Hydromancer
Hydromancers are most often found around large bodies of water, and often make good livings as a sort of living insurance policy for seagoing vessels. With their command of water Hydromancers can ensure a very smooth voyage, calming the waters when necessary and guiding pilots to trade currents. Hydromancers are also usually quite adroit at financial transactions from their exposure to mercantile concerns and many take up trading on the side, ensuring that they are very comfortable financially.
Hydromancers can be fun to play in a pirate oriented or other sea-bound campaign, but less fun in other circumstances. Because of their niche not being well suited to a life of dangerous journeys, Hydromancers are rarely encountered among adventuring companies on land.
Cost Ability
55 Elementalist (Prepared) Package (Chosen School: Hydroromancy; Neutral Schools: Aeromancy, Geomancy)
or Elementalist (Gestalt) Package
or Elementalist (Spontaneous) Package
23 Hydromastery Package
9 High Seas Skills Package
12 Street Finances Skills Package (Exclude KS: Black Marketeering, Thieve's Cant)
95 Total Cost of Abilities
Value Disadvantages
-5 School Ineptitude: Phys Lim: Cannot Learn KS: Pyromancy or use Spellcraft to Circumvent (Infrequently, Limiting)

+90

Total Cost of Package

Basic Package Deals
Elementalist (Prepared)
The Elementalism Magic System is detailed here.
This Package Deal is for Elementalists using the Prepared Model
Elementalists cast Spells associated with the four classic Elements of Fire, Earth, Air, and Water. Though they have fewer esoteric and utility spells than some other Magic Systems, Elementalists are powerful spellcasters.
Cost Ability
35 Wizard VPP (30 Pool)
19 KS: Element of Choice + 3, KS: First Neutral Element +1, KS: Second Neutral Element +1
1 Literacy with Native Language
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
*17.5 +1 Spell Level (+15 Pool)
5 Bright: +5 INT
10 Brilliant: +10 INT
5 +1 with All Int Based Rolls
2 WF: Elementalist Group (Dagger, Darts, Staff)
-15 Psychological Limitation: Self Centered (Common, Strong)
-5 Social Limitation: Disreputable Master (Master is generally scorned, disrespected, or has a questionable past -- this colors peoples perception of character) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Elementalists (More Powerful, Group, Professional, Unaware, Outdo)

Basic Package Deals
Elementalist (Gestalt)
The Elementalism Magic System is detailed here.
This Package Deal is for Elementalists using the Gestalt Model
Elementalists cast Spells associated with the four classic Elements of Fire, Earth, Air, and Water. Though they have fewer esoteric and utility spells than some other Magic Systems, Elementalists are powerful spellcasters.
Cost Ability
48 Magni VPP (30 Pool)
6 Any two of the following (KS: Aeromancy, KS: Geomancy, KS: Hydromancy, KS: Pyromancy)
1 FAM with any one of the following (KS: Aeromancy, KS: Geomancy, KS: Hydromancy, KS: Pyromancy)
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
*24 Higher Spell Level Pool: +15 Pool
5 Bright: +5 INT
10 Brilliant: +10 INT
5 +1 with All Int Based Rolls
2 WF: Elementalist Group (Dagger, Darts, Staff)
-15 Psychological Limitation: Self Centered (Common, Strong)
-5 Social Limitation: Disreputable Master (Master is generally scorned, disrespected, or has a questionable past -- this colors peoples perception of character) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Elementalists (More Powerful, Group, Professional, Unaware, Outdo)

Basic Package Deals
Elementalist (Spontaneous)
The Elementalism Magic System is detailed here.
This Package Deal is for Elementalists using the Spontaneous Model
Elementalists cast Spells associated with the four classic Elements of Fire, Earth, Air, and Water. Though they have fewer esoteric and utility spells than some other Magic Systems, Elementalists are powerful spellcasters.
Cost Ability
6 Elementalist MPP 0 Level: MP, 15-point reserve, (15 Active Points); 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
10 Elementalist MPP 1st Level: MP, 30-point reserve, (30 Active Points); 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2), Spontaneous Casting Discount (-1/2); all slots Extra Time (Delayed Phase, -1/4)
13 Elementalist MPP 2nd Level: MP, 45-point reserve, (45 Active Points); Spontaneous Casting Discount (-1), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
14 14 points in Spell slots
11 KS: Element of Choice + 1, KS: First Neutral Element, KS: Second Neutral Element
1 Literacy with Native Language
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
+15 Sorcerer MPP 3rd Level: MP, 60-point reserve, (60 Active Points); Spontaneous Casting Discount (-1 1/2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
+17 Sorcerer MPP 4th Level: MP, 75-point reserve, (75 Active Points); Spontaneous Casting Discount (-2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
2 WF: Elementalist Group (Dagger, Darts, Staff)
+4 Replace (KS: Element of Choice + 1, KS: First Neutral Element, KS: Second Neutral Element) with Spellcraft 11-
-15 Psychological Limitation: Self Centered (Common, Strong)
-5 Social Limitation: Disreputable Master (Master is generally scorned, disrespected, or has a questionable past -- this colors peoples perception of character) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Elementalists (More Powerful, Group, Professional, Unaware, Outdo)

Extention Package Deals
Hydromastery
Some Elementalists develop a close affinity to water studying Hydromancy, to the point that they become able to breath it, swim through it at high speeds, and even to walk upon it.
Cost Ability
5 Walk on Water: Gliding 6" (6 Active Points); Water Gliding (-1/4)
13 Swimming +8" (10" total), Reduced Endurance 0 END (+1/2)
5 Life Support , Expanded Breathing Water
Value Disadvantages
0 None

+23

Total Cost of Package

Package Deals
High Seas Skills
Many characters make their living by seacraft, either as smugglers, pirates, corsairs, or even just passengers. Along the way they have learned how to use the unusual environment of the cramped confines and rolling decks of a ship to their advantage.
Cost Ability
2 Environmental Movement: Offset Penalties in Rigging of a Ship
1 Acrobatics; Only in Riggings (-2)
1 Climbing; Only in Riggings (-2)
2 Survival (Marine)
3 Sea Fighting: +1 All Combat; Only at Sea (-2)
Value Disadvantages
  None

+9

Total Cost of Package

Package Deals
Street Finances Skill
Some characters are adept at wheeling and dealing on the street, finding a good deal on the low down, knowing where to go to fence something, and similar useful things.
Cost Ability
3 Bribery
3 KS: Black Marketeering (INT-based)
3 Persuasion
3 Streetwise
3 Trading
2 Thieves' Cant or Street Lingo: (Language; basic conversation; literate)
Value Disadvantages
0 None

+17

Total Cost of Package