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Ethermancer

Role: The ethermancer fills the role of an arcane spellcaster and brings to bear both more flexibility than a wizard and less variety than a sorcerer. Specializing in energy blasts, short-term conjuration and transmutation, and the creation of objects from the shapeless ether, a smart ethermancer always has a tool for the job, but always does best when everything looks like a nail.

Alignment: Any

Hit Die: d6

Starting Wealth: 2d4 x 10 gp (average 50 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The ethermancer’s class skills are Bluff (Cha), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier

Table: The Ethermancer
Level Base Attack Bonus Fort Save Ref Save Will Save Special Maximum Manifestation Level Ether Point Regeneration Rate
1st +0 +0 +0 +2 Ethermagic, alteration etherheart, lesser blast etherheart 1 1
2nd +1 +0 +0 +3 Multiuniversal philosophy 1 1
3rd +1 +1 +1 +3 1 2
4th +2 +1 +1 +4 Bestow etherheart 2 2
5th +2 +1 +1 +4 Aberrant form 2 3
6th +3 +2 +2 +5 Multiuniversal philosophy 2 3
7th +3 +2 +2 +5 Greater blast etherheart 3 4
8th +4 +2 +2 +6 Genesis etherheart 3 4
9th +4 +3 +3 +6 Aberrant form 3 5
10th +5 +3 +3 +7 Multiuniversal philosophy 4 5
11th +5 +3 +3 +7 4 6
12th +6/+1 +4 +4 +8 Aberrant physiology 4 6
13th +6/+1 +4 +4 +8 Aberrant form 5 7
14th +7/+2 +4 +4 +9 Multiuniversal philosophy 5 7
15th +7/+2 +5 +5 +9 5 8
16th +8/+3 +5 +5 +10 6 8
17th +8/+3 +5 +5 +10 Aberrant form 5 9
18th +9/+4 +6 +6 +11 Multiuniversal philosophy 6 9
19th +9/+4 +6 +6 +11 6 10
20th +10/+5 +6 +6 +12 Multiuniversal apotheosis 6 10

Class Features

Weapon Proficiency

Ethermancers are proficient with simple weapons and the starknife.

Armor and Shield Proficiency

Ethermancers are proficient with light armor. Armor interferes with an ethermancer’s gestures, which can cause his etherspells with somantic components (all of them) to fail.

Ethermagic

The gift of the ethermancer can be thought of as a thin syringe that extends through the whole of the universe and penetrates into the void beyond. Thus tapped into the ether, an ethermancer can draw upon it, fueling wild evocations and protections with the power of the restless gyrations of the multiverse itself. This is known as ethermagic.

An ethermancer’s access to the ether is measured in ether points, or EP. His maximum EP is equal to twice his level plus his Charisma modifier. At the beginning of the ethermancer’s turn, he gains EP equal to half his class level, rounded up. This represents energy from elsewhere in the ether diffusing back into the vicinity of the tiny pinhole that the ethermancer can access. Ethermagic is made up of two components: the etherheart and its manifestations. Ethermancers learn five etherhearts that encompass the various philosophies to which a spell of any sort can be aligned. Etherheart selection dictates how the ethermancer can shape an etherspell with manifestations.

Lesser and Greater Blast: The easiest etherhearts to control, blast ethespells are simply the application of raw ether toward a destructive end. Given their simple nature, an ethermancer can apply a larger number manifestations to blasts.

Alteration: The alteration etherheart is the use of raw ether to produce shifts in the state of the universe directly around the ethermancer himself. This allows the ethermancer to change the way he interacts with the world for short periods of time.

Bestow: The bestow etherheart is, in effect, an alteration etherheart cast upon a creature other than the ethermancer. Given this target moves in relation to the ethermancer, the various manifestations used with this etherheart generally aren’t as impressive as those used with the alteration etherheart. Further, ethermancers will find their powers diminished by the energy necessary to maintain a remote connection to the ether.

