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Satyr
2010-07-15, 04:09 AM
Based on the development of the "Real Man's D&D (http://www.giantitp.com/forums/showthread.php?t=159270)" forms, I found that the traditional spellcasters are not very appropriate for the kind of campaign I have in mind ("3.5e rules, 2e feeling"), so that the following 'spellcasters' replace them. These are all based on the Warlock and to a lesser extend, the Dragonfire Adept, and are supposed to replace, not complement the traditional forms of magic.
All these characters have in common that they have a quite narrow focus but each can do something unique which is only open to them. The elemental adepts are partially influenced by official D&D material, the various elemental spellcasters by Jiriku which can be found on this very forum, the various forms of Mof colos in Magic: The Gathering (as I remember it) and to a slightly larger degree the elemental benders of the Avatar: The Last Airbender series.

The planned Adepts include:

Base Classes:

Curse Slinger (http://www.giantitp.com/forums/showpost.php?p=8926819&postcount=2) (very warlocky, but hurts and limits foes instead of dealing much damage)

Earth Adept (http://www.giantitp.com/forums/showpost.php?p=8926826&postcount=3) (focused on earth spells and effects; secondary powers include protection and buffing spells)

Fire Speaker (http://www.giantitp.com/forums/showpost.php?p=8926834&postcount=4) (focused on fire and destruction, with a little bonus of mind-affecting, especially fear spells)

Follower of the Light (manipulates light and general manifest nicety and healing)

Metamorphologist (shapechanging magic, focused on self-buffing and being as bizarre as possible)

Sage of the Forest (treats "wood" as a fifth element; nature related magic, with healing as a side effect)

Shadowlord (manipulate darkness and 'shadow stuff')

Steel Bender (treats "metal" as a sixth element; basically an artificer who can manipulate and buff/debuff weapons and armor)

Waverider (Water magic combined with a bit of divination)

Watcher of the Dead (creates and controls undead minions)

Wind Caller (Wind and Air spells, plus a few illusion effects)

Prestige Classes:


Combat Arcanist (the obligatory gish class)

Lava Mage (combine Fire and Earth Magic)

Master of the Elements (combine all classical elements and has access to them)

Stormlord (combine Air and Fire magic to gain the mastery of lightning)

Satyr
2010-07-15, 04:12 AM
Curse Slinger



http://www.wizards.com/dnd/images/FR_ART/People/TheSimbul.jpg

The Curse Slinger, sometimes also called Witches or doombringers, are closely related to traditional warlocks; but unlike those, they do not master the art of creating an eldritch blast. Instead, they learn several, sometimes vicious curses that hurts and slows their victims.

Alternative class Feature:
Dread Curse
Level 1, and every odd level after.
Replaces: Eldritch Blast
A Curse Slinger gains the ability to crate a curse that weakens and demoralizes a foe. The victim must be within 100' and in sight of the curse slinger. The target of the curse gains a -2 penalty on attacks, ability rolls, skill rolls, Saves, AC, and Wapon Damage rules for one hour. A Will Saving Throw (DC 10 + Charisma Modifier + 1/2 Class level) negates the effect. The Dread Curse is treated as if it were a normal invocation of the curseslinger.
At 5th level and every five levels afterwards, the effect of the curse increases by 1 point, up to a maximum penalty of -6 at 20th level. Multiple Curses do not stack and any foe who successfully resisted the curse cannot be affected again by it for 24 hours. Any effect that repells or lifts a curse also eliminates the effect of the Dread Curse.
The Curse Slinger may use this ability a number of times per day equal to her Charisma modifier per day at 1st level and gains an additional use of it at every odd level.

In addition to the Dread Curse, the Curse Slinger has access to a few invocations which are unknown to normal warlocks:

The Curse Slinger gains the usual Eldritch Blast at 3rd level; but it only improves every four levels afterwards by 1d6 (up to 5d6 at 19th level)

Least:

Animal Enmity: During the duration of this curse, all animals within 30' of the victim and magical creatures with an intelligence of 3 or lower react extremely aggressive towards the victim; they will attack him immediately as if they were under the effect of a Rage spell and ignore all other commands, enemies and the like. This ability costs one daily use of the dread curse.

Aura of fear: Foes within 30' radius of the Curseslinger gain a -2 penalty to Saving Throws against feat effects.

Curse of Infertility: Instead of the usual effect, the target is permanently rendered infertile. This ability costs one of the daily curse uses.

Curse of Warts: The target is covered by large bulbous warts. The curse deals 2 points of charisma damage in addition to the usual effect.


Lesser:

Curse of the Foul Odor: The target is sickened and gains an aura of stench. This ability uses up one of the daily uses of the dread curse.

Family Curse: Curse up to three foes at once

Lumbago: Terrible Back pain slows the target and deal 2 points of dexterity and strength ability damage.

Pestilence: As the Contagion spell.


Greater:

Baleful Geas: As the Dragonfire Adept invocation.

Dreadful Emanation: Curse all foes within 20' around the curse-slinger

Dark:
[LIST]

May You Live In Interesting Times: As Animal Enmity, but affects every creature who cannot resist the effect.

Permanent Curse: The Curse remains in effect until it is broken.

Satyr
2010-07-15, 04:15 AM
Earth Adept
http://www.wizards.com/dnd/images/iw041015_earthbolt.jpg

Earth Adepts are elemental followers of the primal earth. They work the magic of rock, sand and earth.

Adventures: Earth Adepts are not very usual adventurers. They are often bound to a specific place and as many do not like changes much, they have their issues with changing their environment too often or too much. The mountain does not move, and as such the Earth Adepts are prone to a stillness as well. But if they do move, they do it with a maximum of force.
However, there are a few of them who leave their traditional schools and start to wander the world.

Characteristics: The Earth Adept is one of the traditional followers of the elements, and is sometimes regarded as the oldest and most conservative schools of magic. Earth Adepts are often regarded as stern and calm and earth magic seems to require that its followers maintain this calm outlook to practice their art, and that a too passionate work makes it more difficult to work their arts.
Earth Adepts are not very versatile, but robust and very competent when it comes to shape their direct environment.

Alignment: While Earth Adepts are not forced into a certain alignment niche, the overwhelming majority of them are lawful and conservative to an extreme. They have no prepositions to wither good or evil tendencies.

Background: Earth Adepts are usually trained by masters of the same art who see potential in the young student. Academies or larger schools are rare. Many Earth Adepts come from mountainous areas and often prefer wild or rural areas, as the calm nature which is required for the earth magic could be too easy distracted by the larger crowds of towns or larger settlements; while this is of little significance for a fully trained earth adept, the distractions can be very limiting for less experienced students of the arts of earth.

