Baron Corm
2009-04-26, 08:09 PM
Some extrementalists are created at birth, from being born in the middle of a significant blizzard or sandstorm, or from being blessed by elemental spirits. Others become this way after years of living in harsh conditions, and becoming masters of their environment. However the extrementalist unlocks his powers, he becomes the best there is at surviving in that environment. After a certain level of attunement is attained, the extrementalist becomes able to bring his climate with him, forcing it upon the nearby land, and reasserting himself as master.
To anyone who's been paying attention, yes I made another class called the extrementalist, but it was horrible, and I liked the name, so I'm transferring it.
Extrementalist
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Career Path, Climate Mastery +1
2nd|+1|+0|+0|+3|Spells, Elemental Attunement: Darkvision
3rd|+2|+1|+1|+3|Elemental Attunement: Eating
4th|+3|+1|+1|+4|Climate Shield I
5th|+3|+1|+1|+4|Climate Mastery +2
6th|+4|+2|+2|+5|Warp Climate I
7th|+5|+2|+2|+5|Elemental Attunement: Poison
8th|+6/+1|+2|+2|+6|Climate Shield II
9th|+6/+1|+3|+3|+6|Climate Mastery +3
10th|+7/+2|+3|+3|+7|Elemental Attunement: Sleep
11th|+8/+3|+3|+3|+7|Elemental Attunement: Paralysis
12th|+9/+4|+4|+4|+8|Climate Shield III, Warp Climate II
13th|+9/+4|+4|+4|+8|Climate Mastery +4
14th|+10/+5|+4|+4|+9|Elemental Attunement: Breathing
15th|+11/+6/+1|+5|+5|+9|Elemental Attunement: Stunning
16th|+12/+7/+2|+5|+5|+10|Climate Shield IV
17th|+12/+7/+2|+5|+5|+10|Climate Mastery +5
18th|+13/+8/+3|+6|+6|+11|Warp Climate III
19th|+14/+9/+4|+6|+6|+11|Elemental Attunement: Critical Hits
20th|+15/+10/+5|+6|+6|+12|Climate Shield V, Climate Bond[/table]
Hit Die: d8
Skill Points: 4
Class Features
Weapon and Armor Proficiencies
The extrementalist is proficient with all simple weapons, and one martial weapon of his choice. He is proficient with light armor, but not with any shields.
Career Path
At first level, the extrementalist selects whether he prefers cold or hot climates. This will be the basis for his class features. The extrementalist does not benefit from his temperature band-related class abilities unless both he and the attacking or defending creature are in the named temperature band.
Climate Mastery (Ex)
An extrementalist's base attack bonus and caster level increase by +1 while in at least a "severe cold" or "hot" climate, as appropriate. This bonus improves by +1 every 4 levels after first. While in at least a "extreme cold" or "severe heat" climate, as appropriate, the bonus is doubled, and this becomes a supernatural ability. If in an antimagic field or similar, the extrementalist retains the extraordinary portion.
Spells
The extrementalist can cast a small number of spells. His spellcasting is Wisdom-based. His spell list includes all spells with the [fire] or [cold] descriptor, as appropriate, as well as environment-based spells, as appropriate, such as control sand for hot climates. He may cast 3 spells per level per day. All spells are arcane, even if drawn from a divine spell list, and thus are subject to arcane spell failure. However, extrementalists ignore arcane spell failure when casting in light armor. If required to present a divine focus, the extrementalist's divine focus is a small part of his favored climate, such as a handful of snow or sand, thrown into the air. The extrementalist can also replace any material components that cost less than 1 gp with part of his favored climate. He gains spells known as shown in the following table.
Spells Known
{table=head]Class Level|0|1|2|3|4|5|6|7|8|9
1|0|0|0|0|0|0|0|0|0|0
2|1|0|0|0|0|0|0|0|0|0
3|1|0|0|0|0|0|0|0|0|0
4|2|1|0|0|0|0|0|0|0|0
5|2|1|0|0|0|0|0|0|0|0
6|3|2|1|0|0|0|0|0|0|0
7|3|2|1|0|0|0|0|0|0|0
8|4|3|2|1|0|0|0|0|0|0
9|4|3|2|1|0|0|0|0|0|0
10|5|4|3|2|1|0|0|0|0|0
11|5|4|3|2|1|0|0|0|0|0
12|6|5|4|3|2|1|0|0|0|0
13|6|5|4|3|2|1|0|0|0|0
14|7|6|5|4|3|2|1|0|0|0
15|7|6|5|4|3|2|1|0|0|0
16|8|7|6|5|4|3|2|1|0|0
17|8|7|6|5|4|3|2|1|0|0
18|9|8|7|6|5|4|3|2|1|0
19|9|8|7|6|5|4|3|2|1|0
20|10|9|8|7|6|5|4|3|2|1[/table]
While in at least a "hot" or "severe cold" climate, as appropriate, the extrementalist's spells are cast as spell-like abilities, and the extrementalist receives 2 extra spells per level per day. Any components must still be provided. While in at least a "severe heat" or "extreme cold" climate, the extrementalist's spells are cast as supernatural abilities, and the extrementalist can cast them at-will. Any components must still be provided.
