists. Note that the character, as an elemental, can now be hedged out by Protection and Magic Circle spells against his or her alignment, and furthermore, the character takes 1½ × normal damage from Cold and Sonic attacks.
Fire Immunity (Ex): At 10th level, as the Para-Elementalist is now a creature of Magma, the character gains complete Fire Immunity. This replaces the Fire Resistance the character received at 4th level.

Magma Para-Elementalists do not have an Epic progression.



The Master of the Glow

Though fields of dangerous radiation are inimicable to life (or at least life as we know it), some hardy, foolish, or downright insane individuals have made it their life's work to study, control, and even (they hope) merge with the invisible energy so as not to be harmed by it. These so-called Masters of the Glow (all of whom are twisted and mutated by the energies they study so closely) are often treated with fear, disgust, or outright horror by people who don't live in radiation zones themselves, but most tribes who are unfortunate (or obstinate) enough to settle in such places have at least one Master of the Glow nearby to help protect them. Usually just eccentric hermits, some Masters acquire dangerous gifts in the deadly fields, and seek to spread their hard-earned wisdom and power as far as possible- by exposing as many other people as they can to the source of their own newfound strength.

Hit Die: d6.

Requirements:

Class Skills: The Master of the Glow's class skills (and associated abilities) are Autohypnosis (WIS), Concentration (CON), Craft (INT), Intimidate (CHA), Knowledge (Biology, Nature, either Arcana or Psionics) (INT), Profession (WIS), Search (INT), Sense Motive (WIS), either Spellcraft or Psicraft (INT), Survival (WIS), and Use Ancient Device (WIS).

Skill Points at each level: 2 + INT modifier.

The Master of the Glow
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +0 +0 +0 +2 Beneficial Mutation, Radiation Resistance 5, +1 level of existing class
2nd +1 +0 +0 +3 Tame the Glow
3rd +1 +1 +1 +3 Radiation Penetration +1, +1 level of existing class
4th +2 +1 +1 +4 Cancerous Companion, Radiation Resistance 10
5th +2 +1 +1 +4 Advanced Energy Admixture (Radiation), +1 level of existing class
6th +3 +2 +2 +5 Radiation Penetration +2
7th +3 +2 +2 +5 Glowing Touch, Radiation Resistance 15, +1 level of existing class
8th +4 +2 +2 +6 Glow Sight
9th +4 +3 +3 +6 Radiation Penetration +3, +1 level of existing class
10th +5 +3 +3 +7 Glow Rider, Radiation Immunity

Class Features: All of the following are class features of the Master of the Glow prestige class.
Weapon and Armor Proficiency: Masters of the Glow gain no additional proficiency in any weapons or armor.
Spells per Day: Masters of the Glow continue training in spells. At 1st level and every second level thereafter, the Master may effectively add one level of spellcasting power to a previous spellcasting class. Characters with multiple spellcasting classes must choose one to increase. The character who gains knowledge of further spells this way does not gain any other benefits of a class level in the chosen class, such as extra power for turning undead, or free Wizard feats. Only an increase in spellcasting prowess can be gained this way.
    Note that because psionic characters can also qualify for this class, this ability might be used to add manifesting levels instead of casting levels. Psionic characters are treated essentially the same way when gaining effective-level-increases from Master of the Glow levels; they discover new powers (instead of learning new spells), and gain more power points per day (instead of spell slots), but do not gain other benefits such as psionic combat modes, psicrystal powers, or bonus Psion feats.
    If a character who becomes a Master of the Glow is both psionic and a spellcaster, then he or she must choose whether the powers of this prestige class apply to the psionic powers, or the magical ones. Once made, this choice cannot be undone, and is forever binding. Characters who choose magic gain Knowledge(Arcana) and Spellcraft as class skills, and must choose a spellcasting class to increase when the Master of the Glow levels dictate it. Characters who choose psionics instead have Knowledge(Psionics) and Psicraft as class skills, and must choose a psionic class to increase when Master of the Glow levels dictate it.
Beneficial Mutation (Ex): At 1st level, a Master of the Glow gains a new Mutation feat, but this new mutation has no chance of killing the character (treat it as though the character automatically made the Fortitude save), cannot cause sterility (though if the character already was, he or she remains so), and is not rolled in the standard manner. Instead, the new mutation is determined by rolling 1d8+11 on the Primary Mutations table. If the result is 19, both resulting mutations are rolled with 1d8+10 instead of 1d20.
Radiation Resistance (Ex): As he or she gains levels, a Master of the Glow gains increasing Radiation Resistance. This starts at 5 points at 1st level, and increases by 5 points each at 4th and 7th levels. If the character previously had Radiation Resistance, then his or her resistance level increases by 5 points at each of these levels. Thus, a 7th level Master of the Glow has Radiation Resistance 15 (or higher, if the character previously had Radiation Resistance from another source). Note that even at 1st level, this renders the character virtually or entirely immune to damage from natural fields of radiation (though failed saves can still cause unconsciousness, radiation sickness, and further mutations).
Tame the Glow (Ex): The ability to control radiation which the Master gains at 2nd level also allows him or her to ignore the normal problems with spellcasting and psionic manifestation in radiation zones. The character is now able to cast or manifest normally within such regions.
Radiation Penetration (Ex): At 3rd level, the Master of the Glow further refines the ability to direct dangerous Radiation, and as a result gains a +1 competence bonus to level checks to beat Spell Resistance when using spells with the Radiation descriptor. At 6th level, this bonus increases to +2, and at 9th, to +3. These bonuses stack with those granted by the Spell Penetration and Greater Spell Penetration feats.
Cancerous Companion (Ex): At 4th level, tissue within the Master's body becomes cancerous from radiation exposure, and forms a large tumor. This cancerous growth gains intelligence and a personality distinct from the Master of the Glow. The Companion and the Master can communicate telepathically. When needed, the Cancerous Companion uses the Master of the Glow's scores for saves, ability scores other than INT, and so forth. The Cancerous Companion gains abilities as the Master of the Glow gains levels (see table below).