Races: Earth Adepts are most common among people who feel a stronger connection to the earth itself, such as dwarves and goliaths. Despite their usual connection with the earth, gnomes often have problems with the calm and emotionless state of mind of the earth magic. Elves and Half-Elves rarely become Earth Adepts; this seem to be a result of the age-long rivalry between dwarves and elves and the unwillingness of the dwarven adepts to train their old rivals. There is a surprising large number of half-orcs, who follow this path, however, especially those who try to use the serene philosophy of earth magic to keep their innate temper under control.

Other Classes: Earth Adepts usually get along well with serious, calm classes who can appreciate their often more introspective personalities. However, they often seem bland and dull from the perspective of more flamboyant characters and do not get along well with these. Especially the rivalry with Wind Callers is almost legendary.

Abilities: Earth Adepts favor Wisdom as their most important ability. It determines the effectiveness of their trademark earth strike abilities, while most of their direct abilities to hinder foes are based on their Wisdom as well. In addition, Dexterity is often useful for characters who may find themselves in the midst of a combat, and due to the limited range of the earth fist, an earth adept often have to move close to their opponents than other spellcasters.

Earth Adept
{table=head]Level|Base Attack Bonus|Fortitude|Reflex |Will |Special|Invocations

1st|
+0|
+2|
+0|
+2|Stone Fist 1d6, Invocations (least), Earth Mastery|1

2nd|
+1|
+3|
+0|
+3|Turn/Rebuke Elementals|2

3rd|
+2|
+3|
+1|
+3|Stone Fist 2d6, Rock Shield +1|2

4th|
+3|
+4|
+1|
+4|stonewalking|3

5th|
+3|
+4|
+1|
+4|Stone Fist 3d6|3

6th|
+4|
+5|
+2|
+5|New invocation (least or lesser)|4

7th|
+5|
+5|
+2|
+5|Stone Fist 4d6, Rock Shield +2|4

8th|
+6/+1|
+6|
+2|
+6|Earthbound Healing 1|5

9th|
+6/+1|
+6|
+3|
+6|Stone Fist 5d6|5

10th|
+7/+2|
+7|
+3|
+7|Earth Affinity +2|6

11th|
+8/+3|
+7|
+3|
+7|Stone Fist 6d6, Rock Shield +3, new invocation (greater, lesser or least)|6

12th|
+9/+4|
+8|
+4|
+8|Greater Earth Mastery|7

13th|
+9/+4|
+8|
+4|
+8|Stone Fist 7d6, Earthbound Healing 2|7

14th|
+10/+5|
+9|
+4|
+9|Elemental Transformation|8

15th|
+11/+6/+1|
+9|
+5|
+9|Stone Fist 8d6, Rock Shield +4|8

16th|
+12/+7/+2|
+10|
+5|
+10|New Invocation (primal, greater, lesser or least)|9

17th|
+12/+7/+2|
+10|
+5|
+10|Stone Fist 9d6|9

18th|
+13/+8/+3|
+11|
+6|
+11|Earthbound Healing 5|10

19th|
+14/+9/+4|
+11|
+6|
+11|Stone Fist 10d6, Rock Shield +5|10

20th|
+15/+10/+5|
+12|
+6|
+12|Earth Affinity +5, Complete Earth Mastery|12[/table]

Hit Dice: D8

Class Skills: 4+Int (x4 at 1st level) Skill Points /Level
The Earth Adept's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (the Plains) (Int), Knowledge (Nature) (Int), Profession (Wis), Sense Motive (Dex), Spellcraft (Int), and Survival (Wis).


Weapon and Armor Proficiency: Earth Adepts are familiar with all simple weapons. They are familiar with light armor, but not with shields.
Because the somatic components for earth magic invocations are relatively simple, an earth adept may use his invocations while wearing light armor without incurring the usual spell failure chance. However, if he wore medium or heavy armor or a shield, the usual failure chance occur. All invocations, including the Stone Fist, include a somatic component.

Invocations: Like a warlock, an earth adept possesses a repertoire of powers which allows them to channel the energy of the earth itself. An earth adept may use any invocations he knows at will.
These invocations are spell-like abilities; using an invocation therefore requires a standard action and provoke an attack of opportunity, which can be avoided with a concentration check or disrupted as with a spell when the earth adept is hit. Invocations are subject to spell resistance if not specifically stated otherwise. An earth adept's caster level with his invocations is equal to his class level and he may dismiss any invocation as a standard just as a wizard may dismiss a spell.
If an invocation allows a saving throw, its DC is equal to 10 + the equivalent spell level + the adept's wisdom modifier. Since spell-like abilities are no spells, the earth adept does not benefit from the spell focus feat or from any other feat that manipulate spells or sacrifice spell slots for other effects. However, the ability focus feat and feats which allow to apply metamagic effects to spell-like abilities are legitimate choices.
The four grades of earth adept invocations are least, lesser, greater and primal. A 1st level earth adept begins with the knowledge of 1 least invocation and gain access to more and more powerful invocations as summarized in the table above and below.
At any level when a warlock learns a new invocation, he may also replace one known invocation with another one of the same or a lower grade.
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure as described under Weapon and Armor Proficiency above. To use any invocation, including the Stone Fist, an Earth Adept must stand solidly on the ground.

Stone Fist (Sp): The Stone Fist Strike is one of the first abilities an earth adept learns. With a shout, the earth adept strikes the ground at his feet and create a seismic bolt that causes earth, rock and sand to fly in the air, striking creatures along its path. The Stone Fist Strike is a 30' line attack that only hits foes which stands on the ground.
A Stone Fist Strike deals 1d6 points of bludgeoning damage, which increases at every odd level; a successful Reflex Save (DC= 10 1/2 class level + Con modifier) halves the damage.
The Stone Fist Strike is the equivalent to a spell equal to half the earth adept's class level (with a maximum of 9th level when the adept reaches 18th or a higher level, but as the target is not hit by the power itself, but but very normal dirt and rocks, the stone fist strike is not affected by spell resistance.

Earth Mastery (ex): At first level, an Earth Adept gains a +1 bonus to all attack rolls against foes which touch the ground, but a -2 penalty to all attacks against foes who fly, swim or have otherwise no contact to the solid ground. At 12th level this bonus increases to +2, while the penalty is reduced to -1. At 20th level, the bonus increases to +3, while the penalty is no longer applied.