If the extrementalist returns to an unfavorable climate, the extra spells per day he has used up do not count against his unfavorable total. He essentially has a separate pool for favorable and unfavorable climates.
Elemental Attunement (Ex)
Beginning at 2nd level, an extrementalist starts to take on the characteristics of an elemental native to his chosen climate. At the following levels, he receives the listed elemental traits:
2: Darkvision 60 feet.
3: Do not need to eat. Can still benefit from potions and spells such as heroes' feast.
7: Immunity to poison.
10: Do not need to sleep. Can trance for 4 hours to heal damage.
11: Immunity to paralysis.
14: Do not need to breathe.
15: Immunity to stunning.
19: Not subject to critical hits.
Climate Shield (Su)
The extrementalist receives resistance against fire or cold damage, as appropriate, equal to (1/4 his class levels x 5). At level 20, this becomes immunity to that damage type. In addition, he receives a bonus to Fortitude and Reflex saving throws while in at least a "severe cold" or "hot" climate, as appropriate, equal to 1/4 his class levels.
Warp Climate (Su)
At 6th level, the extrementalist gains the ability to warp the area around him to be closer to his preferred climate. In a radius of 30 feet centered on the extrementalist, temperatures move up or down one temperature band, as appropriate. The temperature returns to normal when the extrementalist leaves.
At levels 12 and 18, the temperature band moves up or down an additional level, as appropriate, and the radius of the climate change increases by 30 feet. The extrementalist may raise or lower the temperature change or radius as a free action, in one level or 5 ft increments, up to his limit.
Climate Bond (Ex)
At 20th level, the extrementalist's type changes to elemental. His spell DCs are increased by +1 per temperature band in his favored direction. While in at least a "severe cold" or "hot" climate, as appropriate, he receives immunity to mind-affecting effects.
To anyone who's been paying attention, yes I made another class called the extrementalist, but it was horrible, and I liked the name, so I'm transferring it.
Extrementalist
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Career Path, Climate Mastery +1
2nd|+1|+0|+0|+3|Spells, Elemental Attunement: Darkvision
3rd|+2|+1|+1|+3|Elemental Attunement: Eating
4th|+3|+1|+1|+4|Climate Shield I
5th|+3|+1|+1|+4|Climate Mastery +2
6th|+4|+2|+2|+5|Warp Climate I
7th|+5|+2|+2|+5|Elemental Attunement: Poison
8th|+6/+1|+2|+2|+6|Climate Shield II
9th|+6/+1|+3|+3|+6|Climate Mastery +3
10th|+7/+2|+3|+3|+7|Elemental Attunement: Sleep
11th|+8/+3|+3|+3|+7|Elemental Attunement: Paralysis
12th|+9/+4|+4|+4|+8|Climate Shield III, Warp Climate II
13th|+9/+4|+4|+4|+8|Climate Mastery +4
14th|+10/+5|+4|+4|+9|Elemental Attunement: Breathing
15th|+11/+6/+1|+5|+5|+9|Elemental Attunement: Stunning
16th|+12/+7/+2|+5|+5|+10|Climate Shield IV
17th|+12/+7/+2|+5|+5|+10|Climate Mastery +5
18th|+13/+8/+3|+6|+6|+11|Warp Climate III
19th|+14/+9/+4|+6|+6|+11|Elemental Attunement: Critical Hits
20th|+15/+10/+5|+6|+6|+12|Climate Shield V, Climate Bond[/table]
Hit Die: d8
Skill Points: 4
Class Features
Weapon and Armor Proficiencies
The extrementalist is proficient with all simple weapons, and one martial weapon of his choice. He is proficient with light armor, but not with any shields.
Career Path
At first level, the extrementalist selects whether he prefers cold or hot climates. This will be the basis for his class features. The extrementalist does not benefit from his temperature band-related class abilities unless both he and the attacking or defending creature are in the named temperature band.