Master of the Glow level Companion INT Ability
4th 6 Blindsight 30 feet.
5th 7 Can use a spell or spell-like ability of the Master on its own as a standard action once per day, requiring no action on the part of the Master of the Glow.
6th 8 Can warn the Master of danger, granting the character the Evasion ability.
7th 9 Can warn the Master of danger, granting the character the Uncanny Dodge ability. If the character already had Uncanny Dodge from another class, then he or she gains Improved Uncanny Dodge instead.
8th 10 Mind-Affecting spells and effects have a 50% chance of affecting the Companion rather than the Master.
9th 11 Can use a spell or spell-like ability of the Master on its own as a standard action three times per day, requiring no action on the part of the Master of the Glow.
10th 12 Can warn the Master of danger, granting the character the Improved Uncanny Dodge ability if it was not already possessed.

Advanced Energy Admixture (Radiation): A 5th-level Master of the Glow gains Advanced Energy Admixture (Radiation) as a bonus feat. If the Master of the Glow class levels are psionic as opposed to magical, then the character gains the ability to double the damage of any Energy power he or she uses, with half being a normal sort of energy damage and the other half being Radiation. Using this ability works like a Metapsionic feat in that the character must expend a psionic focus, and it costs more power points to use; a Radiation Admixed power costs its normal power point cost + 10. Remember that the character cannot spend more power points on a power than his or her manifester level.
Glowing Touch (Su): At 7th level, the Master of the Glow gains the ability to inflict Radiation damage on a living creature by touch, once per day. To use this ability, the character must make a touch attack on the target. If the attack hits, the target must make a Fortitude save (DC 15 + the Master of the Glow's CHA modifier) or take 1d6 points of Radiation damage per character level of the Master. Targets which successfully save take half damage. Creatures with Spell Resistance are allowed a chance to negate the effect entirely, if the Master's Radiation powers affect his or her spells; otherwise, Power Resistance is needed.
    Whether or not the target creature saves against the damage, for every 15 points of damage dealt to it in this manner, it must make a Radiation save (DC 15 + the Master of the Glow's CHA modifier) or undergo a Mutation. Creatures which are forced to make multiple saves this way might gain multiple mutations as a result. Mutations from this ability use the rules for "effect" mutations, as they are not caused by natural radiation.
Glow Sight (Ex): An 8th-level Master of the Glow is able to see into the higher spectra that comprise dangerous radiation (among other things). The character must spend a full round concentrating to activate the ability, and must continue concentrating while using it; furthermore, he or she can spend a maximum of 1 minute per level per day seeing into higher spectra this way. While using Glow Sight, the Master of the Glow is able to not only see the boundaries and intensities of areas of dangerous radiation, but also to literally see through most objects and creatures, out to the normal limits of his or her vision. The character is able to see the working innards of living creatures, and can determine the contents of locked boxes without opening (or even so much as touching) them. Certain extremely heavy metals, such as lead, can block the character's special vision just like they would block normal vision, but nothing else does.
Glow Rider (Su): At 10th level, a Master of the Glow has truly mastered the manipulation of dangerous Radiation. Once per day, the character can actually merge his or her form with dangerous Radiation in the immediate area, becoming invisible and insubstantial. The character is undetectable by standard methods, even See Invisibility and Blindsight. True Seeing will reveal a vague outline against the background of the environment similar in general form to the character's real body, but nothing more.
    To enter the insubstantial state, the Master of the Glow must spend one full round in uninterrupted meditation within a zone of dangerous Radiation, during which the character is effectively stunned. If the Master is attacked during the meditation, he or she cannot complete the transformation, but the daily attempt is not wasted and the character can try again as soon as he or she is out of harm's way. If able to merge with the Glow, the Master's body and up to 100 pounds of equipment fade away and vanish, becoming patterns of pure radiation. While in the form of radiation, the Master of the Glow is incorporeal and can Fly with a speed of 300 feet (Perfect), but cannot travel outside the zone of dangerous Radiation that he or she merged with in the first place. The character can stay in the insubstantial state for up to 1 hour, and then must reform. While insubstantial, the Master can pass around and through any matter in the Radiation Zone, even to the point of overlapping space with a creature and moving along with it. If the Master envelops a creature this way, that creature is exposed to Lethal-25 radiation for as long as the Master maintains the connection (unless the actual Radiation Zone is more intense, in which case that value's DC is increased by 5 during the connection). A Master of the Glow who is irradiating a creature this way cannot be forced away from the target by any physical means- only mental attacks which incapacitate the Master in some way (for instance, the stunning effect of a psionic attack), or a spell which protects against contact with a creature of the character's alignment (such as Protection From Evil if the Master is evil) can do so. While insubstantial, a Master of the Glow cannot be physically attacked, even by other incorporeal creatures- the character is effectively immune to all forms of hit point and physical ability score damage.
    When the Master of the Glow reforms from the insubstantial state, the character's body and the equipment that was transsubstantiated with it slowly fade back into being over the course of 1d4 rounds. During this time, the character is helpless, and can easily be attacked by any creatures close enough to do so. Naturally, this means that Masters of the Glow tend to be very careful about where they reform their bodies.
Radiation Immunity (Ex): Since a 10th-level Master of the Glow is able to literally merge with radiation, the character becomes impossible to damage with it. At this level, a Master of the Glow takes no damage from Radiation effects (natural or otherwise), cannot get radiation sickness, cannot be knocked unconscious through radiation exposure, and cannot be further mutated by radiation.

