The Fathomer (Character Kit)

__NOTOC__
The Fathomer is a new wizard kit that uses the elemental specialist rules found in the Tome of Magic. Although the kit description contains all of the information needed to run the Fathomer in a campaign, DMs who do not possess the Tome of Magic, or do not use elemental magic in their campaigns, can easily modify the Fathomer by making members of this kit Transmuters (specialists in Alteration magic).
The Fathomer is an ideal kit for campaigns centered around coastal communities and underwater exploration. In addition, this kit provides an easy way to (eventually) introduce some of the new spells listed earlier in this book.
==The Fathomer==
The Fathomer is an elemental water specialist whose vocation involves underwater exploration of all kinds. For the Fathomer, the depths of seas, oceans, lakes, and rivers contain hidden clues to a host of new mundane and magical discoveries. Furthermore, Fathomers believe that the exploration of underwater realms provides the key to understanding the origins of life and the relationship of the various races to the world around them.
Fathomers often accompany groups of adventurers on underwater forays or long sea voyages in an attempt to conduct their research and explore new regions. These adventuring groups often find the Fathomer's breadth of underwater knowledge and experience invaluable.
However, Fathomers have been known to put their own agendas well above the goals of any parties with whom they travel.
Because of the physical demands of underwater exploration, a Fathomer must possess a Strength score of at least 10 and a Constitution score of at least 13 in addition to the normal requirements for the wizard class. A Fathomer's prime requisites are Intelligence and Constitution.
Preferred Schools: Fathomers do not have a preferred school. Rather, these wizards choose spells that will further their exploration beneath the waves.
Barred Schools: Because they specialize in elemental magic, Fathomers are not barred from any particular school.
Role: Fathomers occupy a peculiar place within their communities. Mages and other spellcasters often see these specialists as obsessive, strange, and far removed from the important concerns in magical research. Their tendency to leave the comfortable confines of their towers and leap into cold, murky depths astounds even their most tolerant colleagues. Thus, the peculiar Fathomer occupies the fringe of arcane society.
Among more mundane folk, however, a Fathomer has a different reputation-especially in coastal towns. Concerned or inquisitive people often consult the Fathomer about a wide range of topics related to water and undersea life. Fishermen and other folk who depend on water for their livelihoods see the Fathomer as an expert on marine subjects, one whose knowledge can easily make the difference between a bountiful season and a cold, hungry winter. Thus, they treat the Fathomer with deference and respect.
Some Fathomers choose to live apart from the press of cities and towns; many live on small, isolated islands located near their particular areas of interest. These solitary wizards carry on research, exploration, and experimentation in secret. However, any locals who live near a Fathomer's home may still approach the wizard and respectfully ask for his help. 
Secondary Skills: Fisher
Weapon Proficiency: Required: Dagger
Nonweapon Proficiency: Bonus: Swimming. Recommended: Direction Sense, Fishing, Herbalism, Navigation, Seamanship, Survival (underwater), Underwater Communication (new).
Equipment: The Fathomer may buy any equipment he chooses.
Special Benefits: As an elemental water specialist, the Fathomer receives the following benefits:
* Fathomers do not specialize in a single school of magic; therefore, they may cast spells that belong to any school.
* Fathomers receive a bonus of +15% when attempting to learn spells related to water and a bonus of +10% when learning elemental spells of air or earth.
* Fathomers may memorize one extra water-related spell per level of experience.
* Fathomers receive a +1 bonus when making saving throws against water-related spells cast at them. Other creatures receive a -1 penalty when making saving throws against a Fathomer's water-related spells.
* When a Fathomer researches new water-related spells, the DM should count the new spell as one level less than it actually is (for purposes of determining difficulty).
* At 15th level, a Fathomer need not concentrate in order to control a summoned water elemental.
* At 20th level, there is no chance of a summoned water elemental turning upon the Fathomer.
In addition, the Fathomer receives a +2 bonus on all proficiency checks relating to water (excluding sailing). Thus, a Fathomer attempting to use his Ancient History proficiency to unearth information about an ancient aquatic civilization would receive this +2 bonus.
Special Hindrances: Because the Fathomer specializes in water-related spells, he may not cast any spells relating to fire (wall of flame, fireball, and so on) or use magical items that duplicate fire-related spell effects.
In addition, Fathomers suffer a -25% penalty when attempting to learn non-elemental spells, such as Bigby's interposing hand.
Fathomers also suffer a -2 penalty when making saving throws against fire-related spells, such as fireball.
Finally, Fathomers receive a -2 penalty to all proficiency checks that do not involve water in some way. Thus, a Fathomer attempting to use Direction Sense while within a wooded area would suffer this -2 penalty.
Wealth Options: Fathomers receive the normal 20-50 (1d4+ 1x10) gp as starting money.
Races: There are no race restrictions for this wizard kit.