Genesis: Easily the most difficult etherheart for an ethermancer to manage, genesis actually creates something. From swords and shields composed of the stuff of the void itself to platforms and ethereal staircases that hover in the air, the genesis etherheart can create it.

Manifestations are the various ways an ethermancer can shape the raw energy of the ether. Though any aficionado of blast etherspells will attest to raw ether’s ability to melt faces particularly well on its own, there comes a need for a little finesse every now and then.

Depending on the etherheart, anywhere from zero to three manifestations can be added to it. An ethermancer’s repertoire of manifestations is rather explicitly segregated among the various etherhearts he knows. For example, an ethermancer’s genesis-compatible manifestations are totally distinct from his lesser and greater blast-compatible manifestations.

Only manifestations that are compatible with a particular etherheart may be used in an etherspell built around that etherheart.

To use a manifestation, an ethermancer must have a Charisma score equal to at least 10 + the manifestation level. The Difficulty Class for a saving throw against an etherspell is 10 + the highest manifestation level used in the etherspell + the ethermancer’s Charisma modifier unless stated otherwise in a manifestation’s entry. The ethermancer begins play with five lesser blast manifestations, as well as two alteration manifestations.

Each time the ethermancer gains a level, he learns more manifestations in at least one etherheart as detailed by Table: Ethermancer Manifestations Known. This new manifestation must be of a level he is able to cast. Further, whenever the ethermancer gains a new manifestation in a particular etherheart, he may exchange an existing manifestation compatible with that etherheart for another compatible manifestation of a level he is able to cast. Note that for each etherheart an ethermancer knows, he may never have more known manifestations in a particular manifestation level than in the previous manifestation level. In other words, if the ethermancer has two level 1 alteration manifestations, he cannot have more than two level 2 alteration manifestations. This does not stop the ethermancer from having three level 2 blast manifestations or three level 2 bestow manifestations.

Table: Ethermancer Manifestations Known
Level Number of Lesser/Greater Blast Manifestations Known Number of Alteration Manifestations Known Number of Bestow Manifestations Known Number of Genesis Manifestations Known
1st 5 2
2nd 5 3
3rd 6 3
4th 6 4 2
5th 7 4 2
6th 7 5 2
7th 8 5 3
8th 8 6 3 1
9th 9 6 3 1
10th 9 7 4 2
11th 10 7 4 2
12th 10 8 4 2
13th 11 8 5 3
14th 11 9 5 3
15th 12 9 5 3
16th 12 10 6 4
17th 13 10 6 4
18th 13 11 6 4
19th 14 11 7 5
20th 14 12 7 5

Etherhearts (Sp)

Etherhearts are the core of ethermagic, tangles of emotions and urges that shape raw ether as it is drawn out of the void. Without the power of an etherheart to stabilize the various manifestations woven by the ethermancer, ethermagic would be completely impossible. As stated earlier, specific manifestations are compatible with specific etherhearts, which are listed in the entry for each manifestation. The total ether point, or EP, cost of an etherspell is equal to the EP cost of the etherheart plus the EP cost of each manifestation added to the etherheart. The casting time of an etherspell is a standard action unless modified by a manifestation. All etherhearts have both somantic and verbal components. If two or more manifestations alter the casting time of an etherspell, the manifestation with the longer casting time takes precedence. With the exception of genesis etherhearts, it is impossible to simply dismiss an etherspell. Once cast, they run out their durations unless dispelled or otherwise forced to stop.

An ethermancer’s caster level is equal to his ethermancer class level.

Alteration

Range personal
Target you
Duration 1 minute/level
Saving Throw as manifestation? Spell Resistance yes
EP Cost 1 + 1/4 level, rounded down
An etherspell with this etherheart affects the ethermancer directly. Exactly one manifestation must be added to this etherheart. Only one alteration etherspell can be active at a time.

An ethermancer begins play with the alteration etherheart.

