Weapon and Armor Proficiency: They are skilled with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. They
are not proficient with any type of armor nor with shields.
Skill points per level is 4+int
Class Skills: Thier class are skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Concentration
(Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intuit Direction (Wis), Knowledge (nature) (Int), Profession (Wis), Scry
(Int, exclusive skill), Spellcraft (Int),Spot (Wis), Listen (Wis) Swim (Str), and Wilderness Lore (Wis).
You may summon one of the elementals that you have reach as offen as you like for as long as you like. Untill you
reach higher level you can only have one elemental out at a time but this number grows with higher level (by 20 you can have
one of each eleder, or 4 different level fire, or any comination). Each elemental is one of a kind. At level 12
you should have a total of 24 differnet elementals to pick from. The elementals only heal when they are not summoned
at the rate of 2Xhd per 24 hour since last summoned (partals are lost). If the Elemental is destroyed it can no be summoned
for as many days as it has hd.
A elemental summoned in a area missing his element is at 50% hp and does 50% damage only.
A elemental summoned in a hostal area (fire summoned underwater) is at 50% hp and does 50% damage only. (These
penates stack so mostlyky the fire elemental underwater will be at 25% hp and 25% damage.)
A Elemental summoned in a most favorible area (earth summoned in a cave) would have 200% hp and 200% damage. (For
air it is in the cold air).