Masters of the Glow do not have an Epic progression.



The Sludge Para-Elementalist

Sludge Para-Elementalists are masters of the mud, spellcasters who devote themselves to the powers behind acid and ooze. Like Elementalists, Sludge Para-Elementalists do not draw their power from the Matrix, but rather from another plane- but where Elementalists draw their energies from the primary Elemental planes, Sludge Para-Elementalists draw theirs from the Para-Elemental Plane of Ooze. Sludge Para-Elementalists are often colloquially called Mudmasters.

Hit Die: d4.

Requirements:

Class Skills: The Sludge Para-Elementalist's class skills (and associated abilities) are Concentration (CON), Craft (INT), Intimidate (CHA), Knowledge (any) (INT), Profession (WIS), Speak Language, and Spellcraft (INT).

Skill Points at each level: 2 + INT modifier.

The Sludge Para-Elementalist
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +0 +0 +0 +2 Acid Resistance 5, Elemental Transition (immune to Sleep), +1 level of existing class
2nd +1 +0 +0 +3 Acid Focus +1, +1 level of existing class
3rd +1 +1 +1 +3 Acid Penetration +1, +1 level of existing class
4th +2 +1 +1 +4 Acid Resistance 10, Elemental Transition (Darkvision, immune to paralysis), +1 level of existing class
5th +2 +1 +1 +4 Acid Focus +2, +1 level of existing class
6th +3 +2 +2 +5 Acid Penetration +2, +1 level of existing class
7th +3 +2 +2 +5 Acid Resistance 15, Elemental Transition (immune to stunning), +1 level of existing class
8th +4 +2 +2 +6 Acid Focus +3, +1 level of existing class
9th +4 +3 +3 +6 Acid Penetration +3, +1 level of existing class
10th +5 +3 +3 +7 Acid Immunity, Elemental Transformation, +1 level of existing class