Lesser Blast

Range close (25 ft. + 5 ft./2 levels)
Target creature touched
Duration instantaneous
Saving Throw as manifestation? Spell Resistance yes
EP Cost 1 + 1/4 level, rounded down
An etherspell with this etherheart is a ranged touch attack that deals 1d3 + the caster’s Charisma modifier points of bludgeoning damage, plus an additional 1d3 points of bludgeoning damage for every caster level beyond 1st. A maximum of three manifestations can be added to this etherheart. There is no minimum number of manifestations that can be added.

An ethermancer begins play with the lesser blast etherheart.

Bestow

Range touch
Target creature touched
Duration 1 round / level
Saving Throw as manifestation? Spell Resistance yes
EP Cost 1/4 level, rounded down
An etherspell with the bestow etherheart is delivered as a melee touch. The ethermancer may not touch himself. If the ethermancer fails to touch a creature upon casting a bestow etherspell, the charge is not lost? however, the duration of the etherspell begins as soon as it is cast and will begin to count down accordingly. For the duration of the etherspell, the ethermancer’s maximum EP is reduced by an amount equal to the etherspell’s EP cost. Exactly one manifestation must be added to this etherheart.

An ethermancer learns the bestow etherheart at 4th level.

Greater Blast

Range close (25 ft. + 5 ft./2 levels)
Target creature touched
Duration instantaneous
Saving Throw as manifestation? Spell Resistance yes
EP Cost 1 + 1/2 level, rounded down
An etherspell with this etherheart is a ranged touch attack that deals 1d10 + the caster’s Charisma modifier points of bludgeoning damage, plus an additional 1d10 points of bludgeoning damage for every 2 caster levels beyond 1st. A maximum of three manifestations can be added to this etherheart. There is no minimum number of manifestations that can be added.

An ethermancer learns the greater blast etherheart at 7th level.

Genesis

Range see individual manifestations
Target/Area see individual manifestations
Duration permanent until dismissed
Saving Throw as manifestation? Spell Resistance yes
EP Cost 1/2 level, rounded down
An etherspell with this etherheart creates an object out of pure ether energy. The lifespan of such an object is permanent until dismissed by the ethermancer, until dispelled, or until the object itself is no longer within range of the caster. For as long as this object persists and for one minute thereafter, the caster’s maximum EP is reduced by an amount equal to the EP cost of the etherspell that created it. An object created with the genesis etherheart can be dismissed as a move action. Exactly one manifestation must be added to this etherheart.

An ethermancer learns the genesis etherheart at 8th level.

Multiuniversal Philosophy

The way an ethermancer looks at his great gift dictates how it is he intends to use it. At 2nd level and every four levels thereafter, the ethermancer selects one of the philosophies detailed below. An ethermancer need not dip exclusively into a single philosophy and may select a different philosophy each time he is eligible to do so.

Multiuniversal Conservator (Su)

Some ethermancers believe that the energy within the ether may not be infinite, even though it is an infinite realm encompassing infinite universes that are themselves infinite in size. Sure, it’s a long shot, but you never know. As a move action, an ethermancer with this philosophy can enter a trance of sorts. The next etherspell with the bestow etherheart cast this round reduces the caster’s maximum EP by an amount equal to the EP cost of the etherspell – the ethermancer’s Charisma modifier. For example, a bestow etherspell that costs 9 EP cast by an ethermancer with 20 Charisma reduces that ethermancer’s maximum EP by 4 rather than by 9. This ability may be used once per day for each time the multiuniversal conservator philosophy has been selected. An ethermancer must know the bestow etherheart to select this philosophy.