Turn/Rebuke Elementals (su): At second Level, an Earth Adept gains the supernatural ability to turn or destroy air creatures like a good cleric of the same level and the ability to rebuke, command or bolster creatures with the [earth] descriptor. The Earth Adept may use these abilities a total number of times per day equal to 3 + his Charisma modifier.

Rock Shield (su): An earth adept may instinctively raise walls or veils of earth and dirt to protect himself from incoming attacks. This ability grants a +1 shield bonus to AC which increases by +1 at 7th level and every 4 levels afterwards.

Stonewalking (su): At 4th level, an Earth Adept can instinctively the rock under his very feet just by walking over them and return the floor afterwards again. This ability allows the Earth Adept to ignore any effects of difficult terrain.

Earthbound Healing (su): As long as the Earth Adept touches the ground, he gains the ability to tap the power of solid rock or earth under his feet to heal himself. Once per day, as a free action, the character can start absorbing the energy of the earth for two minutes. In this state, he gains Fast Healing 1. At 13th level, this ability improves and grants fast healing 2 instead and can be used an additional time per day, and at 18th level, the ability improves again to the final ratio of fast healing 5 and can be used 3/day.

Earth Affinity (ex): Starting at 10th level, an Earth Adept gains a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with creatures with the [earth] subtype. At 20th level, this bonus increases to +5.

Elemental Transformation (su): The deepest understanding of the nature of the earth itself, allows an earth adept to ovcercome his mortal coil. Starting at 14th is forevermore treated as an Elemental with the [earth] subtype rather than as a humanoid (or whatever his creature type was) for the purpose of spells and magical effects. He also gains all the usual traits of an elemental creature (immunity to poison, sleep effects, paralysis, stunning, flanking or critical hits and 60' of darkvision). Unlike other outsiders, the earth adept can still be brought back from the dead as if she were a member of her previous creature type.

Earth Adept Invocations

Blast Shape and Essence Invocations
Least:

Stalagmite Sword Create a stone blade that acts as a melee weapon

Sandblast Grit and Sand blinds or dazzles foes

Angry Stomp Stone Fist affects all adjacent foes

Sticky Ground: Victims are entangled

Throw Rock: Deal Rock Fist damage as a ranged toch attack with a 60' range.


Lesser:

Cone of Dirt: Stone Fist Damage appears as a 15' cone

Ragged Ground: Area of Effect turned into difficult terrain

Missiles of Mud: Targets are slowed


Greater

Bulette Ambush: Delay Stone Fist

Epicenter: Deals Stone Fist damage in a 15' radius

Antlion Trap: Targets are immobilized


Primal

Avalanche: Stone Fist Damage as a 45' cone

Primal Burial: Victim trapped under solid rock


Other Invocations:
Least

Earthen Grasp: As the Spell

Iron Mountain: The Earth Adept gains Damage Resistance 2/adamantine

Perfect Craftsmanship: The Earth Adept gains a +6 bonus to craft and appraise checks

Roots of the Earth: The Earth Adept merges with the ground, gains a +10 bonus to resist bullrushs, trips and grapple.

Soften Earth and Stone as the spell

Stoneshatter: Knowing the weak points of solid matter, the Earth Adept may shatter objects (as the spell)

Strengthen: Make Whole or Repair Light Damage as the spells

Summon Small Elemental: Calls a small Earth Elemental.

Trackless Step: The Earth Adept can move without leaving any traces


Lesser:

Badger's Tunneling: The Earth Adept gains a Burrow Speed of 10'

Boulder's Run: The Earth Adept is treated as one size category larger for trip, bullrush or overrun attempts

Feel the Ground: The Earth Adept gains Tremorsense 60'

Maws of the Earth: As the Spike Stone spell

Quicksand: Turn the ground into a treacherous trap

Shape Rock: As the Stone Shape spell

Summon Medium Elemental: This is pretty self-explanatory, isn't it?

Stony Grasp: As the Spell

Walk through Walls: As the Meld into Stone spell

Wisdom of the Mountains: The Earth Adept enters a calm meditation to enter his Wisdom modifier to skill checks.



Greater


Earth's Attraction: A cylinder of increased gravity slows down foes, and forces flying creatures to the ground.

Earth Servant: The Earth Adept may create Clay Golems

Eternal Mountains: The Adept ceases to age.

Greater Tunneling: The Earth adept gains a Burrowing speed equal to his land speed (halved when moving through solid rock) and may leave a tunnel behind.

Kiss of the Medusa: Touch attack may turn enemies into stone

Minor Earthquake: Local quake deals damage to buildings and knock creatures prone

Move Earth: As the Spell

Stone Tell: As the Spell

Summon Huge Elemental: What could this be?

Terracotta Warrior: The Adept turns into living stone

Wall of Stone As the Spell


Primal

Earthquake: as the Spell

Form of the Colossus : The Earth Adept turns into a larger living statue of solid rock

Living Rock: Create Stone Golems

Path through the Womb of the Earth: The Adept gains the Ability to Earthglide like an Earth Elemental at his double land speed

Summon Elder Elemental: Calls an Elder Earth Elemental

Satyr
2010-07-15, 04:21 AM
Fire Speaker

http://www.henningludvigsen.com/images/uploads/artwork/warlord_fire_wizard.jpg

Fire Speakers are elemental followers who channel the essence of heat and fire. They are passionate and often very dangerous people, whose pyromania is so strong that it bends reality itself.

Adventures: Fire Speakers are often passionate ad flamboyant, and their strong emotions makes it sometimes difficult for them to stay too long in one place. Therefore, many fire speakers decide for a live of adventure, more out of necessity than their own will, while others thoroughly enjoy traveling and all of them look for new and exiting ways to burn it all down.

Characteristics: It is said that Fire magic comes from the passions of its wielders and that the more passionate the fire speaker becomes, the more powerful his magic grows. Most Fire Speakers find it the easiest to channel their rage and live in a state of constant bad temper, while other, more rational and stable followers of this path prefer love or even appetite for hot food.
Perhaps the most scariest things about the Fire Speakers however is, that their passions seems to be contagious, and they often can completely alter the moot of their environment.

Alignment: The overwhelming majority of Fire Speakers are either evil, chaotic, or both. For many, burning things - or people - is not only fun but an entire lifestyle. However, a few Fire Speakers do not share this world view and try their best, to compensate for the destructive notions of their brethren. It seems though that the strong passions necessary for fire magic leave little place for a middle ground; Firespeakers are very rarely neutral about anything.

Background: Originally, Fire Magic was discovered by Fire Giants who are still the unmatched masters of this art. Eventually, the secrets were stolen by hobgoblin spies, who formed a more martial style, the Desert Wind school of martial arts. Pure Fire Speakers were rare among Hobgoblins but eventually spread out when the crafty goblinoids forged alliances with mercenaries or human realms.