Class Features: All of the following are class features of the Sludge Para-Elementalist prestige class.
Weapon and Armor Proficiency: Sludge Para-Elementalists gain no additional proficiency in any weapons or armor.
Spells per Day: Sludge Para-Elementalists continue training in spells. At every level, the Para-Elementalist may effectively add one level of spellcasting power to a previous spellcasting class. Characters with multiple spellcasting classes must choose one to increase. The character who gains knowledge of further spells this way does not gain any other benefits of a class level in the chosen class, such as extra power for turning undead, or free Wizard feats. Only an increase in spellcasting prowess can be gained this way.
Elemental Transition (Su): The powers of the Para-Elemental planes are jealous of the higher level of influence the primary elemental planes and their dwellers enjoy, and are constantly striving to increase their own level of influence. As a result, the spellcaster who draws power from their plane is slowly changed by that contact, and over time begins to resemble an elemental creature more and more. At 1st level, the Sludge Para-Elementalist begins this transformation. The character may never again use any Elemental Substitution or Admixture feats, except the Acid ones. The character also becomes immune to Sleep-inducing effects at 1st level, as the body begins to change away from mortal form. At 4th level, the character gains Darkvision with a range of 60 feet if he or she did not already have Darkvision to equal or better range, and also becomes immune to paralyzing effects. At 7th level, the character becomes immune to stunning.
Acid Resistance (Ex): At the same levels the Elemental Transition continues, a Sludge Para-Elementalist gains Acid Resistance of 5 points. If the character previously had Acid Resistance, the resistance level increases by 5 points at each of these levels. Thus, a 7th level Sludge Para-Elementalist has Acid Resistance 15 (or higher, if the character previously had Acid Resistance from another source).
Acid Focus (Ex): Beginning at 2nd level, the Sludge Para-Elementalist learns to better manipulate the energy coming from the Plane of Ooze, and the save DCs for his or her spells with the Acid descriptor increase by +1. This bonus rises to +2 at 5th level and +3 at 8th. It stacks with those granted by the Spell Focus and Greater Spell Focus feats.
Acid Penetration (Ex): At 3rd level, the character further refines the ability to channel energy from the Plane of Ooze, and as a result gains a +1 competence bonus to level checks to beat Spell Resistance when using spells that have the Acid descriptor. At 6th level, this bonus increases to +2, and at 9th, to +3. These bonuses stack with those granted by the Spell Penetration and Greater Spell Penetration feats.
Elemental Transformation (Su): At 10th level, the Sludge Para-Elementalist is fully transformed by the energies of the Plane of Ooze, and becomes an elemental creature. The character acquires the speed, movement modes, special attacks, and special qualities of an Ooze Para-Elemental of the same size as the character (a Goblin would become Small, a Human, Medium, etc.). The save DC against the character's elemental attack form is 20 + his or her CON modifier. Despite the radical change in body type, the character's actual physical appearance changes only a little- the body constantly secretes a foul-looking (and sometimes -smelling) liquid, and the skin acquires a darker, brownish tone if possible. Any creature associated with the Plane of Ooze recognizes the character's transcendent nature, and as a result, he or she gains a +2 circumstance bonus to all CHA-based skill and ability checks when interacting with them. Creatures affected by this include any native of the Plane of Ooze, and all other Sludge Para-Elementalists. Note that the character, as an elemental, can now be hedged out by Protection and Magic Circle spells against his or her alignment, and furthermore, the character takes 1½ × normal damage from Fire and Electricity attacks on a failed save (if the attack allows a save).
Acid Immunity (Ex): At 10th level, as the Para-Elementalist is now a creature of Ooze, the character's previous Acid Resistance is replaced with complete Acid Immunity instead.

Sludge Para-Elementalists do not have an Epic progression.



The Smoke Para-Elementalist

Smoke Para-Elementalists are masters of the cinders, spellcasters who devote themselves to the powers behind smog and obscurement. Like Elementalists, Smoke Para-Elementalists do not draw their power from the Matrix, but rather from another plane- but where Elementalists draw their energies from the primary Elemental planes, Smoke Para-Elementalists draw theirs from the Para-Elemental Plane of Smoke. Smoke Para-Elementalists are often colloquially called Cinderpuffers.

Hit Die: d4.

Requirements:

Class Skills: The Smoke Para-Elementalist's class skills (and associated abilities) are Concentration (CON), Craft (INT), Intimidate (CHA), Knowledge (any) (INT), Profession (WIS), Speak Language, and Spellcraft (INT).

Skill Points at each level: 2 + INT modifier.

The Smoke Para-Elementalist
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +0 +0 +0 +2 Elemental Transition (immune to Sleep), Immune to Blindness, +1 level of existing class
2nd +1 +0 +0 +3 Smoke Focus +1, +1 level of existing class
3rd +1 +1 +1 +3 Smoke Penetration +1, +1 level of existing class
4th +2 +1 +1 +4 Elemental Transition (Darkvision, immune to paralysis), Illusion Resistance, +1 level of existing class
5th +2 +1 +1 +4 Smoke Focus +2, +1 level of existing class
6th +3 +2 +2 +5 Smoke Penetration +2, +1 level of existing class
7th +3 +2 +2 +5 Elemental Transition (immune to stunning), Fly Speed, +1 level of existing class
8th +4 +2 +2 +6 Smoke Focus +3, +1 level of existing class
9th +4 +3 +3 +6 Smoke Penetration +3, +1 level of existing class
10th +5 +3 +3 +7 Elemental Transformation, Fire Immunity, +1 level of existing class