Multiuniversal Demolisher (Ex)

The ether is fed by the universes in its grasp, and those universes are each infinite. What difference does a city, a planet, or even a plane make when compared to the whole? Etherspells with the greater blast etherheart deal an additional +1 damage if one manifestation slot is unfilled, +2 damage if two manifestation slots are unfilled, or +3 damage if all three manifestation slots are unfilled. These bonuses increase by +1 for each time the multiuniversal demolisher philosophy has been selected beyond the first. (For example, taken twice, etherspells with the greater blast etherheart deal an additional +2 damage if one manifestation slot is unfilled, +3 damage if two manifestation slots are unfilled, or +4 damage if all three manifestation slots are unfilled.) An ethermancer must know the greater blast etherheart in order to select this philosophy.

Multiuniversal Equalizer (Ex)

Many ethermancers believe that everything in the universe is made of the same materials in different configurations. Some seek to discover the essential oneness in all things. Others force that oneness on others. Whenever a creature takes damage from a blast etherspell cast by an ethermancer with this philosophy, all of its resistances are reduced by 3 for 1 round for each time the multiuniversal equalizer philosophy has been selected.

Multiuniversal Hedonist (Ex)

Some ethermancers relish the warmth of the ether flowing over themselves. It simply feels good! Whenever the ethermancer is currently benefiting from an etherspell with the alteration etherheart, he receives +1 insight bonus to Fortitude saves. Further, weapons he wield enjoy a +1 enhancement bonus to hit. These bonuses increase by +1 for each time the multiuniversal hedonist philosophy has been selected beyond the first, to a maximum of +5.

Multiuniversal Illuminator (Su)

Many ethermancers seek to share the blessings of the multiverse with others, but tend to be rebuffed, or worse, killed, when they try. Some few are persistent enough to make this sharing their primary directive. As a move action, an ethermancer with this philosophy can enter a trance of sorts. The next etherspell with the bestow etherheart cast this round has a range of short (25 ft. + 5 ft./2 levels) instead of its normal range, and is now delivered via a ranged touch attack. This ability may be used once per day for each time the multiuniversal illuminator philosophy has been selected. An ethermancer must know the bestow etherheart in order to select this philosophy.

Multiuniversal Megalomaniac (Su)

Some ethermancers come to think of the ether as a focus for their own vast power and nothing more. The ethermancer’s maximum EP is increased by 3 for each time the multiuniversal megalomaniac philosophy has been selected.

Multiuniversal Nomad (Su)

Believing the ether to be an impossibly vast and wondrous thing, some ethermancers are overcome with the desire to experience as much of it as possible. As a move action, an ethermancer with this philosophy can almost imperceptibly move the location of his pinpoint access to the ether, thus moving his influence to a location that has not had its energy consumed. The ethermancer immediately gains EP equal to his Charisma modifier. This ability may be used once per day for each time the multiuniversal nomad philosophy has been selected.

Multiuniversal Parader (Ex)

The best way to describe the behavior of many brand-new ethermancers is to compare them to strutting peacocks. Some individuals never grow out of this phase and openly mock those who don’t have the gift of ethermagic for the rest of their natural lives. At least all of this hooting and hollering helps to keep an ethermancer healthy. The ethermancer’s maximum hit points increases by +4 for each time the multiuniversal parader philosophy has been selected.

Multiuniversal Scholar (Ex)

Despite the fact that ethermancers do not have to work for their power, many approach it with enough scholarly vigor to make a wizard blush. Each time this philosophy is selected, the ethermancer learns a feat with the ethermagic descriptor as a bonus feat. He must meet all of the prerequisites of the chosen feat.

Multiuniversal Tinker (Su)

Believing the craft of ethermancy to be of supreme importance, some ethermancers neglect to give the void between universes much thought at all and instead focus on what can be done with the energy. As a move action, an ethermancer with this philosophy can enter a trance of sorts. The next etherspell with either the lesser blast or the greater blast etherheart can include an additional manifestation with an EP cost equal to 1/3 the ethermancer’s Charisma modifier or less, minimum 1, without paying for it. This bonus manifestation is in addition to the 3 that can normally be added, for a maximum of 4 manifestations allowed. This ability may be used once per day for each time the multiuniversal tinker philosophy has been selected.