Races: Fire Magic took its origin among Fire Giants and Hobgoblins. To this day, Fire Magic remains more common among humanoids than it is among demi-humans; only gnomes seem to have a knack for it and can challenge the hobgoblin adepts of the flame about who has mastered the art the most.

Other Classes: Do you think that maniac pyromaniacs do get along well with other people? Me neither.

Abilities: Fire Callers put a lot focus on charisma and dexterity; Dexterity to hit their foes with their flaming emanations and because it is often useful for characters who may find themselves in the midst of a combat, while most of their utility spells are based on their charisma.

Fire Speaker
{table=head]Level|Base Attack Bonus|Fortitude|Reflex |Will |Special|Invocations

1st|
+0|
+2|
+2|
+0|Flame Burst 1d6, Invocations (least)|1

2nd|
+1|
+3|
+3|
+0|Turn/Rebuke Elementals|2

3rd|
+2|
+3|
+3|
+0|Flame Burst 2d6, Energy Resistance 5|2

4th|
+3|
+4|
+4|
+1|Evasion|3

5th|
+3|
+4|
+4|
+1|Flame Burst 3d6|3

6th|
+4|
+5|
+5|
+2|New invocation (least or lesser)|4

7th|
+5|
+5|
+5|
+2|Flame Burst 4d6, Energy Resistance 10|4

8th|
+6/+1|
+6|
+6|
+2|Pyromaniac Passion +2|5

9th|
+6/+1|
+6|
+6|
+3|Flame Burst 5d6|5

10th|
+7/+2|
+7|
+7|
+3|Bale Fire|6

11th|
+8/+3|
+7|
+7|
+3|Flame Burst 6d6, Energy Resistance 15, new invocation (greater, lesser or least)|6

12th|
+9/+4|
+8|
+8|
+4|Improved Evasion|7

13th|
+9/+4|
+9|
+9|
+4|Flame Burst 7d6, Pyromaniac Passion +4|7

14th|
+10/+5|
+9|
+9|
+4|Absorb the Heat|8

15th|
+11/+6/+1|
+9|
+9|
+5|Flame Burst 8d6, Energy Resistance 20|8

16th|
+12/+7/+2|
+10|
+10|
+5|New Invocation (primal, greater, lesser or least)|9

17th|
+12/+7/+2|
+10|
+10|
+5|Flame Burst 9d6|9

18th|
+13/+8/+3|
+11|
+11|
+6|Pyromaniac Passion +6|10

19th|
+14/+9/+4|
+11|
+11|
+6|Flame Burst 10d6, Energy Resistance 25 (Fire, Cold)|10

20th|
+15/+10/+5|
+12|
+12|
+6|Flames of the Phoenix 1/week|12[/table]

Hit Dice: D8

Class Skills: 4+Int (x4 at 1st level) Skill Points /Level
The Earth Adept's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (the Plains) (Int), Profession (Wis), Sense Motive (Dex), Spellcraft (Int), and Tumble (Dex).


Weapon and Armor Proficiency: Fire Speakers are familiar with all simple weapons. They are familiar with light armor, but not with shields.
Because the somatic components of fire magic invocations are relatively simple, a fire speaker may use his invocations while wearing light armor without incurring the usual spell failure chance. However, if he wore medium or heavy armor or a shield, the usual failure chance occur. All invocations, including the Flame Burst, include a somatic component.

Flame Burst (su): Fire is often regarded as the most destructive element and so it does not wonder that the first and perhaps most coining ability a Fire Speaker learns, is the ability to hurl flames to hurt and kill. The Flame Burst is a ray of fire and hit that requires a ranged touch attack with a reach of 60'. At 1st level, it deals 1d6 points of fire damage, which increases at every odd level. The victim of a Flame Burst Ray must make a Reflex Save (DC 10 +1/2 class level + Dex) or catches fire.
The Flame Burst is the equivalent to a spell equal to half the fire speaker's class level (with a maximum of 9th level when the adept reaches 18th or a higher level) and is affected by spell resistance.

Invocations (sp): Like a warlock, a Fire Speaker possesses a repertoire of powers which allows them to channel the energy of the earth itself. An earth adept may use any invocations he knows at will.
These invocations are spell-like abilities; using an invocation therefore requires a standard action and provoke an attack of opportunity, which can be avoided with a concentration check or disrupted as with a spell when the earth adept is hit. Invocations are subject to spell resistance if not specifically stated otherwise. A Fire Speaker's caster level with his invocations is equal to his class level and he may dismiss any invocation as a standard just as a wizard may dismiss a spell.
If an invocation allows a saving throw, its DC is equal to 10 + the equivalent spell level + the character's charisma modifier. Since spell-like abilities are no spells, the earth adept does not benefit from the spell focus feat or from any other feat that manipulate spells or sacrifice spell slots for other effects. However, the ability focus feat and feats which allow to apply metamagic effects to spell-like abilities are legitimate choices.
The four grades of Fire Speaker invocations are least, lesser, greater and primal. A 1st level Fire Speaker begins with the knowledge of 1 least invocation and gain access to more and more powerful invocations as summarized in the table above and below.
At any level when the Fire Speaker learns a new invocation, he may also replace one known invocation with another one of the same or a lower grade.
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure as described under Weapon and Armor Proficiency above.

Turn/Rebuke Elementals (su): At second Level, a Fire Speaker gains the supernatural ability to turn or destroy water creatures like a good cleric of the same level and the ability to rebuke, command or bolster creatures with the [fire] descriptor like an evil cleric of the same level. The Fire Adept may use these abilities a total number of times per day equal to 3 + his Charisma modifier.

Energy Resistance (su): Starting with 3rd level, a Fire Speaker radiates heat and learns to manipulate the temperature in his immediate environment to create a constant pleasant temperature and protect him from harm. Fire based attacks are diffused or even absorbed, and the heat shield often turns cold-based attacks in large clouds of steam, but have little effect on the Fire Speaker. He gains Energy Resistance 5 against cold and fire damage which increases by 5 points every 4 levels afterwards.

Evasion (ex): When you stick around burning thing, it might be a good idea to learn not to burn yourself. At 4th level, Fire Speakers gain the Evasion ability, like the Rogue class trait of the same name. At 12h level, the Fire Speaker gains the Improved Evasion ability.

