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SIMPLY CLASSES:

The Enermancer






MAD SCOTSMAN GAMES



Simply Classes: The Enermancer
Product ID: MSG 1003B

Copyright 2007 by Mad Scotsman Games
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Mad Scotsman Games is owned and operated by Mike Wallace, Chris McCoy, and
Christina McCoy.

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*This product utilizes updated material from the v.3.5 revision.

Credits:

Writer: Mike Wallace

Layout Design and Editing: Chris McCoy

Logo Design: Christina McCoy

Interior Artwork: OtherWorldly Creations, Inc. and Eastern Raider Games

The Enermancer

Sabines hand tightened on the grip of his sword and he watched his opponent
mirror his movement, the notched head of his foes battleaxe larger than most halflings.
Sabine only chuckled and shook his head, for surely his enemy underestimated him.
Gangly and unkempt, Sabine was hardly the physical equivalent of the half giant who
stood before him but his power was beyond simply hacking and slashing with an iron
weapon. No, he had magic burning in his blood and even now, he could feel the fire
crackling inside him and demanding to be released.

You die now, little man. The half giant spat and charged, his axe held over his
head and ready to split the enermancer in half.

Sabine only laughed once more and gave his inner fire the release it so desired.
The resulting burst of flames, the ring of steel upon bone, the half giants screaming, and
the charred bones and flakes of ash of a once mighty warrior causes a smile to come to
the ash-flecked face of Sabine, fire enermancer. His sword returned to its scabbard and
the flames died down but burned even brighter in his eyes.

You died, big man. He whispered as the wind carried away the remnants of his
foe and Sabines laughter echoed in the valley as he walked on, savoring the smell of
death that lingered in the breeze.

The eldritch secrets of magic and the physical prowess of the sword have long
been held as mutually exclusive of each other, two separate paths that never intertwine
save on opposite sides. But, for the enermancer, both the sword and magic are
inseparable, joining together to create a unique power that puts both the wizard and the
warrior to shame. The enermancer is a destructive walking siege engine, wielding
physical power and magical energies in equal measure to overwhelm singular opponents
and spread chaos through groups of foes. So empowered, enermancers rise quickly in the
adventuring bands or armies they serve, but remain a unique and awe-inspiring sight on
most battlefields.

Adventures: Enermancers live for combat. The rush of battle and the chance to spread
destruction gives them a greater thrill than coins or honor. Many find work as
mercenaries so a battlefield is never far off, but a few of the more loyal enermancers
remain in the services of armies, their battle prowess quickly heaping all manner of
glories upon them. Those that find open battlefields too regimented will join adventuring
bands to perfect their destructive art and seek out worthy opponents or opportunities to
spread disarray.

Characteristics: Enermancers are loud, boisterous, and proud; ranging from the glory-
seeking knight to the combat-hungry mercenary, to the overpowered bully and the brutal
tyrant. They are fully confident in their abilities and utterly fearless in the face of their
foes. When battle is joined, they are the first to draw blades and leap into the fray, using
their martial prowess and elemental magic to cut down foes, spread destruction and
demoralize their foes. It isnt unheard of for an enermancer to destroy something hes
been charged to protect in his near-berserker attacks and reckless abandon.

Alignment: Enermancers are aggressive; most are so full of pent up energy and a desire
for action that they cant imagine taking a quiet or timid role in events. To that end, all
enermancers are of chaotic alignment. They revel in chaos and destruction.

Religion: Enermancers are not known to be very religious but those who are tend to be
overwhelmingly so, even zealous in their worship. Enermancers naturally tend towards
gods of chaos, conquest, the elements, magic, strength, or war, taking an active stance as
warriors of the faith, with little interest in preserving their gods teachings or providing
care for the faithful but taking great strides to further their deitys name in battle and
warfare. These religious enermancers take on the role of a templar, protecting their gods
places of worship. The more pious enermancers set themselves up as champions of their
gods, slaying great foes of the temple to inspire others to fight as well.

Background: Enermancers come from a variety of backgrounds, as diverse as any
fighter. The difference is the enermancers interest, some would say jealousy, of magical
might. Wanting the best of both worlds, enermancers often apprentice themselves with
older enermancers (a harsh tutelage, to say the least) where he learns to combine physical
and magical power into one. It is said that the first enermancers were actually scions to
powerful dragons, and some are rumored to still carry dragon blood to this day.

Races: Races that favor physical strength make good enermancers: dwarves, half-orcs,
and humans. But aggressive, militant members of all races are just as capable as
enermancers. The elves have a small tradition of enermancers, who embrace the
elements of air or water and dwarven enermancers tend to favor earth and fire.

Other Classes: Enermancers find most other classes too slow, too magical, too physical,
or too cautious, but they dont mind after all, they certainly wont be the ones hiding
like scared goblins when the fighting starts. Enermancers find their own company
preferable; even between alignments, they share a bit of camaraderie and mutual respect
with one another; they are the best of the best and only a fellow enermancers opinion
really matters to them.













CLASS FEATURES:

The enermancer has the following game statistics:

Abilities: Enermancers need to be able-bodied and strong, but not so dull as to be
incapable of learning from their magical training. A high Strength and Constitution keeps
them in the fight during their wild charges, and a good Charisma score provides them
with their magical benefits.

Alignment: Any Chaotic

Hit Dice: d10

Class Skills:

The Enermancer's class skills (and the key ability for each skill) are Balance (Str), Climb
(Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Profession
(Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Wis).