Class Features: All of the following are class features of the Smoke Para-Elementalist prestige class.
Weapon and Armor Proficiency: Smoke Para-Elementalists gain no additional proficiency in any weapons or armor.
Spells per Day: Smoke Para-Elementalists continue training in spells. At every level, the Para-Elementalist may effectively add one level of spellcasting power to a previous spellcasting class. Characters with multiple spellcasting classes must choose one to increase. The character who gains knowledge of further spells this way does not gain any other benefits of a class level in the chosen class, such as extra power for turning undead, or free Wizard feats. Only an increase in spellcasting prowess can be gained this way.
Elemental Transition (Su): The powers of the Para-Elemental planes are jealous of the higher level of influence the primary elemental planes and their dwellers enjoy, and are constantly striving to increase their own level of influence. As a result, the spellcaster who draws power from their plane is slowly changed by that contact, and over time begins to resemble an elemental creature more and more. At 1st level, the Smoke Para-Elementalist begins this transformation. The character may never again use any Elemental Substitution or Admixture feats, except for Fire and Somic. The character also becomes immune to Sleep-inducing effects at 1st level, as the body begins to change away from mortal form. At 4th level, the character gains Darkvision with a range of 60 feet if he or she did not already have Darkvision to equal or better range, and also becomes immune to paralyzing effects. At 7th level, the character becomes immune to stunning.
Immune to Blindness (Ex): As the Elemental Transition begins, the character gains the ability to ignore impediments to vision that would normally plague other creatures, and becomes immune to any effect which would induce blindness.
Smoke Focus (Ex): Beginning at 2nd level, the Smoke Para-Elementalist learns to better manipulate the energy coming from the Plane of Smoke, and the save DCs for his or her spells with the Smoke descriptor increase by +1. This bonus rises to +2 at 5th level and +3 at 8th. It stacks with those granted by the Spell Focus and Greater Spell Focus feats.
Smoke Penetration (Ex): At 3rd level, the character further refines the ability to channel energy from the Plane of Smoke, and as a result gains a +1 competence bonus to level checks to beat Spell Resistance when using spells that have the Smoke descriptor. At 6th level, this bonus increases to +2, and at 9th, to +3. These bonuses stack with those granted by the Spell Penetration and Greater Spell Penetration feats.
Illusion Resistance (Ex): As the Elemental Transition continues, the Smoke Para-Elementalist gains some of the facility the powers of Smoke have with Illusions. As a result, the character gains a +4 inherent bonus to any saves made against spells and effects of the Illusion school (even psionic powers which duplicate such effects).
Fly Speed (Su): At 7th level, the Smoke Para-Elementalist is so filled with the energy of rising Smoke that he or she gains the ability to fly at will. The character gains a Fly speed equal to his or her base land speed, with a maneuverability rating of Good. This is a supernatural ability, and is unavailable in areas of Dead Magic or Anti-Magic Zones.
Elemental Transformation (Su): At 10th level, the Smoke Para-Elementalist is fully transformed by the energies of the Plane of Smoke, and becomes an elemental creature. The character acquires the speed (including improved Fly speed and maneuverability), movement modes, special attacks, and special qualities of a Smoke Para-Elemental of the same size as the character (a Goblin would become Small, a Human, Medium, etc.). The save DC against the character's elemental attack form is 20 + his or her CON modifier. Despite the radical change in body type, the character's actual physical appearance changes only a little- the skin takes on a rough gray texture, and the eyes become smoldering red cinders. Any creature associated with the Plane of Smoke recognizes the character's transcendent nature, and as a result, he or she gains a +2 circumstance bonus to all CHA-based skill and ability checks when interacting with them. Creatures affected by this include any native of the Plane of Smoke, and all other Smoke Para-Elementalists. Note that the character, as an elemental, can now be hedged out by Protection and Magic Circle spells against his or her alignment, and furthermore, the character takes 1½ × normal damage from Cold and Acid attacks.
Fire Immunity (Ex): At 10th level, as the Para-Elementalist is now a creature of Smoke, the character gains complete Fire Immunity.

Smoke Para-Elementalists do not have an Epic progression.



The Task Mage

Most Arcane spellcasters make it a point to gather as much magical knowledge as possible, learning new spells, adding to their abilities, and generally trying to have a wide array and variety of helpful castings available to them. A few, however, start learning magic, and then just stop at some point. Whether due to lack of talent, lack of motivation, or some other reason, some spellcasters don't have a wide variety of spells to cast at all. For their lack of flexibility, however, many of these limited casters learn to use the few spells they do know much more effectively, and for many more potential purposes, than normal wizards or sorcerers do. These limited learners are usually called Task Magi, because the few spells they know are usually applied to specialized tasks, when they are hired by others. Though normal Wizards and Sorcerers often use the term derisively, and look down on Task Magi for being unable to use the array of powers they enjoy, more than one has been surprised and taken down (or perhaps, to "task") by a Task Mage throwing a single effective spell again and again.