Pyromaniac Passion (ex): For the true Fire Speaker, Happiness is an inferno. Whenever the character kills a foe with fire or set it afire, he gains a +2 morale bonus to Attack Rolls and Damage with melee attacks and fire spells for 10 rounds (longer for a truly spectacular fire; GM's call). Pyromaniac Passion does not stick with itself, but more burning make the time span of feeling like the god of hellfire a little longer. This bonus increases to +4 at 13th and +6 at 18th level.

Bale Fire (su): At will, a Fire Speaker of 10th or higher level may change the nature of the flames he controls; the flames become light blue and stop radiate heat; however, they become all the more brutal. Since Bale Fire is not actually real fire anymore, it ignores Fire Resistance; even a target that would usually be immune against fire damage suffers half the usual damage from Bale Fire attacks; however Bale Fire does not deal any damage to objects or sets people afire. Switching between Bale Fire and usual Fire attacks is a free action.

Absorb the Heat (su): Starting at 14th level, a Fire Speaker may actively channel the heat and fire from his environment to fuel his body and heal injuries. Whenever the character receives fire damage lower than his Energy Resistance, he gains half the usual damage as temporary hitpoints which lasts until the beginning of his next turn. These temporary hitpoints do not stack with themselves.
Some outcasts among the more powerful Fire Speakers set themselves on fire regularly to enjoy the heat.

Flame of the Phoenix (sp): Once per week, the Fire Speaker may start his inner flame anew. This works like a True Resurrection spell, but only on himself; the spell is automatically cast 1d6+1 hours after the character's death.


Invocations:

Eldritch Essence and Blast Shape Invocations:

Least:


Frightful Blast: Target must make a Will Save or becomes shaken.
Arrow of Fire: Range of Flame Burst increases to 250'
Fiery Whip: Fire Burst works as if it were a melee weapon.
Sickening Smoke: Aggressive black smoke sickens victim


Lesser:

Dragon's Breath: Flame Burst takes the shape of a line or a cone
Twin Ray: Attack more than one target
Weakening Flame: Fire Burst imposes a -6 penalty to Strength


Greater:

Clinging Fire: Flame Burst continues to deal fire for two rounds
Flames of Fear: Targets must make a Will Save or cower in fear
Scorched Earth: Flame Burst takes the form of a 20' explosion


Primal:

Ghost Flame: Flame Burst deals double damage against incorporeal foes, half against corporeal ones.
The World's Pyre: Flame Burst affects all targets in 60' radius




Other Invocations:

Least:

Aura of Fear: Demoralizes creatures within 30' radius
Aura of Passion: Grant a moral bonus to attack rolls and damage, and a penalty to AC within 30'
Beguiling Influence: Gain Bonus to Bluff, Diplomacy and Intimidate
Call of the Candle, lesser: Summon small fire elemental
Clouds of Smoke: Create thick black smoke that can offer concealment
Control Flames: As the Psion Power
Endure Exposure: Use Endure Elements as the spell; target gains immunity against Flame Burst damage.
Leaps and Bounds: Gain a Bonus to Balance, Jump and Tumble checks
Light Manipulation: Changes the atmospheric illumination and dazzles foes
Pyrotechnics as the Spell
Rain of Sparks: As the Glitterdust spell
Salamander Cloak: Radiate Heat that deals Fire damage in 30' radius
Scalding Gust: Use Gust of Winds as the spell, any creature in the area takes fire damage equal to your class level


Lesser:


Bright Blaze: As the Daylight spell
Berserk: As the Rage spell
Call of the Candle, intermediate: Call a fire creature for assistance
Charm: Cause a single creature to regard you as a friend
Choking Smoke: As the Stinking Cloud spell
Fire Weapons: touched weapons deal additional fire damage
Fire Stride: Use fires as portals for close range teleports
Flash: Bright Flame blinds onlookers
Heatstroke Aura: Radiated heat fatigues creatures within 30'
Shield of Fire: bright flames conceals the Fire Speaker and hurts attackers
Wall of Fire: as the Spell


Greater:

Blood Boil: Target must make Fortitude save or suffer terrible pain and injuries
Body of Flame: Fire Speaker turns into a living fire creature
Call of the Candle, greater: Summons a more powerful fire creature
Contagious Mania: As the Confusion spell
Firewalk: The Fire Speaker may walk over Smoke and Fire as if it were solid ground.
Mass Charming: Charm several creatures at the same time.
Smoke Tentacles: As the Black Tentacles spell, and deal extra fire damage to the grabbed foes


Primal:

Aura of Madness: Creatures within 30' must make a Will save or become confused
Call of the Candle, primal: Summon powerful fire creature
Instill Vulnerability: Make target creature vulnerable to fire damage
Turn into Smoke: Fire Speaker turns into thick black smoke, which basically turns him incorporeal

Satyr
2010-07-15, 04:24 AM
Follower of the Light

http://www.wizards.com/dnd/images/pgtf_gallery/78853.jpg


under construction

Satyr
2010-07-15, 04:30 AM
Metamorphologist

http://www.wizards.com/dnd/images/pgtf_gallery/78851.jpg

Satyr
2010-07-15, 04:39 AM
Sage of the Forest

http://www.wizards.com/dnd/images/spellcomp_gallery/92187.jpg


If this were done, here would be some text.

Satyr
2010-07-15, 04:41 AM
Shadowlord

http://www.montecook.com/images/BORL_blackhand.jpg

I know, this should be a werewolf.

Satyr
2010-07-15, 04:42 AM
Steel Bender

http://www.wizards.com/dnd/images/ros_gallery/83319.jpg

Satyr
2010-07-15, 04:45 AM
Waverider

http://quizilla.teennick.com/user_images/E/Ellourrah/1061348806_atersprite.JPG

The Wave Riders are a small and secretive schools which are usually only found in coastal areas or on the open sea. They are often seen as secretive and even dangerous especially by the superstitious sailors, but every captain is more than grateful if he can recruit a waverider pilot for a blue water voyage.

Adventures: Like all elemental adepts, Waveriders prefer to stay close to their element of choice, especially the ocean. While a few Waveriders have left their beloved sea for the inland, they rarely stay away from large streams. There is a tragic ballad about a Waverider who followed her love of her life into the desert and found an oasis but couldn't leave afterwards because the fear of the dry sands were too big; so she staid in her oasis and turned it into one of the most fertile spots in the desert.

Characteristics: Waveriders tend to be enigmatic and unpredictable. The may appear calm and serene in one moment to burst in a choleric fit in the next. Many Waveriders feel a longing they can hardly describe themselves, or understand what exactly they long for, and many travel a lot and are rarely content in one place for a longer time.

Alignment: Waveriders are not predisposed towards any alignment. Many seem to keep their distance to other people and have little to do with them, but others are benevolent or destructive.

