Salamancer (3.5e Class)

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Salamancer

Making a Salamancer

Races: Talpoida

Alignment: Any

Starting Gold: 3d6x10gp

Table: The Salamancer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+0+1+0+2Metamagic Feat, Combat Casting Feat31
2nd+1+1+0+3Elemental Morph, Elemental Charge42
3rd+2+2+1+3Elemental Burst52
4th+2+2+1+4532
5th+2+2+1+4Elemental Eruption542
6th+3+3+2+5Elemental Punch, Elemental Missile, Elemental Armor5531
7th+3+3+2+55532
8th+4+3+2+6Elemental Breath, Elemental Blade55432
9th+4+4+3+6Underworld Lightning 2/week, Elemental Explosion55432
10th+5+4+3+7Metamagic Feat555421
11th+6/+1+4+3+7555431
12th+7/+2+5+4+8Elemental Detonation Pulse5555322
13th+8/+3+5+4+85555322
14th+9/+4+5+4+955554321
15th+9/+4+6+5+9Metamagic Feat55554332
16th+10/+5+6+5+10Underworld Lighting 4/week555544332
17th+11/+6/+1+7+5+10555554433
18th+12/+7/+2+7+6+11Titanic Salamander Form5555554442
19th+12/+7/+2+8+6+115555555554
20th+13/+8/+3+8+6+12Metamagic Feat5555555555

Class Skills (3 + Int modifier per level, ×4 at 1st level)
Climb, Concentration, Escape Artist, Handle Animal, Hide, Knowledge (Arcana, Nature), Sense Motive, Spellcraft, Survival, Swim, Use Magic Device.

Class Features

Weapon and armor proficiency: Proficient with simple and martial weapons, as well as proficient in light and medium armor, as they are a rather physically involved spellcaster type.

Elemental Defence: While in an elemental form the salamander cannot be harmed by environmental perils of the chosen element.

Elemental Harmony: Elemental Salamancer spells (salamancies) do not count towards spells known or spells per day. You can cast a number of salamancies per day equal the caster level plus your Con bonus. For every 2 salamancies +1 every 2 levels (max of 6) used you can use 1d4 less spells unprepared that day. Roll a d10 to determine which spells afflicted. i. e. if you roll the d4 and get a 3, then roll the d10 and get a 6, 6th level spells would lose on, and so would 5th level and 7th level. If you do not have any spells of that level learned, roll again.

Spells: The Salamancer focuses mainly on elemental, and self based spells. The Salamancer has a unique ability to take on three elemental forms. All elemental spells and abilities are dependent on which elemental form the Salamancer is currently in. Specific fire, water or electricity spells can only be used when in their corresponding forms, or when in basic form, for a slight debuff. The Salamancer can use any spell without it needing to be prepared ahead of time. Salamancers can choose their spells from the following list:

0Dancing lights, Flare, Create Water, Detect Magic, Mending, Cure Minor Wounds, Arcane Mark

1stBurning Hands, Shocking Grasp, Chill Touch, Cure Light Wounds, Magic Missile, Produce Flame, Boiling Sphere

2ndSummon Salamander I, Lesser Salamander Form, Scorching Rays, Flaming Sphere, Flame Blade, Water Walk, Heat Metal, Chill Metal, Lesser Restoration, Wave Shield

3rdSummon Salamander II, Lighting Bolt, Cure Moderate Wounds, Water Bolt, Daylight, Call Lightning, Remove Disease

4thSummon Salamander III, Control Water, Fire Shield, Ice Storm, Wall of Fire, Wall of Water, Wall of Lightning, Cure Serious Wounds, Air Walk

5thSummon Salamander IV, Call Lightning Storm, Teleport, Fiery Discorporation, Control Winds, Cure Critical Wounds, Channeled Lightning

6thSummon Salamander V, Greater Salamander Form, Chain Lightning, Greater Dispel Magic, Mass Cure Moderate Wounds, Aquatic Jet, Otiluk’s Freezing Sphere

7thGreater Teleport, Teleport Object, Delayed Blast Fireball, Fire Storm, Heal, Monsoon, Mass Cure Serious Wounds

8thPurge of The Sea, Ackbars’s Proving Grounds (Molten Death), Mass Cure Critical Wounds

9thBlood to Acid, Electrocute, Meteor Swarm, Teleportation Circle, Regenerate, Time Stop, Titanic Salamander Form

Table: Salamancer Spells Known
LevelSpells Known
01st2nd3rd4th5th6th7th8th9th
1st31
2nd42
3rd42
4th532
5th532
6th5431
7th6432
8th64321
9th65432
10th654321
11th754431
12th7554322
13th7554322
14th75544321
15th75544332
16th755444321
17th755444332
18th7554443321
19th7554443332
20th7554443333

Ex-Salamancers

.

Salamancer Starting Package

Armor: Padded armor (light +1, max dex +8, check 0, spell fail 5%, speed 30ft)

Weapons: Quarterstaff (1d4, crit x2, 4lbs, bludgeoning)

Skill Selection: Pick any number of skills equal to 3 + Int modifier (x4 at 1st level)

Feat: Armor Proficiency (Light, Medium)

Gear: Backpack with waterskin, one day’s trail rations, bedroll, flint and steel, 5 candles, spellbook, spell component pouch.

Gold: 3d4 gp.

Playing a Salamancer

Religion: Salamancers do not worship any deities, or follow any strict religion, but they live in harmony with nature, and deeply respect all elements of their life in it.

Other Classes: Salamancers will almost always be in Talpoida colonies, and will work with foot soldiers and really any other class that Talpoida are capable of, which are almost all.

Combat: The salamancer is the heavy hitter of the group. It goes into battle to deal large amounts of damage. Can also help support their group. Typically slow to the party.

Salamncers in the World

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Salamncer Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DCResult
5.
10.
15.
20.

Salamncers in the Game


Adaptation: .

Sample Encounter: .

EL : .


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