Hit Die: d6.

Requirements:

Class Skills: The Task Mage's class skills (and associated abilities) are Appraise (INT), Bluff (CHA), Concentration (CON), Craft (INT), Decipher Script (INT), Knowledge (Arcana) (INT), Profession (WIS), Search (INT), Spellcraft (INT), Survival (WIS), and Urban Survival (WIS).

Skill Points at each level: 4 + INT modifier.

The Task Mage
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +0 +0 +2 +2 Task Spell
2nd +1 +0 +3 +3 Metamagic Feat
3rd +1 +1 +3 +3 Efficient Counterspell
4th +2 +1 +4 +4 Task Spell
5th +2 +1 +4 +4 Metamagic Feat
6th +3 +2 +5 +5 Free Counterspell
7th +3 +2 +5 +5 Task Spell
8th +4 +2 +6 +6 Metamagic Feat
9th +4 +3 +6 +6 Double Spell
10th +5 +3 +7 +7 Task Spell

Class Features: All of the following are class features of the Task Mage prestige class.
Weapon and Armor Proficiency: Task Magi gain proficiency in all Simple weapons, but have no proficiency in any kind of armor.
Task Spells (Ex): Task Magi do not gain knowledge of new spells as they gain levels (those with Wizard or Elementalist levels may still learn new spells off of scrolls and spellbooks, however). Instead, they learn to focus on and master the intricacies of a few spells they already know. At 1st level, and every three levels thereafter, a Task Mage selects one spell he or she knows (for Wizards, this must also be one the character has Mastered via Spell Mastery, and the first one selected must be one the character selected as a Signature Spell) to become a Task Spell. A Task Spell is treated differently than other spells the character knows. First, the spell's save DC (if it has one) is increased by the Task Mage's levels in this class; for instance, a 3rd level Task Mage has a DC modifier of +3.
    Second, although Task Magi do not gain caster levels in their previous spellcasting classes, they do gain effective caster levels for their Task Spells. When determining level-based effects of a Task Mage's Task Spell, add Task Mage levels to the class levels in the previous spellcasting class to determine effective caster level. Thus, a 7th level Wizard/3rd level Task Mage casts Task Spells at 10th level, rather than 7th (as for all other spells the character casts). This adding of caster levels also applies to Spell Resistance rolls; for Task Spells, the character adds both the original class levels and the Task Mage levels to any roll to breach a target's SR.
    Third, the Task Spell can be enhanced by Metamagic feats without increasing the spell's effective level for purposes of spell slots needed to cast it. The first Task Spell a character gets may be enhanced by feats requiring up to +1 spell level, without actually increasing its slot; further, a Feat requiring more than 1 spell level has its required spell level reduced by one. For instance, a Magic Missile used as a Task Spell can be Enlarged or Extended effectively for free, still using up only a 1st-level spell slot to cast it. The same spell could be Empowered with a 2nd-level spell slot (only 1 spell level higher instead of 2), or Quickened if used in a 4th-level spell slot (3 levels higher instead of 4). Finally, Metamagic feats whose level requirements are effectively nullified by this "free" level, do not take longer for spontaneous casters such as Bards or Sorcerers to cast than normal (thus, the Magic Missile in the example could be Extended and still cast as a standard action, rather than a full-round action). Naturally, only feats the character knows can be applied to Task Spells this way, and if multiple feats are used on the same spell, only one of the feats has its "cost" reduced this way. Thus, a Magic Missile Task Spell can be Enlarged and Extended for +1 level, rather than the normal +2.
    Task Magi do not remain limited to only one "free" slot level. When a Task Mage gains a new Task Spell, the number of "free" slots for each of the character's previous Task Spells increases by one. For example, a Task Mage who gained Magic Missile as above, for the first Task Spell, chooses Flaming Sphere for the second Task Spell upon becoming 4th level. Now Flaming Spheres cast by the Task Mage can be Extended for free (1 "free" level), but the original Magic Missile spell is further improved- the character can now Empower them for free (2 "free" levels). Extending the Magic Missile still takes a 1st-level slot, however- the "free" levels do not allow a character to reduce the effective level of a spell, only reduce the penalty from enhancing it with Metamagic. This means that at 10th level, the character could cast a Quickened Magic Missile while still using up only a 1st-level slot!
Metamagic Feats: At 2nd level and every 3 levels after it, a Task Mage gains a new Metamagic feat of his or her choice.
Efficient Counterspell (Ex): At 3rd level, a Task Mage is familiar enough with his or her Task Spell(s) to be able to Counterspell them more effectively than normal spellcasters. The character can actually substitute any spell of the same school as the spell he or she is trying to counter, when Counterspelling, as long as the spell being countered (or countered with) is one of the character's Task Spells- just as if he or she had the Improved Counterspell feat. Furthermore, if the spell being countered is a Task Spell, the Spellcraft check to determine what spell the target is casting has a +5 bonus, effectively being DC 10 + Spell Level instead of 15 + SL.
Free Counterspell (Ex): At 6th level, a Task Mage can use a Task Spell to Counterspell without using an action, and even when it is not the Task mage's turn. Even if the character has already used up his or her action for the round, a counterspell can be declared and performed if the spell being cast is one of the character's Task Spells, or can be countered by a Task Spell. The character automatically gets a free Spellcraft check to notice the spell being cast, once the DM determines that a Task Spell (or counter-foil of one) is the one chosen, and if the check succeeds, then the Task Mage may Counterspell as if he or she had an action ready to do so. The character is allowed to choose not to Counterspell, if desired. Although this Counterspell does not require an action and is performed on another creature's turn, only one such Free Counterspell can be performed in a single round, so the Task Mage must still be careful when facing multiple spellcasting opponents.
Double Spell (Ex): A 9th level Task Mage is so capable of reshaping his or her specialty spells, that the normal limits on its power are doubled. For instance, a 9th level Task Mage's Fireball spell is no longer limited to 10 dice of damage; instead, it is now limited to 20. Only Task Spells are so enhanced, and Task Spells without numeric limits are not affected by this class ability.