Background: The origins of water magic is about as enigmatic as its users. There are few distinct style common among the adepts, and sometimes vast differences in philosophy, outlook and powers. Sometimes it seems that every seafaring culture had once developed water magic.
Water Magic is often also associated with divination, and it is unclear if this is a true ability of the Waveriders or only a superstitious exaggeration of their uncanny ability to predict storms.

Races: Water Magic is most common among seafaring cultures, but every species who lived on the coast seems to have a few Waveriders in its ranks.

Other Classes: Waveriders have no particular preferences or dislikes towards other people. They usually tend to see people as individuals, not classes, and treat them on base of their personality, not a larger group they may belong to.

Abilities: Waveriders favor Wisdom as their most important ability since their supernatural abilities and the DC of the Saving Throws against these depend on it.

Waverider
{table=head]Level|Base Attack Bonus|Fortitude|Reflex |Will |Special|Invocations

1st|
+0|
+2|
+2|
+2|Jet of Water 1d4, Expert Swimmer, Invocations (least)|1

2nd|
+1|
+3|
+3|
+3|Turn/Rebuke Elementals|2

3rd|
+2|
+3|
+3|
+3|Jet of Water 2d4, Underwater Blindsense 10'|2

4th|
+3|
+4|
+4|
+4| Improved Expert Swimmer|3

5th|
+3|
+4|
+4|
+4|Jet of Water 3d4|3

6th|
+4|
+5|
+5|
+5|New invocation (least or lesser), Sense the Coming Storm +1|4

7th|
+5|
+5|
+5|
+5|Jet of Water 4d4, Underwater Blindsense 20'|4

8th|
+6/+1|
+6|
+6|
+6|Cloak of the Sea +2|5

9th|
+6/+1|
+6|
+6|
+6|Jet of Water 5d4|5

10th|
+7/+2|
+7|
+7|
+7|Aquatic Affinity +2|6

11th|
+8/+3|
+7|
+7|
+7|Jet of Water 6d4, new invocation (greater, lesser or least), Underwater Blindsense 30'|6

12th|
+9/+4|
+8|
+8|
+8|Sense the Coming Storm +2|7

13th|
+9/+4|
+9|
+9|
+9|Jet of Water 7d4|7

14th|
+10/+5|
+9|
+9|
+9|Cloak of the Sea +4|8

15th|
+11/+6/+1|
+9|
+9|
+9|Jet of Water 8d4, Underwater Blindsense 40'|8

16th|
+12/+7/+2|
+10|
+10|
+10|New Invocation (primal, greater, lesser or least)|9

17th|
+12/+7/+2|
+10|
+10|
+10|Jet of Water 9d4|9

18th|
+13/+8/+3|
+11|
+11|
+10|Sense the Coming Storm +5|10

19th|
+14/+9/+4|
+11|
+11|
+11|Jet of Water 10d4, Underwater Blindsense 50'|10

20th|
+15/+10/+5|
+12|
+12|
+12|Aquatic Affinity +5|12[/table]

Hit Dice: D8

Class Skills: 4+Int (x4 at 1st level) Skill Points /Level
The Waverider's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (the Plains) (Int), Profession (Wis), Sense Motive (Dex), Spellcraft (Int), Swim (Str), and Tumble (Dex).


Weapon and Armor Proficiency: Waveriders are familiar with all simple weapons. They are familiar with light armor, but not with shields.
Because the somatic components of water magic invocations are relatively simple, a Waverider may use her invocations while wearing light armor without incurring the usual spell failure chance. However, if she wore medium or heavy armor or a shield, the usual failure chance occur. All invocations, including the Ice Shard, include a somatic component.

Jet of Water (su): A Waverider may manifest astrong and constant jet of water and use it to push her foes away. It odes not deal nearly as much damage as other similar attacks of elemental adepts, but it is very versatile. A jet of water deals 1d4 points of bludgeoning damage at 1st level, and the damage increase by 1d4 at every odd An attack with the Jet of Water is a ranged touch attack with a range of 60' and the jet may also be used to quench smaller flames of fires. If a target is hit with the jet of water, the Waverider may make a ranged Bullrush check against it but uses 10+ 1/s her class level + her wisdom modifier instead of her strength attribute. This bullrush does not provoke an attack of opportunity from the victim.
The Jet of Water is the equivalent to a spell equal to half the Waverider's class level (with a maximum of 9th level when the adept reaches 18th or a higher level) and is affected by spell resistance.

Invocations (sp): Like a warlock, a Waverider possesses a repertoire of powers which allows them to channel the energy of the earth itself. An earth adept may use any invocations he knows at will.
These invocations are spell-like abilities; using an invocation therefore requires a standard action and provoke an attack of opportunity, which can be avoided with a concentration check or disrupted as with a spell when the Waverider is hit. Invocations are subject to spell resistance if not specifically stated otherwise. A Waverider's caster level with her invocations is equal to her class level and he may dismiss any invocation as a standard just as a wizard may dismiss a spell.
If an invocation allows a saving throw, its DC is equal to 10 + the equivalent spell level + the character's Wisdom modifier. Since spell-like abilities are no spells, the Waverider does not benefit from the spell focus feat or from any other feat that manipulate spells or sacrifice spell slots for other effects. However, the ability focus feat and feats which allow to apply metamagic effects to spell-like abilities are legitimate choices.
The four grades of Waverider invocations are least, lesser, greater and primal. A 1st level Waverider begins with the knowledge of 1 least invocation and gain access to more and more powerful invocations as summarized in the table above and below.
At any level when a Waverider learns a new invocation, she may also replace one known invocation with another one of the same or a lower grade.
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure as described under Weapon and Armor Proficiency above.

Expert Swimmer (ex) : At 1st level, a Waverider has a swim speed equal to half her land speed. This includes a +8 bonus on any Swim check to perform special actions or avoid a hazard. The Waverider can always choose to take 10 on a Swim check, even if distracted or endangered and use the run action while swimming, provided it swims in a straight line. At 4th level, the Swim speed increases to the same speed as the character's land speed. If the Waverider already has a swim speed (e.g. as a racial trait) she may increase that speed by 10' at 1st level and 20' at 4th level.

Turn/Rebuke Elementals (su): At second Level, a Waverider gains the supernatural ability to turn or destroy fire creatures like a good cleric of the same level and the ability to rebuke, command or bolster creatures with the [water] descriptor or of the aquatic subtype like an evil cleric of the same level. The Waverider may use these abilities a total number of times per day equal to 3 + her Charisma modifier.