Aberrant Form (Su)

Oddly enough, being exposed to the energetic leavings of an infinite number of universes with vastly different laws of physics tends to… alter those so exposed after a long enough period of time. The changes are initially quite subtle, perhaps a yellowing of the fingernails or a rash on the right leg that simply won’t go away, but the slight aberrations accumulate until the merest of glances is enough to be quite sure that something isn’t right. At 5th level, the slight shifting of the ethermancer’s form as compared to that of standard creatures of his race grants him a 10% chance to ignore sneak attack and other precision damage. At 9th level and every four levels thereafter, this chance increases by an additional 10%, to a maximum of 40% at 17th level. Unlike other abilities that negate precision damage, aberrant form does absolutely nothing to hinder critical hits. Weird still bisects.

Aberrant Physiology (Su)

At 12th level, the ethermancer’s body has been sufficiently altered to make him immune to his choice of disease, fear, or poison. He becomes vulnerable to the two selections he did not choose, taking a -2 penalty to saving throws against spells and abilities involving them.

Multiuniversal Apotheosis

At 20th level, the ethermancer becomes one with his dominant multiuniversal philosophy. The multiuniversal philosophy that has been taken the greatest number of times is modified as detailed below. If the ethermancer has two philosophies that tie for dominance, he chooses which one is dominant. This decision cannot be changed.

Multiuniversal Conservator

This philosophy’s ability may be used as a swift action instead of as a move action. It can be used an additional time per day.

Multiuniversal Demolisher

Whenever the ethermancer critically hits with a greater blast etherspell, he deals an additional 1d4 damage for each time the ethermancer has taken this philosophy.

Multiuniversal Equalizer

The target’s resistances are now reduced after being hit by a blast etherspell, but before damage is rolled for that blast.

Multiuniversal Hedonist

Whenever the ethermancer is currently benefiting from an etherspell with the alteration etherheart, weapons he wields receive an enhancement bonus to damage equal to the number of times the ethermancer has taken this philosophy.

Multiuniversal Illuminator

This philosophy’s ability may be used as a swift action instead of as a move action. It can be used an additional time per day.

Multiuniversal Megalomaniac

The ethermancer’s maximum EP increases by +1 for each time the ethermancer has taken this philosophy.

Multiuniversal Nomad

This philosophy’s ability may be used as a swift action instead of as a move action. It can be used an additional time per day.

Multiuniversal Parader

The ethermancer’s maximum hit points increase by +2 for each time the ethermancer has taken this philosophy.

Multiuniversal Scholar

Once per day, the ethermancer may meditate on the concept of the ether for 1 minute. At the termination of this meditation, the ethermancer temporarily learns any one feat with the ethermagic descriptor. If the chosen feat has other feats as prerequisites, he must have at least one of those prerequisite feats. In all other respects, he does not need to meet any of the prerequisites of the chosen feat. After minutes equal to the number of times the multiuniversal scholar philosophy has been taken, he loses the feat learned in this manner.

Multiuniversal Tinker

This philosophy’s ability may be used as a swift action instead of as a move action. It can be used an additional time per day.

Ethermancers and Prestige Classes

Although the ethermancer has a particularly odd magic system, he is, in essence, an arcane caster. As such, for the purpose of qualifying for prestige classes, the ethermancer’s manifestations count as spells of the same spell level. For example, an ethermancer who can cast 2nd-level manifestations qualifies for a prestige class that requires the ability to cast 2nd-level arcane spells. By extension, as all magic the ethermancer performs equates to evocation, the Etherheart Focus (any) and Greater Etherheart Focus (any) feats correspond to the Spell Focus (evocation) and Greater Spell Focus (evocation) feats for the purpose of qualifying for a prestige class, respectively. An ethermancer may not qualify for anything other than prestige classes in this manner, and only ethermancers (not ethermagi or etherslingers) may qualify for prestige classes in this manner.