Task Mage Epic Progression

The Epic Task Mage
Class
Level
Special
11th Metamagic Feat
12th  
13th Task Spell
14th Bonus feat, Metamagic Feat
15th  
16th Task Spell
17th Metamagic Feat
18th Bonus feat
19th Task Spell
20th Metamagic Feat

Task Spells (Ex): The Task Mage gains another Task Spell, and increases the bonuses of previous ones by +1, at every 3rd level past 10th.
Metamagic Feats: The Task Mage gains another bonus Metamagic feat at every 3rd level past 8th.
Bonus Feats: The Epic Task Mage gains a bonus feat (selected from the following list) at every 4th level past 10th.
    Epic Task Mage Bonus Feat List: Additional Magic Item Space, Energy Resistance, Enhance Spell, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Epic Will, Familiar Spell, Improved Combat Casting, Improved Combat Reflexes, Improved Heighten Spell, Improved Metamagic, Master Staff, Master Wand, Multispell, Permanent Emanation, Polyglot, Spell Opportunity, Spell Stowaway, Spellcasting Harrier, Superior Initiative, Tenacious Magic.
    In addition to the feats on this list, an Epic Task Mage may select any Metamagic feat which he/she/it meets the prerequisites for.

The Technomancer

Technomancers are characters who build devices and imbue them with magical power; not only magical items in the normal sense, but also complex and mysterious mechanical contraptions which are beyond the capability of most people to comprehend, let alone build. As device-focused characters, they are naturally curious about Ancient technology in all its forms, and are one of the few classes able to easily gain understanding of it. Finally, through their knowledge of Ancient processes, Technomancers are among the few modern people who understand what Silmarillium is, and how it can be made.

Hit Die: d4.

Requirements:

Class Skills: The Technomancer's class skills (and associated abilities) are Appraise (INT), Concentration (CON), Craft (INT), Decipher Script (INT), Disable Device (INT), Knowledge (Arcana, Architecture & Engineering, Ancient Technology, Chemistry, or Mathematics) (INT), Open Lock (DEX or INT), Profession (Engineer) (WIS), Spellcraft (INT), Use Ancient Device (WIS), Use Magic Device (CHA), Use Psionic Device (CHA), and Use Rope (DEX).

Skill Points at each level: 2 + INT modifier.