Underwater Blindsense (su): Starting at 3rd level, the deeper understanding towards the water surrounding her and the associated talent for seer magic allows a Waverider to "feel" the water around her. She gains Blindsense with a reach 0f 10' when emerged in the water. As her talents grow, so does her ability to feel her environment; the reach of this ability increase by 10' at 7th level and every 4 levels afterwards. As a waverider can also feel the water within most bodies and the humility in the air, this ability also works on land, but not nearly as effective: when not in water, the reach of this ability is halved.

Sense the coming Storm (su): Water Magic includes the base of divination, and the followers of the school of water also have access to an instinctive form of precognition, which can be refined and trained. But even in its raw form, it is a helpful tool. A Waverider of 6th or higher level gains a +1 insight bonus to her Initiative and AC, as her precognition let her expect the direction of an incoming blow.
This bonus increases to +2 at 12th and +5 at 18th level.

Cloak of the Sea (Su): As a free action, a Waverider of 8th level of higher can command the spirits of water to surround her in an aura of sea foam and salt spray a number of times per day equal to 3 + her Strength modifier. This cloak of the sea lasts for five minutes. While cloaked in this watery aura, the Waverider channels the essence of water to become swift, forceful and elusive. She gains a +2 bonus on Fortitude saving throws and all Strength-based checks and does not invoke attacks of opportunity for movement or casting her invocations. She also gains concealment, although this concealment cannot be used to hide, since the spray and foam give away her general position. At 14th level, the bonus increases to +4.*

Aquatic Affinity (ex): Starting at 10th level, a Waverider gains a +2 bonus on all Bluff, Diplomacy, Gather Information, Handle Animal, Intimidate, Perform and Ride Checks checks made to interact with creatures with the [water] subtype or who come from an aquatic environment. At 20th level, this bonus increases to +5.
As a side note, yes, Waveriders of 6th level can perfectly predict the weather for the next two days.

*: The Cloak of the Sea ability was originally created by jiriku; I've just stolen it.



Invocations

Blast Shapes and Essence Invocations:

Least:

Ice Shard: Jet of Water deals cold damage
Drenched: Victims of the Jet of Water become more vulnerable to cold damage
Stream: Jet of Water takes the form of a 30' line


Lesser:

Corrosive Jet: Jet of Water deals acid damage
Frozen Joints: Victims of the Jet must make Fortitude save or are slowed.
Stronger Push: Jet may knock target prone


Greater:

Blizzard: Cold damage in 15' radius zone; freezes the ground
Tidal Wave: Jet of Water as a 15' cone


Primal:

Drowning:[/b] Jet of Water may drown a victim
Frozen Cage: Victim trapped in snow and ice
Tsunami: Jet of Water as a 30' cone that knocks targets down



Other Invocations:

Augury: as the spell
Call of the Waves, minor: Summon a weak water or aquatic creature
Empathy: Know the surface emotions of the target
Endure Exposure: Use Endure Elements as the spell; target gains immunity against Ice Shard damage.
[B]Essence of Water: Bless Water or Curse Water as the Spells
Eyes of Murky Water: Gain see invisibility as the spell and darkvision
Gills: Waverider may breathe water and act and talk freely under water
Glazing Frost: Slippery frozen ground works like a Grease spell
Ice Gliding: Glide over solid ground as if it were frozen; +15' to land speed
Inner Compass: Know where you are and where your target is
Minor Precognition: gain a +1 insight bonus to attack and damage rolls, AC and Saving Throws
Puddles and Frost: Create Water or Ice
Rain: Cause Rainfall over a limited area
Rolling Fog: Create a fog cloud as the spell
Sea Legs: Gain bonus to Balance, Swim and Profession (Sailor)
Water Flow: accelerate or slow the flow of water and currents


Lesser:
Clairvoyance: See and hear a distant location
Call of the Waves, intermediate: summons a more powerful water or aquatic creature
Control Water: As the Spell
Freezing Fog: thick fogcloud deals cold damage
Psychometry: Learn details about a place's or item's past
Sense the Future: As the Divination spell
Strength of Water: Spells and Blasts become more powerful close to large water sources
Walk over Water: Walk over water, snow or ice as if it were solid ground
Wall of Water: As the Spell
Water of Life: gain Fast Healing as long as submerged in water
Weather Witchery Create Snow - or rain related weather effects


Greater:
Blizzard: Summons a Blizzard
Knowledge of the Waves: As Commune with Nature, but with a larger range on sea
Scrying: as the spell
Wall of Ice: as the Spell

Primal:
Maelstrom: As the Spell
True Seeing: As the Spell

Satyr
2010-07-15, 04:46 AM
Watcher of the Dead

http://zombieapokalypse.files.wordpress.com/2009/10/necromancer2.jpg

Satyr
2010-07-15, 04:49 AM
Wind Caller

http://www.wizards.com/magic/images/cardart/FUT/Linessa_Zephyr_Mage_640.jpg

hamishspence
2010-07-15, 05:21 AM
Nice concept. The Invocation mechanic needs more love.

Morph Bark
2010-07-15, 05:23 AM
The only things I am wondering is where the cold and electricity (and acid?) stuff will go, especially considering how those are also often seen as elements, seperate or no.

But I guess cold will go into the water-based one.

hamishspence
2010-07-15, 05:29 AM
Acid could go into Water or Earth.

cooperflood
2010-07-15, 10:43 AM
Here are 4 very well done "Elemental Adepts" created by RobbyPants. He has created a Fire, Earth, Water, and Air Mage that all use a caster model similar to the Warlock.

http://brilliantgameologists.com/boards/index.php?topic=5760.0

nonsi
2010-07-15, 11:54 AM
I'd advise against "Master of the Elements".
It's too convoluted and the prereqs would probably be insane
Furthermore: thematically speaking, [Air + Earth] and [Fire + Water] are combinations with internal conflicts.

lesser_minion
2010-07-15, 12:03 PM
I'd advise against "Master of the Elements".
It's too convoluted and the prereqs would probably be insane
Furthermore: thematically speaking, [Air + Earth] and [Fire + Water] are combinations with internal conflicts.

Why, exactly, does this need to be the case?

The D&D element setup is patent nonsense. There is no need to impose some arbitrary notion of 'opposed elements' on the whole mess.

jiriku
2010-07-15, 01:18 PM
I support this endeavor.

Looking at the earth adept, I'd recommend that Stone Fist should also be able to hurl a great big rock at an opponent, else you're useless against anyone who is flying. You could either include this natively in the Stone Fist power, or make it a blast shape.