As the ethermancer has no actual spell slots, any prestige class features that grant or consume spell slots are totally useless and the class feature grants no benefit. To that end, even though an ethermancer may qualify, he may not receive much benefit from his life decision.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes.

The following options are available to the listed race who have ethermancers as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

  • Aasimar The duration of bestow etherspells that must be cast on an ally is increased as though the caster’s caster level were +1/3 higher.
  • Drow Add +1/6 to the Difficulty Class of bestow etherspells.
  • Dwarf Reduce the EP cost of the genesis etherheart by 1/4.
  • Elf Add +1/2 to the Spellcraft DC needed to identify etherspells being cast.
  • Fetchling Add 1/6 of an alteration manifestation.
  • Gnome Add +1/4 to caster level checks made to overcome spell resistance when casting a blast etherspell.
  • Goblin Add +1/6 to the caster level of blast etherspells.
  • Half-elf Add 1/6 of an alteration manifestation.
  • Halfling Add 1/6 of a bestow manifestation.
  • Half-orc Reduce the arcane spell failure chance incurred by wearing light armor by 1%.
  • Hobgoblin Reduce the arcane spell failure chance incurred by wearing light armor by 1%.
  • Human Add 1/5 of a blast manifestation.
  • Kitsune The duration of non-damage-dealing bestow etherspells cast on foes is increased as though the caster’s caster level were +1/2 higher.
  • Kobold Add +1/6 to the Difficulty Class of lesser blast etherspells.
  • Orc Add +1/3 to damage rolls made with a weapon created by a genesis etherspell.
  • Puddling The duration of alteration etherspells is increased as though the caster’s caster level were +1/3 higher.
  • Sylph Add 1/5 of a blast manifestation.
  • Tengu Add 1/7 of a genesis manifestation. This grants early access to the genesis etherheart.
  • Tiefling The duration of bestow etherspells that allow a saving throw is increased as though the caster’s caster level were +1/3 higher.
  • Vanara Add +1 foot to base land speed until the end of the vanar’s turn whenever a blast etherspell is cast (+5 feet to base land speed for every five times this bonus is taken.)
  • Vishkanya Whenever an etherspell deals ability score damage, deal an additional +1/8 damage to that ability score.

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    Origami - Used by the shikigami ascendant base class, origami represents the ascendant folding its own body to grant itself various powers each day. The number of folds allowed is based on the ascendant's origami pool.

    Petitions - Used by the onmyoji and shikigami ascendant base classes, petitions represent calling on the help of the spirit world directly, whether that be the direct intervention of Amaterasu herself, a thunderstorm Tenjin, Raijin, Susano-o, and Fujin built by committee, or just the assistance of a few dozen dead functionaries. Mechanically, the system is a wide selection of talents that are activated through the use of a spirit point pool.

    Shikigami - Used by the onmyoji base class, the shikigami is a kami-familiar bound in a shell of origami paper. Far more central to the onmyoji than a familiar is to a wizard, shikigami not only deliver talismans, but also cast their own petitions if it takes the feats for it.

    Archetypes that get rid of the shikigami? not everyone likes pets? tend to feel like whole new classes because of the amount of power that needs to be replaced.

    Talismans - Used by the onmyoji and warrior poet base classes, talismans are placed objects that allow no saving throws and function until destroyed or their duration expires. Most talismans have two variants: a single-target omamori version and an area-of-effect o-fuda version.

    Product Features

    • 3 base classes: the original onmyoji, the pet-turned-master shikigami ascendant, and "oriental bard" warrior poet
    • 5 onmyoji archetypes: grinning fox*, herald of the lucky god, mokusei*, oathbearer*, and shubo-sha
    • 1 warrior poet archetype: the kigoist
    • Dozens of player character feats
    • Feats for the shikigami
    • Feats that represent friendship with one of the Seven Lucky Gods
    • 4 new magic systems with spellbook: petitions, haiku, origami folds, and talismans

    * This archetype gets rid of the shikigami so as not to force pet play. Options!