Skill Points at 1st Level: (2 + Int Modifier) x 4
Skill Points at Each Additional Level: 2 + Int Modifier
The Enermancer
Level Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1 +1 +2 +0 +0 Attunement
2 +2 +3 +0 +0 Battle Aura 1/day
3 +3 +3 +1 +1 Fearless
4 +4 +4 +1 +1
5 +5 +4 +1 +1 2
nd
Attunement
6 +6/+1 +5 +2 +2 Bonus Feat
7 +7/+2 +5 +2 +2 Battle Aura 2/day
8 +8/+3 +6 +2 +2
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3 3
rd
Attunement
11 +11/+6/+1 +7 +3 +3
12 +12/+7/+2 +8 +4 +4 Battle Aura 3/day, Bonus Feat
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4
15 +15/+10/+5 +9 +5 +5 4
th
Attunement
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5 Battle Aura 4/day
18 +18/+13/+8/+3 +11 +6 +6 Bonus Feat
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6 Merging

Class Features:
All of the following are class features of the Enermancer:

Weapon and Armor Proficiency: An enermancer is proficient with all simple and
martial weapons and all armor and shields including tower shields.

Attunement (Ex): At 1
st
level, an enermancer selects a type of element to harness from
among those given on the table below: Enermancer Element. The enermancer may only
select one element and once the choice has been made, it may never be changed. The
enermancer then gains the 1
st
attunement given with that element. At 5
th
, 10
th
and 15
th

level, the enermancer improves his current element to gain the second, third, and forth
attunements provided on the table.


Element 1
st

Attunement
2
nd

Attunement
3
rd

Attunement
4
th
Attunement
Fire Fire
Resistance 5
+ Cha
Modifer
Imbuement
(Fire)
Damage
Reduction
5/cold iron
Summon Greater
Elemental (Fire)
1/day
Earth Sonic
Resistance 5
+ Cha
modifer
Imbuement
(Sonic)
Damage
Reduction
5/adamantine
Summon Greater
Elemental (Earth)
1/day
Water Cold
Resistance 5
+ Cha
modifier
Imbuement
(Cold)
Damage
Reduction
5/silver
Summon Greater
Elemental (Water)
1/day
Air Electricity
Resistance 5
+ Cha
modifier
Imbuement
(Electricity)
Damage
Reduction
5/magic
Summon Greater
Elemental (Air)
1/day

Elemental Resistance (Ex): The enermancer gains resistance against their chosen element
equal to 5 + their Cha modifier (if any).

Imbuement (Su): An enermancer can imbue his weapons with destructive energy. On his
action, before making attack (either melee or ranged) rolls for a round, he may choose to
subtract a number from all attack rolls and add the same number to all damage rolls in the
form of the energy he is harnessing (i.e. fire imbuement deals fire damage, earth
Imbuement deals sonic damage, etc.). This number may not exceed your base attack
bonus. The penalty on attacks and bonus on damage apply for one round and activating
this ability is a free action usable at will. This ability otherwise functions as the Power
Attack feat.

Damage Reduction (Ex): The enermancer gains damage reduction equal to the amount
given on the table above.

Summon Greater Elemental (Su): The enermancer can summon a greater elemental once
per day to do his bidding for ten rounds. The greater elemental summoned is of the
corresponding element that the enermancer is attuned to and follows his orders without
question. It appears where you designate and acts immediately, on your turn. It attacks
your opponents to the best of its ability. A summoned elemental cannot summon or
otherwise conjure another creature, nor can it use any teleportation or planar travel
abilities. Creatures cannot be summoned into an environment that cannot support them.
The greater elemental disappears after ten rounds and if it is slain, the enermancer cannot
summon it for one week. The greater elemental is otherwise a normally specimen of its
kind. This ability otherwise functions as a summon monster VIII spell.

Battle Aura (Sp): Starting at 2
nd
level, the enermancer can create a powerful aura
charged with whatever element he has attuned himself to a certain number of times per
day. While in his battle aura, the enermancer deals an extra amount of energy damage
with each successful melee attack equal to his Charisma modifier (for example, an air
battle aura deals electricity damage), and is surrounded by a powerful barrier anyone
that successfully deals melee damage to the enermancer takes 1d4 points of damage from
his battle auras elemental energy. The Battle Aura lasts a number of rounds equal to the
enermancers Charisma modifier and can be used once per day.

At 7
th
, 12
th
and 17
th
level, the enermancer gains an additional daily use of the battle aura
ability, for a total of four times per day at 17
th
level.

Fearless (Ex): At 3
rd
level, the enermancer becomes immune to fear effects.

Bonus Feat (Ex): At 6
th
, 12
th
, and 18
th
level, the enermancer gains a bonus feat that can
be taken from the Fighter or General feat lists.

Merging (Ex): At 20
th
level, the enermancer becomes one with the elemental forces of
destruction and a champion of his chosen element. From here on in, whenever he uses
his battle aura ability, his type changes to elemental and he gains the appropriate
subtype, gaining all the benefits and weaknesses granted with each, including 60 ft.
darkvision, immunity to poison, sleep effects, paralysis, and stunning, and cannot be
subject to critical hits or flanking. He also gains the following ability that corresponds to
his chosen element:

Air Subtype: Fly 30 feet (perfect).
Cold Subtype: Immunity to cold and vulnerability to fire, water breathing.*
Earth Subtype: Burrow 30 feet.
Fire Subtype: Immunity to fire and vulnerability to cold.

*Water enermancers gain the cold subtype.






















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