The Technomancer
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +0 +0 +0 +2 Artificer, Craft Construct, Item Creation, +1 level of existing class
2nd +1 +0 +0 +3 Craft Silmarillium
3rd +1 +1 +1 +3 Item Creation, +1 level of existing class
4th +2 +1 +1 +4 Metacreative
5th +2 +1 +1 +4 Item Creation, +1 level of existing class
6th +3 +2 +2 +5 Craft Silmarillium
7th +3 +2 +2 +5 Item Creation, +1 level of existing class
8th +4 +2 +2 +6 Metacreative
9th +4 +3 +3 +6 Item Creation, +1 level of existing class
10th +5 +3 +3 +7 Craft Silmarillium, Craft Minor Artifact, True Metacreative

Class Features: All of the following are class features of the Technomancer prestige class.
Weapon and Armor Proficiency: Technomancers gain no proficiency in any weapons, but they have proficiency in all Light and Medium armors. Labwork is frequently dangerous, and requires protection.
Spells per Day: Technomancers continue training in spells, but not as quickly as they would without studying machinery. At 1st level, and every second level thereafter, the Technomancer may effectively add one level of spellcasting power to an existing spellcasting class. Characters with multiple spellcasting classes must choose one to increase. The character who gains knowledge of further spells this way does not gain any other benefits of a class level in the chosen class, such as extra power for turning undead, or bonus feats. Only an increase in spellcasting prowess can be gained this way.
Artificer (Ex): Technomancer class levels stack with levels of other spellcasting classes for meeting item crafting and item creation feat prerequisites. Thus, a 5th-level Wizard/5th-level Technomancer counts as caster level 10 for all purposes related to item creation, even though the character is not able to actually cast powers as a 10th-level caster (see above).
Craft Construct: Technomancers are skilled at constructing machines, and can build complex mechanical devices with enchanted gears and parts, which work together to produce greater effects. They gain the ability to craft automata with such parts, and gain Craft Construct as a bonus feat at 1st level, even if they do not meet the prerwquisites for that feat.
Item Creation: At 1st level, and every second level thereafter, a Technomancer gains one magical Item Creation feat, other than Craft Minor Artifact, Craft Major Artifact, or any Craft Silmarillium, for free- even if the character does not meet normal prerequisites for the feat.
Craft Silmarillium: At 2nd, 6th, and 10th level, a Technomancer (re)discovers the process for making one kind of Silmarillium, and gains the Crafting feat for it even if he or she does not meet prerequisites for it.
Metacreative: At 4th and 8th level, a Technomancer may apply the Metacreative feat to any one Item Creation feat he or she knows. The Metacreative feat never applies to Clockwork Creation.
True Metacreative (Ex): At 10th level, the Technomancer is so experienced in item creation that he or she may apply the bonus of the Metacreative feat (that is, pay only 75% of the normal cost in time, GP, and XP) to all Item Creation feats he or she knows.
Craft Minor Artifact: At 10th level, the Technomancer is experienced enough at item creation to be able to construct Minor Artifacts. The rules for the Craft Minor Artifact feat apply.

Technomancer Epic Progression

The Epic Technomancer
Class
Level
Special
11th +1 Spellcaster Level
12th Rapid Item Creation
13th +1 Spellcaster Level
14th Craft Silmarillium
15th Bonus feat, +1 Spellcaster Level
16th Rapid Item Creation
17th +1 Spellcaster Level
18th Craft Silmarillium
19th +1 Spellcaster Level
20th Bonus feat, Rapid Item Creation

Spellcasting: At every odd-numbered level, the Technomancer gains more spells per day and learns new spells as if he/she/it had gained a level in a spellcasting class to which the character belonged before becoming a Technomancer. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. The character does not gain any other benefit from the spellcaster level, such as familiar advancement or bonus Metamagic feats. If the character had more than one spellcasting class prior to Technomancer, then the player must decide which class gains the additional boost.
Rapid Item Creation: At every 4th level past 8th, an Epic Technomancer gains either Efficient Item Creation for any Item Creation feat the character has, or Accelerated Item Creation for an Item Creation feat that the character previously had the Efficient Item Creation feat for. The Technomancer's True Metacreative ability fills the prerequisite of having Metacreative for all Item Creation feats the character has, for the purposes of gaining Efficient Item Creation.
Craft Silmarillium: An Epic Technomancer continues to learn new ways to create Silmarillium items, gaining a new Craft Silmarillium feat at every 4th level past 10th for as long as the character does not already have all the Craft Silmarillium types. If the character does have all the types, then he or she gains no benefit from this class feature (of course, a player may design new types to gain with the DM's permission and cooperation to extend the useful lifetime of this class feature).
Bonus Feats: The Epic Technomancer gains a bonus feat (selected from the following list) at every 5th level after 10th.
    Epic Technomancer Bonus Feat List: Accelerated Item Creation, Additional Magic Item Space, Augmented Alchemy, Craft Major Artifact, Efficient Item Creation, Enhance Spell, Extended Life Span, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Master Staff, Master Wand, Multispell, Permanent Emanation, Spell Knowledge, Spell Stowaway, Tenacious Magic.
    In addition to the feats on this list, an Epic Technomancer may select any Ultramagic spell feat which he/she/it meets the prerequisites for, keeping his/her/its true caster level in mind. Also, the character may take any Item Creation feat that he/she/it does not already have as a bonus feat.