Climate Mastery (Ex)
An extrementalist's base attack bonus and caster level increase by +1 while in at least a "severe cold" or "hot" climate, as appropriate. This bonus improves by +1 every 4 levels after first. While in at least a "extreme cold" or "severe heat" climate, as appropriate, the bonus is doubled, and this becomes a supernatural ability. If in an antimagic field or similar, the extrementalist retains the extraordinary portion.
Spells
The extrementalist can cast a small number of spells. His spellcasting is Wisdom-based. His spell list includes all spells with the [fire] or [cold] descriptor, as appropriate, as well as environment-based spells, as appropriate, such as control sand for hot climates. He may cast 3 spells per level per day. All spells are arcane, even if drawn from a divine spell list, and thus are subject to arcane spell failure. However, extrementalists ignore arcane spell failure when casting in light armor. If required to present a divine focus, the extrementalist's divine focus is a small part of his favored climate, such as a handful of snow or sand, thrown into the air. The extrementalist can also replace any material components that cost less than 1 gp with part of his favored climate. He gains spells known as shown in the following table.
Spells Known
{table=head]Class Level|0|1|2|3|4|5|6|7|8|9
1|0|0|0|0|0|0|0|0|0|0
2|1|0|0|0|0|0|0|0|0|0
3|1|0|0|0|0|0|0|0|0|0
4|2|1|0|0|0|0|0|0|0|0
5|2|1|0|0|0|0|0|0|0|0
6|3|2|1|0|0|0|0|0|0|0
7|3|2|1|0|0|0|0|0|0|0
8|4|3|2|1|0|0|0|0|0|0
9|4|3|2|1|0|0|0|0|0|0
10|5|4|3|2|1|0|0|0|0|0
11|5|4|3|2|1|0|0|0|0|0
12|6|5|4|3|2|1|0|0|0|0
13|6|5|4|3|2|1|0|0|0|0
14|7|6|5|4|3|2|1|0|0|0
15|7|6|5|4|3|2|1|0|0|0
16|8|7|6|5|4|3|2|1|0|0
17|8|7|6|5|4|3|2|1|0|0
18|9|8|7|6|5|4|3|2|1|0
19|9|8|7|6|5|4|3|2|1|0
20|10|9|8|7|6|5|4|3|2|1[/table]
While in at least a "hot" or "severe cold" climate, as appropriate, the extrementalist's spells are cast as spell-like abilities, and the extrementalist receives 2 extra spells per level per day. Any components must still be provided. While in at least a "severe heat" or "extreme cold" climate, the extrementalist's spells are cast as supernatural abilities, and the extrementalist can cast them at-will. Any components must still be provided.
If the extrementalist returns to an unfavorable climate, the extra spells per day he has used up do not count against his unfavorable total. He essentially has a separate pool for favorable and unfavorable climates.
Elemental Attunement (Ex)
Beginning at 2nd level, an extrementalist starts to take on the characteristics of an elemental native to his chosen climate. At the following levels, he receives the listed elemental traits:
2: Darkvision 60 feet.
3: Do not need to eat. Can still benefit from potions and spells such as heroes' feast.
7: Immunity to poison.
10: Do not need to sleep. Can trance for 4 hours to heal damage.
11: Immunity to paralysis.
14: Do not need to breathe.
15: Immunity to stunning.
19: Not subject to critical hits.
Climate Shield (Su)
The extrementalist receives resistance against fire or cold damage, as appropriate, equal to (1/4 his class levels x 5). At level 20, this becomes immunity to that damage type. In addition, he receives a bonus to Fortitude and Reflex saving throws while in at least a "severe cold" or "hot" climate, as appropriate, equal to 1/4 his class levels.
Warp Climate (Su)
At 6th level, the extrementalist gains the ability to warp the area around him to be closer to his preferred climate. In a radius of 30 feet centered on the extrementalist, temperatures move up or down one temperature band, as appropriate. The temperature returns to normal when the extrementalist leaves.
At levels 12 and 18, the temperature band moves up or down an additional level, as appropriate, and the radius of the climate change increases by 30 feet. The extrementalist may raise or lower the temperature change or radius as a free action, in one level or 5 ft increments, up to his limit.
Climate Bond (Ex)
At 20th level, the extrementalist's type changes to elemental. His spell DCs are increased by +1 per temperature band in his favored direction. While in at least a "severe cold" or "hot" climate, as appropriate, he receives immunity to mind-affecting effects.