There are a few improvements you might make to overcome some of the weakness of the warlock: the fast healing ability should be usable additional times per day at higher levels. High-level parties can handle more encounters per day, and the earth adept will thus need to heal himself up more often.

My assessment of the class overall will depend heavily on the invocations you create. I'm looking forward to seeing them!

Satyr
2010-07-15, 01:51 PM
Looking at the earth adept, I'd recommend that Stone Fist should also be able to hurl a great big rock at an opponent, else you're useless against anyone who is flying. You could either include this natively in the Stone Fist power, or make it a blast shape.

It's a Blast Shape; I wasn't sure at first if making it one or give the Earth Adept the ability to throw rocks like a giant.


There are a few improvements you might make to overcome some of the weakness of the warlock: the fast healing ability should be usable additional times per day at higher levels. High-level parties can handle more encounters per day, and the earth adept will thus need to heal himself up more often.

Good idea; I have implemented that.

jiriku
2010-07-15, 02:05 PM
It's a Blast Shape; I wasn't sure at first if making it one or give the Earth Adept the ability to throw rocks like a giant.

Do both? Because really, what's not to like about throwing rocks like a giant?

Satyr
2010-07-15, 02:37 PM
Do both? Because really, what's not to like about throwing rocks like a giant?

I am not a friend of redundancy, besides, the rock hurling alternative blast feature is basically "take a large rock, throw it"; it doesn't get any more giant like that.

BTW, the Curse Slinger (http://www.giantitp.com/forums/showpost.php?p=8926819&postcount=2) is done. I am a bit unsure about her; so please offer your opinion.

mrcarter11
2010-07-15, 02:47 PM
Nitpik.. Typo in aura of fear, says feat instead of fear..

jiriku
2010-07-15, 04:31 PM
I am not a friend of redundancy, besides, the rock hurling alternative blast feature is basically "take a large rock, throw it"; it doesn't get any more giant like that.

BTW, the Curse Slinger (http://www.giantitp.com/forums/showpost.php?p=8926819&postcount=2) is done. I am a bit unsure about her; so please offer your opinion.

The curse invocations are colorful, flavorful, and pretty level-appropriate. Good stuff.

The Dread Curse ACF is a bad trade: you're replacing an unlimited-use ability with one that has limited use per day, and an ability that's resisted by touch AC to one that's resisted by a saving throw (you need to specify which save it targets, BTW). Moreover, the Dread Curse scales more slowly than the bonuses on the rolls that it hampers, meaning it becomes much less effective at higher levels. Worst of all, because it's not treated as a blast, blast shapes can't be applied to it, making it forever a close-range single-target effect.

I'd suggest unlimited uses per day, scaling at double the current rate, and compatibility with at least some blast shape essences (even compatibility with just hideous blow and eldritch spear would greatly increase its flexibility).

Satyr
2010-07-16, 07:44 AM
So, the next Elemental Adept is done: For every one who thinks that kill it with fire is not a plan, but a dedication: The Flame Speaker.

mrcarter11
2010-07-16, 05:21 PM
Nitpiks: Copy and paste error in the WAP for fire speaker.. Talks about stone fist.
Also have earth adept in the Invocations description twice.
For turning you mention a fire adept.
In resistance you need a space. Firespeaker is what's wrote.
Overall, I like the class it seems like something fun to play. Bale Fire seems handy to me. Question, do you plan on writing descriptions for all the Invocations you have?

Tinydwarfman
2010-07-16, 06:42 PM
My main issue with these is that almost all of them are pretty much exactly the same power level as the warlock, which isn't very good. Needs some boosts.

Satyr
2010-07-17, 04:32 AM
The Dread Curse ACF is a bad trade: you're replacing an unlimited-use ability with one that has limited use per day, and an ability that's resisted by touch AC to one that's resisted by a saving throw (you need to specify which save it targets, BTW). Moreover, the Dread Curse scales more slowly than the bonuses on the rolls that it hampers, meaning it becomes much less effective at higher levels. Worst of all, because it's not treated as a blast, blast shapes can't be applied to it, making it forever a close-range single-target effect.

Using it as a blast is a fun idea; perhaps I'll add a "normal" but weakened Eldritch Blast to it.


Question, do you plan on writing descriptions for all the Invocations you have?

Yes, when I'm done so far that I can have an overview about redundancies and the like.


My main issue with these is that almost all of them are pretty much exactly the same power level as the warlock, which isn't very good. Needs some boosts.

That's a question of perspective I guess. My intention was to create a dozen or so pseudo-warlocks to replace, not complement the two top tiers of spellcasters; so obviously they will look a tad weak when compared to a wizard, but they are not supposed to play in that league; power-wise they should be more comparable to the ToB classes, for example, and I guess in this regard they aren't that bad.

Satyr
2010-07-18, 05:18 PM
So, the Waverider is now mostly done. I just hit a major blockade when it came to higher power invocations, but I guess I will fill out the gaps as soon as I can think straight again.

Next in line: The Wind Caller, to finalize the "classic" element quadrology.

Tinydwarfman
2010-07-18, 05:40 PM
That's a question of perspective I guess. My intention was to create a dozen or so pseudo-warlocks to replace, not complement the two top tiers of spellcasters; so obviously they will look a tad weak when compared to a wizard, but they are not supposed to play in that league; power-wise they should be more comparable to the ToB classes, for example, and I guess in this regard they aren't that bad.

I'm talking about vs. casters, Warlocks are weaker then the ToB classes, they're tier 4, and for good reason.

Satyr
2010-07-19, 02:00 AM
But I thought the difference between Tier 3 to 4 is not so much the sheer power but the adaptability - I try to come up with abilities which allow the adepts to contribute to most situations - they sure can all beat stuff up by shooting it with their energy weapons; apart from that, they all have secondary abilities, some more than others. And hopefully, everyone there will have its unique ability which no one else has, which is nice for niche protection.

lesser_minion
2010-07-19, 06:12 AM
My main issue with these is that almost all of them are pretty much exactly the same power level as the warlock, which isn't very good. Needs some boosts.

Tier 4 is roughly the original intended balance point for 3rd edition character classes. The uncomfortable truth is that splatbooks did introduce a lot of power creep.

It's not noticeable, because later classes generally did a better job of matching the intended balance point, but it doesn't change the fact that the intended balance point did change.

Also, for future reference, the purpose of a unique ability that nobody else can reproduce is more to justify the existence of the class -- if everything of note that a class can do is easily replicable by other means, you've just created a base class version of the Elothar Warrior of Bladereach. I'm pretty sure 'niche protection' is something slightly different.

mrcarter11
2010-08-16, 10:05 AM
So did this project just kind of die out?